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Sega - Wikipedia
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dir="ltr"><section class="mf-section-0" id="mf-section-0"> <style data-mw-deduplicate="TemplateStyles:r1236090951">.mw-parser-output .hatnote{font-style:italic}.mw-parser-output div.hatnote{padding-left:1.6em;margin-bottom:0.5em}.mw-parser-output .hatnote i{font-style:normal}.mw-parser-output .hatnote+link+.hatnote{margin-top:-0.5em}@media print{body.ns-0 .mw-parser-output .hatnote{display:none!important}}</style><div role="note" class="hatnote navigation-not-searchable">"Sega Games" redirects here. For a list of video games published by Sega, see <a href="/wiki/Lists_of_Sega_games" title="Lists of Sega games">Lists of Sega games</a>. For other uses, see <a href="/wiki/Sega_(disambiguation)" class="mw-disambig" title="Sega (disambiguation)">Sega (disambiguation)</a>.</div> <p class="mw-empty-elt"> </p> <style data-mw-deduplicate="TemplateStyles:r1257001546">.mw-parser-output .infobox-subbox{padding:0;border:none;margin:-3px;width:auto;min-width:100%;font-size:100%;clear:none;float:none;background-color:transparent}.mw-parser-output .infobox-3cols-child{margin:auto}.mw-parser-output .infobox .navbar{font-size:100%}@media screen{html.skin-theme-clientpref-night .mw-parser-output .infobox-full-data:not(.notheme)>div:not(.notheme)[style]{background:#1f1f23!important;color:#f8f9fa}}@media screen and (prefers-color-scheme:dark){html.skin-theme-clientpref-os .mw-parser-output .infobox-full-data:not(.notheme) div:not(.notheme){background:#1f1f23!important;color:#f8f9fa}}@media(min-width:640px){body.skin--responsive .mw-parser-output .infobox-table{display:table!important}body.skin--responsive .mw-parser-output .infobox-table>caption{display:table-caption!important}body.skin--responsive .mw-parser-output .infobox-table>tbody{display:table-row-group}body.skin--responsive .mw-parser-output .infobox-table tr{display:table-row!important}body.skin--responsive .mw-parser-output .infobox-table th,body.skin--responsive .mw-parser-output .infobox-table td{padding-left:inherit;padding-right:inherit}}</style><style data-mw-deduplicate="TemplateStyles:r1242257876">.mw-parser-output .ib-company .infobox-label{padding-right:0.5em}.mw-parser-output .ib-company .infobox-data,.mw-parser-output .ib-company .infobox-below{line-height:1.35em}.mw-parser-output .ib-company-logo img{background-color:#f8f9fa}.mw-parser-output .ib-company-locality,.mw-parser-output .ib-company-country{display:inline}</style><p><b>Sega Corporation</b><sup id="cite_ref-4" class="reference"><a href="#cite_note-4"><span class="cite-bracket">[</span>a<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-5" class="reference"><a href="#cite_note-5"><span class="cite-bracket">[</span>b<span class="cite-bracket">]</span></a></sup> is a Japanese <a href="/wiki/Multinational_corporation" title="Multinational corporation">multinational</a> <a href="/wiki/Video_game" title="Video game">video game</a> company and subsidiary of <a href="/wiki/Sega_Sammy_Holdings" title="Sega Sammy Holdings">Sega Sammy Holdings</a> headquartered in <a href="/wiki/Shinagawa" title="Shinagawa">Shinagawa</a>, <a href="/wiki/Tokyo" title="Tokyo">Tokyo</a>. It produces several <a href="/wiki/List_of_best-selling_video_game_franchises" title="List of best-selling video game franchises">multi-million-selling game franchises</a> for <a href="/wiki/Arcade_game" title="Arcade game">arcades</a> and <a href="/wiki/Video_game_console" title="Video game console">consoles</a>, including <i><a href="/wiki/Sonic_the_Hedgehog" title="Sonic the Hedgehog">Sonic the Hedgehog</a></i>, <i><a href="/wiki/Angry_Birds" title="Angry Birds">Angry Birds</a></i>, <i><a href="/wiki/Phantasy_Star" title="Phantasy Star">Phantasy Star</a></i>, <i><a href="/wiki/Puyo_Puyo" title="Puyo Puyo">Puyo Puyo</a></i>, <i><a href="/wiki/Super_Monkey_Ball" title="Super Monkey Ball">Super Monkey Ball</a></i>, <i><a href="/wiki/Total_War_(video_game_series)" title="Total War (video game series)">Total War</a></i>, <i><a href="/wiki/Virtua_Fighter" title="Virtua Fighter">Virtua Fighter</a></i>, <i><a href="/wiki/Megami_Tensei" title="Megami Tensei">Megami Tensei</a></i>, <i><a href="/wiki/Sakura_Wars" title="Sakura Wars">Sakura Wars</a></i>, <i><a href="/wiki/Persona_(series)" title="Persona (series)">Persona</a></i>, and <i><a href="/wiki/Yakuza_(franchise)" title="Yakuza (franchise)">Yakuza</a></i>. From 1983 until 2001, Sega also developed <a href="/wiki/List_of_Sega_video_game_consoles" title="List of Sega video game consoles">its own consoles</a>. </p><table class="infobox ib-company vcard"><caption class="infobox-title fn org">Sega Corporation</caption><tbody><tr><td colspan="2" class="infobox-image ib-company-logo logo"><span class="mw-default-size" typeof="mw:File/Frameless"><a href="/wiki/File:SEGA_logo.svg" class="mw-file-description"><img alt='The word "Sega" in blue text' src="//upload.wikimedia.org/wikipedia/commons/thumb/1/13/SEGA_logo.svg/220px-SEGA_logo.svg.png" decoding="async" width="220" height="73" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/1/13/SEGA_logo.svg/330px-SEGA_logo.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/1/13/SEGA_logo.svg/440px-SEGA_logo.svg.png 2x" data-file-width="300" data-file-height="100"></a></span></td></tr><tr><td colspan="2" class="infobox-image ib-company-logo logo"><span class="mw-default-size" typeof="mw:File/Frameless"><a href="/wiki/File:Osaki_Garden_Tower.jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/3/32/Osaki_Garden_Tower.jpg/220px-Osaki_Garden_Tower.jpg" decoding="async" width="220" height="176" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/3/32/Osaki_Garden_Tower.jpg/330px-Osaki_Garden_Tower.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/3/32/Osaki_Garden_Tower.jpg/440px-Osaki_Garden_Tower.jpg 2x" data-file-width="2613" data-file-height="2090"></a></span><div class="infobox-caption">Sega's headquarters at Osaki Garden Tower in Nishi-Shinagawa, <a href="/wiki/Shinagawa,_Tokyo" class="mw-redirect" title="Shinagawa, Tokyo">Shinagawa, Tokyo</a></div></td></tr><tr><th scope="row" class="infobox-label"><div style="display: inline-block; line-height: 1.2em; padding: .1em 0;">Native name</div></th><td class="infobox-data"><span title="Japanese-language text"><span lang="ja">株式会社セガ</span></span></td></tr><tr><th scope="row" class="infobox-label"><div style="display: inline-block; line-height: 1.2em; padding: .1em 0;"><a href="/wiki/Romanization" title="Romanization">Romanized</a> name</div></th><td class="infobox-data"><i><a href="/wiki/Kabushiki_gaisha" title="Kabushiki gaisha">Kabushiki-gaisha</a> Sega</i></td></tr><tr><th scope="row" class="infobox-label">Formerly</th><td class="infobox-data nickname"><style data-mw-deduplicate="TemplateStyles:r1126788409">.mw-parser-output .plainlist ol,.mw-parser-output .plainlist ul{line-height:inherit;list-style:none;margin:0;padding:0}.mw-parser-output .plainlist ol li,.mw-parser-output .plainlist ul li{margin-bottom:0}</style><div class="plainlist"><ul><li>Nihon Goraku Bussan (1960–1965)</li><li>Sega Enterprises, Ltd. (1965–2000)</li><li>Sega Corporation (2000–2015)</li><li>Sega Games Co., Ltd. (2015–2020)</li></ul></div></td></tr><tr><th scope="row" class="infobox-label">Company type</th><td class="infobox-data category"><a href="/wiki/Subsidiary" title="Subsidiary">Subsidiary</a></td></tr><tr><th scope="row" class="infobox-label">Industry</th><td class="infobox-data category"><a href="/wiki/Video_game_industry" title="Video game industry">Video games</a></td></tr><tr><th scope="row" class="infobox-label">Predecessor</th><td class="infobox-data"><a href="/wiki/History_of_Sega" title="History of Sega">Service Games of Japan</a></td></tr><tr><th scope="row" class="infobox-label">Founded</th><td class="infobox-data">June 3, 1960<span class="noprint">; 64 years ago</span><span style="display:none"> (<span class="bday dtstart published updated">June 3, 1960</span>)</span></td></tr><tr><th scope="row" class="infobox-label">Founders</th><td class="infobox-data agent"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1126788409"><div class="plainlist"><ul><li>Martin Bromley</li><li>Richard Stewart</li></ul></div></td></tr><tr><th scope="row" class="infobox-label">Headquarters</th><td class="infobox-data adr"><div class="ib-company-locality locality"><a href="/wiki/Shinagawa" title="Shinagawa">Shinagawa</a>, <a href="/wiki/Tokyo" title="Tokyo">Tokyo</a></div>, <div class="ib-company-country country-name">Japan</div></td></tr><tr><th scope="row" class="infobox-label"><div style="display: inline-block; line-height: 1.2em; padding: .1em 0;">Area served</div></th><td class="infobox-data">Worldwide</td></tr><tr><th scope="row" class="infobox-label"><div style="display: inline-block; line-height: 1.2em; padding: .1em 0;">Key people</div></th><td class="infobox-data agent"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1126788409"><div class="plainlist"><ul><li><a href="/w/index.php?title=Haruki_Satomi&action=edit&redlink=1" class="new" title="Haruki Satomi (page does not exist)">Haruki Satomi</a><span class="noprint" style="font-size:85%; font-style: normal;"> [<a href="https://ja.wikipedia.org/wiki/%E9%87%8C%E8%A6%8B%E6%B2%BB%E7%B4%80" class="extiw" title="jp:里見治紀">jp</a>]</span> (<a href="/wiki/Chairman" class="mw-redirect" title="Chairman">chairman</a> and <a href="/wiki/Chief_executive_officer" title="Chief executive officer">CEO</a>)</li><li><a href="/wiki/Shuji_Utsumi" class="mw-redirect" title="Shuji Utsumi">Shuji Utsumi</a><span class="noprint" style="font-size:85%; font-style: normal;"> [<a href="https://ja.wikipedia.org/wiki/%E5%86%85%E6%B5%B7%E5%B7%9E%E5%8F%B2" class="extiw" title="jp:内海州史">jp</a>]</span> (president and <a href="/wiki/Chief_operating_officer" title="Chief operating officer">COO</a>)</li><li><a href="/wiki/Yukio_Sugino" class="mw-redirect" title="Yukio Sugino">Yukio Sugino</a><span class="noprint" style="font-size:85%; font-style: normal;"> [<a href="https://ja.wikipedia.org/wiki/%E6%9D%89%E9%87%8E%E8%A1%8C%E9%9B%84" class="extiw" title="jp:杉野行雄">jp</a>]</span> (vice president and <a href="/wiki/Chief_operating_officer" title="Chief operating officer">COO</a>)</li></ul></div></td></tr><tr><th scope="row" class="infobox-label">Products</th><td class="infobox-data"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1126788409"><div class="plainlist"><ul><li><a href="/wiki/List_of_Sega_video_games" title="List of Sega video games">Games</a></li><li><a href="/wiki/List_of_Sega_video_game_consoles" title="List of Sega video game consoles">Video game consoles</a></li><li><a href="/wiki/List_of_Sega_mobile_games" title="List of Sega mobile games">Mobile games</a></li><li><a href="/wiki/List_of_Sega_video_game_franchises" title="List of Sega video game franchises">Franchises</a></li></ul></div></td></tr><tr><th scope="row" class="infobox-label">Revenue</th><td class="infobox-data"><span typeof="mw:File"><span title="Increase"><img alt="Increase" src="//upload.wikimedia.org/wikipedia/commons/thumb/b/b0/Increase2.svg/11px-Increase2.svg.png" decoding="async" width="11" height="11" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/b/b0/Increase2.svg/17px-Increase2.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/b/b0/Increase2.svg/22px-Increase2.svg.png 2x" data-file-width="300" data-file-height="300"></span></span> <span style="white-space: nowrap">¥</span>247.7 billion (2020)</td></tr><tr><th scope="row" class="infobox-label"><div style="display: inline-block; line-height: 1.2em; padding: .1em 0;"><a href="/wiki/Earnings_before_interest_and_taxes" title="Earnings before interest and taxes">Operating income</a></div></th><td class="infobox-data"><span typeof="mw:File"><span title="Increase"><img alt="Increase" src="//upload.wikimedia.org/wikipedia/commons/thumb/b/b0/Increase2.svg/11px-Increase2.svg.png" decoding="async" width="11" height="11" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/b/b0/Increase2.svg/17px-Increase2.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/b/b0/Increase2.svg/22px-Increase2.svg.png 2x" data-file-width="300" data-file-height="300"></span></span> <span style="white-space: nowrap">¥</span>14.8 billion (2020)</td></tr><tr><th scope="row" class="infobox-label"><div style="display: inline-block; line-height: 1.2em; padding: .1em 0;">Number of employees</div></th><td class="infobox-data">3,155 (March 31, 2024)<sup id="cite_ref-1" class="reference"><a href="#cite_note-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup></td></tr><tr><th scope="row" class="infobox-label"><a href="/wiki/Parent_company" class="mw-redirect" title="Parent company">Parent</a></th><td class="infobox-data"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1126788409"><div class="plainlist"> <ul><li><a href="/wiki/Gulf_and_Western_Industries" title="Gulf and Western Industries">Gulf and Western</a> (1969–1984)</li> <li><a href="/wiki/SCSK" title="SCSK">CSK Corporation</a> (1984–2004)</li> <li><a href="/wiki/Sega_Sammy_Holdings" title="Sega Sammy Holdings">Sega Sammy Holdings</a> (2004–present)</li></ul> </div></td></tr><tr><th scope="row" class="infobox-label"><a href="/wiki/Division_(business)" title="Division (business)">Divisions</a></th><td class="infobox-data"><b><a href="/wiki/Sega_development_studios" title="Sega development studios">List of development studios</a></b></td></tr><tr><th scope="row" class="infobox-label"><a href="/wiki/Subsidiary" title="Subsidiary">Subsidiaries</a></th><td class="infobox-data"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1126788409"><div class="plainlist"><ul><li><a href="/wiki/Atlus" title="Atlus">Atlus</a></li><li>Sega Sapporo Studio</li><li><a href="/wiki/Sega_Fave" title="Sega Fave">Sega Fave</a></li><li><a href="/wiki/TMS_Entertainment" title="TMS Entertainment">TMS Entertainment</a></li><li><a href="/wiki/Marza_Animation_Planet" title="Marza Animation Planet">Marza Animation Planet</a></li><li>Play Heart</li><li>Sega XD</li></ul></div></td></tr><tr><th scope="row" class="infobox-label">Website</th><td class="infobox-data"><span class="url"><a rel="nofollow" class="external text" href="https://www.sega.co.jp/en/index.html">sega.co.jp</a></span></td></tr><tr><td colspan="2" class="infobox-below"><b>Footnotes / references</b><br><sup id="cite_ref-2" class="reference"><a href="#cite_note-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-3" class="reference"><a href="#cite_note-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup></td></tr></tbody></table> <p>Having American origins, Sega was founded by Martin Bromley and Richard Stewart as Nihon Goraku Bussan<sup id="cite_ref-6" class="reference"><a href="#cite_note-6"><span class="cite-bracket">[</span>c<span class="cite-bracket">]</span></a></sup> on June 3, 1960. Shortly after, the company acquired the assets of its predecessor, <a href="/wiki/History_of_Sega" title="History of Sega">Service Games of Japan</a>. In 1965, it became known as Sega Enterprises, Ltd., after acquiring Rosen Enterprises, an importer of <a href="/wiki/Arcade_game" title="Arcade game">coin-operated games</a>. Sega developed its first coin-operated game, <i><a href="/wiki/Periscope_(arcade_game)" title="Periscope (arcade game)">Periscope</a></i>, in 1966. Sega was sold to <a href="/wiki/Gulf_and_Western_Industries" title="Gulf and Western Industries">Gulf and Western Industries</a> in 1969. Following a downturn in the arcade business in the early 1980s, Sega began to develop video game consoles, starting with the <a href="/wiki/SG-1000" title="SG-1000">SG-1000</a> and <a href="/wiki/Master_System" title="Master System">Master System</a>, but struggled against competitors such as the <a href="/wiki/Nintendo_Entertainment_System" title="Nintendo Entertainment System">Nintendo Entertainment System</a>. In 1984, Sega executives <a href="/wiki/David_Rosen_(businessman)" title="David Rosen (businessman)">David Rosen</a> and <a href="/wiki/Hayao_Nakayama" title="Hayao Nakayama">Hayao Nakayama</a> led a <a href="/wiki/Management_buyout" title="Management buyout">management buyout</a>, with backing from <a href="/wiki/SCSK" title="SCSK">CSK Corporation</a>. </p><p>In 1988, Sega released the <a href="/wiki/Sega_Genesis" title="Sega Genesis">Mega Drive</a>, or the Genesis in North America. The Mega Drive struggled against competition in Japan, but the Genesis found success overseas after the release of <i><a href="/wiki/Sonic_the_Hedgehog_(1991_video_game)" title="Sonic the Hedgehog (1991 video game)">Sonic the Hedgehog</a></i> in 1991 and briefly outsold its main competitor, the <a href="/wiki/Super_Nintendo_Entertainment_System" title="Super Nintendo Entertainment System">Super Nintendo Entertainment System</a>, in the US. In 2001, after several <a href="/wiki/List_of_commercial_failures_in_video_gaming" class="mw-redirect" title="List of commercial failures in video gaming">commercial failures</a> such as the <a href="/wiki/32X" title="32X">32X</a>, <a href="/wiki/Sega_Saturn" title="Sega Saturn">Saturn</a>, and <a href="/wiki/Dreamcast" title="Dreamcast">Dreamcast</a>, Sega stopped manufacturing consoles to become a <a href="/wiki/Third-party_developer" class="mw-redirect" title="Third-party developer">third-party developer</a> and publisher, and was acquired by <a href="/wiki/Sammy_Corporation" title="Sammy Corporation">Sammy Corporation</a> in 2004. Sega Holdings Co. Ltd. was established in 2015; Sega Corporation was renamed to Sega Games Co., Ltd., and its arcade, entertainment, and toy divisions separated into other companies. In 2020, Sega Games and Sega Interactive merged to become Sega Corporation. </p><p>Sega's international branches, Sega of America and Sega Europe are headquartered in <a href="/wiki/Irvine,_California" title="Irvine, California">Irvine, California</a>, and London. <a href="/wiki/Sega_development_studios" title="Sega development studios">Its development studios</a> include their internal research and development divisions (which utilize the <a href="/wiki/Ryu_Ga_Gotoku_Studio" title="Ryu Ga Gotoku Studio">Ryu Ga Gotoku Studio</a> and <a href="/wiki/Sonic_Team" title="Sonic Team">Sonic Team</a> brands for several core franchise entries), Sega Sapporo Studio which mainly provides support for the Tokyo-based development teams as well as handling partial game development,<sup id="cite_ref-7" class="reference"><a href="#cite_note-7"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup> and <a href="/wiki/Atlus" title="Atlus">Atlus</a> (including their R&D divisions, such as P-Studio and Studio Zero respectively) and five development studios in the UK and Europe: <a href="/wiki/Creative_Assembly" title="Creative Assembly">Creative Assembly</a>, <a href="/wiki/Sports_Interactive" title="Sports Interactive">Sports Interactive</a>, <a href="/wiki/Hardlight" title="Hardlight">Sega Hardlight</a>, <a href="/wiki/Two_Point_Studios" title="Two Point Studios">Two Point Studios</a>, and <a href="/wiki/Rovio_Entertainment" title="Rovio Entertainment">Rovio Entertainment</a> (including Ruby Games). Sega is one of the world's most prolific arcade game producers and its mascot, <a href="/wiki/Sonic_the_Hedgehog_(character)" title="Sonic the Hedgehog (character)">Sonic</a>, is internationally recognized. Its name and branding are used for owned or affiliated companies that operate <a href="/wiki/Amusement_arcade" title="Amusement arcade">amusement arcades</a> and produce other entertainment products, including Sega Fave; however, these are largely separate ventures. Sega is recognized for its video game consoles, creativity and innovations. In more recent years, it has been criticized for its business decisions and the quality of its creative output. </p><p>Being the entertainment contents division of Sega Sammy Holdings, forming one half of the Sega Sammy Group,<sup id="cite_ref-8" class="reference"><a href="#cite_note-8"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> Sega also owns a toy and amusement machine company, <a href="/wiki/Sega_Fave" title="Sega Fave">Sega Fave</a>, which comprises their arcade development and manufacturing divisions that were previously under Sega and two animation studios: <a href="/wiki/TMS_Entertainment" title="TMS Entertainment">TMS Entertainment</a>, which animates, produces, and distributes anime such as <i><a href="/wiki/Lupin_the_3rd" class="mw-redirect" title="Lupin the 3rd">Lupin the 3rd</a></i>, <i><a href="/wiki/Case_Closed" title="Case Closed">Case Closed</a></i>, and <i><a href="/wiki/Anpanman" title="Anpanman">Anpanman</a></i> & <a href="/wiki/Marza_Animation_Planet" title="Marza Animation Planet">Marza Animation Planet</a>, which specializes in CG animation. </p> <style data-mw-deduplicate="TemplateStyles:r886046785">.mw-parser-output .toclimit-2 .toclevel-1 ul,.mw-parser-output .toclimit-3 .toclevel-2 ul,.mw-parser-output .toclimit-4 .toclevel-3 ul,.mw-parser-output .toclimit-5 .toclevel-4 ul,.mw-parser-output .toclimit-6 .toclevel-5 ul,.mw-parser-output .toclimit-7 .toclevel-6 ul{display:none}</style><div class="toclimit-3"><div id="toc" class="toc" role="navigation" aria-labelledby="mw-toc-heading"><input type="checkbox" role="button" id="toctogglecheckbox" class="toctogglecheckbox" style="display:none"><div class="toctitle" lang="en" dir="ltr"><h2 id="mw-toc-heading">Contents</h2><span class="toctogglespan"><label class="toctogglelabel" for="toctogglecheckbox"></label></span></div> <ul> <li class="toclevel-1 tocsection-1"><a href="#History"><span class="tocnumber">1</span> <span class="toctext">History</span></a> <ul> <li class="toclevel-2 tocsection-2"><a href="#1940%E2%80%931982:_Origins_and_arcade_success"><span class="tocnumber">1.1</span> <span class="toctext">1940–1982: Origins and arcade success</span></a></li> <li class="toclevel-2 tocsection-3"><a href="#1982%E2%80%931989:_Entry_into_the_game_console_market_and_arcade_resurgence"><span class="tocnumber">1.2</span> <span class="toctext">1982–1989: Entry into the game console market and arcade resurgence</span></a></li> <li class="toclevel-2 tocsection-4"><a href="#1989%E2%80%931994:_Genesis,_Sonic_the_Hedgehog,_and_mainstream_success"><span class="tocnumber">1.3</span> <span class="toctext">1989–1994: Genesis, Sonic the Hedgehog, and mainstream success</span></a></li> <li class="toclevel-2 tocsection-5"><a href="#1994%E2%80%931998:_32X,_Saturn,_falling_console_sales,_and_continued_arcade_success"><span class="tocnumber">1.4</span> <span class="toctext">1994–1998: 32X, Saturn, falling console sales, and continued arcade success</span></a></li> <li class="toclevel-2 tocsection-6"><a href="#1998%E2%80%932001:_Dreamcast_and_continuing_struggles"><span class="tocnumber">1.5</span> <span class="toctext">1998–2001: Dreamcast and continuing struggles</span></a></li> <li class="toclevel-2 tocsection-7"><a href="#2001%E2%80%932003:_Shift_to_third-party_software_development"><span class="tocnumber">1.6</span> <span class="toctext">2001–2003: Shift to third-party software development</span></a></li> <li class="toclevel-2 tocsection-8"><a href="#2003%E2%80%932015:_Sammy_takeover_and_business_expansion"><span class="tocnumber">1.7</span> <span class="toctext">2003–2015: Sammy takeover and business expansion</span></a></li> <li class="toclevel-2 tocsection-9"><a href="#2015%E2%80%932020:_Sega_Games_and_Sega_Interactive"><span class="tocnumber">1.8</span> <span class="toctext">2015–2020: Sega Games and Sega Interactive</span></a></li> <li class="toclevel-2 tocsection-10"><a href="#2020%E2%80%93present:_Recent_history"><span class="tocnumber">1.9</span> <span class="toctext">2020–present: Recent history</span></a></li> </ul> </li> <li class="toclevel-1 tocsection-11"><a href="#Corporate_structure"><span class="tocnumber">2</span> <span class="toctext">Corporate structure</span></a> <ul> <li class="toclevel-2 tocsection-12"><a href="#Subsidiaries_of_Sega_Corporation"><span class="tocnumber">2.1</span> <span class="toctext">Subsidiaries of Sega Corporation</span></a></li> <li class="toclevel-2 tocsection-13"><a href="#Research_and_development"><span class="tocnumber">2.2</span> <span class="toctext">Research and development</span></a></li> </ul> </li> <li class="toclevel-1 tocsection-14"><a href="#Legacy"><span class="tocnumber">3</span> <span class="toctext">Legacy</span></a></li> <li class="toclevel-1 tocsection-15"><a href="#See_also"><span class="tocnumber">4</span> <span class="toctext">See also</span></a></li> <li class="toclevel-1 tocsection-16"><a href="#Notes"><span class="tocnumber">5</span> <span class="toctext">Notes</span></a></li> <li class="toclevel-1 tocsection-17"><a href="#References"><span class="tocnumber">6</span> <span class="toctext">References</span></a></li> <li class="toclevel-1 tocsection-18"><a href="#External_links"><span class="tocnumber">7</span> <span class="toctext">External links</span></a></li> </ul> </div> </div> </section><div class="mw-heading mw-heading2 section-heading" onclick="mfTempOpenSection(1)"><span class="indicator mf-icon mf-icon-expand mf-icon--small"></span><h2 id="History">History</h2></div><section class="mf-section-1 collapsible-block" id="mf-section-1"> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Main article: <a href="/wiki/History_of_Sega" title="History of Sega">History of Sega</a></div> <div class="mw-heading mw-heading3"><h3 id="1940–1982:_Origins_and_arcade_success"><span id="1940.E2.80.931982:_Origins_and_arcade_success"></span>1940–1982: Origins and arcade success</h3></div> <figure class="mw-default-size mw-halign-left" typeof="mw:File/Thumb"><a href="/wiki/File:Slot_machines_at_Wookey_Hole_Caves.JPG" class="mw-file-description"><noscript><img alt="Diamond 3 Star slot machines" src="//upload.wikimedia.org/wikipedia/commons/thumb/3/34/Slot_machines_at_Wookey_Hole_Caves.JPG/220px-Slot_machines_at_Wookey_Hole_Caves.JPG" decoding="async" width="220" height="185" class="mw-file-element" data-file-width="2546" data-file-height="2146"></noscript><span class="lazy-image-placeholder" style="width: 220px;height: 185px;" data-src="//upload.wikimedia.org/wikipedia/commons/thumb/3/34/Slot_machines_at_Wookey_Hole_Caves.JPG/220px-Slot_machines_at_Wookey_Hole_Caves.JPG" data-alt="Diamond 3 Star slot machines" data-width="220" data-height="185" data-srcset="//upload.wikimedia.org/wikipedia/commons/thumb/3/34/Slot_machines_at_Wookey_Hole_Caves.JPG/330px-Slot_machines_at_Wookey_Hole_Caves.JPG 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/3/34/Slot_machines_at_Wookey_Hole_Caves.JPG/440px-Slot_machines_at_Wookey_Hole_Caves.JPG 2x" data-class="mw-file-element"> </span></a><figcaption>The Diamond 3 Star was a coin-operated slot machine produced by Sega in the 1950s.</figcaption></figure> <p>In May 1940, American businessmen Martin Bromley, Irving Bromberg and James Humpert formed Standard Games in <a href="/wiki/Honolulu" title="Honolulu">Honolulu</a>, Hawaii. Their aim was to provide <a href="/wiki/Arcade_game" title="Arcade game">coin-operated amusement machines</a>, including <a href="/wiki/Slot_machine" title="Slot machine">slot machines</a>, to military bases as the increase in personnel with the onset of <a href="/wiki/World_War_II" title="World War II">World War II</a> would create demand for entertainment. After the war, the founders sold Standard Games in 1945, and established Service Games the next year, named for the military focus.<sup id="cite_ref-9" class="reference"><a href="#cite_note-9"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> After the US government outlawed slot machines in <a href="/wiki/Territories_of_the_United_States" title="Territories of the United States">its territories</a> in 1952, Bromley sent employees Richard Stewart and Ray LeMaire to Tokyo to establish Service Games of Japan to provide coin-operated slot machines to US bases in Japan.<sup id="cite_ref-IGN_History_of_Sega_10-0" class="reference"><a href="#cite_note-IGN_History_of_Sega-10"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-11" class="reference"><a href="#cite_note-11"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-12" class="reference"><a href="#cite_note-12"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup> A year later, all five men established Service Games Panama to control the entities of Service Games worldwide. The company expanded over the next seven years to include distribution in <a href="/wiki/South_Korea" title="South Korea">South Korea</a>, the <a href="/wiki/Philippines" title="Philippines">Philippines</a>, and <a href="/wiki/South_Vietnam" title="South Vietnam">South</a> <a href="/wiki/Vietnam" title="Vietnam">Vietnam</a>.<sup id="cite_ref-Horowitz_2018_p3-6_13-0" class="reference"><a href="#cite_note-Horowitz_2018_p3-6-13"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup> The name Sega, an abbreviation of Service Games,<sup id="cite_ref-Kent4_14-0" class="reference"><a href="#cite_note-Kent4-14"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup> was first used in 1954 on a slot machine, the Diamond Star.<sup id="cite_ref-Horowitz_2018_p3-6_13-1" class="reference"><a href="#cite_note-Horowitz_2018_p3-6-13"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup> </p><p>Due to notoriety arising from investigations by the US government into criminal business practices, Service Games of Japan was dissolved on May 31, 1960.<sup id="cite_ref-Horowitz_2018_p3-6_13-2" class="reference"><a href="#cite_note-Horowitz_2018_p3-6-13"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup> On June 3,<sup id="cite_ref-15" class="reference"><a href="#cite_note-15"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup> Bromley established two companies to take over its business activities, Nihon Goraku Bussan and Nihon Kikai Seizō.<sup id="cite_ref-16" class="reference"><a href="#cite_note-16"><span class="cite-bracket">[</span>d<span class="cite-bracket">]</span></a></sup> The two new companies purchased all of Service Games of Japan's assets. Kikai Seizō, doing business as Sega, Inc., focused on manufacturing slot machines. Goraku Bussan, doing business under Stewart as <i>Utamatic, Inc.</i>, served as a distributor and operator of coin-operated machines, particularly <a href="/wiki/Jukebox" title="Jukebox">jukeboxes</a>.<sup id="cite_ref-Horowitz_2018_p3-6_13-3" class="reference"><a href="#cite_note-Horowitz_2018_p3-6-13"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-17" class="reference"><a href="#cite_note-17"><span class="cite-bracket">[</span>13<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-18" class="reference"><a href="#cite_note-18"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup> The companies merged in 1964, retaining the Nihon Goraku Bussan name.<sup id="cite_ref-Horowitz_2018_p3-6_13-4" class="reference"><a href="#cite_note-Horowitz_2018_p3-6-13"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup> </p><p>Around the same time, <a href="/wiki/David_Rosen_(business)" class="mw-redirect" title="David Rosen (business)">David Rosen</a>, an American officer in the <a href="/wiki/United_States_Air_Force" title="United States Air Force">United States Air Force</a> stationed in Japan, launched a <a href="/wiki/Photo_booth" title="Photo booth">photo booth</a> business in Tokyo in 1954.<sup id="cite_ref-IGN_History_of_Sega_10-1" class="reference"><a href="#cite_note-IGN_History_of_Sega-10"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> This company became Rosen Enterprises, and in 1957 began importing coin-operated games into Japan. In 1965, Nihon Goraku Bussan acquired Rosen Enterprises to form Sega Enterprises, Ltd.<sup id="cite_ref-19" class="reference"><a href="#cite_note-19"><span class="cite-bracket">[</span>e<span class="cite-bracket">]</span></a></sup> Rosen was installed as the CEO and managing director, while Stewart was named president and LeMaire was the director of planning. Shortly afterward, Sega stopped leasing to military bases and moved its focus from slot machines to coin-operated amusement machines.<sup id="cite_ref-20" class="reference"><a href="#cite_note-20"><span class="cite-bracket">[</span>15<span class="cite-bracket">]</span></a></sup> Its imports included <a href="/wiki/Rock-Ola" title="Rock-Ola">Rock-Ola</a> jukeboxes, <a href="/wiki/Pinball" title="Pinball">pinball</a> games by <a href="/wiki/WMS_Industries" title="WMS Industries">Williams</a>, and <a href="/wiki/Light_gun_shooter" class="mw-redirect" title="Light gun shooter">gun games</a> by <a href="/wiki/Midway_Games" title="Midway Games">Midway Manufacturing</a>.<sup id="cite_ref-Sega_Arcade_History_p20-23_21-0" class="reference"><a href="#cite_note-Sega_Arcade_History_p20-23-21"><span class="cite-bracket">[</span>16<span class="cite-bracket">]</span></a></sup> </p> <figure class="mw-default-size mw-halign-left" typeof="mw:File/Thumb"><a href="/wiki/File:Sega_1960s_logo.svg" class="mw-file-description"><noscript><img alt='The word "Sega" in a red-colored text' src="//upload.wikimedia.org/wikipedia/commons/thumb/0/0f/Sega_1960s_logo.svg/220px-Sega_1960s_logo.svg.png" decoding="async" width="220" height="120" class="mw-file-element" data-file-width="800" data-file-height="438"></noscript><span class="lazy-image-placeholder" style="width: 220px;height: 120px;" data-src="//upload.wikimedia.org/wikipedia/commons/thumb/0/0f/Sega_1960s_logo.svg/220px-Sega_1960s_logo.svg.png" data-alt='The word "Sega" in a red-colored text' data-width="220" data-height="120" data-srcset="//upload.wikimedia.org/wikipedia/commons/thumb/0/0f/Sega_1960s_logo.svg/330px-Sega_1960s_logo.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/0/0f/Sega_1960s_logo.svg/440px-Sega_1960s_logo.svg.png 2x" data-class="mw-file-element"> </span></a><figcaption>Former logo used until 1975.</figcaption></figure> <p>Because Sega imported second-hand machines, which required frequent maintenance, it began constructing replacement guns and flippers for its imported games. According to former Sega director Akira Nagai, this led to the company developing its own games.<sup id="cite_ref-Sega_Arcade_History_p20-23_21-1" class="reference"><a href="#cite_note-Sega_Arcade_History_p20-23-21"><span class="cite-bracket">[</span>16<span class="cite-bracket">]</span></a></sup> The first arcade <a href="/wiki/Electro-mechanical_game" title="Electro-mechanical game">electro-mechanical game</a> (EM game) Sega manufactured was the submarine simulator <i><a href="/wiki/Periscope_(arcade_game)" title="Periscope (arcade game)">Periscope</a></i>, released worldwide in the late 1960s. It featured light and sound effects considered innovative and was successful in Japan. It was then exported to malls and department stores in Europe and the United States and helped standardize the 25-cent-per-play cost for arcade games in the US. Sega was surprised by the success, and for the next two years, the company produced and exported between eight and ten games per year.<sup id="cite_ref-22" class="reference"><a href="#cite_note-22"><span class="cite-bracket">[</span>17<span class="cite-bracket">]</span></a></sup> The worldwide success of <i>Periscope</i> led to a "technological renaissance" in the arcade industry, which was reinvigorated by a wave of "audio-visual" EM novelty games that followed in the wake of <i>Periscope</i> during the late 1960s to early 1970s.<sup id="cite_ref-Smith_23-0" class="reference"><a href="#cite_note-Smith-23"><span class="cite-bracket">[</span>18<span class="cite-bracket">]</span></a></sup> However, rampant piracy led Sega to cease exporting its games around 1970.<sup id="cite_ref-Horowitz_2018_p14–16_24-0" class="reference"><a href="#cite_note-Horowitz_2018_p14%E2%80%9316-24"><span class="cite-bracket">[</span>19<span class="cite-bracket">]</span></a></sup> </p><p>In 1969, Sega was sold to the American conglomerate <a href="/wiki/Gulf_and_Western_Industries" title="Gulf and Western Industries">Gulf and Western Industries</a>, although Rosen remained CEO. In 1974, Gulf and Western made Sega Enterprises, Ltd., a subsidiary of an American company renamed Sega Enterprises, Inc. Sega released <i>Pong-Tron</i>, its first video-based game, in 1973.<sup id="cite_ref-Horowitz_2018_p14–16_24-1" class="reference"><a href="#cite_note-Horowitz_2018_p14%E2%80%9316-24"><span class="cite-bracket">[</span>19<span class="cite-bracket">]</span></a></sup> Despite late competition from <a href="/wiki/Taito" title="Taito">Taito</a>'s hit arcade game <i><a href="/wiki/Space_Invaders" title="Space Invaders">Space Invaders</a></i> in 1978,<sup id="cite_ref-Sega_Arcade_History_p20-23_21-2" class="reference"><a href="#cite_note-Sega_Arcade_History_p20-23-21"><span class="cite-bracket">[</span>16<span class="cite-bracket">]</span></a></sup> Sega prospered from the <a href="/wiki/Golden_age_of_arcade_video_games" title="Golden age of arcade video games">arcade video game boom</a> of the late 1970s, with revenues climbing to over <span style="white-space: nowrap"><a href="/wiki/United_States_dollar" title="United States dollar">US$</a>100</span> million by 1979. During this period, Sega acquired <a href="/wiki/Gremlin_Industries" title="Gremlin Industries">Gremlin Industries</a>, which manufactured <a href="/wiki/Microprocessor" title="Microprocessor">microprocessor</a>-based arcade games,<sup id="cite_ref-25" class="reference"><a href="#cite_note-25"><span class="cite-bracket">[</span>20<span class="cite-bracket">]</span></a></sup> and Esco Boueki, a coin-op distributor founded and owned by <a href="/wiki/Hayao_Nakayama" title="Hayao Nakayama">Hayao Nakayama</a>. Nakayama was placed in a management role of Sega's Japanese operations.<sup id="cite_ref-nytimes_esco_26-0" class="reference"><a href="#cite_note-nytimes_esco-26"><span class="cite-bracket">[</span>21<span class="cite-bracket">]</span></a></sup> In the early 1980s, Sega was one of the top five arcade game manufacturers active in the United States, as company revenues rose to $214 million.<sup id="cite_ref-27" class="reference"><a href="#cite_note-27"><span class="cite-bracket">[</span>22<span class="cite-bracket">]</span></a></sup> 1979 saw the release of <a href="/wiki/Head_On_(video_game)" title="Head On (video game)"><i>Head On</i></a>, which introduced the "eat-the-dots" gameplay <a href="/wiki/Namco" title="Namco">Namco</a> later used in <i><a href="/wiki/Pac-Man" title="Pac-Man">Pac-Man</a></i>.<sup id="cite_ref-28" class="reference"><a href="#cite_note-28"><span class="cite-bracket">[</span>23<span class="cite-bracket">]</span></a></sup> In 1981, Sega licensed <i><a href="/wiki/Frogger" title="Frogger">Frogger</a></i>, its most successful game until then.<sup id="cite_ref-29" class="reference"><a href="#cite_note-29"><span class="cite-bracket">[</span>24<span class="cite-bracket">]</span></a></sup> In 1982, Sega introduced the first game with <a href="/wiki/Isometric_graphics_in_video_games_and_pixel_art" class="mw-redirect" title="Isometric graphics in video games and pixel art">isometric graphics</a>, <i><a href="/wiki/Zaxxon" title="Zaxxon">Zaxxon</a></i>.<sup id="cite_ref-30" class="reference"><a href="#cite_note-30"><span class="cite-bracket">[</span>25<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="1982–1989:_Entry_into_the_game_console_market_and_arcade_resurgence"><span id="1982.E2.80.931989:_Entry_into_the_game_console_market_and_arcade_resurgence"></span>1982–1989: Entry into the game console market and arcade resurgence</h3></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Further information: <a href="/wiki/SG-1000" title="SG-1000">SG-1000</a> and <a href="/wiki/Master_System" title="Master System">Master System</a></div> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Sega-SG-1000-Console-Set.jpg" class="mw-file-description"><noscript><img alt="A Sega SG-1000 console" src="//upload.wikimedia.org/wikipedia/commons/thumb/7/7b/Sega-SG-1000-Console-Set.jpg/220px-Sega-SG-1000-Console-Set.jpg" decoding="async" width="220" height="133" class="mw-file-element" data-file-width="3780" data-file-height="2280"></noscript><span class="lazy-image-placeholder" style="width: 220px;height: 133px;" data-src="//upload.wikimedia.org/wikipedia/commons/thumb/7/7b/Sega-SG-1000-Console-Set.jpg/220px-Sega-SG-1000-Console-Set.jpg" data-alt="A Sega SG-1000 console" data-width="220" data-height="133" data-srcset="//upload.wikimedia.org/wikipedia/commons/thumb/7/7b/Sega-SG-1000-Console-Set.jpg/330px-Sega-SG-1000-Console-Set.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/7/7b/Sega-SG-1000-Console-Set.jpg/440px-Sega-SG-1000-Console-Set.jpg 2x" data-class="mw-file-element"> </span></a><figcaption>Sega's first video game console, the <a href="/wiki/SG-1000" title="SG-1000">SG-1000</a></figcaption></figure> <p>Following a downturn in the arcade business starting in 1982, Gulf and Western sold its North American arcade game manufacturing organization and the licensing rights for its arcade games to <a href="/wiki/Bally_Manufacturing" title="Bally Manufacturing">Bally Manufacturing</a> in September 1983.<sup id="cite_ref-NYTimes_31-0" class="reference"><a href="#cite_note-NYTimes-31"><span class="cite-bracket">[</span>26<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-herald_32-0" class="reference"><a href="#cite_note-herald-32"><span class="cite-bracket">[</span>27<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-33" class="reference"><a href="#cite_note-33"><span class="cite-bracket">[</span>28<span class="cite-bracket">]</span></a></sup> Gulf and Western retained Sega's North American <a href="/wiki/Research_and_development" title="Research and development">R&D</a> operation and its Japanese subsidiary, Sega Enterprises, Ltd. With its arcade business in decline, Sega Enterprises, Ltd. president Nakayama advocated for the company to use its hardware expertise to move into the home consumer market in Japan.<sup id="cite_ref-Wired1_34-0" class="reference"><a href="#cite_note-Wired1-34"><span class="cite-bracket">[</span>29<span class="cite-bracket">]</span></a></sup> This led to Sega's development of a computer, the SC-3000. Learning that <a href="/wiki/Nintendo" title="Nintendo">Nintendo</a> was developing a <a href="/wiki/Video_game_console" title="Video game console">games-only console</a>, the <a href="/wiki/Nintendo_Entertainment_System" title="Nintendo Entertainment System">Famicom</a>, Sega developed its first home video game system, the <a href="/wiki/SG-1000" title="SG-1000">SG-1000</a>, alongside the SC-3000.<sup id="cite_ref-Retro1632_35-0" class="reference"><a href="#cite_note-Retro1632-35"><span class="cite-bracket">[</span>30<span class="cite-bracket">]</span></a></sup> Rebranded versions of the SG-1000 were released in several other markets worldwide.<sup id="cite_ref-Retro1632_35-1" class="reference"><a href="#cite_note-Retro1632-35"><span class="cite-bracket">[</span>30<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Wired_36-0" class="reference"><a href="#cite_note-Wired-36"><span class="cite-bracket">[</span>31<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-kotaku_Plunkett_2017_37-0" class="reference"><a href="#cite_note-kotaku_Plunkett_2017-37"><span class="cite-bracket">[</span>32<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-38" class="reference"><a href="#cite_note-38"><span class="cite-bracket">[</span>33<span class="cite-bracket">]</span></a></sup> The SG-1000 sold 160,000 units in 1983, which far exceeded Sega's projection of 50,000 in the first year but was outpaced by the Famicom.<sup id="cite_ref-Retro1632_35-2" class="reference"><a href="#cite_note-Retro1632-35"><span class="cite-bracket">[</span>30<span class="cite-bracket">]</span></a></sup> This was in part because Nintendo expanded its game library by courting <a href="/wiki/Third-party_developer" class="mw-redirect" title="Third-party developer">third-party developers</a>, whereas Sega was hesitant to collaborate with companies with which it was competing in the arcades.<sup id="cite_ref-Retro1632_35-3" class="reference"><a href="#cite_note-Retro1632-35"><span class="cite-bracket">[</span>30<span class="cite-bracket">]</span></a></sup> </p><p>In November 1983, Rosen announced his intention to step down as president of Sega Enterprises, Inc. on January 1, 1984. Jeffrey Rochlis was announced as the new president and CEO of Sega.<sup id="cite_ref-Rosen_Departs_Sega_39-0" class="reference"><a href="#cite_note-Rosen_Departs_Sega-39"><span class="cite-bracket">[</span>34<span class="cite-bracket">]</span></a></sup> Shortly after the launch of the SG-1000, and the death of company founder <a href="/wiki/Charles_Bluhdorn" title="Charles Bluhdorn">Charles Bluhdorn</a>, Gulf and Western began to sell off its secondary businesses.<sup id="cite_ref-herald2_40-0" class="reference"><a href="#cite_note-herald2-40"><span class="cite-bracket">[</span>35<span class="cite-bracket">]</span></a></sup> Nakayama and Rosen arranged a <a href="/wiki/Management_buyout" title="Management buyout">management buyout</a> of the Japanese subsidiary in 1984 with financial backing from <a href="/wiki/SCSK" title="SCSK">CSK Corporation</a>, a prominent Japanese software company.<sup id="cite_ref-FOOTNOTEKent2001343_41-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001343-41"><span class="cite-bracket">[</span>36<span class="cite-bracket">]</span></a></sup> Sega's Japanese assets were purchased for $38 million by a group of investors led by Rosen and Nakayama. <a href="/wiki/Isao_Okawa" title="Isao Okawa">Isao Okawa</a>, head of CSK, became chairman,<sup id="cite_ref-nytimes_esco_26-1" class="reference"><a href="#cite_note-nytimes_esco-26"><span class="cite-bracket">[</span>21<span class="cite-bracket">]</span></a></sup> while Nakayama was installed as CEO of Sega Enterprises, Ltd.<sup id="cite_ref-FOOTNOTEKent2001494_42-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001494-42"><span class="cite-bracket">[</span>37<span class="cite-bracket">]</span></a></sup> </p> <figure class="mw-default-size mw-halign-left" typeof="mw:File/Thumb"><a href="/wiki/File:Sega-Master-System-Set.jpg" class="mw-file-description"><noscript><img alt="A Master System console" src="//upload.wikimedia.org/wikipedia/commons/thumb/8/88/Sega-Master-System-Set.jpg/220px-Sega-Master-System-Set.jpg" decoding="async" width="220" height="121" class="mw-file-element" data-file-width="4000" data-file-height="2200"></noscript><span class="lazy-image-placeholder" style="width: 220px;height: 121px;" data-src="//upload.wikimedia.org/wikipedia/commons/thumb/8/88/Sega-Master-System-Set.jpg/220px-Sega-Master-System-Set.jpg" data-alt="A Master System console" data-width="220" data-height="121" data-srcset="//upload.wikimedia.org/wikipedia/commons/thumb/8/88/Sega-Master-System-Set.jpg/330px-Sega-Master-System-Set.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/8/88/Sega-Master-System-Set.jpg/440px-Sega-Master-System-Set.jpg 2x" data-class="mw-file-element"> </span></a><figcaption>The <a href="/wiki/Master_System" title="Master System">Master System</a>, released in North America in 1986 and Europe in 1987</figcaption></figure> <p>In 1985, Sega began working on the Mark III,<sup id="cite_ref-Retroinspection2_43-0" class="reference"><a href="#cite_note-Retroinspection2-43"><span class="cite-bracket">[</span>38<span class="cite-bracket">]</span></a></sup> a redesigned SG-1000.<sup id="cite_ref-kotaku1000_44-0" class="reference"><a href="#cite_note-kotaku1000-44"><span class="cite-bracket">[</span>39<span class="cite-bracket">]</span></a></sup> For North America, Sega rebranded the Mark III as the <a href="/wiki/Master_System" title="Master System">Master System</a>,<sup id="cite_ref-45" class="reference"><a href="#cite_note-45"><span class="cite-bracket">[</span>40<span class="cite-bracket">]</span></a></sup> with a futuristic design intended to appeal to Western tastes.<sup id="cite_ref-Edge2_46-0" class="reference"><a href="#cite_note-Edge2-46"><span class="cite-bracket">[</span>41<span class="cite-bracket">]</span></a></sup> The Mark III was released in Japan in October 1985.<sup id="cite_ref-MK3_47-0" class="reference"><a href="#cite_note-MK3-47"><span class="cite-bracket">[</span>42<span class="cite-bracket">]</span></a></sup> Despite featuring more powerful hardware than the Famicom in some ways, it was unsuccessful at launch. As Nintendo required third-party developers not to publish their Famicom games on other consoles, Sega developed its own games and obtained the rights to <a href="/wiki/Porting" title="Porting">port</a> games from other developers.<sup id="cite_ref-Retroinspection2_43-1" class="reference"><a href="#cite_note-Retroinspection2-43"><span class="cite-bracket">[</span>38<span class="cite-bracket">]</span></a></sup> To help market the console in North America, Sega planned to sell the Master System as a toy, similar to how Nintendo had done with the Nintendo Entertainment System. Sega partnered with <a href="/wiki/Tonka" title="Tonka">Tonka</a>, an American toy company, to make use of Tonka's expertise in the toy industry.<sup id="cite_ref-Horowitz_2016_6–15_48-0" class="reference"><a href="#cite_note-Horowitz_2016_6%E2%80%9315-48"><span class="cite-bracket">[</span>43<span class="cite-bracket">]</span></a></sup> Ineffective marketing by Tonka handicapped sales of the Master System.<sup id="cite_ref-usgamer_next_gen_49-0" class="reference"><a href="#cite_note-usgamer_next_gen-49"><span class="cite-bracket">[</span>44<span class="cite-bracket">]</span></a></sup> By early 1992, production had ceased in North America. The Master System sold between 1.5 million and 2 million units in the region.<sup id="cite_ref-startribune_50-0" class="reference"><a href="#cite_note-startribune-50"><span class="cite-bracket">[</span>45<span class="cite-bracket">]</span></a></sup> This was less market share in North America than both Nintendo and <a href="/wiki/Atari" title="Atari">Atari</a>, which controlled 80 percent and 12 percent of the market.<sup id="cite_ref-NYTdismiss_51-0" class="reference"><a href="#cite_note-NYTdismiss-51"><span class="cite-bracket">[</span>46<span class="cite-bracket">]</span></a></sup> The Master System was eventually a success in Europe, where its sales were comparable to the NES.<sup id="cite_ref-digest_60_52-0" class="reference"><a href="#cite_note-digest_60-52"><span class="cite-bracket">[</span>47<span class="cite-bracket">]</span></a></sup> As late as 1993, the Master System's active <a href="/wiki/Installed_base" title="Installed base">installed user base</a> in Europe was 6.25 million units.<sup id="cite_ref-digest_60_52-1" class="reference"><a href="#cite_note-digest_60-52"><span class="cite-bracket">[</span>47<span class="cite-bracket">]</span></a></sup> The Master System has had continued success in Brazil. New versions continue to be released by Sega's partner in the region, <a href="/wiki/Tectoy" title="Tectoy">Tectoy</a>.<sup id="cite_ref-53" class="reference"><a href="#cite_note-53"><span class="cite-bracket">[</span>48<span class="cite-bracket">]</span></a></sup> By 2016, the Master System had sold 8 million units in Brazil.<sup id="cite_ref-MDB_54-0" class="reference"><a href="#cite_note-MDB-54"><span class="cite-bracket">[</span>49<span class="cite-bracket">]</span></a></sup> </p><p>During 1984, Sega opened its European division of arcade distribution, Sega Europe.<sup id="cite_ref-55" class="reference"><a href="#cite_note-55"><span class="cite-bracket">[</span>50<span class="cite-bracket">]</span></a></sup> It re-entered the North American arcade market in 1985 with the establishment of Sega Enterprises USA at the end of a deal with Bally. The release of <i><a href="/wiki/Hang-On" title="Hang-On">Hang-On</a></i> in 1985 would prove successful in the region, becoming so popular that Sega struggled to keep up with demand for the game.<sup id="cite_ref-56" class="reference"><a href="#cite_note-56"><span class="cite-bracket">[</span>51<span class="cite-bracket">]</span></a></sup> UFO Catcher was introduced in 1985 and as of 2005 was Japan's most commonly installed <a href="/wiki/Claw_crane" class="mw-redirect" title="Claw crane">claw crane</a> game.<sup id="cite_ref-Sega_Sammy_Holdings_Annual_Report_2005_57-0" class="reference"><a href="#cite_note-Sega_Sammy_Holdings_Annual_Report_2005-57"><span class="cite-bracket">[</span>52<span class="cite-bracket">]</span></a></sup> In 1986, Sega of America was established to manage the company's consumer products in North America, beginning with marketing the Master System.<sup id="cite_ref-58" class="reference"><a href="#cite_note-58"><span class="cite-bracket">[</span>53<span class="cite-bracket">]</span></a></sup> During Sega's partnership with Tonka, Sega of America relinquished marketing and distribution of the console and focused on customer support and some localization of games.<sup id="cite_ref-Horowitz_2016_6–15_48-1" class="reference"><a href="#cite_note-Horowitz_2016_6%E2%80%9315-48"><span class="cite-bracket">[</span>43<span class="cite-bracket">]</span></a></sup> <i><a href="/wiki/Out_Run" title="Out Run">Out Run</a></i>, released in 1986, became Sega's best selling arcade cabinet of the 1980s.<sup id="cite_ref-Thorpe_2016_59-0" class="reference"><a href="#cite_note-Thorpe_2016-59"><span class="cite-bracket">[</span>54<span class="cite-bracket">]</span></a></sup> Former Sega director Akira Nagai said <i>Hang-On</i> and <i>Out Run</i> helped to pull the arcade game market out of the 1982 downturn and created new genres of video games.<sup id="cite_ref-Sega_Arcade_History_p20-23_21-3" class="reference"><a href="#cite_note-Sega_Arcade_History_p20-23-21"><span class="cite-bracket">[</span>16<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="1989–1994:_Genesis,_Sonic_the_Hedgehog,_and_mainstream_success"><span id="1989.E2.80.931994:_Genesis.2C_Sonic_the_Hedgehog.2C_and_mainstream_success"></span>1989–1994: Genesis, Sonic the Hedgehog, and mainstream success</h3></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Further information: <a href="/wiki/Sega_Genesis" title="Sega Genesis">Sega Genesis</a></div> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Sega-Genesis-Mod2-Set.jpg" class="mw-file-description"><noscript><img alt="A Sega Genesis Model 2" src="//upload.wikimedia.org/wikipedia/commons/thumb/9/9c/Sega-Genesis-Mod2-Set.jpg/220px-Sega-Genesis-Mod2-Set.jpg" decoding="async" width="220" height="100" class="mw-file-element" data-file-width="3900" data-file-height="1780"></noscript><span class="lazy-image-placeholder" style="width: 220px;height: 100px;" data-src="//upload.wikimedia.org/wikipedia/commons/thumb/9/9c/Sega-Genesis-Mod2-Set.jpg/220px-Sega-Genesis-Mod2-Set.jpg" data-alt="A Sega Genesis Model 2" data-width="220" data-height="100" data-srcset="//upload.wikimedia.org/wikipedia/commons/thumb/9/9c/Sega-Genesis-Mod2-Set.jpg/330px-Sega-Genesis-Mod2-Set.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/9/9c/Sega-Genesis-Mod2-Set.jpg/440px-Sega-Genesis-Mod2-Set.jpg 2x" data-class="mw-file-element"> </span></a><figcaption>The <a href="/wiki/Sega_Genesis" title="Sega Genesis">Sega Genesis</a> (second North American version pictured), Sega's successor to the <a href="/wiki/Master_System" title="Master System">Master System</a>, took control of the 16-bit console market in much of the world during the fourth generation of video game consoles.</figcaption></figure> <p>With the arcade game market once again growing, Sega was one of the most recognized game brands at the end of the 1980s. In the arcades, the company focused on releasing games to appeal to diverse tastes, including <a href="/wiki/Racing_video_game" class="mw-redirect" title="Racing video game">racing games</a> and <a href="/wiki/Side-scrolling_video_game" title="Side-scrolling video game">side-scrollers</a>.<sup id="cite_ref-60" class="reference"><a href="#cite_note-60"><span class="cite-bracket">[</span>55<span class="cite-bracket">]</span></a></sup> Sega released the Master System's successor, the <a href="/wiki/Sega_Genesis" title="Sega Genesis">Mega Drive</a>, in Japan on October 29, 1988. The launch was overshadowed by Nintendo's release of <i><a href="/wiki/Super_Mario_Bros._3" title="Super Mario Bros. 3">Super Mario Bros. 3</a></i> a week earlier. Positive coverage from magazines <i><a href="/wiki/Famitsu" title="Famitsu">Famitsu</a></i> and <i>Beep!</i> helped establish a following, with the latter launching a new publication dedicated to the console, but Sega shipped only 400,000 units in the first year.<sup id="cite_ref-Retroinspection5_61-0" class="reference"><a href="#cite_note-Retroinspection5-61"><span class="cite-bracket">[</span>56<span class="cite-bracket">]</span></a></sup> </p><p>The Mega Drive struggled to compete against the <a href="/wiki/Nintendo_Entertainment_System" title="Nintendo Entertainment System">Famicom</a><sup id="cite_ref-Eurogamer_62-0" class="reference"><a href="#cite_note-Eurogamer-62"><span class="cite-bracket">[</span>57<span class="cite-bracket">]</span></a></sup> and lagged behind Nintendo's <a href="/wiki/Super_Nintendo_Entertainment_System" title="Super Nintendo Entertainment System">Super Famicom</a> and the <a href="/wiki/TurboGrafx-16" title="TurboGrafx-16">TurboGrafx-16</a>, made by <a href="/wiki/NEC" title="NEC">NEC</a>, in Japanese sales throughout the <a href="/wiki/Fourth_generation_of_video_game_consoles" title="Fourth generation of video game consoles">16-bit era</a>.<sup id="cite_ref-63" class="reference"><a href="#cite_note-63"><span class="cite-bracket">[</span>58<span class="cite-bracket">]</span></a></sup> For the North American launch, where the console was renamed Genesis, Sega had no sales and marketing organization. After Atari declined an offer to market the console in the region, Sega launched it through its own Sega of America subsidiary. The Genesis was launched in New York City and Los Angeles on August 14, 1989, and in the rest of North America later that year.<sup id="cite_ref-Kent_2001_p405_64-0" class="reference"><a href="#cite_note-Kent_2001_p405-64"><span class="cite-bracket">[</span>59<span class="cite-bracket">]</span></a></sup> The European version of the Mega Drive was released in September 1990.<sup id="cite_ref-Edge_Feb1994_DataStream_65-0" class="reference"><a href="#cite_note-Edge_Feb1994_DataStream-65"><span class="cite-bracket">[</span>60<span class="cite-bracket">]</span></a></sup> </p><p>Former Atari executive and new Sega of America president Michael Katz developed a two-part strategy to build sales in North America. The first part involved a marketing campaign to challenge Nintendo and emphasize the more arcade-like experience available on the Genesis,<sup id="cite_ref-Kent_2001_p405_64-1" class="reference"><a href="#cite_note-Kent_2001_p405-64"><span class="cite-bracket">[</span>59<span class="cite-bracket">]</span></a></sup> with slogans including "Genesis does what Nintendon't".<sup id="cite_ref-Retroinspection5_61-1" class="reference"><a href="#cite_note-Retroinspection5-61"><span class="cite-bracket">[</span>56<span class="cite-bracket">]</span></a></sup> Since Nintendo owned the console rights to most arcade games of the time, the second part involved creating a library of games which used the names and likenesses of celebrities, such as <i><a href="/wiki/Michael_Jackson%27s_Moonwalker" title="Michael Jackson's Moonwalker">Michael Jackson's Moonwalker</a></i> and <i><a href="/wiki/Joe_Montana_Football" title="Joe Montana Football">Joe Montana Football</a></i>.<sup id="cite_ref-IGN_History_of_Sega_10-2" class="reference"><a href="#cite_note-IGN_History_of_Sega-10"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-66" class="reference"><a href="#cite_note-66"><span class="cite-bracket">[</span>61<span class="cite-bracket">]</span></a></sup> Nonetheless, Sega had difficulty overcoming Nintendo's ubiquity in homes.<sup id="cite_ref-Kent_2001_p424-31_67-0" class="reference"><a href="#cite_note-Kent_2001_p424-31-67"><span class="cite-bracket">[</span>62<span class="cite-bracket">]</span></a></sup> Sega of America sold only 500,000 Genesis units in its first year, half of Nakayama's goal.<sup id="cite_ref-Retroinspection5_61-2" class="reference"><a href="#cite_note-Retroinspection5-61"><span class="cite-bracket">[</span>56<span class="cite-bracket">]</span></a></sup> </p> <figure class="mw-halign-left" typeof="mw:File/Thumb"><a href="/wiki/File:Sonic_1991.png" class="mw-file-description"><noscript><img alt="A blue anthropomorphic hedgehog wearing red shoes" src="//upload.wikimedia.org/wikipedia/en/thumb/d/df/Sonic_1991.png/160px-Sonic_1991.png" decoding="async" width="160" height="246" class="mw-file-element" data-file-width="195" data-file-height="300"></noscript><span class="lazy-image-placeholder" style="width: 160px;height: 246px;" data-src="//upload.wikimedia.org/wikipedia/en/thumb/d/df/Sonic_1991.png/160px-Sonic_1991.png" data-alt="A blue anthropomorphic hedgehog wearing red shoes" data-width="160" data-height="246" data-srcset="//upload.wikimedia.org/wikipedia/en/d/df/Sonic_1991.png 1.5x" data-class="mw-file-element"> </span></a><figcaption><a href="/wiki/Sonic_the_Hedgehog_(character)" title="Sonic the Hedgehog (character)">Sonic the Hedgehog</a> has been Sega's mascot since 1991.<sup id="cite_ref-68" class="reference"><a href="#cite_note-68"><span class="cite-bracket">[</span>63<span class="cite-bracket">]</span></a></sup></figcaption></figure> <p>After the launch of the Genesis, Sega sought a new flagship line of releases to compete with Nintendo's <a href="/wiki/Mario_(franchise)" title="Mario (franchise)"><i>Mario</i></a> series.<sup id="cite_ref-69" class="reference"><a href="#cite_note-69"><span class="cite-bracket">[</span>64<span class="cite-bracket">]</span></a></sup> Its new character, <a href="/wiki/Sonic_the_Hedgehog_(character)" title="Sonic the Hedgehog (character)">Sonic the Hedgehog</a>, went on to feature in one of the <a href="/wiki/Best-selling_video_game_franchises" class="mw-redirect" title="Best-selling video game franchises">best-selling video game franchises</a> in history.<sup id="cite_ref-Harris_2014_386_70-0" class="reference"><a href="#cite_note-Harris_2014_386-70"><span class="cite-bracket">[</span>65<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-71" class="reference"><a href="#cite_note-71"><span class="cite-bracket">[</span>66<span class="cite-bracket">]</span></a></sup> <i><a href="/wiki/Sonic_the_Hedgehog_(1991_video_game)" title="Sonic the Hedgehog (1991 video game)">Sonic the Hedgehog</a></i> began with a <a href="/wiki/Tech_demo" class="mw-redirect" title="Tech demo">tech demo</a> created by <a href="/wiki/Yuji_Naka" title="Yuji Naka">Yuji Naka</a> involving a fast-moving character rolling in a ball through a winding tube; this was fleshed out with <a href="/wiki/Naoto_Ohshima" title="Naoto Ohshima">Naoto Ohshima</a>'s character design and levels conceived by designer <a href="/wiki/Hirokazu_Yasuhara" title="Hirokazu Yasuhara">Hirokazu Yasuhara</a>.<sup id="cite_ref-Yasuhara_72-0" class="reference"><a href="#cite_note-Yasuhara-72"><span class="cite-bracket">[</span>67<span class="cite-bracket">]</span></a></sup> Sonic's color was chosen to match Sega's <a href="/wiki/Cobalt_blue" title="Cobalt blue">cobalt blue</a> logo; his shoes were inspired by <a href="/wiki/Michael_Jackson" title="Michael Jackson">Michael Jackson</a>'s boots, and his personality by <a href="/wiki/Bill_Clinton" title="Bill Clinton">Bill Clinton</a>'s "can-do" attitude.<sup id="cite_ref-RetroSonic2_73-0" class="reference"><a href="#cite_note-RetroSonic2-73"><span class="cite-bracket">[</span>68<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Gamasutra_Ohshima_74-0" class="reference"><a href="#cite_note-Gamasutra_Ohshima-74"><span class="cite-bracket">[</span>69<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-75" class="reference"><a href="#cite_note-75"><span class="cite-bracket">[</span>70<span class="cite-bracket">]</span></a></sup> </p><p>Nakayama hired <a href="/wiki/Tom_Kalinske" title="Tom Kalinske">Tom Kalinske</a> as CEO of Sega of America in mid-1990, and Katz departed soon after. Kalinske knew little about the video game market, but surrounded himself with industry-savvy advisors. A believer in the <a href="/wiki/Razor_and_blades_business_model" class="mw-redirect" title="Razor and blades business model">razor-and-blades business model</a>, he developed a four-point plan: cut the price of the Genesis, create a US team to develop games targeted at the American market, expand the aggressive advertising campaigns, and replace the bundled game <i><a href="/wiki/Altered_Beast" title="Altered Beast">Altered Beast</a></i> with <i>Sonic the Hedgehog</i>. The Japanese board of directors disapproved,<sup id="cite_ref-Kent_2001_p424-31_67-1" class="reference"><a href="#cite_note-Kent_2001_p424-31-67"><span class="cite-bracket">[</span>62<span class="cite-bracket">]</span></a></sup> but it was approved by Nakayama, who told Kalinske, "I hired you to make the decisions for Europe and the Americas, so go ahead and do it."<sup id="cite_ref-Retroinspection5_61-3" class="reference"><a href="#cite_note-Retroinspection5-61"><span class="cite-bracket">[</span>56<span class="cite-bracket">]</span></a></sup> </p><p>In large part due to the popularity of <i>Sonic the Hedgehog</i>,<sup id="cite_ref-Kent_2001_p424-31_67-2" class="reference"><a href="#cite_note-Kent_2001_p424-31-67"><span class="cite-bracket">[</span>62<span class="cite-bracket">]</span></a></sup> the Genesis outsold its main competitor, the <a href="/wiki/Super_Nintendo_Entertainment_System" title="Super Nintendo Entertainment System">Super Nintendo Entertainment System</a> (SNES), in the United States nearly two to one during the 1991 holiday season. By January 1992, Sega controlled 65 percent of the <a href="/wiki/History_of_video_game_consoles_(fourth_generation)" class="mw-redirect" title="History of video game consoles (fourth generation)">16-bit</a> console market.<sup id="cite_ref-76" class="reference"><a href="#cite_note-76"><span class="cite-bracket">[</span>71<span class="cite-bracket">]</span></a></sup> Sega outsold Nintendo for four consecutive Christmas seasons<sup id="cite_ref-77" class="reference"><a href="#cite_note-77"><span class="cite-bracket">[</span>72<span class="cite-bracket">]</span></a></sup> due to the Genesis' head start, lower price, and a larger library compared to the SNES at release.<sup id="cite_ref-78" class="reference"><a href="#cite_note-78"><span class="cite-bracket">[</span>73<span class="cite-bracket">]</span></a></sup> Nintendo's dollar share of the US 16-bit market dropped from 60% at the end of 1992 to 37% at the end of 1993,<sup id="cite_ref-79" class="reference"><a href="#cite_note-79"><span class="cite-bracket">[</span>74<span class="cite-bracket">]</span></a></sup> Sega claimed 55% of all 16-bit hardware sales during 1994,<sup id="cite_ref-Dillon2016_80-0" class="reference"><a href="#cite_note-Dillon2016-80"><span class="cite-bracket">[</span>75<span class="cite-bracket">]</span></a></sup> and the SNES outsold the Genesis from 1995 through 1997.<sup id="cite_ref-81" class="reference"><a href="#cite_note-81"><span class="cite-bracket">[</span>76<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-sales96_82-0" class="reference"><a href="#cite_note-sales96-82"><span class="cite-bracket">[</span>77<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Farm_83-0" class="reference"><a href="#cite_note-Farm-83"><span class="cite-bracket">[</span>78<span class="cite-bracket">]</span></a></sup> </p> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:Game-Gear-Handheld_(cropped).jpg" class="mw-file-description"><noscript><img src="//upload.wikimedia.org/wikipedia/commons/thumb/7/7b/Game-Gear-Handheld_%28cropped%29.jpg/220px-Game-Gear-Handheld_%28cropped%29.jpg" decoding="async" width="220" height="133" class="mw-file-element" data-file-width="3749" data-file-height="2272"></noscript><span class="lazy-image-placeholder" style="width: 220px;height: 133px;" data-src="//upload.wikimedia.org/wikipedia/commons/thumb/7/7b/Game-Gear-Handheld_%28cropped%29.jpg/220px-Game-Gear-Handheld_%28cropped%29.jpg" data-width="220" data-height="133" data-srcset="//upload.wikimedia.org/wikipedia/commons/thumb/7/7b/Game-Gear-Handheld_%28cropped%29.jpg/330px-Game-Gear-Handheld_%28cropped%29.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/7/7b/Game-Gear-Handheld_%28cropped%29.jpg/440px-Game-Gear-Handheld_%28cropped%29.jpg 2x" data-class="mw-file-element"> </span></a><figcaption><a href="/wiki/Game_Gear" title="Game Gear">Game Gear</a>, released in 1990</figcaption></figure> <p>In 1990, Sega launched the <a href="/wiki/Sega_Game_Gear" class="mw-redirect" title="Sega Game Gear">Game Gear</a>, a <a href="/wiki/Handheld_game_console" title="Handheld game console">handheld console</a>, to compete against Nintendo's <a href="/wiki/Game_Boy" title="Game Boy">Game Boy</a>. The Game Gear was designed as a portable version of the Master System and featured a full-color screen, in contrast to the <a href="/wiki/Monochromatic" class="mw-redirect" title="Monochromatic">monochrome</a> Game Boy screen.<sup id="cite_ref-IGNGG_84-0" class="reference"><a href="#cite_note-IGNGG-84"><span class="cite-bracket">[</span>79<span class="cite-bracket">]</span></a></sup> Due to its short battery life, lack of original games, and weak support from Sega, the Game Gear did not surpass the Game Boy, having sold approximately 11 million units.<sup id="cite_ref-FOOTNOTEDillon2016165_85-0" class="reference"><a href="#cite_note-FOOTNOTEDillon2016165-85"><span class="cite-bracket">[</span>80<span class="cite-bracket">]</span></a></sup> Sega launched the <a href="/wiki/Sega_CD" title="Sega CD">Mega-CD</a> in Japan on December 1, 1991, initially retailing at <a href="/wiki/Japanese_yen" title="Japanese yen">JP¥</a>49,800.<sup id="cite_ref-RetroGamer_86-0" class="reference"><a href="#cite_note-RetroGamer-86"><span class="cite-bracket">[</span>81<span class="cite-bracket">]</span></a></sup> The add-on uses <a href="/wiki/CD-ROM" title="CD-ROM">CD-ROM</a> technology. Further features include a second, faster processor, vastly expanded system memory, a graphics chip that performed <a href="/wiki/Scaling_(geometry)" title="Scaling (geometry)">scaling</a> and <a href="/wiki/Rotation" title="Rotation">rotation</a> similar to the company's arcade games, and another sound chip.<sup id="cite_ref-Kent_2001_p449–461_87-0" class="reference"><a href="#cite_note-Kent_2001_p449%E2%80%93461-87"><span class="cite-bracket">[</span>82<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Takami_88-0" class="reference"><a href="#cite_note-Takami-88"><span class="cite-bracket">[</span>83<span class="cite-bracket">]</span></a></sup> In North America, it was renamed the Sega CD and launched on October 15, 1992, with a retail price of US$299.<sup id="cite_ref-Kent_2001_p449–461_87-1" class="reference"><a href="#cite_note-Kent_2001_p449%E2%80%93461-87"><span class="cite-bracket">[</span>82<span class="cite-bracket">]</span></a></sup> It was released in Europe as the Mega-CD in 1993.<sup id="cite_ref-RetroGamer_86-1" class="reference"><a href="#cite_note-RetroGamer-86"><span class="cite-bracket">[</span>81<span class="cite-bracket">]</span></a></sup> The Mega-CD sold only 100,000 units during its first year in Japan, falling well below expectations.<sup id="cite_ref-RetroGamer_86-2" class="reference"><a href="#cite_note-RetroGamer-86"><span class="cite-bracket">[</span>81<span class="cite-bracket">]</span></a></sup> </p> <figure class="mw-default-size mw-halign-left" typeof="mw:File/Thumb"><a href="/wiki/File:Virtua_formula.jpg" class="mw-file-description"><noscript><img alt="A line of arcade cabinets with racing car seats" src="//upload.wikimedia.org/wikipedia/commons/thumb/c/c8/Virtua_formula.jpg/220px-Virtua_formula.jpg" decoding="async" width="220" height="78" class="mw-file-element" data-file-width="1920" data-file-height="682"></noscript><span class="lazy-image-placeholder" style="width: 220px;height: 78px;" data-src="//upload.wikimedia.org/wikipedia/commons/thumb/c/c8/Virtua_formula.jpg/220px-Virtua_formula.jpg" data-alt="A line of arcade cabinets with racing car seats" data-width="220" data-height="78" data-srcset="//upload.wikimedia.org/wikipedia/commons/thumb/c/c8/Virtua_formula.jpg/330px-Virtua_formula.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/c/c8/Virtua_formula.jpg/440px-Virtua_formula.jpg 2x" data-class="mw-file-element"> </span></a><figcaption>Larger <i><a href="/wiki/Virtua_Formula" class="mw-redirect" title="Virtua Formula">Virtua Formula</a></i> installation of <i>Virtua Racing</i> at the Sega VirtuaLand arcade in <a href="/wiki/Luxor_Las_Vegas" title="Luxor Las Vegas">Luxor Las Vegas</a>, circa late 1993</figcaption></figure> <p>Throughout the early 1990s, Sega largely continued its success in arcades around the world. In 1992 and 1993, the new <a href="/wiki/Sega_Model_1#Sega_Model_1" class="mw-redirect" title="Sega Model 1">Sega Model 1</a> arcade system board showcased in-house development studio <a href="/wiki/Sega_AM2" title="Sega AM2">Sega AM2</a>'s <i><a href="/wiki/Virtua_Racing" title="Virtua Racing">Virtua Racing</a></i> and <i><a href="/wiki/Virtua_Fighter_(video_game)" title="Virtua Fighter (video game)">Virtua Fighter</a></i> (the first <a href="/wiki/3D_computer_graphics" title="3D computer graphics">3D</a> <a href="/wiki/Fighting_game" title="Fighting game">fighting game</a>), which, though expensive, played a crucial role in popularizing 3D polygonal graphics.<sup id="cite_ref-89" class="reference"><a href="#cite_note-89"><span class="cite-bracket">[</span>84<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-90" class="reference"><a href="#cite_note-90"><span class="cite-bracket">[</span>85<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-1UP_VF_91-0" class="reference"><a href="#cite_note-1UP_VF-91"><span class="cite-bracket">[</span>86<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-92" class="reference"><a href="#cite_note-92"><span class="cite-bracket">[</span>87<span class="cite-bracket">]</span></a></sup> In addition, complex simulator equipment like the rotational <a href="/wiki/R360" title="R360">R360</a> kept Sega competing with machines by rival arcade companies, including <a href="/wiki/Taito" title="Taito">Taito</a>.<sup id="cite_ref-93" class="reference"><a href="#cite_note-93"><span class="cite-bracket">[</span>88<span class="cite-bracket">]</span></a></sup> New official region-specific distributors and manufacturers, including the UK's Deith Leisure, allowed Sega to sell its machines outside of Japan with ease.<sup id="cite_ref-94" class="reference"><a href="#cite_note-94"><span class="cite-bracket">[</span>89<span class="cite-bracket">]</span></a></sup> Sega's domestic operations division also opened hundreds of family-oriented suburban <a href="/wiki/Sega_World" title="Sega World">Sega World</a> amusement arcades in Japan during this period,<sup id="cite_ref-EN-JOINT_95-0" class="reference"><a href="#cite_note-EN-JOINT-95"><span class="cite-bracket">[</span>90<span class="cite-bracket">]</span></a></sup> as well as large over-18s "GiGO" facilities in the high-profile urban areas of <a href="/wiki/Roppongi" title="Roppongi">Roppongi</a> and <a href="/wiki/Ikebukuro" title="Ikebukuro">Ikebukuro</a>.<sup id="cite_ref-96" class="reference"><a href="#cite_note-96"><span class="cite-bracket">[</span>91<span class="cite-bracket">]</span></a></sup> In 1993, this success was mirrored in overseas territories with the openings of several large branded entertainment centers, such as Sega VirtuaLand in <a href="/wiki/Luxor_Las_Vegas" title="Luxor Las Vegas">Luxor Las Vegas</a>.<sup id="cite_ref-97" class="reference"><a href="#cite_note-97"><span class="cite-bracket">[</span>92<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-98" class="reference"><a href="#cite_note-98"><span class="cite-bracket">[</span>93<span class="cite-bracket">]</span></a></sup> In 1994, Sega generated a revenue of <span style="white-space: nowrap">¥354.032 billion</span> or <span style="white-space: nowrap">$3,464,000,000</span> (equivalent to $7,121,000,000 in 2023).<sup id="cite_ref-1998_report_99-0" class="reference"><a href="#cite_note-1998_report-99"><span class="cite-bracket">[</span>94<span class="cite-bracket">]</span></a></sup> </p><p>In 1993, the American media began to focus on the mature content of certain video games, such as <i><a href="/wiki/Night_Trap" title="Night Trap">Night Trap</a></i> for the Sega CD and the Genesis version of Midway's <a href="/wiki/Mortal_Kombat_(1992_video_game)" title="Mortal Kombat (1992 video game)"><i>Mortal Kombat</i></a>.<sup id="cite_ref-100" class="reference"><a href="#cite_note-100"><span class="cite-bracket">[</span>95<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-night_trap_101-0" class="reference"><a href="#cite_note-night_trap-101"><span class="cite-bracket">[</span>96<span class="cite-bracket">]</span></a></sup> This came at a time when Sega was capitalizing on its image as an "edgy" company with "attitude", and this reinforced that image.<sup id="cite_ref-Eurogamer_62-1" class="reference"><a href="#cite_note-Eurogamer-62"><span class="cite-bracket">[</span>57<span class="cite-bracket">]</span></a></sup> To handle this, Sega instituted the United States' first video game ratings system, the <a href="/wiki/Videogame_Rating_Council" title="Videogame Rating Council">Videogame Rating Council</a> (VRC), for all its systems. Ratings ranged from the family-friendly GA rating to the more mature rating of MA-13, and the adults-only rating of MA-17.<sup id="cite_ref-night_trap_101-1" class="reference"><a href="#cite_note-night_trap-101"><span class="cite-bracket">[</span>96<span class="cite-bracket">]</span></a></sup> Executive vice president of Nintendo of America <a href="/wiki/Howard_Lincoln" title="Howard Lincoln">Howard Lincoln</a> was quick to point out in the <a href="/wiki/1993_congressional_hearings_on_video_games" class="mw-redirect" title="1993 congressional hearings on video games">United States congressional hearings in 1993</a> that <i>Night Trap</i> was not rated at all. Senator <a href="/wiki/Joe_Lieberman" title="Joe Lieberman">Joe Lieberman</a> called for another hearing in February 1994 to check progress toward a rating system for video game violence.<sup id="cite_ref-night_trap_101-2" class="reference"><a href="#cite_note-night_trap-101"><span class="cite-bracket">[</span>96<span class="cite-bracket">]</span></a></sup> After the hearings, Sega proposed the universal adoption of the VRC; after objections by Nintendo and others, Sega took a role in forming the <a href="/wiki/Entertainment_Software_Rating_Board" title="Entertainment Software Rating Board">Entertainment Software Rating Board</a>.<sup id="cite_ref-night_trap_101-3" class="reference"><a href="#cite_note-night_trap-101"><span class="cite-bracket">[</span>96<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="1994–1998:_32X,_Saturn,_falling_console_sales,_and_continued_arcade_success"><span id="1994.E2.80.931998:_32X.2C_Saturn.2C_falling_console_sales.2C_and_continued_arcade_success"></span>1994–1998: 32X, Saturn, falling console sales, and continued arcade success</h3></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Further information: <a href="/wiki/Sega_Saturn" title="Sega Saturn">Sega Saturn</a> and <a href="/wiki/32X" title="32X">32X</a></div> <p>Sega began work on the Genesis' successor, the <a href="/wiki/Sega_Saturn" title="Sega Saturn">Sega Saturn</a>, more than two years before showcasing it at the Tokyo Toy Show in June 1994.<sup id="cite_ref-102" class="reference"><a href="#cite_note-102"><span class="cite-bracket">[</span>97<span class="cite-bracket">]</span></a></sup> According to former Sega of America producer Scot Bayless, Nakayama became concerned about the 1994 release of the <a href="/wiki/Atari_Jaguar" title="Atari Jaguar">Atari Jaguar</a>, and that the Saturn would not be available until the next year. As a result, Nakayama decided to have a second console release to market by the end of 1994. Sega began to develop the <a href="/wiki/32X" title="32X">32X</a>, a Genesis add-on which would serve as a less expensive entry into the <a href="/wiki/History_of_video_game_consoles_(fifth_generation)" class="mw-redirect" title="History of video game consoles (fifth generation)">32-bit era</a>.<sup id="cite_ref-Retroinspection32X_103-0" class="reference"><a href="#cite_note-Retroinspection32X-103"><span class="cite-bracket">[</span>98<span class="cite-bracket">]</span></a></sup> The 32X would not be compatible with the Saturn, but would play Genesis games.<sup id="cite_ref-FOOTNOTEKent2001494_42-1" class="reference"><a href="#cite_note-FOOTNOTEKent2001494-42"><span class="cite-bracket">[</span>37<span class="cite-bracket">]</span></a></sup> Sega released the 32X on November 21, 1994, in North America, December 3, 1994, in Japan, and January 1995 in PAL territories, and was sold at less than half of the Saturn's launch price.<sup id="cite_ref-104" class="reference"><a href="#cite_note-104"><span class="cite-bracket">[</span>99<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-jp_105-0" class="reference"><a href="#cite_note-jp-105"><span class="cite-bracket">[</span>100<span class="cite-bracket">]</span></a></sup> After the holiday season, interest in the 32X rapidly declined.<sup id="cite_ref-Retroinspection32X_103-1" class="reference"><a href="#cite_note-Retroinspection32X-103"><span class="cite-bracket">[</span>98<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Allgame32X2_106-0" class="reference"><a href="#cite_note-Allgame32X2-106"><span class="cite-bracket">[</span>101<span class="cite-bracket">]</span></a></sup> </p> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Sega-Saturn-Console-Set-Mk1.jpg" class="mw-file-description"><noscript><img alt="A Sega Saturn console" src="//upload.wikimedia.org/wikipedia/commons/thumb/a/a8/Sega-Saturn-Console-Set-Mk1.jpg/220px-Sega-Saturn-Console-Set-Mk1.jpg" decoding="async" width="220" height="122" class="mw-file-element" data-file-width="4120" data-file-height="2280"></noscript><span class="lazy-image-placeholder" style="width: 220px;height: 122px;" data-src="//upload.wikimedia.org/wikipedia/commons/thumb/a/a8/Sega-Saturn-Console-Set-Mk1.jpg/220px-Sega-Saturn-Console-Set-Mk1.jpg" data-alt="A Sega Saturn console" data-width="220" data-height="122" data-srcset="//upload.wikimedia.org/wikipedia/commons/thumb/a/a8/Sega-Saturn-Console-Set-Mk1.jpg/330px-Sega-Saturn-Console-Set-Mk1.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/a/a8/Sega-Saturn-Console-Set-Mk1.jpg/440px-Sega-Saturn-Console-Set-Mk1.jpg 2x" data-class="mw-file-element"> </span></a><figcaption>The <a href="/wiki/Sega_Saturn" title="Sega Saturn">Sega Saturn</a> failed to repeat the western success of the Genesis.</figcaption></figure> <p>Sega released the Saturn in Japan on November 22, 1994.<sup id="cite_ref-Saturn_107-0" class="reference"><a href="#cite_note-Saturn-107"><span class="cite-bracket">[</span>102<span class="cite-bracket">]</span></a></sup> <i>Virtua Fighter</i>, a port of the popular arcade game, sold at a nearly one-to-one ratio with the Saturn at launch and was crucial to the system's early success in Japan.<sup id="cite_ref-FOOTNOTEKent2001501–502_108-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001501%E2%80%93502-108"><span class="cite-bracket">[</span>103<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Edge_VF2_109-0" class="reference"><a href="#cite_note-Edge_VF2-109"><span class="cite-bracket">[</span>104<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Edge_Japanese_launch_110-0" class="reference"><a href="#cite_note-Edge_Japanese_launch-110"><span class="cite-bracket">[</span>105<span class="cite-bracket">]</span></a></sup> Sega's initial shipment of 200,000 Saturn units sold out on the first day,<sup id="cite_ref-IGN_History_of_Sega_10-3" class="reference"><a href="#cite_note-IGN_History_of_Sega-10"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Edge_Japanese_launch_110-1" class="reference"><a href="#cite_note-Edge_Japanese_launch-110"><span class="cite-bracket">[</span>105<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-FOOTNOTEHarris2014536_111-0" class="reference"><a href="#cite_note-FOOTNOTEHarris2014536-111"><span class="cite-bracket">[</span>106<span class="cite-bracket">]</span></a></sup> and it was more popular than the <a href="/wiki/PlayStation_(console)" title="PlayStation (console)">PlayStation</a>, made by <a href="/wiki/Sony" title="Sony">Sony</a>, in Japan.<sup id="cite_ref-Edge_Japanese_launch_110-2" class="reference"><a href="#cite_note-Edge_Japanese_launch-110"><span class="cite-bracket">[</span>105<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-FOOTNOTEKent2001502_112-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001502-112"><span class="cite-bracket">[</span>107<span class="cite-bracket">]</span></a></sup> In March 1995, Sega of America CEO Tom Kalinske announced that the Saturn would be released in the US on Saturday, September 2, 1995, advertised as "<i>Saturn-day</i>".<sup id="cite_ref-FOOTNOTEKent2001516_113-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001516-113"><span class="cite-bracket">[</span>108<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Saturnday/1:1_114-0" class="reference"><a href="#cite_note-Saturnday/1:1-114"><span class="cite-bracket">[</span>109<span class="cite-bracket">]</span></a></sup> Sega executives in Japan mandated an early launch to give the Saturn an advantage over the PlayStation.<sup id="cite_ref-FOOTNOTEHarris2014536_111-1" class="reference"><a href="#cite_note-FOOTNOTEHarris2014536-111"><span class="cite-bracket">[</span>106<span class="cite-bracket">]</span></a></sup> At the first <a href="/wiki/Electronic_Entertainment_Expo" class="mw-redirect" title="Electronic Entertainment Expo">Electronic Entertainment Expo</a> (E3) in Los Angeles on May 11, 1995, Kalinske revealed the release price and that Sega had shipped 30,000 Saturns to <a href="/wiki/Toys_%22R%22_Us" title='Toys "R" Us'>Toys "R" Us</a>, <a href="/wiki/Babbage%27s" class="mw-redirect" title="Babbage's">Babbage's</a>, <a href="/wiki/Electronics_Boutique" class="mw-redirect" title="Electronics Boutique">Electronics Boutique</a>, and <a href="/wiki/Software_Etc." class="mw-redirect" title="Software Etc.">Software Etc.</a> for immediate release.<sup id="cite_ref-FOOTNOTEKent2001516_113-1" class="reference"><a href="#cite_note-FOOTNOTEKent2001516-113"><span class="cite-bracket">[</span>108<span class="cite-bracket">]</span></a></sup> A by-product of the surprise launch was the provocation of retailers not included in Sega's rollout; <a href="/wiki/KB_Toys" title="KB Toys">KB Toys</a> in particular decided to no longer stock its products in response.<sup id="cite_ref-FOOTNOTEKent2001516_113-2" class="reference"><a href="#cite_note-FOOTNOTEKent2001516-113"><span class="cite-bracket">[</span>108<span class="cite-bracket">]</span></a></sup> </p><p>The Saturn's release in Europe also came before the previously announced North American date, on July 8, 1995.<sup id="cite_ref-RetroinspectionSaturn2_115-0" class="reference"><a href="#cite_note-RetroinspectionSaturn2-115"><span class="cite-bracket">[</span>110<span class="cite-bracket">]</span></a></sup> Within two days of the PlayStation's American launch on September 9, 1995, the PlayStation sold more units than the Saturn.<sup id="cite_ref-IGN_History_of_PlayStation_116-0" class="reference"><a href="#cite_note-IGN_History_of_PlayStation-116"><span class="cite-bracket">[</span>111<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-FOOTNOTEKent2001519–520_117-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001519%E2%80%93520-117"><span class="cite-bracket">[</span>112<span class="cite-bracket">]</span></a></sup> Within its first year, the PlayStation secured over twenty percent of the US video game market.<sup id="cite_ref-Finn2_118-0" class="reference"><a href="#cite_note-Finn2-118"><span class="cite-bracket">[</span>113<span class="cite-bracket">]</span></a></sup> The console's high price point, surprise launch, and difficulty handling polygonal graphics were factors in its lack of success.<sup id="cite_ref-119" class="reference"><a href="#cite_note-119"><span class="cite-bracket">[</span>114<span class="cite-bracket">]</span></a></sup> Sega also underestimated the continued popularity of the Genesis; 16-bit sales accounted for 64 percent of the market in 1995.<sup id="cite_ref-FOOTNOTEKent2001531_120-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001531-120"><span class="cite-bracket">[</span>115<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Innovation_and_competition_121-0" class="reference"><a href="#cite_note-Innovation_and_competition-121"><span class="cite-bracket">[</span>116<span class="cite-bracket">]</span></a></sup> Despite capturing 43 percent of the US market dollar share and selling more than 2 million Genesis units in 1995, Kalinske estimated that, if prepared for demand, another 300,000 could have been sold.<sup id="cite_ref-1995_market_share2_122-0" class="reference"><a href="#cite_note-1995_market_share2-122"><span class="cite-bracket">[</span>117<span class="cite-bracket">]</span></a></sup> </p><p>Sega announced that <a href="/wiki/Shoichiro_Irimajiri" title="Shoichiro Irimajiri">Shoichiro Irimajiri</a> had been appointed chairman and CEO of Sega of America in July 1996, while Kalinske left Sega after September 30 of that year.<sup id="cite_ref-M2_Press_123-0" class="reference"><a href="#cite_note-M2_Press-123"><span class="cite-bracket">[</span>118<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Kalinske_out_124-0" class="reference"><a href="#cite_note-Kalinske_out-124"><span class="cite-bracket">[</span>119<span class="cite-bracket">]</span></a></sup> A former <a href="/wiki/Honda" title="Honda">Honda</a> executive,<sup id="cite_ref-NYT_125-0" class="reference"><a href="#cite_note-NYT-125"><span class="cite-bracket">[</span>120<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-FOOTNOTEKent2001559_126-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001559-126"><span class="cite-bracket">[</span>121<span class="cite-bracket">]</span></a></sup> Irimajiri had been involved with Sega of America since joining Sega in 1993.<sup id="cite_ref-M2_Press_123-1" class="reference"><a href="#cite_note-M2_Press-123"><span class="cite-bracket">[</span>118<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-127" class="reference"><a href="#cite_note-127"><span class="cite-bracket">[</span>122<span class="cite-bracket">]</span></a></sup> The company also announced that Rosen and Nakayama had resigned from their positions at Sega of America, though both remained with Sega.<sup id="cite_ref-M2_Press_123-2" class="reference"><a href="#cite_note-M2_Press-123"><span class="cite-bracket">[</span>118<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-FOOTNOTEKent2001535_128-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001535-128"><span class="cite-bracket">[</span>123<span class="cite-bracket">]</span></a></sup> <a href="/wiki/Bernie_Stolar" title="Bernie Stolar">Bernie Stolar</a>, a former executive at Sony Computer Entertainment of America,<sup id="cite_ref-Newsflash_129-0" class="reference"><a href="#cite_note-Newsflash-129"><span class="cite-bracket">[</span>124<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-FOOTNOTEKent2001558_130-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001558-130"><span class="cite-bracket">[</span>125<span class="cite-bracket">]</span></a></sup> became Sega of America's executive vice president in charge of product development and third-party relations.<sup id="cite_ref-M2_Press_123-3" class="reference"><a href="#cite_note-M2_Press-123"><span class="cite-bracket">[</span>118<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Kalinske_out_124-1" class="reference"><a href="#cite_note-Kalinske_out-124"><span class="cite-bracket">[</span>119<span class="cite-bracket">]</span></a></sup> Stolar was not supportive of the Saturn, believing its hardware was poorly designed.<sup id="cite_ref-IGN_History_of_Sega_10-4" class="reference"><a href="#cite_note-IGN_History_of_Sega-10"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> </p><p>While Stolar had said "the Saturn is not our future" at E3 1997, he continued to emphasize the quality of its games,<sup id="cite_ref-IGN_History_of_Sega_10-5" class="reference"><a href="#cite_note-IGN_History_of_Sega-10"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> and later reflected that "we tried to wind it down as cleanly as we could for the consumer."<sup id="cite_ref-FOOTNOTEKent2001558_130-1" class="reference"><a href="#cite_note-FOOTNOTEKent2001558-130"><span class="cite-bracket">[</span>125<span class="cite-bracket">]</span></a></sup> At Sony, Stolar had opposed the <a href="/wiki/Video_game_localization" title="Video game localization">localization</a> of certain Japanese PlayStation games that he felt would not represent the system well in North America. He advocated a similar policy for the Saturn, generally blocking 2D arcade games and role-playing games from release, although he later sought to distance himself from this stance.<sup id="cite_ref-IGN_History_of_Sega_10-6" class="reference"><a href="#cite_note-IGN_History_of_Sega-10"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-FOOTNOTEKent2001506_131-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001506-131"><span class="cite-bracket">[</span>126<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-132" class="reference"><a href="#cite_note-132"><span class="cite-bracket">[</span>127<span class="cite-bracket">]</span></a></sup> Other changes included a softer image in Sega's advertising, including removing the "Sega!" scream, and holding press events for the education industry.<sup id="cite_ref-FOOTNOTEKent2001533_133-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001533-133"><span class="cite-bracket">[</span>128<span class="cite-bracket">]</span></a></sup> </p> <figure class="mw-default-size mw-halign-left" typeof="mw:File/Thumb"><a href="/wiki/File:Tokyo_Joypolis_entrance.jpg" class="mw-file-description"><noscript><img src="//upload.wikimedia.org/wikipedia/commons/thumb/1/1b/Tokyo_Joypolis_entrance.jpg/220px-Tokyo_Joypolis_entrance.jpg" decoding="async" width="220" height="192" class="mw-file-element" data-file-width="1100" data-file-height="960"></noscript><span class="lazy-image-placeholder" style="width: 220px;height: 192px;" data-src="//upload.wikimedia.org/wikipedia/commons/thumb/1/1b/Tokyo_Joypolis_entrance.jpg/220px-Tokyo_Joypolis_entrance.jpg" data-width="220" data-height="192" data-srcset="//upload.wikimedia.org/wikipedia/commons/thumb/1/1b/Tokyo_Joypolis_entrance.jpg/330px-Tokyo_Joypolis_entrance.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/1/1b/Tokyo_Joypolis_entrance.jpg/440px-Tokyo_Joypolis_entrance.jpg 2x" data-class="mw-file-element"> </span></a><figcaption>Tokyo Joypolis, the flagship Sega indoor theme park, in 1999</figcaption></figure> <p>Sega partnered with <a href="/wiki/General_Electric" title="General Electric">GE</a> to develop the <a href="/wiki/Sega_Model_2" class="mw-redirect" title="Sega Model 2">Sega Model 2</a> arcade system board, building on 3D technology in the arcade industry at the time. This led to several successful arcade games, including <a href="/wiki/Daytona_USA_(video_game)" class="mw-redirect" title="Daytona USA (video game)"><i>Daytona USA</i></a>, launched in a limited capacity in late 1993 and worldwide in 1994. Other popular games included <i><a href="/wiki/Virtua_Cop" title="Virtua Cop">Virtua Cop</a></i>, <i><a href="/wiki/Sega_Rally_Championship" title="Sega Rally Championship">Sega Rally Championship</a></i>, and <i><a href="/wiki/Virtua_Fighter_2" title="Virtua Fighter 2">Virtua Fighter 2</a></i>.<sup id="cite_ref-134" class="reference"><a href="#cite_note-134"><span class="cite-bracket">[</span>129<span class="cite-bracket">]</span></a></sup> <i>Virtua Fighter</i> and <i>Virtua Fighter 2</i> became Sega's best-selling arcade games of all time, surpassing their previous record holder <i>Out Run</i>.<sup id="cite_ref-SAH_135-0" class="reference"><a href="#cite_note-SAH-135"><span class="cite-bracket">[</span>130<span class="cite-bracket">]</span></a></sup> There was also a technological <a href="/wiki/Arms_race" title="Arms race">arms race</a> between Sega and <a href="/wiki/Namco" title="Namco">Namco</a> during this period, driving the growth of 3D gaming.<sup id="cite_ref-RG127_136-0" class="reference"><a href="#cite_note-RG127-136"><span class="cite-bracket">[</span>131<span class="cite-bracket">]</span></a></sup> </p><p>Beginning in 1994, Sega launched a series of indoor theme parks in Japan under a concept dubbed "Amusement Theme Park",<sup id="cite_ref-ATP_137-0" class="reference"><a href="#cite_note-ATP-137"><span class="cite-bracket">[</span>132<span class="cite-bracket">]</span></a></sup> including <a href="/wiki/Joypolis" title="Joypolis">Joypolis</a> parks sited in urban Tokyo locations such as <a href="/wiki/Yokohama" title="Yokohama">Yokohama</a> and <a href="/wiki/Odaiba" title="Odaiba">Odaiba</a>.<sup id="cite_ref-VR_Focus_138-0" class="reference"><a href="#cite_note-VR_Focus-138"><span class="cite-bracket">[</span>133<span class="cite-bracket">]</span></a></sup> A rapid overseas rollout was planned, with at least 100 locations across the world proposed to be opened by 2000,<sup id="cite_ref-nytimes_esco_26-2" class="reference"><a href="#cite_note-nytimes_esco-26"><span class="cite-bracket">[</span>21<span class="cite-bracket">]</span></a></sup> however only two, <a href="/wiki/SegaWorld_London" title="SegaWorld London">Sega World London</a> and <a href="/wiki/Sega_World_Sydney" title="Sega World Sydney">Sega World Sydney</a>, would ultimately materialise in September 1996 and March 1997, respectively.<sup id="cite_ref-139" class="reference"><a href="#cite_note-139"><span class="cite-bracket">[</span>134<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-140" class="reference"><a href="#cite_note-140"><span class="cite-bracket">[</span>135<span class="cite-bracket">]</span></a></sup> Following on from difficulties faced in setting up theme parks in the United States, Sega established the <a href="/wiki/GameWorks" title="GameWorks">GameWorks</a> chain of urban entertainment centers in a joint venture with <a href="/wiki/DreamWorks_SKG" class="mw-redirect" title="DreamWorks SKG">DreamWorks SKG</a> and <a href="/wiki/Universal_Studios" class="mw-disambig" title="Universal Studios">Universal Studios</a> during March 1997.<sup id="cite_ref-NGen30_141-0" class="reference"><a href="#cite_note-NGen30-141"><span class="cite-bracket">[</span>136<span class="cite-bracket">]</span></a></sup> </p><p>In 1995, Sega partnered with <a href="/wiki/Atlus" title="Atlus">Atlus</a> to launch <i><a href="/wiki/Print_Club" class="mw-redirect" title="Print Club">Print Club</a></i> (purikura),<sup id="cite_ref-142" class="reference"><a href="#cite_note-142"><span class="cite-bracket">[</span>137<span class="cite-bracket">]</span></a></sup> an arcade photo sticker machine that produces <a href="/wiki/Selfie" title="Selfie">selfie</a> photos.<sup id="cite_ref-Pan_143-0" class="reference"><a href="#cite_note-Pan-143"><span class="cite-bracket">[</span>138<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Miller_144-0" class="reference"><a href="#cite_note-Miller-144"><span class="cite-bracket">[</span>139<span class="cite-bracket">]</span></a></sup> Atlus and Sega introduced <i>Purikura</i> in February 1995, initially at game arcades, before expanding to other popular culture locations such as fast food shops, train stations, <a href="/wiki/Karaoke" title="Karaoke">karaoke</a> establishments and bowling alleys.<sup id="cite_ref-Edwards_145-0" class="reference"><a href="#cite_note-Edwards-145"><span class="cite-bracket">[</span>140<span class="cite-bracket">]</span></a></sup> <i>Purikura</i> became a popular form of entertainment among youths across <a href="/wiki/East_Asia" title="East Asia">East Asia</a>, laying the foundations for modern selfie culture.<sup id="cite_ref-Pan_143-1" class="reference"><a href="#cite_note-Pan-143"><span class="cite-bracket">[</span>138<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Miller_144-1" class="reference"><a href="#cite_note-Miller-144"><span class="cite-bracket">[</span>139<span class="cite-bracket">]</span></a></sup> By 1997, about 47,000 <i>Purikura</i> machines had been sold, earning Sega an estimated <span style="white-space: nowrap">¥25 billion</span> (<span style="white-space: nowrap">£173 million</span>) or <span style="white-space: nowrap">$283,000,000</span> (equivalent to $537,000,000 in 2023) from <i>Purikura</i> sales that year. Various other similar <i>Purikura</i> machines appeared from other manufacturers, with Sega controlling about half of the market in 1997.<sup id="cite_ref-146" class="reference"><a href="#cite_note-146"><span class="cite-bracket">[</span>141<span class="cite-bracket">]</span></a></sup> </p><p>Sega also made forays in the <a href="/wiki/Personal_computer" title="Personal computer">PC</a> market with the 1995 establishment of <a href="/wiki/SegaSoft" title="SegaSoft">SegaSoft</a>, which was tasked with creating original Saturn and PC games.<sup id="cite_ref-147" class="reference"><a href="#cite_note-147"><span class="cite-bracket">[</span>142<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-148" class="reference"><a href="#cite_note-148"><span class="cite-bracket">[</span>143<span class="cite-bracket">]</span></a></sup> From 1994 to 1999, Sega also participated in the arcade <a href="/wiki/Pinball" title="Pinball">pinball</a> market when it took over <a href="/wiki/Data_East" title="Data East">Data East</a>'s pinball division, renaming it Sega Pinball.<sup id="cite_ref-CPB_149-0" class="reference"><a href="#cite_note-CPB-149"><span class="cite-bracket">[</span>144<span class="cite-bracket">]</span></a></sup> </p><p>In January 1997, Sega announced its intentions to merge with the Japanese toy maker <a href="/wiki/Bandai" title="Bandai">Bandai</a>. The merger, planned as a $1 billion <a href="/wiki/Stock_swap" title="Stock swap">stock swap</a> whereby Sega would wholly acquire Bandai, was set to form a company known as Sega Bandai, Ltd.<sup id="cite_ref-kotaku_Plunkett_2011_150-0" class="reference"><a href="#cite_note-kotaku_Plunkett_2011-150"><span class="cite-bracket">[</span>145<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-NYT_Sega_to_Acquire_Bandai_151-0" class="reference"><a href="#cite_note-NYT_Sega_to_Acquire_Bandai-151"><span class="cite-bracket">[</span>146<span class="cite-bracket">]</span></a></sup> Though it was to be finalized in October of that year, it was called off in May after growing opposition from Bandai's mid-level executives. Bandai instead agreed to a business alliance with Sega.<sup id="cite_ref-152" class="reference"><a href="#cite_note-152"><span class="cite-bracket">[</span>147<span class="cite-bracket">]</span></a></sup> As a result of Sega's deteriorating financial situation, Nakayama resigned as Sega president in January 1998 in favor of Irimajiri.<sup id="cite_ref-NYT_125-1" class="reference"><a href="#cite_note-NYT-125"><span class="cite-bracket">[</span>120<span class="cite-bracket">]</span></a></sup> Nakayama's resignation may have in part been due to the failure of the merger, as well as Sega's 1997 performance.<sup id="cite_ref-153" class="reference"><a href="#cite_note-153"><span class="cite-bracket">[</span>148<span class="cite-bracket">]</span></a></sup> Stolar became CEO and president of Sega of America.<sup id="cite_ref-FOOTNOTEKent2001558_130-2" class="reference"><a href="#cite_note-FOOTNOTEKent2001558-130"><span class="cite-bracket">[</span>125<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-154" class="reference"><a href="#cite_note-154"><span class="cite-bracket">[</span>149<span class="cite-bracket">]</span></a></sup> </p><p>After the launch of the <a href="/wiki/Nintendo_64" title="Nintendo 64">Nintendo 64</a> in the US during 1996, sales of the Saturn and its games fell sharply in much of the west.<sup id="cite_ref-FOOTNOTEKent2001558_130-3" class="reference"><a href="#cite_note-FOOTNOTEKent2001558-130"><span class="cite-bracket">[</span>125<span class="cite-bracket">]</span></a></sup> The PlayStation outsold the Saturn three-to-one in the US in 1997, and the latter failed to gain a foothold in Europe and Australia, where the Nintendo 64 would not release until March 1997.<sup id="cite_ref-Finn2_118-1" class="reference"><a href="#cite_note-Finn2-118"><span class="cite-bracket">[</span>113<span class="cite-bracket">]</span></a></sup> After several years of declining profits,<sup id="cite_ref-1998_report_99-1" class="reference"><a href="#cite_note-1998_report-99"><span class="cite-bracket">[</span>94<span class="cite-bracket">]</span></a></sup> Sega had a slight increase in the fiscal year ended March 1997, partly driven by increasing arcade revenue,<sup id="cite_ref-1998_report_99-2" class="reference"><a href="#cite_note-1998_report-99"><span class="cite-bracket">[</span>94<span class="cite-bracket">]</span></a></sup> while outperforming Nintendo during the mid-term period.<sup id="cite_ref-155" class="reference"><a href="#cite_note-155"><span class="cite-bracket">[</span>150<span class="cite-bracket">]</span></a></sup> However, in the fiscal year ending March 1998, Sega suffered its first financial loss since its 1988 listing on the <a href="/wiki/Tokyo_Stock_Exchange" title="Tokyo Stock Exchange">Tokyo Stock Exchange</a> as both a <a href="/wiki/Parent_company" class="mw-redirect" title="Parent company">parent company</a> and a corporation as a whole.<sup id="cite_ref-156" class="reference"><a href="#cite_note-156"><span class="cite-bracket">[</span>151<span class="cite-bracket">]</span></a></sup> In the company's 1998 year end report, Irimajiri placed the blame for these losses on the failure to transition from the Genesis to the Saturn in North America and Sega Enterprises covering the debts of Sega of America.<sup id="cite_ref-1998_report_99-3" class="reference"><a href="#cite_note-1998_report-99"><span class="cite-bracket">[</span>94<span class="cite-bracket">]</span></a></sup> Shortly before the announcement of the losses, Sega discontinued the Saturn in North America to prepare for the launch of its successor, the <a href="/wiki/Dreamcast" title="Dreamcast">Dreamcast</a>, releasing remaining games in low quantities.<sup id="cite_ref-NYT_125-2" class="reference"><a href="#cite_note-NYT-125"><span class="cite-bracket">[</span>120<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-FOOTNOTEKent2001558_130-4" class="reference"><a href="#cite_note-FOOTNOTEKent2001558-130"><span class="cite-bracket">[</span>125<span class="cite-bracket">]</span></a></sup> </p><p>The decision to discontinue the Saturn effectively left the North American home console market without Sega games for over a year, with most of its activity in the country coming from arcade divisions.<sup id="cite_ref-IGN_History_of_Dreamcast_157-0" class="reference"><a href="#cite_note-IGN_History_of_Dreamcast-157"><span class="cite-bracket">[</span>152<span class="cite-bracket">]</span></a></sup> The Saturn lasted longer in some Europe territories and particularly Japan, with it notably outperforming the Nintendo 64 in the latter.<sup id="cite_ref-FOOTNOTEKent2001559_126-1" class="reference"><a href="#cite_note-FOOTNOTEKent2001559-126"><span class="cite-bracket">[</span>121<span class="cite-bracket">]</span></a></sup> Nonetheless, Irimajiri confirmed in an interview with Japanese newspaper <i>Daily Yomiuri</i> that Saturn development would stop at the end of 1998 and games would continue to be produced until mid-1999.<sup id="cite_ref-158" class="reference"><a href="#cite_note-158"><span class="cite-bracket">[</span>153<span class="cite-bracket">]</span></a></sup> With lifetime sales of 9.26 million units,<sup id="cite_ref-159" class="reference"><a href="#cite_note-159"><span class="cite-bracket">[</span>154<span class="cite-bracket">]</span></a></sup> the Saturn is retrospectively considered a <a href="/wiki/List_of_commercial_failures_in_video_gaming" class="mw-redirect" title="List of commercial failures in video gaming">commercial failure</a> in much of the world.<sup id="cite_ref-brandweek_160-0" class="reference"><a href="#cite_note-brandweek-160"><span class="cite-bracket">[</span>155<span class="cite-bracket">]</span></a></sup> While Sega had success with the <a href="/wiki/Sega_Model_3" class="mw-redirect" title="Sega Model 3">Model 3</a> arcade board and titles like <i><a href="/wiki/Virtua_Fighter_3" title="Virtua Fighter 3">Virtua Fighter 3</a></i>, Sega's arcade divisions struggled in the West during the late 1990s.<sup id="cite_ref-Horowitz_2018_p211–212_161-0" class="reference"><a href="#cite_note-Horowitz_2018_p211%E2%80%93212-161"><span class="cite-bracket">[</span>156<span class="cite-bracket">]</span></a></sup> On the other hand, Sega's arcade divisions were more successful in Asia, with Sega's overall arcade revenues increasing year-on-year throughout the late 1990s, but it was not enough to offset the significant declining revenues of Sega's home consumer divisions.<sup id="cite_ref-1998_report_99-4" class="reference"><a href="#cite_note-1998_report-99"><span class="cite-bracket">[</span>94<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="1998–2001:_Dreamcast_and_continuing_struggles"><span id="1998.E2.80.932001:_Dreamcast_and_continuing_struggles"></span>1998–2001: Dreamcast and continuing struggles</h3></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Further information: <a href="/wiki/Dreamcast" title="Dreamcast">Dreamcast</a></div> <figure class="mw-default-size mw-halign-left" typeof="mw:File/Thumb"><a href="/wiki/File:Dreamcast-Console-Set.png" class="mw-file-description"><noscript><img alt="A Dreamcast console" src="//upload.wikimedia.org/wikipedia/commons/thumb/0/07/Dreamcast-Console-Set.png/220px-Dreamcast-Console-Set.png" decoding="async" width="220" height="107" class="mw-file-element" data-file-width="4540" data-file-height="2200"></noscript><span class="lazy-image-placeholder" style="width: 220px;height: 107px;" data-src="//upload.wikimedia.org/wikipedia/commons/thumb/0/07/Dreamcast-Console-Set.png/220px-Dreamcast-Console-Set.png" data-alt="A Dreamcast console" data-width="220" data-height="107" data-srcset="//upload.wikimedia.org/wikipedia/commons/thumb/0/07/Dreamcast-Console-Set.png/330px-Dreamcast-Console-Set.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/0/07/Dreamcast-Console-Set.png/440px-Dreamcast-Console-Set.png 2x" data-class="mw-file-element"> </span></a><figcaption>The <a href="/wiki/Dreamcast" title="Dreamcast">Dreamcast</a>, discontinued in 2001, was Sega's last video game console.</figcaption></figure> <p>Despite a 75 percent drop in half-year profits just before the Japanese launch of the Dreamcast, Sega felt confident about its new system. The Dreamcast attracted significant interest and drew many pre-orders.<sup id="cite_ref-RetroinspectionD_162-0" class="reference"><a href="#cite_note-RetroinspectionD-162"><span class="cite-bracket">[</span>157<span class="cite-bracket">]</span></a></sup> Sega announced that <i><a href="/wiki/Sonic_Adventure" title="Sonic Adventure">Sonic Adventure</a></i>, the first major 3D <i>Sonic the Hedgehog</i> game, would be a Dreamcast <a href="/wiki/Launch_game" class="mw-redirect" title="Launch game">launch game</a>. It was promoted with a large-scale public demonstration at the <a href="/wiki/Tokyo_International_Forum" title="Tokyo International Forum">Tokyo Kokusai Forum Hall</a>.<sup id="cite_ref-163" class="reference"><a href="#cite_note-163"><span class="cite-bracket">[</span>158<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-164" class="reference"><a href="#cite_note-164"><span class="cite-bracket">[</span>159<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-165" class="reference"><a href="#cite_note-165"><span class="cite-bracket">[</span>160<span class="cite-bracket">]</span></a></sup> Due to a high failure rate in the manufacturing process, Sega could not ship enough consoles for the Dreamcast's Japanese launch.<sup id="cite_ref-RetroinspectionD_162-1" class="reference"><a href="#cite_note-RetroinspectionD-162"><span class="cite-bracket">[</span>157<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-G4_GM_166-0" class="reference"><a href="#cite_note-G4_GM-166"><span class="cite-bracket">[</span>161<span class="cite-bracket">]</span></a></sup> As more than half of its limited stock had been pre-ordered, Sega stopped pre-orders in Japan.<sup id="cite_ref-FOOTNOTEKent2001563_167-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001563-167"><span class="cite-bracket">[</span>162<span class="cite-bracket">]</span></a></sup> Before the launch, Sega announced the release of its <a href="/wiki/Sega_NAOMI" class="mw-redirect" title="Sega NAOMI">New Arcade Operation Machine Idea</a> (NAOMI) <a href="/wiki/Arcade_system_board" class="mw-redirect" title="Arcade system board">arcade system board</a>, which served as a cheaper alternative to the <a href="/wiki/Sega_Model_3" class="mw-redirect" title="Sega Model 3">Sega Model 3</a>.<sup id="cite_ref-168" class="reference"><a href="#cite_note-168"><span class="cite-bracket">[</span>163<span class="cite-bracket">]</span></a></sup> NAOMI shared technology with the Dreamcast, allowing nearly identical ports of arcade games.<sup id="cite_ref-IGN_History_of_Dreamcast_157-1" class="reference"><a href="#cite_note-IGN_History_of_Dreamcast-157"><span class="cite-bracket">[</span>152<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Unified_169-0" class="reference"><a href="#cite_note-Unified-169"><span class="cite-bracket">[</span>164<span class="cite-bracket">]</span></a></sup> </p><p>The Dreamcast launched in Japan on November 27, 1998. The entire stock of 150,000 consoles sold out by the end of the day.<sup id="cite_ref-FOOTNOTEKent2001563_167-1" class="reference"><a href="#cite_note-FOOTNOTEKent2001563-167"><span class="cite-bracket">[</span>162<span class="cite-bracket">]</span></a></sup> Irimajiri estimated that another 200,000 to 300,000 Dreamcast units could have been sold with sufficient supply.<sup id="cite_ref-FOOTNOTEKent2001563_167-2" class="reference"><a href="#cite_note-FOOTNOTEKent2001563-167"><span class="cite-bracket">[</span>162<span class="cite-bracket">]</span></a></sup> He hoped to sell more than a million Dreamcast units in Japan by February 1999, but less than 900,000 were sold. The low sales undermined Sega's attempts to build up a sufficient <a href="/wiki/Installed_base" title="Installed base">installed base</a> to ensure the Dreamcast's survival after the arrival of competition from other manufacturers.<sup id="cite_ref-FOOTNOTEKent2001564_170-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001564-170"><span class="cite-bracket">[</span>165<span class="cite-bracket">]</span></a></sup> Sega suffered a further ¥42.881 billion consolidated net loss in the fiscal year ending March 1999, and announced plans to eliminate 1,000 jobs, nearly a quarter of its workforce.<sup id="cite_ref-2000_report_171-0" class="reference"><a href="#cite_note-2000_report-171"><span class="cite-bracket">[</span>166<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-172" class="reference"><a href="#cite_note-172"><span class="cite-bracket">[</span>167<span class="cite-bracket">]</span></a></sup> Before the Western launch, Sega reduced the price of the Dreamcast in Japan by JP¥9,100, effectively making it unprofitable but increasing sales.<sup id="cite_ref-RetroinspectionD_162-2" class="reference"><a href="#cite_note-RetroinspectionD-162"><span class="cite-bracket">[</span>157<span class="cite-bracket">]</span></a></sup> </p><p>On August 11, 1999, Sega of America confirmed that Stolar had been fired.<sup id="cite_ref-gamespot_Kennedy_2009_173-0" class="reference"><a href="#cite_note-gamespot_Kennedy_2009-173"><span class="cite-bracket">[</span>168<span class="cite-bracket">]</span></a></sup> <a href="/wiki/Peter_Moore_(businessman)" title="Peter Moore (businessman)">Peter Moore</a>, whom Stolar had hired as a Sega of America executive only six months before,<sup id="cite_ref-gamasutra1_174-0" class="reference"><a href="#cite_note-gamasutra1-174"><span class="cite-bracket">[</span>169<span class="cite-bracket">]</span></a></sup> was placed in charge of the North American launch.<sup id="cite_ref-gamespot_Kennedy_2009_173-1" class="reference"><a href="#cite_note-gamespot_Kennedy_2009-173"><span class="cite-bracket">[</span>168<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-FOOTNOTEKent2001564–565_175-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001564%E2%80%93565-175"><span class="cite-bracket">[</span>170<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Timeline_176-0" class="reference"><a href="#cite_note-Timeline-176"><span class="cite-bracket">[</span>171<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-177" class="reference"><a href="#cite_note-177"><span class="cite-bracket">[</span>172<span class="cite-bracket">]</span></a></sup> The Dreamcast launched in North America on September 9, 1999,<sup id="cite_ref-IGN_History_of_Dreamcast_157-2" class="reference"><a href="#cite_note-IGN_History_of_Dreamcast-157"><span class="cite-bracket">[</span>152<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-FOOTNOTEKent2001564_170-1" class="reference"><a href="#cite_note-FOOTNOTEKent2001564-170"><span class="cite-bracket">[</span>165<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Dreamcast_memorial_178-0" class="reference"><a href="#cite_note-Dreamcast_memorial-178"><span class="cite-bracket">[</span>173<span class="cite-bracket">]</span></a></sup> with 18 games.<sup id="cite_ref-Dreamcast_memorial_178-1" class="reference"><a href="#cite_note-Dreamcast_memorial-178"><span class="cite-bracket">[</span>173<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-179" class="reference"><a href="#cite_note-179"><span class="cite-bracket">[</span>174<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-180" class="reference"><a href="#cite_note-180"><span class="cite-bracket">[</span>175<span class="cite-bracket">]</span></a></sup> Sega set a record by selling more than 225,132 Dreamcast units in 24 hours, earning $98.4 million in what Moore called "the biggest 24 hours in entertainment retail history".<sup id="cite_ref-gamasutra1_174-1" class="reference"><a href="#cite_note-gamasutra1-174"><span class="cite-bracket">[</span>169<span class="cite-bracket">]</span></a></sup> Within two weeks, US Dreamcast sales exceeded 500,000.<sup id="cite_ref-gamasutra1_174-2" class="reference"><a href="#cite_note-gamasutra1-174"><span class="cite-bracket">[</span>169<span class="cite-bracket">]</span></a></sup> By Christmas, Sega held 31 percent of the US video game market by revenue.<sup id="cite_ref-businessweek.com_181-0" class="reference"><a href="#cite_note-businessweek.com-181"><span class="cite-bracket">[</span>176<span class="cite-bracket">]</span></a></sup> On November 4, Sega announced it had sold more than a million Dreamcast units.<sup id="cite_ref-BBC_182-0" class="reference"><a href="#cite_note-BBC-182"><span class="cite-bracket">[</span>177<span class="cite-bracket">]</span></a></sup> Nevertheless, the launch was marred by a glitch at one of Sega's manufacturing plants, which produced defective <a href="/wiki/GD-ROM" title="GD-ROM">GD-ROMs</a> where <a href="/wiki/Data" title="Data">data</a> was not properly <a href="/wiki/Optical_disc_authoring" title="Optical disc authoring">recorded</a> onto the disc.<sup id="cite_ref-183" class="reference"><a href="#cite_note-183"><span class="cite-bracket">[</span>178<span class="cite-bracket">]</span></a></sup> Sega released the Dreamcast in Europe on October 14, 1999.<sup id="cite_ref-BBC_182-1" class="reference"><a href="#cite_note-BBC-182"><span class="cite-bracket">[</span>177<span class="cite-bracket">]</span></a></sup> While Sega sold 500,000 units in Europe by Christmas 1999,<sup id="cite_ref-RetroinspectionD_162-3" class="reference"><a href="#cite_note-RetroinspectionD-162"><span class="cite-bracket">[</span>157<span class="cite-bracket">]</span></a></sup> sales there slowed, and by October 2000 Sega had sold only about a million units.<sup id="cite_ref-Dreamarena_184-0" class="reference"><a href="#cite_note-Dreamarena-184"><span class="cite-bracket">[</span>179<span class="cite-bracket">]</span></a></sup> </p><p>Though the Dreamcast was successful, Sony's PlayStation still held 60 percent of the overall market share in North America at the end of 1999.<sup id="cite_ref-BBC_182-2" class="reference"><a href="#cite_note-BBC-182"><span class="cite-bracket">[</span>177<span class="cite-bracket">]</span></a></sup> On March 2, 1999, in what one report called a "highly publicized, <a href="/wiki/Vaporware" title="Vaporware">vaporware</a>-like announcement",<sup id="cite_ref-185" class="reference"><a href="#cite_note-185"><span class="cite-bracket">[</span>180<span class="cite-bracket">]</span></a></sup> Sony revealed the first details of the <a href="/wiki/PlayStation_2" title="PlayStation 2">PlayStation 2</a>.<sup id="cite_ref-FOOTNOTEKent2001560–561_186-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001560%E2%80%93561-186"><span class="cite-bracket">[</span>181<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-187" class="reference"><a href="#cite_note-187"><span class="cite-bracket">[</span>182<span class="cite-bracket">]</span></a></sup> The same year, Nintendo announced that its next console would meet or exceed anything on the market, and <a href="/wiki/Microsoft" title="Microsoft">Microsoft</a> began development of its own console, the <a href="/wiki/Xbox_(console)" title="Xbox (console)">Xbox</a>.<sup id="cite_ref-FOOTNOTEKent2001563,_574_188-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001563,_574-188"><span class="cite-bracket">[</span>183<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-189" class="reference"><a href="#cite_note-189"><span class="cite-bracket">[</span>184<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-190" class="reference"><a href="#cite_note-190"><span class="cite-bracket">[</span>185<span class="cite-bracket">]</span></a></sup> Sega's initial momentum proved fleeting as US Dreamcast sales—which exceeded 1.5 million by the end of 1999<sup id="cite_ref-191" class="reference"><a href="#cite_note-191"><span class="cite-bracket">[</span>186<span class="cite-bracket">]</span></a></sup>—began to decline as early as January 2000.<sup id="cite_ref-FOOTNOTEKent2001566_192-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001566-192"><span class="cite-bracket">[</span>187<span class="cite-bracket">]</span></a></sup> Poor Japanese sales contributed to Sega's ¥42.88 billion ($404 million) consolidated net loss in the fiscal year ending March 2000. This followed a similar loss of ¥42.881 billion the previous year and marked Sega's third consecutive annual loss.<sup id="cite_ref-2000_report_171-1" class="reference"><a href="#cite_note-2000_report-171"><span class="cite-bracket">[</span>166<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-193" class="reference"><a href="#cite_note-193"><span class="cite-bracket">[</span>188<span class="cite-bracket">]</span></a></sup> Sega's overall sales for the term increased 27.4 percent, and Dreamcast sales in North America and Europe greatly exceeded its expectations. However, this coincided with a decrease in profitability due to the investments required to launch the Dreamcast in Western markets and poor software sales in Japan.<sup id="cite_ref-2000_report_171-2" class="reference"><a href="#cite_note-2000_report-171"><span class="cite-bracket">[</span>166<span class="cite-bracket">]</span></a></sup> At the same time, worsening conditions reduced the profitability of Sega's Japanese arcade business, prompting the closure of 246 locations.<sup id="cite_ref-2000_report_171-3" class="reference"><a href="#cite_note-2000_report-171"><span class="cite-bracket">[</span>166<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-FOOTNOTEKent2001582_194-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001582-194"><span class="cite-bracket">[</span>189<span class="cite-bracket">]</span></a></sup> </p><p>Moore became the president and chief operating officer of Sega of America on 8 May 2000.<sup id="cite_ref-195" class="reference"><a href="#cite_note-195"><span class="cite-bracket">[</span>190<span class="cite-bracket">]</span></a></sup> He said the Dreamcast would need to sell 5 million units in the US by the end of 2000 to remain viable, but Sega fell short of this goal with some 3 million units sold.<sup id="cite_ref-businessweek.com_181-1" class="reference"><a href="#cite_note-businessweek.com-181"><span class="cite-bracket">[</span>176<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-FOOTNOTEKent2001581,_588_196-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001581,_588-196"><span class="cite-bracket">[</span>191<span class="cite-bracket">]</span></a></sup> Moreover, Sega's attempts to spur Dreamcast sales through lower prices and cash rebates caused escalating financial losses.<sup id="cite_ref-197" class="reference"><a href="#cite_note-197"><span class="cite-bracket">[</span>192<span class="cite-bracket">]</span></a></sup> In March 2001, Sega posted a consolidated net loss of ¥51.7 billion ($417.5 million).<sup id="cite_ref-198" class="reference"><a href="#cite_note-198"><span class="cite-bracket">[</span>193<span class="cite-bracket">]</span></a></sup> While the PlayStation 2's October 26 US launch was marred by shortages, this did not benefit the Dreamcast as much as expected, as many disappointed consumers continued to wait or purchased a <a href="/wiki/PSOne" class="mw-redirect" title="PSOne">PSone</a>.<sup id="cite_ref-businessweek.com_181-2" class="reference"><a href="#cite_note-businessweek.com-181"><span class="cite-bracket">[</span>176<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-199" class="reference"><a href="#cite_note-199"><span class="cite-bracket">[</span>194<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-FOOTNOTEKent2001585–588_200-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001585%E2%80%93588-200"><span class="cite-bracket">[</span>195<span class="cite-bracket">]</span></a></sup> Eventually, Sony and Nintendo held 50 and 35 percent of the US video game market, while Sega held only 15 percent.<sup id="cite_ref-RetroinspectionD_162-4" class="reference"><a href="#cite_note-RetroinspectionD-162"><span class="cite-bracket">[</span>157<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="2001–2003:_Shift_to_third-party_software_development"><span id="2001.E2.80.932003:_Shift_to_third-party_software_development"></span>2001–2003: Shift to third-party software development</h3></div> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:Sega_Annual_Income(Loss)_1993-2004.svg" class="mw-file-description"><noscript><img alt="A graph of Sega's Annual Income and Loss" src="//upload.wikimedia.org/wikipedia/commons/thumb/7/77/Sega_Annual_Income%28Loss%29_1993-2004.svg/400px-Sega_Annual_Income%28Loss%29_1993-2004.svg.png" decoding="async" width="400" height="283" class="mw-file-element" data-file-width="817" data-file-height="578"></noscript><span class="lazy-image-placeholder" style="width: 400px;height: 283px;" data-src="//upload.wikimedia.org/wikipedia/commons/thumb/7/77/Sega_Annual_Income%28Loss%29_1993-2004.svg/400px-Sega_Annual_Income%28Loss%29_1993-2004.svg.png" data-alt="A graph of Sega's Annual Income and Loss" data-width="400" data-height="283" data-srcset="//upload.wikimedia.org/wikipedia/commons/thumb/7/77/Sega_Annual_Income%28Loss%29_1993-2004.svg/600px-Sega_Annual_Income%28Loss%29_1993-2004.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/7/77/Sega_Annual_Income%28Loss%29_1993-2004.svg/800px-Sega_Annual_Income%28Loss%29_1993-2004.svg.png 2x" data-class="mw-file-element"> </span></a><figcaption><sup id="cite_ref-1998_report_99-5" class="reference"><a href="#cite_note-1998_report-99"><span class="cite-bracket">[</span>94<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-2000_report_171-4" class="reference"><a href="#cite_note-2000_report-171"><span class="cite-bracket">[</span>166<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-report_2002_201-0" class="reference"><a href="#cite_note-report_2002-201"><span class="cite-bracket">[</span>196<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-report_2004_202-0" class="reference"><a href="#cite_note-report_2004-202"><span class="cite-bracket">[</span>197<span class="cite-bracket">]</span></a></sup></figcaption></figure> <p>CSK chairman Isao Okawa replaced Irimajiri as president of Sega on May 22, 2000.<sup id="cite_ref-FOOTNOTEKent2001581–582_203-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001581%E2%80%93582-203"><span class="cite-bracket">[</span>198<span class="cite-bracket">]</span></a></sup> Okawa had long advocated that Sega abandon the console business.<sup id="cite_ref-FOOTNOTEKent2001577,_582_204-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001577,_582-204"><span class="cite-bracket">[</span>199<span class="cite-bracket">]</span></a></sup> Others shared this view; Sega co-founder David Rosen had "always felt it was a bit of a folly for them to be limiting their potential to Sega hardware", and Stolar had suggested Sega should have sold the company to Microsoft.<sup id="cite_ref-IGN_History_of_Sega_10-7" class="reference"><a href="#cite_note-IGN_History_of_Sega-10"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Rosen_205-0" class="reference"><a href="#cite_note-Rosen-205"><span class="cite-bracket">[</span>200<span class="cite-bracket">]</span></a></sup> In a September 2000 meeting with Sega's Japanese executives and heads of its first-party game studios, Moore and Sega of America executive Charles Bellfield recommended that Sega abandon its console business. In response, the studio heads walked out.<sup id="cite_ref-gamasutra1_174-3" class="reference"><a href="#cite_note-gamasutra1-174"><span class="cite-bracket">[</span>169<span class="cite-bracket">]</span></a></sup> Sega announced an official company name change from Sega Enterprises, Ltd. to Sega Corporation effective November 1, 2000, officially dropping the Sega Enterprises name used in Japan as well as transitioning to the Sega name used globally. Sega stated in a release that this was to display its commitment to its "network entertainment business".<sup id="cite_ref-sega_name_change_206-0" class="reference"><a href="#cite_note-sega_name_change-206"><span class="cite-bracket">[</span>201<span class="cite-bracket">]</span></a></sup> </p><p>On January 23, 2001, Japanese newspaper <i><a href="/wiki/Nihon_Keizai_Shinbun" class="mw-redirect" title="Nihon Keizai Shinbun">Nihon Keizai Shinbun</a></i> reported that Sega would cease production of the Dreamcast and develop software for other platforms.<sup id="cite_ref-ign_sega_sinks_207-0" class="reference"><a href="#cite_note-ign_sega_sinks-207"><span class="cite-bracket">[</span>202<span class="cite-bracket">]</span></a></sup> After an initial denial, Sega released a press release confirming it was considering producing software for the PlayStation<span class="nowrap"> </span>2 and <a href="/wiki/Game_Boy_Advance" title="Game Boy Advance">Game Boy Advance</a> as part of its "new management policy".<sup id="cite_ref-ign_gba_ps2_208-0" class="reference"><a href="#cite_note-ign_gba_ps2-208"><span class="cite-bracket">[</span>203<span class="cite-bracket">]</span></a></sup> On January 31, 2001, Sega announced the discontinuation of the Dreamcast after March 31 and the restructuring of the company as a "platform-agnostic" third-party developer.<sup id="cite_ref-FOOTNOTEKent2001588–589_209-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001588%E2%80%93589-209"><span class="cite-bracket">[</span>204<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-210" class="reference"><a href="#cite_note-210"><span class="cite-bracket">[</span>205<span class="cite-bracket">]</span></a></sup> Sega also announced a Dreamcast price reduction to eliminate its unsold inventory, estimated at 930,000 units as of April 2001.<sup id="cite_ref-211" class="reference"><a href="#cite_note-211"><span class="cite-bracket">[</span>206<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Pulls_plug_212-0" class="reference"><a href="#cite_note-Pulls_plug-212"><span class="cite-bracket">[</span>207<span class="cite-bracket">]</span></a></sup> This was followed by further reductions to clear the remaining inventory.<sup id="cite_ref-213" class="reference"><a href="#cite_note-213"><span class="cite-bracket">[</span>208<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-214" class="reference"><a href="#cite_note-214"><span class="cite-bracket">[</span>209<span class="cite-bracket">]</span></a></sup> The final manufactured Dreamcast was autographed by the heads of all nine of Sega's first-party game studios, plus the heads of sports game developer <a href="/wiki/Visual_Concepts" title="Visual Concepts">Visual Concepts</a> and audio studio Wave Master, and given away with all 55 first-party Dreamcast games through a competition organized by <i><a href="/wiki/GamePro" title="GamePro">GamePro</a></i>.<sup id="cite_ref-215" class="reference"><a href="#cite_note-215"><span class="cite-bracket">[</span>210<span class="cite-bracket">]</span></a></sup> </p><p>Okawa, who had loaned Sega $500 million in 1999, died on March 16, 2001. Shortly before his death, he forgave Sega's debts to him and returned his $695 million worth of Sega and CSK stock, helping the company survive the third-party transition.<sup id="cite_ref-nytimes_okawa_216-0" class="reference"><a href="#cite_note-nytimes_okawa-216"><span class="cite-bracket">[</span>211<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-FOOTNOTEKent2001582,_589_217-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001582,_589-217"><span class="cite-bracket">[</span>212<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-218" class="reference"><a href="#cite_note-218"><span class="cite-bracket">[</span>213<span class="cite-bracket">]</span></a></sup> He held failed talks with Microsoft about a sale or <a href="/wiki/Mergers_and_acquisitions" title="Mergers and acquisitions">merger</a> with their Xbox division.<sup id="cite_ref-nytimes_ms_sega_219-0" class="reference"><a href="#cite_note-nytimes_ms_sega-219"><span class="cite-bracket">[</span>214<span class="cite-bracket">]</span></a></sup> According to former Microsoft executive <a href="/wiki/Joachim_Kempin" title="Joachim Kempin">Joachim Kempin</a>, Microsoft founder, <a href="/wiki/Bill_Gates" title="Bill Gates">Bill Gates</a>, decided against acquiring Sega because "he didn't think that Sega had enough muscle to eventually stop Sony".<sup id="cite_ref-220" class="reference"><a href="#cite_note-220"><span class="cite-bracket">[</span>215<span class="cite-bracket">]</span></a></sup> A business alliance with Microsoft was announced whereby Sega would develop 11 games for the Xbox.<sup id="cite_ref-221" class="reference"><a href="#cite_note-221"><span class="cite-bracket">[</span>216<span class="cite-bracket">]</span></a></sup> As part of the restructuring, nearly one third of Sega's Tokyo workforce was laid off in 2001.<sup id="cite_ref-222" class="reference"><a href="#cite_note-222"><span class="cite-bracket">[</span>217<span class="cite-bracket">]</span></a></sup> 2002 was Sega's fifth consecutive fiscal year of net losses.<sup id="cite_ref-taipei_loss_223-0" class="reference"><a href="#cite_note-taipei_loss-223"><span class="cite-bracket">[</span>218<span class="cite-bracket">]</span></a></sup> </p><p>After Okawa's death, Hideki Sato, a 30-year Sega veteran who had worked on Sega's consoles, became the company president. Following poor sales in 2002, Sega cut its profit forecast for 2003 by 90 percent, and explored opportunities for mergers. In 2003, Sega began talks with <a href="/wiki/Sammy_Corporation" title="Sammy Corporation">Sammy Corporation</a>–a <a href="/wiki/Pachinko" title="Pachinko">pachinko</a> and <a href="/wiki/Pachislot" class="mw-redirect" title="Pachislot">pachislot</a> manufacturing company–and Namco. The president of Sammy, <a href="/wiki/Hajime_Satomi" title="Hajime Satomi">Hajime Satomi</a>, had been mentored by Okawa and was previously asked to be CEO of Sega.<sup id="cite_ref-224" class="reference"><a href="#cite_note-224"><span class="cite-bracket">[</span>219<span class="cite-bracket">]</span></a></sup> On February 13, Sega announced that it would merge with Sammy; however, as late as April 17, Sega was still in talks with Namco, which was attempting to overturn the merger. Sega's consideration of Namco's offer upset Sammy executives. The day after Sega announced it no longer planned to merge with Sammy, Namco withdrew its offer.<sup id="cite_ref-Horowitz_2018_p.253–7_225-0" class="reference"><a href="#cite_note-Horowitz_2018_p.253%E2%80%937-225"><span class="cite-bracket">[</span>220<span class="cite-bracket">]</span></a></sup> </p><p>In 2003, Sato and <a href="/wiki/Chief_operating_officer" title="Chief operating officer">COO</a> Tetsu Kamaya stepped down. Sato was replaced by Hisao Oguchi, the head of the Sega studio <a href="/wiki/Sega_AM3" title="Sega AM3">Hitmaker</a>.<sup id="cite_ref-Fahey_226-0" class="reference"><a href="#cite_note-Fahey-226"><span class="cite-bracket">[</span>221<span class="cite-bracket">]</span></a></sup> Moore left Sega in January 2003, feeling that the Japanese executives were refusing to adapt to industry changes, such as the demand for mature games such as <i><a href="/wiki/Grand_Theft_Auto_III" title="Grand Theft Auto III">Grand Theft Auto III</a></i>.<sup id="cite_ref-227" class="reference"><a href="#cite_note-227"><span class="cite-bracket">[</span>222<span class="cite-bracket">]</span></a></sup> Hideaki Irie, who had worked at <a href="/wiki/Agetec" title="Agetec">Agetec</a> and <a href="/wiki/ASCII_Media_Works" title="ASCII Media Works">ASCII</a>, became the new president and COO of Sega of America in October 2003.<sup id="cite_ref-228" class="reference"><a href="#cite_note-228"><span class="cite-bracket">[</span>223<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="2003–2015:_Sammy_takeover_and_business_expansion"><span id="2003.E2.80.932015:_Sammy_takeover_and_business_expansion"></span>2003–2015: Sammy takeover and business expansion</h3></div> <figure class="mw-default-size mw-halign-left" typeof="mw:File/Thumb"><a href="/wiki/File:Sega_Sammy_Holdings_logo.svg" class="mw-file-description"><noscript><img alt="Sega Sammy Holdings logo" src="//upload.wikimedia.org/wikipedia/commons/thumb/c/c0/Sega_Sammy_Holdings_logo.svg/220px-Sega_Sammy_Holdings_logo.svg.png" decoding="async" width="220" height="39" class="mw-file-element" data-file-width="464" data-file-height="82"></noscript><span class="lazy-image-placeholder" style="width: 220px;height: 39px;" data-src="//upload.wikimedia.org/wikipedia/commons/thumb/c/c0/Sega_Sammy_Holdings_logo.svg/220px-Sega_Sammy_Holdings_logo.svg.png" data-alt="Sega Sammy Holdings logo" data-width="220" data-height="39" data-srcset="//upload.wikimedia.org/wikipedia/commons/thumb/c/c0/Sega_Sammy_Holdings_logo.svg/330px-Sega_Sammy_Holdings_logo.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/c/c0/Sega_Sammy_Holdings_logo.svg/440px-Sega_Sammy_Holdings_logo.svg.png 2x" data-class="mw-file-element"> </span></a><figcaption><a href="/wiki/Sega_Sammy_Holdings" title="Sega Sammy Holdings">Sega Sammy Holdings</a> (current logo pictured) was founded in 2004 with pachinko and pachislot manufacturer <a href="/wiki/Sammy_Corporation" title="Sammy Corporation">Sammy Corporation</a>'s purchase of Sega.</figcaption></figure> <p>In August 2003, Sammy bought 22.4 percent of Sega's shares from CSK, making Sammy into Sega's largest shareholder.<sup id="cite_ref-gspot_sammy_merge_229-0" class="reference"><a href="#cite_note-gspot_sammy_merge-229"><span class="cite-bracket">[</span>224<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-230" class="reference"><a href="#cite_note-230"><span class="cite-bracket">[</span>225<span class="cite-bracket">]</span></a></sup> In the same year, Hajime Satomi said Sega's activity would focus on its profitable arcade business as opposed to loss-incurring home software development.<sup id="cite_ref-eurog_segasammy_231-0" class="reference"><a href="#cite_note-eurog_segasammy-231"><span class="cite-bracket">[</span>226<span class="cite-bracket">]</span></a></sup> In 2004, <a href="/wiki/Sega_Sammy_Holdings" title="Sega Sammy Holdings">Sega Sammy Holdings</a>, an entertainment conglomerate, was created; Sega and Sammy became subsidiaries of the new holding company, both companies operating independently while the executive departments merged. According to the first Sega Sammy <i>Annual Report</i>, the merger went ahead as both companies were facing difficulties. Satomi said Sega had been operating at a loss for nearly ten years,<sup id="cite_ref-gamespot_Niizumi_2004_232-0" class="reference"><a href="#cite_note-gamespot_Niizumi_2004-232"><span class="cite-bracket">[</span>227<span class="cite-bracket">]</span></a></sup> while Sammy feared stagnation and over-reliance of its highly profitable pachislot and pachinko machine business and wanted to diversify.<sup id="cite_ref-Sega_Sammy_Holdings_Annual_Report_2005_57-1" class="reference"><a href="#cite_note-Sega_Sammy_Holdings_Annual_Report_2005-57"><span class="cite-bracket">[</span>52<span class="cite-bracket">]</span></a></sup> Sammy acquired the remaining percentages of Sega, completing a <a href="/wiki/Takeover" title="Takeover">takeover</a>.<sup id="cite_ref-233" class="reference"><a href="#cite_note-233"><span class="cite-bracket">[</span>228<span class="cite-bracket">]</span></a></sup> The stock swap deal valued Sega between $1.45 billion and $1.8 billion.<sup id="cite_ref-gamespot_Niizumi_2004_232-1" class="reference"><a href="#cite_note-gamespot_Niizumi_2004-232"><span class="cite-bracket">[</span>227<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-234" class="reference"><a href="#cite_note-234"><span class="cite-bracket">[</span>229<span class="cite-bracket">]</span></a></sup> Sega Sammy Holdings was structured into four parts: Consumer Business (video games), Amusement Machine Business (arcade games), Amusement Center Business (Sega's theme parks and arcades) and Pachislot and Pachinko Business (Sammy's pachinko and pachislot business).<sup id="cite_ref-235" class="reference"><a href="#cite_note-235"><span class="cite-bracket">[</span>230<span class="cite-bracket">]</span></a></sup> </p><p>According to an industry survey, as of 2005, sales of arcade machines were up for the previous four years in Japan, while down for nine straight years overseas.<sup id="cite_ref-sega_sammy_annual_report_2007_236-0" class="reference"><a href="#cite_note-sega_sammy_annual_report_2007-236"><span class="cite-bracket">[</span>231<span class="cite-bracket">]</span></a></sup> In response to the decline of the global arcade industry in the late 1990s, Sega created several novel concepts tailored to the Japanese market. <i><a href="/wiki/Derby_Owners_Club" title="Derby Owners Club">Derby Owners Club</a></i> was an arcade machine with memory cards for data storage, designed to take over half an hour to complete and costing JP¥500 to play. Testing of <i>Derby Owners Club</i> in a Chicago arcade showed that it had become the most popular machine at the location, with a 92% replay rate. While the eight-player Japanese version of the game was released in 1999, the game was reduced to a smaller four-player version due to size issues and released in North America in 2003.<sup id="cite_ref-237" class="reference"><a href="#cite_note-237"><span class="cite-bracket">[</span>232<span class="cite-bracket">]</span></a></sup> The cabinet was too expensive and the game did not entice casual users which are essential to the western arcade market.<sup id="cite_ref-238" class="reference"><a href="#cite_note-238"><span class="cite-bracket">[</span>233<span class="cite-bracket">]</span></a></sup> While the Japanese market retained core players, western arcades had become more focused on casual players, and Sega Amusements Europe, the entity created to officially distribute and manufacture Sega's machines on the continent after the consolidation of its regional divisions, subsequently decided to develop more games locally that were better suited to western tastes.<sup id="cite_ref-239" class="reference"><a href="#cite_note-239"><span class="cite-bracket">[</span>234<span class="cite-bracket">]</span></a></sup> </p><p>In 2005, the <a href="/wiki/GameWorks" title="GameWorks">GameWorks</a> chain of arcades came under the sole ownership of Sega, which previously was shared with <a href="/wiki/Vivendi_Universal" class="mw-redirect" title="Vivendi Universal">Vivendi Universal</a>,<sup id="cite_ref-240" class="reference"><a href="#cite_note-240"><span class="cite-bracket">[</span>235<span class="cite-bracket">]</span></a></sup> and remained under their ownership until 2011.<sup id="cite_ref-241" class="reference"><a href="#cite_note-241"><span class="cite-bracket">[</span>236<span class="cite-bracket">]</span></a></sup> In 2009, <a href="/wiki/Sega_Republic" class="mw-redirect" title="Sega Republic">Sega Republic</a>, an indoor theme park, opened in <a href="/wiki/Dubai" title="Dubai">Dubai</a>.<sup id="cite_ref-242" class="reference"><a href="#cite_note-242"><span class="cite-bracket">[</span>237<span class="cite-bracket">]</span></a></sup> Sega gradually reduced its arcade centers from 450 in 2005 to around 200 in 2015.<sup id="cite_ref-wired_layoffs_243-0" class="reference"><a href="#cite_note-wired_layoffs-243"><span class="cite-bracket">[</span>238<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-segasammy_pres_244-0" class="reference"><a href="#cite_note-segasammy_pres-244"><span class="cite-bracket">[</span>239<span class="cite-bracket">]</span></a></sup> Arcade machine sales incurred higher profits than the company's console, mobile and PC games on a year-to-year basis until the fiscal year of 2014.<sup id="cite_ref-segajp_finance_245-0" class="reference"><a href="#cite_note-segajp_finance-245"><span class="cite-bracket">[</span>240<span class="cite-bracket">]</span></a></sup> </p><p>In order to drive growth in western markets, Sega announced new leadership for Sega of America and Sega Europe in 2005. <a href="/wiki/Simon_Jeffery" title="Simon Jeffery">Simon Jeffery</a> became president and COO of Sega of America, and <a href="/wiki/Mike_Hayes_(businessman)" title="Mike Hayes (businessman)">Mike Hayes</a> president and COO for Sega Europe.<sup id="cite_ref-246" class="reference"><a href="#cite_note-246"><span class="cite-bracket">[</span>241<span class="cite-bracket">]</span></a></sup> In 2009, Hayes became president of the combined outfit of both Sega of America and Sega Europe, due to Jeffery leaving.<sup id="cite_ref-247" class="reference"><a href="#cite_note-247"><span class="cite-bracket">[</span>242<span class="cite-bracket">]</span></a></sup> Sega sold Visual Concepts to <a href="/wiki/Take-Two_Interactive" title="Take-Two Interactive">Take-Two Interactive</a>, and purchased UK-based developer <a href="/wiki/Creative_Assembly" title="Creative Assembly">Creative Assembly</a>, known for its <a href="/wiki/Total_War_(video_game_series)" title="Total War (video game series)"><i>Total War</i> series</a>. In the same year, <a href="/wiki/Sega_Racing_Studio" title="Sega Racing Studio">Sega Racing Studio</a> was also formed by former <a href="/wiki/Codemasters" title="Codemasters">Codemasters</a> employees. In 2006, Sega Europe purchased <a href="/wiki/Sports_Interactive" title="Sports Interactive">Sports Interactive</a>, known for its <i><a href="/wiki/Football_Manager" title="Football Manager">Football Manager</a></i> series. In the console and handheld business, Sega found success in the Japanese market with the <i><a href="/wiki/Yakuza_(series)" class="mw-redirect" title="Yakuza (series)">Yakuza</a>, <a href="/wiki/Phantasy_Star_Portable" title="Phantasy Star Portable">Phantasy Star Portable</a></i> and <i><a href="/wiki/Hatsune_Miku:_Project_DIVA" title="Hatsune Miku: Project DIVA">Hatsune Miku: Project DIVA</a></i> series.<sup id="cite_ref-248" class="reference"><a href="#cite_note-248"><span class="cite-bracket">[</span>243<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-249" class="reference"><a href="#cite_note-249"><span class="cite-bracket">[</span>244<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-250" class="reference"><a href="#cite_note-250"><span class="cite-bracket">[</span>245<span class="cite-bracket">]</span></a></sup> Sega began providing the 3D imaging for <i>Hatsune Miku</i> <a href="/wiki/Holography" title="Holography">holographic concerts</a> in 2010.<sup id="cite_ref-wired_miku_concert_251-0" class="reference"><a href="#cite_note-wired_miku_concert-251"><span class="cite-bracket">[</span>246<span class="cite-bracket">]</span></a></sup> Sega also distributes games from smaller Japanese game developers and sells localizations of Western games in Japan.<sup id="cite_ref-segajp_product_info_252-0" class="reference"><a href="#cite_note-segajp_product_info-252"><span class="cite-bracket">[</span>247<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-segajp_localization_253-0" class="reference"><a href="#cite_note-segajp_localization-253"><span class="cite-bracket">[</span>248<span class="cite-bracket">]</span></a></sup> In 2013, <a href="/wiki/Index_Corporation" class="mw-redirect" title="Index Corporation">Index Corporation</a> was purchased by Sega Sammy after going bankrupt.<sup id="cite_ref-bloomberg-atlussega_254-0" class="reference"><a href="#cite_note-bloomberg-atlussega-254"><span class="cite-bracket">[</span>249<span class="cite-bracket">]</span></a></sup> The year before, Sega signed a deal to distribute Atlus titles in Japan.<sup id="cite_ref-255" class="reference"><a href="#cite_note-255"><span class="cite-bracket">[</span>250<span class="cite-bracket">]</span></a></sup> After the buyout, Sega implemented a <a href="/wiki/Corporate_spin-off" title="Corporate spin-off">corporate spin-off</a> with Index. The latter's game assets were rebranded as <a href="/wiki/Atlus" title="Atlus">Atlus</a>, a wholly owned subsidiary of Sega.<sup id="cite_ref-polygon_index_split_256-0" class="reference"><a href="#cite_note-polygon_index_split-256"><span class="cite-bracket">[</span>251<span class="cite-bracket">]</span></a></sup> </p><p>In the mobile market, Sega released its first app on the <a href="/wiki/ITunes_Store" title="ITunes Store">iTunes Store</a> with a version of <i><a href="/wiki/Super_Monkey_Ball" title="Super Monkey Ball">Super Monkey Ball</a></i> in 2008.<sup id="cite_ref-257" class="reference"><a href="#cite_note-257"><span class="cite-bracket">[</span>252<span class="cite-bracket">]</span></a></sup> Due in part to the decline of packaged game sales worldwide in the 2010s,<sup id="cite_ref-gamasutra_focus_258-0" class="reference"><a href="#cite_note-gamasutra_focus-258"><span class="cite-bracket">[</span>253<span class="cite-bracket">]</span></a></sup> Sega began layoffs and closed five offices based in Europe and Australia on July 1, 2012.<sup id="cite_ref-gspot_eu_au_259-0" class="reference"><a href="#cite_note-gspot_eu_au-259"><span class="cite-bracket">[</span>254<span class="cite-bracket">]</span></a></sup> This was to focus on the digital game market, such as PC and mobile devices.<sup id="cite_ref-pcmag_layoffs_260-0" class="reference"><a href="#cite_note-pcmag_layoffs-260"><span class="cite-bracket">[</span>255<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-yahoo_axe_261-0" class="reference"><a href="#cite_note-yahoo_axe-261"><span class="cite-bracket">[</span>256<span class="cite-bracket">]</span></a></sup> In 2012, Sega also began acquiring studios for mobile development, studios such as <a href="/wiki/Hardlight" title="Hardlight">Hardlight</a>, <a href="/wiki/Three_Rings_Design" title="Three Rings Design">Three Rings Design</a>, and <a href="/wiki/Demiurge_Studios" title="Demiurge Studios">Demiurge Studios</a> becoming fully owned subsidiaries.<sup id="cite_ref-poly-segademiurge_262-0" class="reference"><a href="#cite_note-poly-segademiurge-262"><span class="cite-bracket">[</span>257<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-263" class="reference"><a href="#cite_note-263"><span class="cite-bracket">[</span>258<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-pocketgamer_Cowley_2017_264-0" class="reference"><a href="#cite_note-pocketgamer_Cowley_2017-264"><span class="cite-bracket">[</span>259<span class="cite-bracket">]</span></a></sup> 19 older mobile games were pulled due to quality concerns in May 2015.<sup id="cite_ref-SEGA_Mobile_Game_Closures_265-0" class="reference"><a href="#cite_note-SEGA_Mobile_Game_Closures-265"><span class="cite-bracket">[</span>260<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-266" class="reference"><a href="#cite_note-266"><span class="cite-bracket">[</span>261<span class="cite-bracket">]</span></a></sup> </p><p>To streamline operations, Sega established operational firms for each of its businesses in the 2010s. In 2012, Sega established Sega Networks as a subsidiary company for its mobile games.<sup id="cite_ref-sega-games_about_267-0" class="reference"><a href="#cite_note-sega-games_about-267"><span class="cite-bracket">[</span>262<span class="cite-bracket">]</span></a></sup> The same year, Sega Entertainment was established for Sega's amusement facility business.<sup id="cite_ref-segajp_restructure_268-0" class="reference"><a href="#cite_note-segajp_restructure-268"><span class="cite-bracket">[</span>263<span class="cite-bracket">]</span></a></sup> In January 2015, Sega of America announced its relocation from San Francisco to <a href="/wiki/Atlus_USA" class="mw-redirect" title="Atlus USA">Atlus USA</a>'s headquarters in <a href="/wiki/Irvine,_California" title="Irvine, California">Irvine, California</a>, which was completed later that year.<sup id="cite_ref-269" class="reference"><a href="#cite_note-269"><span class="cite-bracket">[</span>264<span class="cite-bracket">]</span></a></sup> From 2005 to 2015, Sega's <a href="/wiki/Earnings_before_interest_and_taxes" title="Earnings before interest and taxes">operating income</a> generally saw improvements compared to Sega's past financial problems, but was not profitable every year.<sup id="cite_ref-segasammy1_270-0" class="reference"><a href="#cite_note-segasammy1-270"><span class="cite-bracket">[</span>265<span class="cite-bracket">]</span></a></sup> </p> <table class="wikitable"> <caption>Sega operating income 2005–2015, Japanese yen in millions </caption> <tbody><tr> <th>Business year </th> <th>2005 </th> <th>2006 </th> <th>2007 </th> <th>2008 </th> <th>2009 </th> <th>2010 </th> <th>2011 </th> <th>2012 </th> <th>2013 </th> <th>2014 </th> <th>2015 </th></tr> <tr> <th>Amusement Machine Sales<sup id="cite_ref-segasammy1_270-1" class="reference"><a href="#cite_note-segasammy1-270"><span class="cite-bracket">[</span>265<span class="cite-bracket">]</span></a></sup> </th> <td>7,423 </td> <td>12,176 </td> <td>11,682 </td> <td>7,152 </td> <td>6,890 </td> <td>7,094 </td> <td>7,317 </td> <td>7,415 </td> <td>1,902 </td> <td>−1,264 </td> <td>−2,356 </td></tr> <tr> <th>Amusement Center Operations<sup id="cite_ref-segasammy1_270-2" class="reference"><a href="#cite_note-segasammy1-270"><span class="cite-bracket">[</span>265<span class="cite-bracket">]</span></a></sup> </th> <td>5,472 </td> <td>9,244 </td> <td>132 </td> <td>−9,807 </td> <td>−7,520 </td> <td>−1,338 </td> <td>342 </td> <td>355 </td> <td>1,194 </td> <td>60 </td> <td>−946 </td></tr> <tr> <th>Consumer Business<sup id="cite_ref-segasammy1_270-3" class="reference"><a href="#cite_note-segasammy1-270"><span class="cite-bracket">[</span>265<span class="cite-bracket">]</span></a></sup> </th> <td>−8,809 </td> <td>9,244 </td> <td>1,748 </td> <td>−5,989 </td> <td>−941 </td> <td>6,332 </td> <td>1,969 </td> <td>−15,182 </td> <td>−732 </td> <td>2,089 </td> <td>4,033 </td></tr></tbody></table> <div class="mw-heading mw-heading3"><h3 id="2015–2020:_Sega_Games_and_Sega_Interactive"><span id="2015.E2.80.932020:_Sega_Games_and_Sega_Interactive"></span>2015–2020: Sega Games and Sega Interactive</h3></div> <p>In April 2015, Sega Corporation was reorganized into Sega Group, one of three groups of Sega Sammy Holdings. Sega Holdings Co., Ltd. was established, with four business sectors under its control. Haruki Satomi, son of Hajime Satomi, took office as president and CEO of the company in April 2015.<sup id="cite_ref-Famitsu_interview_Haruki_Satomi_271-0" class="reference"><a href="#cite_note-Famitsu_interview_Haruki_Satomi-271"><span class="cite-bracket">[</span>266<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-272" class="reference"><a href="#cite_note-272"><span class="cite-bracket">[</span>267<span class="cite-bracket">]</span></a></sup> Sega Games Co., Ltd. became the legal name of Sega Corporation and continued to manage home video games, while Sega Interactive Co., Ltd. was founded to take control of the arcade division.<sup id="cite_ref-Sega_Business_Summary_273-0" class="reference"><a href="#cite_note-Sega_Business_Summary-273"><span class="cite-bracket">[</span>268<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-History_of_SEGA_SAMMY_group_274-0" class="reference"><a href="#cite_note-History_of_SEGA_SAMMY_group-274"><span class="cite-bracket">[</span>269<span class="cite-bracket">]</span></a></sup> Sega Networks merged with Sega Games Co., Ltd. in 2015.<sup id="cite_ref-sega-games_about_267-1" class="reference"><a href="#cite_note-sega-games_about-267"><span class="cite-bracket">[</span>262<span class="cite-bracket">]</span></a></sup> At the <a href="/wiki/Tokyo_Game_Show" title="Tokyo Game Show">Tokyo Game Show</a> in September 2016, Sega announced that it had acquired the intellectual property and development rights to all games developed and published by <a href="/wiki/Technosoft" title="Technosoft">Technosoft</a>.<sup id="cite_ref-275" class="reference"><a href="#cite_note-275"><span class="cite-bracket">[</span>270<span class="cite-bracket">]</span></a></sup> Effective from January 2017, 85.1% of the shares in Sega's theme park business became owned by China Animations Character Co., renaming the former Sega Live Creation to <a href="/wiki/CA_Sega_Joypolis" title="CA Sega Joypolis">CA Sega Joypolis</a>.<sup id="cite_ref-276" class="reference"><a href="#cite_note-276"><span class="cite-bracket">[</span>271<span class="cite-bracket">]</span></a></sup> </p> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:Sega_HQ_2018_2.jpg" class="mw-file-description"><noscript><img alt="A large skyscraper with glass windows" src="//upload.wikimedia.org/wikipedia/commons/thumb/a/a2/Sega_HQ_2018_2.jpg/220px-Sega_HQ_2018_2.jpg" decoding="async" width="220" height="124" class="mw-file-element" data-file-width="3264" data-file-height="1836"></noscript><span class="lazy-image-placeholder" style="width: 220px;height: 124px;" data-src="//upload.wikimedia.org/wikipedia/commons/thumb/a/a2/Sega_HQ_2018_2.jpg/220px-Sega_HQ_2018_2.jpg" data-alt="A large skyscraper with glass windows" data-width="220" data-height="124" data-srcset="//upload.wikimedia.org/wikipedia/commons/thumb/a/a2/Sega_HQ_2018_2.jpg/330px-Sega_HQ_2018_2.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/a/a2/Sega_HQ_2018_2.jpg/440px-Sega_HQ_2018_2.jpg 2x" data-class="mw-file-element"> </span></a><figcaption>Sega's headquarters in Shinagawa-ku, Tokyo, Japan</figcaption></figure> <p>Sega Sammy Holdings announced in April 2017 that it would relocate its head office functions and domestic subsidiaries located in the <a href="/wiki/Tokyo_metropolitan_area" class="mw-redirect" title="Tokyo metropolitan area">Tokyo metropolitan area</a> to <a href="/wiki/Shinagawa-ku" class="mw-redirect" title="Shinagawa-ku">Shinagawa-ku</a> by January 2018. This was to consolidate scattered head office functions including Sega Sammy Holdings, Sammy Corporation, Sega Holdings, Sega Games, Atlus, Sammy Network, and Dartslive.<sup id="cite_ref-277" class="reference"><a href="#cite_note-277"><span class="cite-bracket">[</span>272<span class="cite-bracket">]</span></a></sup> Sega's previous headquarters in <a href="/wiki/%C5%8Cta,_Tokyo" title="Ōta, Tokyo">Ōta</a> was sold in 2019.<sup id="cite_ref-278" class="reference"><a href="#cite_note-278"><span class="cite-bracket">[</span>273<span class="cite-bracket">]</span></a></sup> </p><p>In June 2017, Chris Bergstresser replaced Jurgen Post as president and COO of Sega Europe.<sup id="cite_ref-279" class="reference"><a href="#cite_note-279"><span class="cite-bracket">[</span>274<span class="cite-bracket">]</span></a></sup> In June 2018, Gary Dale, formerly of <a href="/wiki/Rockstar_Games" title="Rockstar Games">Rockstar Games</a> and <a href="/wiki/Take-Two_Interactive" title="Take-Two Interactive">Take-Two Interactive</a>, replaced Chris Bergstresser as president and COO of Sega Europe.<sup id="cite_ref-280" class="reference"><a href="#cite_note-280"><span class="cite-bracket">[</span>275<span class="cite-bracket">]</span></a></sup> A few months later, Ian Curran, a former executive at <a href="/wiki/THQ" title="THQ">THQ</a> and <a href="/wiki/Acclaim_Entertainment" title="Acclaim Entertainment">Acclaim Entertainment</a>, replaced John Cheng as president and COO of Sega of America in August 2018.<sup id="cite_ref-281" class="reference"><a href="#cite_note-281"><span class="cite-bracket">[</span>276<span class="cite-bracket">]</span></a></sup> In October 2018, Sega reported favorable western sales results from games such as <i><a href="/wiki/Yakuza_6:_The_Song_of_Life" title="Yakuza 6: The Song of Life">Yakuza 6</a></i> and <i><a href="/wiki/Persona_5" title="Persona 5">Persona 5</a></i>, due to the localization work of Atlus USA.<sup id="cite_ref-282" class="reference"><a href="#cite_note-282"><span class="cite-bracket">[</span>277<span class="cite-bracket">]</span></a></sup> </p><p>Despite a 35-percent increase in the sale of console games and success in its PC game business, profits fell 70 percent for the 2018 <a href="/wiki/Fiscal_year" title="Fiscal year">fiscal year</a> in comparison to the previous year, mainly due to the digital games market which includes mobile games as well as <i><a href="/wiki/Phantasy_Star_Online_2" title="Phantasy Star Online 2">Phantasy Star Online 2</a></i>. In response, Sega announced that for its digital games it would focus on releases for its existing <a href="/wiki/Intellectual_property" title="Intellectual property">intellectual property</a> and also focus on growth areas such as packaged games in the overseas market. Sega blamed the loss on market miscalculations and having too many games under development. Projects in development at Sega included a new game in the <i>Yakuza</i> series, the <a href="/wiki/Sonic_the_Hedgehog_(film)" title="Sonic the Hedgehog (film)"><i>Sonic the Hedgehog</i></a> film, and the <a href="/wiki/Sega_Genesis_Mini" title="Sega Genesis Mini">Sega Genesis Mini</a>,<sup id="cite_ref-283" class="reference"><a href="#cite_note-283"><span class="cite-bracket">[</span>278<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-284" class="reference"><a href="#cite_note-284"><span class="cite-bracket">[</span>279<span class="cite-bracket">]</span></a></sup> which was released in September 2019.<sup id="cite_ref-285" class="reference"><a href="#cite_note-285"><span class="cite-bracket">[</span>280<span class="cite-bracket">]</span></a></sup> In May 2019, Sega acquired <a href="/wiki/Two_Point_Studios" title="Two Point Studios">Two Point Studios</a>, known for <i><a href="/wiki/Two_Point_Hospital" title="Two Point Hospital">Two Point Hospital</a></i>.<sup id="cite_ref-gamesindustry_Sinclair_2019_286-0" class="reference"><a href="#cite_note-gamesindustry_Sinclair_2019-286"><span class="cite-bracket">[</span>281<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-eurogamer_Wales_2019_287-0" class="reference"><a href="#cite_note-eurogamer_Wales_2019-287"><span class="cite-bracket">[</span>282<span class="cite-bracket">]</span></a></sup> </p><p>On April 1, 2020, Sega Interactive merged with Sega Games Co., Ltd. The company was again renamed Sega Corporation, while Sega Holdings Co., Ltd. was renamed Sega Group Corporation.<sup id="cite_ref-288" class="reference"><a href="#cite_note-288"><span class="cite-bracket">[</span>283<span class="cite-bracket">]</span></a></sup> According to a company statement, the move was made to allow greater <a href="/wiki/Research_and_development" title="Research and development">research and development</a> flexibility.<sup id="cite_ref-Sega_Sammy_Notice_of_mergers_289-0" class="reference"><a href="#cite_note-Sega_Sammy_Notice_of_mergers-289"><span class="cite-bracket">[</span>284<span class="cite-bracket">]</span></a></sup> Also in April 2020, Sega sold Demiurge Studios to Demiurge co-founder Albert Reed. Demiurge said it would continue to support the mobile games it developed under Sega.<sup id="cite_ref-290" class="reference"><a href="#cite_note-290"><span class="cite-bracket">[</span>285<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="2020–present:_Recent_history"><span id="2020.E2.80.93present:_Recent_history"></span>2020–present: Recent history</h3></div> <p>As part of its 60th anniversary, Sega announced the <a href="/wiki/Game_Gear_Micro" class="mw-redirect" title="Game Gear Micro">Game Gear Micro</a> <a href="/wiki/Microconsole" title="Microconsole">microconsole</a> for release on October 6, 2020, in Japan. Sega also announced its Fog Gaming platform, which uses the unused processing power of arcade machines in Japanese arcades overnight to help power <a href="/wiki/Cloud_gaming" title="Cloud gaming">cloud gaming</a> applications.<sup id="cite_ref-eurogamer_60th_announces_291-0" class="reference"><a href="#cite_note-eurogamer_60th_announces-291"><span class="cite-bracket">[</span>286<span class="cite-bracket">]</span></a></sup> </p><p>Sega made a number of restructuring moves in the early 2020s. During the latter half of 2020, many of the financial gains Sega made in the earlier part of the year dissolved due to the impact of the <a href="/wiki/COVID-19_pandemic" title="COVID-19 pandemic">COVID-19 pandemic</a> on its Sega Entertainment division, which ran its arcades.<sup id="cite_ref-292" class="reference"><a href="#cite_note-292"><span class="cite-bracket">[</span>287<span class="cite-bracket">]</span></a></sup> That November, Sega Sammy sold 85.1% of its shares in the division to Genda Inc., though the Sega branding and coin-operated machines continued to be used in arcades. Arcade game development was unaffected by the sale.<sup id="cite_ref-293" class="reference"><a href="#cite_note-293"><span class="cite-bracket">[</span>288<span class="cite-bracket">]</span></a></sup> By January 2022, Sega sold the remaining portion of this division to Genda.<sup id="cite_ref-294" class="reference"><a href="#cite_note-294"><span class="cite-bracket">[</span>289<span class="cite-bracket">]</span></a></sup> Sega Group Corporation was formally dissolved by its parent company in 2021.<sup id="cite_ref-:0_295-0" class="reference"><a href="#cite_note-:0-295"><span class="cite-bracket">[</span>290<span class="cite-bracket">]</span></a></sup> </p><p>Contrasting its losses brought forth by amusement operations in 2020, sales and critical reception of Sega's home console games improved; <a href="/wiki/Metacritic" title="Metacritic">Metacritic</a> named Sega the best publisher of the year <a href="/wiki/2020_in_video_games" title="2020 in video games">in 2020</a>.<sup id="cite_ref-296" class="reference"><a href="#cite_note-296"><span class="cite-bracket">[</span>291<span class="cite-bracket">]</span></a></sup> Of its 28 releases that year, 95% had "good" Metacritic scores (above 75/100), including two with "great" scores (above 90/100 for <i><a href="/wiki/Persona_5_Royal" class="mw-redirect" title="Persona 5 Royal">Persona 5 Royal</a></i> and <i><a href="/wiki/Yakuza_0" title="Yakuza 0">Yakuza 0</a></i>), with an average Metacritic score of 81.6 for all 2020 Sega releases.<sup id="cite_ref-297" class="reference"><a href="#cite_note-297"><span class="cite-bracket">[</span>292<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-298" class="reference"><a href="#cite_note-298"><span class="cite-bracket">[</span>293<span class="cite-bracket">]</span></a></sup> In 2023, Sega acquired the Finnish video game developer <a href="/wiki/Rovio_Entertainment" title="Rovio Entertainment">Rovio Entertainment</a>, best known for the <i><a href="/wiki/Angry_Birds" title="Angry Birds">Angry Birds</a></i> series, for US$776 million.<sup id="cite_ref-299" class="reference"><a href="#cite_note-299"><span class="cite-bracket">[</span>294<span class="cite-bracket">]</span></a></sup> </p><p>On April 24, 2023, 144 Sega of America employees announced plans to file a new union election under the new labor union, Allied Employees Guild Improving Sega (AEGIS), which is allied with the <a href="/wiki/Communication_Workers_of_America" class="mw-redirect" title="Communication Workers of America">Communication Workers of America</a> via CWA Local 9510. AEGIS represents workers from departments including marketing, quality assurance, development and localization, making it the first of its kind in the game industry in the United States. On July 10, 2023, it was announced that workers had voted 91–26 to form the union. AEGIS is undergoing certification with the <a href="/wiki/National_Labor_Relations_Board" title="National Labor Relations Board">National Labor Relations Board</a> before going into bargaining.<sup id="cite_ref-300" class="reference"><a href="#cite_note-300"><span class="cite-bracket">[</span>295<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-301" class="reference"><a href="#cite_note-301"><span class="cite-bracket">[</span>296<span class="cite-bracket">]</span></a></sup> </p><p>In May 2023, Sega announced that 121 employees at <a href="/wiki/Relic_Entertainment" title="Relic Entertainment">Relic Entertainment</a> had been made redundant to focus on cored franchises.<sup id="cite_ref-302" class="reference"><a href="#cite_note-302"><span class="cite-bracket">[</span>297<span class="cite-bracket">]</span></a></sup> That same year, Sega cancelled their upcoming shooter <i>Hyenas</i> and began restructuring its British and European operations.<sup id="cite_ref-303" class="reference"><a href="#cite_note-303"><span class="cite-bracket">[</span>298<span class="cite-bracket">]</span></a></sup> At <a href="/wiki/The_Game_Awards_2023" title="The Game Awards 2023">The Game Awards 2023</a>, Sega announced an initiative to revive many of its dormant franchises, beginning with new <i><a href="/wiki/Crazy_Taxi" title="Crazy Taxi">Crazy Taxi</a></i>, <i><a href="/wiki/Golden_Axe" title="Golden Axe">Golden Axe</a></i>, <i><a href="/wiki/Jet_Set_Radio" title="Jet Set Radio">Jet Set Radio</a></i>, <i><a href="/wiki/Shinobi_(series)" title="Shinobi (series)">Shinobi</a></i> and <i><a href="/wiki/Streets_of_Rage" title="Streets of Rage">Streets of Rage</a></i> games.<sup id="cite_ref-304" class="reference"><a href="#cite_note-304"><span class="cite-bracket">[</span>299<span class="cite-bracket">]</span></a></sup> The <i><a href="/wiki/The_Washington_Post" title="The Washington Post">Washington Post</a></i> characterized the announcement as a return to Sega's 1990s "bohemian" and "countercultural" spirit.<sup id="cite_ref-:1_305-0" class="reference"><a href="#cite_note-:1-305"><span class="cite-bracket">[</span>300<span class="cite-bracket">]</span></a></sup> The co-CEO, Shuji Utsumi, said Sega wanted to "show edginess and a rebellious mindset", and that the industry was now large enough to sustain its less conventional games.<sup id="cite_ref-:1_305-1" class="reference"><a href="#cite_note-:1-305"><span class="cite-bracket">[</span>300<span class="cite-bracket">]</span></a></sup> In November 2023, AEGIS filed an <a href="/wiki/Unfair_labor_practice" title="Unfair labor practice">unfair labor practice</a> after Sega proposed a plan to phase out temporary employees by February 2024, which would affect around 80 employees.<sup id="cite_ref-306" class="reference"><a href="#cite_note-306"><span class="cite-bracket">[</span>301<span class="cite-bracket">]</span></a></sup> </p><p>In January 2024, Jurgen Post rejoined Sega Europe to become COO of its western studios and also serve as managing director.<sup id="cite_ref-307" class="reference"><a href="#cite_note-307"><span class="cite-bracket">[</span>302<span class="cite-bracket">]</span></a></sup> That month, Shuji Utsumi became the president, COO and CEO of Sega of America and Europe. Utsumi had previously helped found <a href="/wiki/Sony_Computer_Entertainment" class="mw-redirect" title="Sony Computer Entertainment">Sony Computer Entertainment</a>, where he helped launch the original PlayStation, before moving to Sega and assisting with the North American Dreamcast launch. After a period with <a href="/wiki/Disney_Interactive" title="Disney Interactive">Disney Interactive</a>, he co-founded <a href="/wiki/Q_Entertainment" title="Q Entertainment">Q Entertainment</a> before returning to Sega in 2020.<sup id="cite_ref-308" class="reference"><a href="#cite_note-308"><span class="cite-bracket">[</span>303<span class="cite-bracket">]</span></a></sup> On January 9, Sega Sammy Holdings announced that Sega's amusement machine business would be demerged and transferred to Sega Toys, which will be renamed <a href="/wiki/Sega_Fave" title="Sega Fave">Sega Fave Corporation</a>. The changes will take effect by April.<sup id="cite_ref-309" class="reference"><a href="#cite_note-309"><span class="cite-bracket">[</span>304<span class="cite-bracket">]</span></a></sup> On February 29, Sega appointed Justin Scarpone as an executive vice president of a group to expand Sega's presence in film and television.<sup id="cite_ref-310" class="reference"><a href="#cite_note-310"><span class="cite-bracket">[</span>305<span class="cite-bracket">]</span></a></sup> </p><p>In January 2024, Sega announced that it would lay off 61 workers at its Irvine, California location. AEGIS had been negotiating with Sega of America since November to reduce the total redundancies.<sup id="cite_ref-311" class="reference"><a href="#cite_note-311"><span class="cite-bracket">[</span>306<span class="cite-bracket">]</span></a></sup> On March 27, 2024, AEGIS announced that its workers had ratified a contract with Sega of America, focusing on key issues.<sup id="cite_ref-312" class="reference"><a href="#cite_note-312"><span class="cite-bracket">[</span>307<span class="cite-bracket">]</span></a></sup> The following day, Sega laid off 240 workers from its British and European operations, including Sega Europe, <a href="/wiki/Creative_Assembly" title="Creative Assembly">Creative Assembly</a>, and <a href="/wiki/Hardlight" title="Hardlight">Hardlight</a>, and sold Relic Entertainment to an external investor.<sup id="cite_ref-313" class="reference"><a href="#cite_note-313"><span class="cite-bracket">[</span>308<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-314" class="reference"><a href="#cite_note-314"><span class="cite-bracket">[</span>309<span class="cite-bracket">]</span></a></sup> On November 8, Sega sold Amplitude Studios to its staff via a management buyout.<sup id="cite_ref-315" class="reference"><a href="#cite_note-315"><span class="cite-bracket">[</span>310<span class="cite-bracket">]</span></a></sup> </p> </section><div class="mw-heading mw-heading2 section-heading" onclick="mfTempOpenSection(2)"><span class="indicator mf-icon mf-icon-expand mf-icon--small"></span><h2 id="Corporate_structure">Corporate structure</h2></div><section class="mf-section-2 collapsible-block" id="mf-section-2"> <p>Since 2004, Sega has been a subsidiary of Sega Sammy Holdings.<sup id="cite_ref-gamespot_Niizumi_2004_232-2" class="reference"><a href="#cite_note-gamespot_Niizumi_2004-232"><span class="cite-bracket">[</span>227<span class="cite-bracket">]</span></a></sup> Sega's global headquarters are in <a href="/wiki/Shinagawa,_Tokyo" class="mw-redirect" title="Shinagawa, Tokyo">Shinagawa, Tokyo</a>, Japan.<sup id="cite_ref-316" class="reference"><a href="#cite_note-316"><span class="cite-bracket">[</span>311<span class="cite-bracket">]</span></a></sup> Sega also has offices in Irvine, California (as Sega of America), in London (as Sega Europe),<sup id="cite_ref-317" class="reference"><a href="#cite_note-317"><span class="cite-bracket">[</span>312<span class="cite-bracket">]</span></a></sup> in <a href="/wiki/Seoul" title="Seoul">Seoul</a>, South Korea (as Sega Publishing Korea),<sup id="cite_ref-318" class="reference"><a href="#cite_note-318"><span class="cite-bracket">[</span>313<span class="cite-bracket">]</span></a></sup> and in Singapore, Hong Kong, Shanghai, and Taipei.<sup id="cite_ref-Sega_Sammy_Holdings_319-0" class="reference"><a href="#cite_note-Sega_Sammy_Holdings-319"><span class="cite-bracket">[</span>314<span class="cite-bracket">]</span></a></sup> In other regions, Sega has contracted distributors for its games and consoles, such as Tectoy in Brazil.<sup id="cite_ref-Retroinspection2_43-2" class="reference"><a href="#cite_note-Retroinspection2-43"><span class="cite-bracket">[</span>38<span class="cite-bracket">]</span></a></sup> Sega has had offices in France, Germany, Spain, and Australia;<sup id="cite_ref-gspot_eu_au_259-1" class="reference"><a href="#cite_note-gspot_eu_au-259"><span class="cite-bracket">[</span>254<span class="cite-bracket">]</span></a></sup> those markets have since contracted distributors.<sup id="cite_ref-320" class="reference"><a href="#cite_note-320"><span class="cite-bracket">[</span>315<span class="cite-bracket">]</span></a></sup> </p><p>Relations between the regional offices have not always been smooth.<sup id="cite_ref-Xtreme2_321-0" class="reference"><a href="#cite_note-Xtreme2-321"><span class="cite-bracket">[</span>316<span class="cite-bracket">]</span></a></sup> Some conflict in the 1990s may have been caused by Sega president Nakayama and his admiration for Sega of America; according to Kalinske, "There were some guys in the executive suites who really didn't like that Nakayama in particular appeared to favor the US executives. A lot of the Japanese executives were maybe a little jealous, and I think some of that played into the decisions that were made."<sup id="cite_ref-IGN_History_of_Sega_10-8" class="reference"><a href="#cite_note-IGN_History_of_Sega-10"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> By contrast, author <a href="/wiki/Steven_L._Kent" title="Steven L. Kent">Steven L. Kent</a> said Nakayama bullied American executives and that Nakayama believed the Japanese executives made the best decisions. Kent also said Sega of America CEOs Kalinske, Stolar, and Moore dreaded meeting with Sega of Japan executives.<sup id="cite_ref-322" class="reference"><a href="#cite_note-322"><span class="cite-bracket">[</span>317<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Subsidiaries_of_Sega_Corporation">Subsidiaries of Sega Corporation</h3></div> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:CLUB_SEGA_Akihabara_Annex_20111122.jpg" class="mw-file-description"><noscript><img alt="A Club Sega building in 2011" src="//upload.wikimedia.org/wikipedia/commons/thumb/8/8b/CLUB_SEGA_Akihabara_Annex_20111122.jpg/220px-CLUB_SEGA_Akihabara_Annex_20111122.jpg" decoding="async" width="220" height="275" class="mw-file-element" data-file-width="1536" data-file-height="1920"></noscript><span class="lazy-image-placeholder" style="width: 220px;height: 275px;" data-src="//upload.wikimedia.org/wikipedia/commons/thumb/8/8b/CLUB_SEGA_Akihabara_Annex_20111122.jpg/220px-CLUB_SEGA_Akihabara_Annex_20111122.jpg" data-alt="A Club Sega building in 2011" data-width="220" data-height="275" data-srcset="//upload.wikimedia.org/wikipedia/commons/thumb/8/8b/CLUB_SEGA_Akihabara_Annex_20111122.jpg/330px-CLUB_SEGA_Akihabara_Annex_20111122.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/8/8b/CLUB_SEGA_Akihabara_Annex_20111122.jpg/440px-CLUB_SEGA_Akihabara_Annex_20111122.jpg 2x" data-class="mw-file-element"> </span></a><figcaption>A Club Sega game center in <a href="/wiki/Akihabara" title="Akihabara">Akihabara</a>, Tokyo, shown before the Sega brand was removed from it in 2022</figcaption></figure> <p>After the formation of Sega Group in 2015 and the founding of Sega Holdings, the former Sega Corporation was renamed Sega Games Co., Ltd.<sup id="cite_ref-History_of_SEGA_SAMMY_group_274-1" class="reference"><a href="#cite_note-History_of_SEGA_SAMMY_group-274"><span class="cite-bracket">[</span>269<span class="cite-bracket">]</span></a></sup> Under this structure, Sega Games was responsible for the home video game market and consumer development, while Sega Interactive Co., Ltd., comprised Sega's arcade game business.<sup id="cite_ref-Sega_Business_Summary_273-1" class="reference"><a href="#cite_note-Sega_Business_Summary-273"><span class="cite-bracket">[</span>268<span class="cite-bracket">]</span></a></sup> The two were consolidated in 2020, renamed as Sega Corporation,<sup id="cite_ref-Sega_Sammy_Notice_of_mergers_289-1" class="reference"><a href="#cite_note-Sega_Sammy_Notice_of_mergers-289"><span class="cite-bracket">[</span>284<span class="cite-bracket">]</span></a></sup> and Sega Group Corporation was formally absorbed into Sega Corporation in 2021.<sup id="cite_ref-:0_295-1" class="reference"><a href="#cite_note-:0-295"><span class="cite-bracket">[</span>290<span class="cite-bracket">]</span></a></sup> The company includes Sega Networks, which handles game development for <a href="/wiki/Smartphone" title="Smartphone">smartphones</a>.<sup id="cite_ref-Famitsu_interview_Haruki_Satomi_271-1" class="reference"><a href="#cite_note-Famitsu_interview_Haruki_Satomi-271"><span class="cite-bracket">[</span>266<span class="cite-bracket">]</span></a></sup> Sega Corporation develops and publishes games for major video game consoles and has not expressed interest in developing consoles again. According to former Sega Europe CEO Mike Brogan, "There is no future in selling hardware. In any market, through competition, the hardware eventually becomes a commodity<span class="nowrap"> </span>... If a company has to sell hardware then it should only be to leverage software, even if that means taking a hit on the hardware."<sup id="cite_ref-Eurogamer_62-2" class="reference"><a href="#cite_note-Eurogamer-62"><span class="cite-bracket">[</span>57<span class="cite-bracket">]</span></a></sup> </p><p><a href="/wiki/Sega_Fave" title="Sega Fave">Sega Fave Corporation</a>, originally known as Yonezawa Toys and acquired by Sega in 1991, has created toys for children's franchises such as <i><a href="/wiki/Oshare_Majo:_Love_and_Berry" class="mw-redirect" title="Oshare Majo: Love and Berry">Oshare Majo: Love and Berry</a></i>, <i><a href="/wiki/Mushiking:_King_of_the_Beetles" class="mw-redirect" title="Mushiking: King of the Beetles">Mushiking: King of the Beetles</a></i>, <i><a href="/wiki/Lilpri" title="Lilpri">Lilpri</a></i>, <a href="/wiki/Bakugan_Battle_Brawlers" title="Bakugan Battle Brawlers"><i>Bakugan</i></a>, <i><a href="/wiki/Jewelpet" title="Jewelpet">Jewelpet</a></i>, <i><a href="/wiki/Rilu_Rilu_Fairilu" title="Rilu Rilu Fairilu">Rilu Rilu Fairilu</a></i>, <i><a href="/wiki/Dinosaur_King" title="Dinosaur King">Dinosaur King</a></i>, and <i><a href="/wiki/Hero_Bank" title="Hero Bank">Hero Bank</a></i>. Products released in the West include the home planetarium <a href="/wiki/Megastar_(projector)" title="Megastar (projector)">Homestar</a> and the robot dog <a href="/wiki/IDog" title="IDog">iDog</a>. The Homestar was released in 2005 and has been improved several times. Its newest model, <i>Flux</i>, was released in 2019. The series is developed by the Japanese inventor and entrepreneur <a href="/wiki/Takayuki_Ohira" title="Takayuki Ohira">Takayuki Ohira</a>. As a recognized specialist for professional planetariums, he has received numerous innovation prizes and supplies large planetariums internationally with his company Megastar. Sega Toys also inherited the <a href="/wiki/Sega_Pico" title="Sega Pico">Sega Pico</a> handheld system and produced Pico software.<sup id="cite_ref-323" class="reference"><a href="#cite_note-323"><span class="cite-bracket">[</span>318<span class="cite-bracket">]</span></a></sup> The company also develops and sells arcade games that were previously held under Sega until 2024. </p><p>Since the late 1960s, Sega has been affiliated with operations of <a href="/wiki/Bowling_alley" title="Bowling alley">bowling alleys</a> and arcades through its former Sega Entertainment Co., Ltd. subsidiary in Japan, as well as a number of other smaller regional subsidiaries in other countries.<sup id="cite_ref-Sega_Business_Summary_273-2" class="reference"><a href="#cite_note-Sega_Business_Summary-273"><span class="cite-bracket">[</span>268<span class="cite-bracket">]</span></a></sup> Initiatives to expand operations in other territories, such as the US, UK, France, Spain, and Taiwan, have been more short-lived, and following the 85.1% majority acquisition of Sega Entertainment's shares in November 2020 to mitigate losses caused by the <a href="/wiki/COVID-19_pandemic" title="COVID-19 pandemic">COVID-19 pandemic</a>,<sup id="cite_ref-324" class="reference"><a href="#cite_note-324"><span class="cite-bracket">[</span>319<span class="cite-bracket">]</span></a></sup> Sega's arcades in Japan since have been run under Genda Incorporated's Genda GiGO Entertainment division.<sup id="cite_ref-325" class="reference"><a href="#cite_note-325"><span class="cite-bracket">[</span>320<span class="cite-bracket">]</span></a></sup> Its DartsLive subsidiary creates electronic <a href="/wiki/Darts" title="Darts">darts</a> games,<sup id="cite_ref-Sega_Sammy_Holdings_319-1" class="reference"><a href="#cite_note-Sega_Sammy_Holdings-319"><span class="cite-bracket">[</span>314<span class="cite-bracket">]</span></a></sup> while Sega Logistics Service distributes and repairs arcade games.<sup id="cite_ref-Sega_Business_Summary_273-3" class="reference"><a href="#cite_note-Sega_Business_Summary-273"><span class="cite-bracket">[</span>268<span class="cite-bracket">]</span></a></sup> </p><p>In 2015, Sega and Japanese advertising agency <a href="/wiki/Hakuhodo" title="Hakuhodo">Hakuhodo</a> formed a joint venture, Stories LLC, to create entertainment for film and TV. Stories LLC has exclusive licensing rights to adapt Sega properties into film and television,<sup id="cite_ref-326" class="reference"><a href="#cite_note-326"><span class="cite-bracket">[</span>321<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-327" class="reference"><a href="#cite_note-327"><span class="cite-bracket">[</span>322<span class="cite-bracket">]</span></a></sup> and has partnered with producers to develop series based on properties including <i>Shinobi</i>, <i>Golden Axe</i>, <i>Virtua Fighter</i>, <i>The House of the Dead</i>, and <i>Crazy Taxi</i>.<sup id="cite_ref-328" class="reference"><a href="#cite_note-328"><span class="cite-bracket">[</span>323<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Research_and_development">Research and development</h3></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">See also: <a href="/wiki/Sega_development_studios" title="Sega development studios">Sega development studios</a></div> <p>Sega produces games through its <a href="/wiki/Research_and_development" title="Research and development">research and development</a> teams. The <i><a href="/wiki/Sonic_the_Hedgehog" title="Sonic the Hedgehog">Sonic the Hedgehog</a></i> franchise, maintained through Sega's <a href="/wiki/Sonic_Team" title="Sonic Team">Sonic Team</a> division, is one of the best-selling franchises in video games.<sup id="cite_ref-sega_sammy_annual_report_2014_329-0" class="reference"><a href="#cite_note-sega_sammy_annual_report_2014-329"><span class="cite-bracket">[</span>324<span class="cite-bracket">]</span></a></sup> Sega has also acquired third-party studios including Atlus,<sup id="cite_ref-polygon_index_split_256-1" class="reference"><a href="#cite_note-polygon_index_split-256"><span class="cite-bracket">[</span>251<span class="cite-bracket">]</span></a></sup> Play Heart,<sup id="cite_ref-playheart_330-0" class="reference"><a href="#cite_note-playheart-330"><span class="cite-bracket">[</span>325<span class="cite-bracket">]</span></a></sup> <a href="/wiki/Amplitude_Studios" title="Amplitude Studios">Amplitude Studios</a>,<sup id="cite_ref-331" class="reference"><a href="#cite_note-331"><span class="cite-bracket">[</span>326<span class="cite-bracket">]</span></a></sup> <a href="/wiki/Creative_Assembly" title="Creative Assembly">Creative Assembly</a>,<sup id="cite_ref-eurog_creative_assembly_332-0" class="reference"><a href="#cite_note-eurog_creative_assembly-332"><span class="cite-bracket">[</span>327<span class="cite-bracket">]</span></a></sup> Hardlight,<sup id="cite_ref-pocketgamer_Cowley_2017_264-1" class="reference"><a href="#cite_note-pocketgamer_Cowley_2017-264"><span class="cite-bracket">[</span>259<span class="cite-bracket">]</span></a></sup> Relic Entertainment,<sup id="cite_ref-polygon_relic_entertainment_333-0" class="reference"><a href="#cite_note-polygon_relic_entertainment-333"><span class="cite-bracket">[</span>328<span class="cite-bracket">]</span></a></sup> Sports Interactive,<sup id="cite_ref-eurog_sports_int_334-0" class="reference"><a href="#cite_note-eurog_sports_int-334"><span class="cite-bracket">[</span>329<span class="cite-bracket">]</span></a></sup> Two Point Studios,<sup id="cite_ref-gamesindustry_Sinclair_2019_286-1" class="reference"><a href="#cite_note-gamesindustry_Sinclair_2019-286"><span class="cite-bracket">[</span>281<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-eurogamer_Wales_2019_287-1" class="reference"><a href="#cite_note-eurogamer_Wales_2019-287"><span class="cite-bracket">[</span>282<span class="cite-bracket">]</span></a></sup> and Rovio Entertainment. </p><p>Sega's software research and development teams began with one development division operating under Sega's longtime head of R&D, Hisashi Suzuki. As the market increased for home video game consoles, Sega expanded with three Consumer Development (CS) divisions. After October 1983, arcade development expanded to three teams: Sega DD No. 1, 2, and 3. Some time after the release of <i><a href="/wiki/Power_Drift" title="Power Drift">Power Drift</a></i>, Sega restructured its teams again as the Sega Amusement Machine Research and Development Teams, or AM teams. Each arcade division was segregated, and a rivalry existed between the arcade and consumer development divisions.<sup id="cite_ref-335" class="reference"><a href="#cite_note-335"><span class="cite-bracket">[</span>330<span class="cite-bracket">]</span></a></sup> </p><p>In what has been called "a brief moment of remarkable creativity",<sup id="cite_ref-IGN_History_of_Dreamcast_157-3" class="reference"><a href="#cite_note-IGN_History_of_Dreamcast-157"><span class="cite-bracket">[</span>152<span class="cite-bracket">]</span></a></sup> in 2000, Sega restructured its arcade and console development teams into nine semi-autonomous studios headed by the company's top designers.<sup id="cite_ref-IGN_History_of_Sega_10-9" class="reference"><a href="#cite_note-IGN_History_of_Sega-10"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Dreamcast_memorial_178-2" class="reference"><a href="#cite_note-Dreamcast_memorial-178"><span class="cite-bracket">[</span>173<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-FOOTNOTEKent2001577–578,_581_336-0" class="reference"><a href="#cite_note-FOOTNOTEKent2001577%E2%80%93578,_581-336"><span class="cite-bracket">[</span>331<span class="cite-bracket">]</span></a></sup> The studios were <a href="/wiki/United_Game_Artists" title="United Game Artists">United Game Artists</a>, <a href="/wiki/Sega_Sports_R%26D" title="Sega Sports R&D">Smilebit</a>, Hitmaker, Sega Rosso, <a href="/wiki/Sega_AM1" title="Sega AM1">WOW Entertainment</a>, Overworks, <a href="/wiki/Amusement_Vision" class="mw-redirect" title="Amusement Vision">Amusement Vision</a>, Sega-AM2, and Sonic Team.<sup id="cite_ref-IGN_History_of_Dreamcast_157-4" class="reference"><a href="#cite_note-IGN_History_of_Dreamcast-157"><span class="cite-bracket">[</span>152<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Sega's_new_beginning_337-0" class="reference"><a href="#cite_note-Sega's_new_beginning-337"><span class="cite-bracket">[</span>332<span class="cite-bracket">]</span></a></sup> Sega's design houses were encouraged to experiment and benefited from a relatively lax approval process.<sup id="cite_ref-Avant-Garde_338-0" class="reference"><a href="#cite_note-Avant-Garde-338"><span class="cite-bracket">[</span>333<span class="cite-bracket">]</span></a></sup> After taking over as company president in 2003, Hisao Oguchi announced his intention to consolidate Sega's studios.<sup id="cite_ref-Fahey_226-1" class="reference"><a href="#cite_note-Fahey-226"><span class="cite-bracket">[</span>221<span class="cite-bracket">]</span></a></sup> Prior to the acquisition by Sammy, Sega began the process of re-integrating its subsidiaries into the main company.<sup id="cite_ref-339" class="reference"><a href="#cite_note-339"><span class="cite-bracket">[</span>334<span class="cite-bracket">]</span></a></sup> Toshihiro Nagoshi, formerly the head of Amusement Vision, recalls this period as "in many ways a labour of love" from Sega, teaching the creatives the experience of managing a business.<sup id="cite_ref-340" class="reference"><a href="#cite_note-340"><span class="cite-bracket">[</span>335<span class="cite-bracket">]</span></a></sup> </p><p>Sega still operates first-party studios as departments of its research and development division. Sonic Team exists as Sega's CS2 research and development department,<sup id="cite_ref-4gamer_Inemoto_2011_341-0" class="reference"><a href="#cite_note-4gamer_Inemoto_2011-341"><span class="cite-bracket">[</span>336<span class="cite-bracket">]</span></a></sup> while Sega's CS3 or Online department has developed games such as <i><a href="/wiki/Phantasy_Star_Online_2" title="Phantasy Star Online 2">Phantasy Star Online 2</a></i>,<sup id="cite_ref-342" class="reference"><a href="#cite_note-342"><span class="cite-bracket">[</span>337<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-343" class="reference"><a href="#cite_note-343"><span class="cite-bracket">[</span>338<span class="cite-bracket">]</span></a></sup> and Sega's AM2 department has more recently worked on projects such as smartphone game <i>Soul Reverse Zero</i>.<sup id="cite_ref-344" class="reference"><a href="#cite_note-344"><span class="cite-bracket">[</span>339<span class="cite-bracket">]</span></a></sup> Toshihiro Nagoshi remained involved with research and development as Sega's chief creative officer or creative director while working on the <i>Yakuza</i> series until 2021.<sup id="cite_ref-345" class="reference"><a href="#cite_note-345"><span class="cite-bracket">[</span>340<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-346" class="reference"><a href="#cite_note-346"><span class="cite-bracket">[</span>341<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-347" class="reference"><a href="#cite_note-347"><span class="cite-bracket">[</span>342<span class="cite-bracket">]</span></a></sup> Other studios include Ignited Artists<sup id="cite_ref-ignartists_348-0" class="reference"><a href="#cite_note-ignartists-348"><span class="cite-bracket">[</span>343<span class="cite-bracket">]</span></a></sup> and Play Heart.<sup id="cite_ref-playheart_330-1" class="reference"><a href="#cite_note-playheart-330"><span class="cite-bracket">[</span>325<span class="cite-bracket">]</span></a></sup> </p> </section><div class="mw-heading mw-heading2 section-heading" onclick="mfTempOpenSection(3)"><span class="indicator mf-icon mf-icon-expand mf-icon--small"></span><h2 id="Legacy">Legacy</h2></div><section class="mf-section-3 collapsible-block" id="mf-section-3"> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:Sega_Dreamcast_arcade_machine.jpg" class="mw-file-description"><noscript><img src="//upload.wikimedia.org/wikipedia/commons/thumb/e/e7/Sega_Dreamcast_arcade_machine.jpg/150px-Sega_Dreamcast_arcade_machine.jpg" decoding="async" width="150" height="267" class="mw-file-element" data-file-width="3000" data-file-height="5333"></noscript><span class="lazy-image-placeholder" style="width: 150px;height: 267px;" data-src="//upload.wikimedia.org/wikipedia/commons/thumb/e/e7/Sega_Dreamcast_arcade_machine.jpg/150px-Sega_Dreamcast_arcade_machine.jpg" data-width="150" data-height="267" data-srcset="//upload.wikimedia.org/wikipedia/commons/thumb/e/e7/Sega_Dreamcast_arcade_machine.jpg/225px-Sega_Dreamcast_arcade_machine.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/e/e7/Sega_Dreamcast_arcade_machine.jpg/300px-Sega_Dreamcast_arcade_machine.jpg 2x" data-class="mw-file-element"> </span></a><figcaption>A demo <a href="/wiki/Dreamcast" title="Dreamcast">Dreamcast</a> kiosk at the <a href="/wiki/Finnish_Museum_of_Games" title="Finnish Museum of Games">Finnish Museum of Games</a> in <a href="/wiki/Tampere" title="Tampere">Tampere</a>, <a href="/wiki/Finland" title="Finland">Finland</a>, in 2017</figcaption></figure> <p>Sega is one of the world's most prolific arcade game producers, having developed more than 500 games, 70 franchises, and 20 arcade system boards since 1981. It has been recognized by <a href="/wiki/Guinness_World_Records" title="Guinness World Records">Guinness World Records</a> for this achievement.<sup id="cite_ref-guinness_record_349-0" class="reference"><a href="#cite_note-guinness_record-349"><span class="cite-bracket">[</span>344<span class="cite-bracket">]</span></a></sup> Of Sega's arcade division, <i><a href="/wiki/Eurogamer" title="Eurogamer">Eurogamer</a></i>'s Martin Robinson said, "It's boisterous, broad and with a neat sense of showmanship running through its range. On top of that, it has something that's often evaded its console-dwelling cousin: success."<sup id="cite_ref-350" class="reference"><a href="#cite_note-350"><span class="cite-bracket">[</span>345<span class="cite-bracket">]</span></a></sup> </p><p>The Sega Genesis is often ranked among the best consoles in history.<sup id="cite_ref-IGN-top-25_351-0" class="reference"><a href="#cite_note-IGN-top-25-351"><span class="cite-bracket">[</span>346<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-352" class="reference"><a href="#cite_note-352"><span class="cite-bracket">[</span>347<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-353" class="reference"><a href="#cite_note-353"><span class="cite-bracket">[</span>348<span class="cite-bracket">]</span></a></sup> In 2014, <i>USgamer</i>'s Jeremy Parish credited it for galvanizing the market by breaking Nintendo's near-monopoly, helping create modern <a href="/wiki/Sports_game" class="mw-redirect" title="Sports game">sports game</a> franchises, and popularizing television games in the UK.<sup id="cite_ref-354" class="reference"><a href="#cite_note-354"><span class="cite-bracket">[</span>349<span class="cite-bracket">]</span></a></sup> Kalinske felt Sega had innovated by developing games for an older demographic and pioneering the "<a href="/wiki/Street_date" title="Street date">street date</a>" concept with the simultaneous North American and European release of <i><a href="/wiki/Sonic_the_Hedgehog_2" title="Sonic the Hedgehog 2">Sonic the Hedgehog 2</a></i>.<sup id="cite_ref-355" class="reference"><a href="#cite_note-355"><span class="cite-bracket">[</span>350<span class="cite-bracket">]</span></a></sup> Sega of America's marketing campaign for the Genesis influenced marketing for later consoles.<sup id="cite_ref-356" class="reference"><a href="#cite_note-356"><span class="cite-bracket">[</span>351<span class="cite-bracket">]</span></a></sup> </p><p>Despite its commercial failure, the Saturn is well regarded for its library,<sup id="cite_ref-RetroinspectionSaturn2_115-1" class="reference"><a href="#cite_note-RetroinspectionSaturn2-115"><span class="cite-bracket">[</span>110<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-1UP_Pleasure_and_Pain_357-0" class="reference"><a href="#cite_note-1UP_Pleasure_and_Pain-357"><span class="cite-bracket">[</span>352<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Parish_358-0" class="reference"><a href="#cite_note-Parish-358"><span class="cite-bracket">[</span>353<span class="cite-bracket">]</span></a></sup> though it has been criticized for a lack of high-profile franchise releases.<sup id="cite_ref-IGN_History_of_Sega_10-10" class="reference"><a href="#cite_note-IGN_History_of_Sega-10"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> <i><a href="/wiki/Edge_(magazine)" title="Edge (magazine)">Edge</a></i> wrote that "hardened loyalists continue to reminisce about the console that brought forth games like <i><a href="/wiki/Burning_Rangers" title="Burning Rangers">Burning Rangers</a></i>, <i><a href="/wiki/Guardian_Heroes" title="Guardian Heroes">Guardian Heroes</a></i>, <i><a href="/wiki/Dragon_Force" title="Dragon Force">Dragon Force</a></i>, and <i><a href="/wiki/Panzer_Dragoon_Saga" title="Panzer Dragoon Saga">Panzer Dragoon Saga</a></i>."<sup id="cite_ref-359" class="reference"><a href="#cite_note-359"><span class="cite-bracket">[</span>354<span class="cite-bracket">]</span></a></sup> Sega's management was criticized for its handling of the Saturn.<sup id="cite_ref-IGN_History_of_Sega_10-11" class="reference"><a href="#cite_note-IGN_History_of_Sega-10"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-RetroinspectionSaturn2_115-2" class="reference"><a href="#cite_note-RetroinspectionSaturn2-115"><span class="cite-bracket">[</span>110<span class="cite-bracket">]</span></a></sup> According to Greg Sewart of <i><a href="/wiki/1Up.com" class="mw-redirect" title="1Up.com">1Up.com</a></i>, "the Saturn will go down in history as one of the most troubled, and greatest, systems of all time".<sup id="cite_ref-1UP_Pleasure_and_Pain_357-1" class="reference"><a href="#cite_note-1UP_Pleasure_and_Pain-357"><span class="cite-bracket">[</span>352<span class="cite-bracket">]</span></a></sup> </p><p>The Dreamcast is remembered for being ahead of its time,<sup id="cite_ref-IGNGreat_360-0" class="reference"><a href="#cite_note-IGNGreat-360"><span class="cite-bracket">[</span>355<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Forensic_361-0" class="reference"><a href="#cite_note-Forensic-361"><span class="cite-bracket">[</span>356<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Edge20_362-0" class="reference"><a href="#cite_note-Edge20-362"><span class="cite-bracket">[</span>357<span class="cite-bracket">]</span></a></sup> with several concepts that became standard in consoles, such as motion controls and online functionality.<sup id="cite_ref-363" class="reference"><a href="#cite_note-363"><span class="cite-bracket">[</span>358<span class="cite-bracket">]</span></a></sup> Its demise has been connected with transitions in the video game industry. In <i><a href="/wiki/1001_Video_Games_You_Must_Play_Before_You_Die" title="1001 Video Games You Must Play Before You Die">1001 Video Games You Must Play Before You Die</a></i>, Duncan Harris wrote that the Dreamcast's end "signaled the demise of arcade gaming culture... Sega's console gave hope that things were not about to change for the worse and that the tenets of fast fun and bright, attractive graphics were not about to sink into a brown and green bog of realistic war games."<sup id="cite_ref-364" class="reference"><a href="#cite_note-364"><span class="cite-bracket">[</span>359<span class="cite-bracket">]</span></a></sup> Parish contrasted the Dreamcast's diverse library with the "suffocating sense of conservatism" that pervaded the industry in the following decade.<sup id="cite_ref-365" class="reference"><a href="#cite_note-365"><span class="cite-bracket">[</span>360<span class="cite-bracket">]</span></a></sup> </p><p>In <i>Eurogamer</i>, Damien McFerran wrote that Sega's decisions in the late 1990s were "a tragic spectacle of overconfidence and woefully misguided business practice".<sup id="cite_ref-Eurogamer_62-3" class="reference"><a href="#cite_note-Eurogamer-62"><span class="cite-bracket">[</span>57<span class="cite-bracket">]</span></a></sup> Travis Fahs of <i><a href="/wiki/IGN" title="IGN">IGN</a></i> noted that since the Sammy takeover Sega had developed fewer games and outsourced to more western studios, and that its arcade operations had been significantly reduced. Nonetheless, he wrote: "Sega was one of the most active, creative, and productive developers the industry has ever known, and nothing that can happen to their name since will change that."<sup id="cite_ref-IGN_History_of_Sega_10-12" class="reference"><a href="#cite_note-IGN_History_of_Sega-10"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> In 2015, Sega president Haruki Satomi told <i>Famitsu</i> that, in the previous ten years, Sega had "betrayed" the trust of older fans and that he hoped to re-establish the Sega brand.<sup id="cite_ref-366" class="reference"><a href="#cite_note-366"><span class="cite-bracket">[</span>361<span class="cite-bracket">]</span></a></sup> During the promotion of the Sega Genesis Mini, Sega executive manager Hiroyuki Miyazaki reflected on Sega's history, saying, "I feel like Sega has never been the champion, at the top of all the video game companies, but I feel like a lot of people love Sega because of the underdog image."<sup id="cite_ref-367" class="reference"><a href="#cite_note-367"><span class="cite-bracket">[</span>362<span class="cite-bracket">]</span></a></sup> Former Sega management cited the absence of <i><a href="/wiki/Dragon_Quest" title="Dragon Quest">Dragon Quest</a></i> and <i><a href="/wiki/Final_Fantasy" title="Final Fantasy">Final Fantasy</a></i> games on their home consoles as a reason for the console division's struggles, especially in Japan.<sup id="cite_ref-368" class="reference"><a href="#cite_note-368"><span class="cite-bracket">[</span>363<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-369" class="reference"><a href="#cite_note-369"><span class="cite-bracket">[</span>364<span class="cite-bracket">]</span></a></sup> In his 2018 book <i>The Sega Arcade Revolution</i>, Horowitz connected Sega's decline in the arcades after 1995 with broader industry changes. He argued that its most serious problems came from the loss of its creative talent, particularly Yuji Naka and <a href="/wiki/Yu_Suzuki" title="Yu Suzuki">Yu Suzuki</a>, after the Sammy takeover, but concluded that "as of this writing, Sega is in its best financial shape of the past two decades. The company has endured."<sup id="cite_ref-370" class="reference"><a href="#cite_note-370"><span class="cite-bracket">[</span>365<span class="cite-bracket">]</span></a></sup> </p> </section><div class="mw-heading mw-heading2 section-heading" onclick="mfTempOpenSection(4)"><span class="indicator mf-icon mf-icon-expand mf-icon--small"></span><h2 id="See_also">See also</h2></div><section class="mf-section-4 collapsible-block" id="mf-section-4"> <style data-mw-deduplicate="TemplateStyles:r1259569809">.mw-parser-output .portalbox{padding:0;margin:0.5em 0;display:table;box-sizing:border-box;max-width:175px;list-style:none}.mw-parser-output .portalborder{border:1px solid var(--border-color-base,#a2a9b1);padding:0.1em;background:var(--background-color-neutral-subtle,#f8f9fa)}.mw-parser-output .portalbox-entry{display:table-row;font-size:85%;line-height:110%;height:1.9em;font-style:italic;font-weight:bold}.mw-parser-output .portalbox-image{display:table-cell;padding:0.2em;vertical-align:middle;text-align:center}.mw-parser-output .portalbox-link{display:table-cell;padding:0.2em 0.2em 0.2em 0.3em;vertical-align:middle}@media(min-width:720px){.mw-parser-output .portalleft{clear:left;float:left;margin:0.5em 1em 0.5em 0}.mw-parser-output .portalright{clear:right;float:right;margin:0.5em 0 0.5em 1em}}</style><ul role="navigation" aria-label="Portals" class="noprint portalbox portalborder portalright"> <li class="portalbox-entry"><span class="portalbox-image"><span class="noviewer" typeof="mw:File"><span><noscript><img alt="" src="//upload.wikimedia.org/wikipedia/en/thumb/e/e0/WPVG_icon_2016.svg/28px-WPVG_icon_2016.svg.png" decoding="async" width="28" height="28" class="mw-file-element" data-file-width="249" data-file-height="249"></noscript><span class="lazy-image-placeholder" style="width: 28px;height: 28px;" data-src="//upload.wikimedia.org/wikipedia/en/thumb/e/e0/WPVG_icon_2016.svg/28px-WPVG_icon_2016.svg.png" data-alt="" data-width="28" data-height="28" data-srcset="//upload.wikimedia.org/wikipedia/en/thumb/e/e0/WPVG_icon_2016.svg/42px-WPVG_icon_2016.svg.png 1.5x, //upload.wikimedia.org/wikipedia/en/thumb/e/e0/WPVG_icon_2016.svg/56px-WPVG_icon_2016.svg.png 2x" data-class="mw-file-element"> </span></span></span></span><span class="portalbox-link"><a href="/wiki/Portal:Video_games" title="Portal:Video games">Video games portal</a></span></li></ul> <ul><li><a href="/wiki/List_of_Sega_video_game_franchises" title="List of Sega video game franchises">List of Sega video game franchises</a></li> <li><a href="/wiki/Lists_of_Sega_games" title="Lists of Sega games">Lists of Sega games</a></li> <li><a href="/wiki/Sega,_S.A._SONIC" title="Sega, S.A. SONIC">Sega, S.A. SONIC</a></li> <li><a href="/wiki/Sega_Technical_Institute" title="Sega Technical Institute">Sega Technical Institute</a></li></ul> </section><div class="mw-heading mw-heading2 section-heading" onclick="mfTempOpenSection(5)"><span class="indicator mf-icon mf-icon-expand mf-icon--small"></span><h2 id="Notes">Notes</h2></div><section class="mf-section-5 collapsible-block" id="mf-section-5"> <style data-mw-deduplicate="TemplateStyles:r1239543626">.mw-parser-output .reflist{margin-bottom:0.5em;list-style-type:decimal}@media screen{.mw-parser-output .reflist{font-size:90%}}.mw-parser-output .reflist .references{font-size:100%;margin-bottom:0;list-style-type:inherit}.mw-parser-output .reflist-columns-2{column-width:30em}.mw-parser-output .reflist-columns-3{column-width:25em}.mw-parser-output .reflist-columns{margin-top:0.3em}.mw-parser-output .reflist-columns ol{margin-top:0}.mw-parser-output .reflist-columns li{page-break-inside:avoid;break-inside:avoid-column}.mw-parser-output .reflist-upper-alpha{list-style-type:upper-alpha}.mw-parser-output .reflist-upper-roman{list-style-type:upper-roman}.mw-parser-output .reflist-lower-alpha{list-style-type:lower-alpha}.mw-parser-output .reflist-lower-greek{list-style-type:lower-greek}.mw-parser-output .reflist-lower-roman{list-style-type:lower-roman}</style><div class="reflist reflist-lower-alpha"> <div class="mw-references-wrap"><ol class="references"> <li id="cite_note-4"><span class="mw-cite-backlink"><b><a href="#cite_ref-4">^</a></b></span> <span class="reference-text"><a href="/wiki/Japanese_language" title="Japanese language">Japanese</a>: <span lang="ja">株式会社セガ</span>, <a href="/wiki/Hepburn_romanization" title="Hepburn romanization">Hepburn</a>: <span title="Hepburn transliteration"><i lang="ja-Latn"><a href="/wiki/Kabushiki_gaisha" title="Kabushiki gaisha">Kabushiki gaisha</a> Sega</i></span></span> </li> <li id="cite_note-5"><span class="mw-cite-backlink"><b><a href="#cite_ref-5">^</a></b></span> <span class="reference-text"><style data-mw-deduplicate="TemplateStyles:r1177148991">.mw-parser-output .IPA-label-small{font-size:85%}.mw-parser-output .references .IPA-label-small,.mw-parser-output .infobox .IPA-label-small,.mw-parser-output .navbox .IPA-label-small{font-size:100%}</style><span class="IPA-label IPA-label-small">Japanese pronunciation:</span> <span class="IPA nowrap" lang="ja-Latn-fonipa"><a href="/wiki/Help:IPA/Japanese" title="Help:IPA/Japanese">[seɡa]</a></span>, <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1177148991"><span class="IPA-label IPA-label-small">English:</span> <span class="IPA nowrap" lang="und-Latn-fonipa"><a href="/wiki/Help:IPA" title="Help:IPA">[ˈseɪɡə]</a></span></span> </li> <li id="cite_note-6"><span class="mw-cite-backlink"><b><a href="#cite_ref-6">^</a></b></span> <span class="reference-text"><a href="/wiki/Japanese_language" title="Japanese language">Japanese</a>: <span lang="ja">日本娯楽物産株式会社</span>, <a href="/wiki/Hepburn_romanization" title="Hepburn romanization">Hepburn</a>: <span title="Hepburn transliteration"><i lang="ja-Latn">Nihon goraku bussan kabushiki gaisha</i></span>, Japanese Amusement Products Stock Company</span> </li> <li id="cite_note-16"><span class="mw-cite-backlink"><b><a href="#cite_ref-16">^</a></b></span> <span class="reference-text"><a href="/wiki/Japanese_language" title="Japanese language">Japanese</a>: <span lang="ja">日本機械製造株式会社</span>, <a href="/wiki/Hepburn_romanization" title="Hepburn romanization">Hepburn</a>: <span title="Hepburn transliteration"><i lang="ja-Latn">Nihon kikai seizō kabushiki gaisha</i></span>, Japanese Machine Manufacturers Co., Ltd.</span> </li> <li id="cite_note-19"><span class="mw-cite-backlink"><b><a href="#cite_ref-19">^</a></b></span> <span class="reference-text"><a href="/wiki/Japanese_language" title="Japanese language">Japanese</a>: <span lang="ja">株式会社セガ・エンタープライゼズ</span>, <a href="/wiki/Hepburn_romanization" title="Hepburn romanization">Hepburn</a>: <span title="Hepburn transliteration"><i lang="ja-Latn">Kabushiki gaisha Sega Entapuraizezu</i></span></span> </li> </ol></div></div> </section><div class="mw-heading mw-heading2 section-heading" onclick="mfTempOpenSection(6)"><span class="indicator mf-icon mf-icon-expand mf-icon--small"></span><h2 id="References">References</h2></div><section class="mf-section-6 collapsible-block" id="mf-section-6"> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1239543626"><div class="reflist"> <div class="mw-references-wrap mw-references-columns"><ol class="references"> <li id="cite_note-1"><span class="mw-cite-backlink"><b><a href="#cite_ref-1">^</a></b></span> <span class="reference-text"><style data-mw-deduplicate="TemplateStyles:r1238218222">.mw-parser-output cite.citation{font-style:inherit;word-wrap:break-word}.mw-parser-output .citation q{quotes:"\"""\"""'""'"}.mw-parser-output .citation:target{background-color:rgba(0,127,255,0.133)}.mw-parser-output .id-lock-free.id-lock-free a{background:url("//upload.wikimedia.org/wikipedia/commons/6/65/Lock-green.svg")right 0.1em center/9px no-repeat}.mw-parser-output .id-lock-limited.id-lock-limited a,.mw-parser-output .id-lock-registration.id-lock-registration a{background:url("//upload.wikimedia.org/wikipedia/commons/d/d6/Lock-gray-alt-2.svg")right 0.1em center/9px no-repeat}.mw-parser-output .id-lock-subscription.id-lock-subscription a{background:url("//upload.wikimedia.org/wikipedia/commons/a/aa/Lock-red-alt-2.svg")right 0.1em center/9px no-repeat}.mw-parser-output .cs1-ws-icon a{background:url("//upload.wikimedia.org/wikipedia/commons/4/4c/Wikisource-logo.svg")right 0.1em center/12px no-repeat}body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-free a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-limited a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-registration a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-subscription a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .cs1-ws-icon a{background-size:contain;padding:0 1em 0 0}.mw-parser-output .cs1-code{color:inherit;background:inherit;border:none;padding:inherit}.mw-parser-output .cs1-hidden-error{display:none;color:var(--color-error,#d33)}.mw-parser-output .cs1-visible-error{color:var(--color-error,#d33)}.mw-parser-output .cs1-maint{display:none;color:#085;margin-left:0.3em}.mw-parser-output .cs1-kern-left{padding-left:0.2em}.mw-parser-output .cs1-kern-right{padding-right:0.2em}.mw-parser-output .citation .mw-selflink{font-weight:inherit}@media screen{.mw-parser-output .cs1-format{font-size:95%}html.skin-theme-clientpref-night .mw-parser-output .cs1-maint{color:#18911f}}@media screen and (prefers-color-scheme:dark){html.skin-theme-clientpref-os .mw-parser-output .cs1-maint{color:#18911f}}</style><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://www.sega.co.jp/en/company/outline/index.html">"Company Outline"</a>. <i>Sega</i><span class="reference-accessdate">. Retrieved <span class="nowrap">June 16,</span> 2024</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Sega&rft.atitle=Company+Outline&rft_id=https%3A%2F%2Fwww.sega.co.jp%2Fen%2Fcompany%2Foutline%2Findex.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-2"><span class="mw-cite-backlink"><b><a href="#cite_ref-2">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://web.archive.org/web/20200515113342/https://www.segasammy.co.jp/english/pdf/release/202003_4q_hosoku_20200513_final_e_.pdf">"Sega Sammy Holdings Fiscal Year 2020 Full Results Appendix"</a> <span class="cs1-format">(PDF)</span>. <a href="/wiki/Sega_Sammy_Holdings" title="Sega Sammy Holdings">Sega Sammy Holdings</a>. May 13, 2020. Archived from <a rel="nofollow" class="external text" href="https://www.segasammy.co.jp/english/pdf/release/202003_4q_hosoku_20200513_final_e_.pdf">the original</a> <span class="cs1-format">(PDF)</span> on May 15, 2020<span class="reference-accessdate">. Retrieved <span class="nowrap">May 15,</span> 2020</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Sega+Sammy+Holdings+Fiscal+Year+2020+Full+Results+Appendix&rft.pub=Sega+Sammy+Holdings&rft.date=2020-05-13&rft_id=https%3A%2F%2Fwww.segasammy.co.jp%2Fenglish%2Fpdf%2Frelease%2F202003_4q_hosoku_20200513_final_e_.pdf&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-3"><span class="mw-cite-backlink"><b><a href="#cite_ref-3">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://web.archive.org/web/20200603162255/https://www.segasammy.co.jp/english/pdf/release/20200228_jinji_e_final.pdf">"Notice of Changes of Directors and Executive Officers at SEGA SAMMY HOLDINGS INC. and its Major Subsidiaries"</a> <span class="cs1-format">(PDF)</span>. <a href="/wiki/Sega_Sammy_Holdings" title="Sega Sammy Holdings">Sega Sammy Holdings</a>. February 28, 2020. Archived from <a rel="nofollow" class="external text" href="https://www.segasammy.co.jp/english/pdf/release/20200228_jinji_e_final.pdf">the original</a> <span class="cs1-format">(PDF)</span> on June 3, 2020<span class="reference-accessdate">. Retrieved <span class="nowrap">May 17,</span> 2020</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Notice+of+Changes+of+Directors+and+Executive+Officers+at+SEGA+SAMMY+HOLDINGS+INC.+and+its+Major+Subsidiaries&rft.pub=Sega+Sammy+Holdings&rft.date=2020-02-28&rft_id=https%3A%2F%2Fwww.segasammy.co.jp%2Fenglish%2Fpdf%2Frelease%2F20200228_jinji_e_final.pdf&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-7"><span class="mw-cite-backlink"><b><a href="#cite_ref-7">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://www.sega.co.jp/en/release/220111_1.html">"SEGA officially opens Sega Sapporo Studio to handle game-development operations in Hokkaido, Japan"</a>. <i>Sega</i>. January 11, 2022<span class="reference-accessdate">. Retrieved <span class="nowrap">May 27,</span> 2024</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Sega&rft.atitle=SEGA+officially+opens+Sega+Sapporo+Studio+to+handle+game-development+operations+in+Hokkaido%2C+Japan&rft.date=2022-01-11&rft_id=https%3A%2F%2Fwww.sega.co.jp%2Fen%2Frelease%2F220111_1.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-8"><span class="mw-cite-backlink"><b><a href="#cite_ref-8">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFBallestrasse2021" class="citation web cs1">Ballestrasse, Michelle (February 1, 2021). <a rel="nofollow" class="external text" href="https://screenrant.com/sega-games-pachinko-slot-split-company-sammy-2021/">"Sega Is Splitting Into Separate Gaming & Pachinko Companies"</a>. <i>Screen Rant</i><span class="reference-accessdate">. Retrieved <span class="nowrap">May 28,</span> 2024</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Screen+Rant&rft.atitle=Sega+Is+Splitting+Into+Separate+Gaming+%26+Pachinko+Companies&rft.date=2021-02-01&rft.aulast=Ballestrasse&rft.aufirst=Michelle&rft_id=https%3A%2F%2Fscreenrant.com%2Fsega-games-pachinko-slot-split-company-sammy-2021%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-9"><span class="mw-cite-backlink"><b><a href="#cite_ref-9">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFSmith2019" class="citation book cs1">Smith, Alexander (2019). <i>They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971–1982</i>. <a href="/wiki/CRC_Press" title="CRC Press">CRC Press</a>. p. 105. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-0-429-75261-2" title="Special:BookSources/978-0-429-75261-2"><bdi>978-0-429-75261-2</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=They+Create+Worlds%3A+The+Story+of+the+People+and+Companies+That+Shaped+the+Video+Game+Industry%2C+Vol.+I%3A+1971%E2%80%931982&rft.pages=105&rft.pub=CRC+Press&rft.date=2019&rft.isbn=978-0-429-75261-2&rft.aulast=Smith&rft.aufirst=Alexander&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-IGN_History_of_Sega-10"><span class="mw-cite-backlink">^ <a href="#cite_ref-IGN_History_of_Sega_10-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-IGN_History_of_Sega_10-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-IGN_History_of_Sega_10-2"><sup><i><b>c</b></i></sup></a> <a href="#cite_ref-IGN_History_of_Sega_10-3"><sup><i><b>d</b></i></sup></a> <a href="#cite_ref-IGN_History_of_Sega_10-4"><sup><i><b>e</b></i></sup></a> <a href="#cite_ref-IGN_History_of_Sega_10-5"><sup><i><b>f</b></i></sup></a> <a href="#cite_ref-IGN_History_of_Sega_10-6"><sup><i><b>g</b></i></sup></a> <a href="#cite_ref-IGN_History_of_Sega_10-7"><sup><i><b>h</b></i></sup></a> <a href="#cite_ref-IGN_History_of_Sega_10-8"><sup><i><b>i</b></i></sup></a> <a href="#cite_ref-IGN_History_of_Sega_10-9"><sup><i><b>j</b></i></sup></a> <a href="#cite_ref-IGN_History_of_Sega_10-10"><sup><i><b>k</b></i></sup></a> <a href="#cite_ref-IGN_History_of_Sega_10-11"><sup><i><b>l</b></i></sup></a> <a href="#cite_ref-IGN_History_of_Sega_10-12"><sup><i><b>m</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFFahs2009" class="citation web cs1">Fahs, Travis (April 21, 2009). <a rel="nofollow" class="external text" href="https://web.archive.org/web/20120824130011/http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega">"IGN Presents the History of SEGA"</a>. <i><a href="/wiki/IGN" title="IGN">IGN</a></i>. Archived from <a rel="nofollow" class="external text" href="https://ign.com/articles/2009/04/21/ign-presents-the-history-of-sega">the original</a> on August 24, 2012<span class="reference-accessdate">. Retrieved <span class="nowrap">July 29,</span> 2015</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=IGN&rft.atitle=IGN+Presents+the+History+of+SEGA&rft.date=2009-04-21&rft.aulast=Fahs&rft.aufirst=Travis&rft_id=https%3A%2F%2Fign.com%2Farticles%2F2009%2F04%2F21%2Fign-presents-the-history-of-sega&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-11"><span class="mw-cite-backlink"><b><a href="#cite_ref-11">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFPlunkett2011" class="citation web cs1">Plunkett, Luke (April 4, 2011). <a rel="nofollow" class="external text" href="https://kotaku.com/5788468/meet-the-four-americans-who-built-sega">"Meet the four Americans who built Sega"</a>. <i><a href="/wiki/Kotaku" title="Kotaku">Kotaku</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20150726090220/http://kotaku.com/5788468/meet-the-four-americans-who-built-sega">Archived</a> from the original on July 26, 2015<span class="reference-accessdate">. Retrieved <span class="nowrap">August 1,</span> 2015</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Kotaku&rft.atitle=Meet+the+four+Americans+who+built+Sega&rft.date=2011-04-04&rft.aulast=Plunkett&rft.aufirst=Luke&rft_id=http%3A%2F%2Fkotaku.com%2F5788468%2Fmeet-the-four-americans-who-built-sega&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-12"><span class="mw-cite-backlink"><b><a href="#cite_ref-12">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFSánchez-Crespo_Dalmau2004" class="citation book cs1">Sánchez-Crespo Dalmau, Daniel (2004). <a rel="nofollow" class="external text" href="https://books.google.com/books?id=IfDouSUqOUIC&pg=PA3"><i>Core Techniques and Algorithms in Game Programming</i></a>. New Riders. p. 3. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-0-13-102009-2" title="Special:BookSources/978-0-13-102009-2"><bdi>978-0-13-102009-2</bdi></a>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20151123110659/https://books.google.com/books?id=IfDouSUqOUIC&pg=PA3&hl=en&sa=X&ved=0CCgQ6AEwAmoVChMIgsnbx7mKxwIVhQOOCh2YkAql#v=onepage&f=false">Archived</a> from the original on November 23, 2015<span class="reference-accessdate">. Retrieved <span class="nowrap">August 2,</span> 2015</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Core+Techniques+and+Algorithms+in+Game+Programming&rft.pages=3&rft.pub=New+Riders&rft.date=2004&rft.isbn=978-0-13-102009-2&rft.aulast=S%C3%A1nchez-Crespo+Dalmau&rft.aufirst=Daniel&rft_id=https%3A%2F%2Fbooks.google.com%2Fbooks%3Fid%3DIfDouSUqOUIC%26pg%3DPA3&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-Horowitz_2018_p3-6-13"><span class="mw-cite-backlink">^ <a href="#cite_ref-Horowitz_2018_p3-6_13-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-Horowitz_2018_p3-6_13-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-Horowitz_2018_p3-6_13-2"><sup><i><b>c</b></i></sup></a> <a href="#cite_ref-Horowitz_2018_p3-6_13-3"><sup><i><b>d</b></i></sup></a> <a href="#cite_ref-Horowitz_2018_p3-6_13-4"><sup><i><b>e</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="refHorowitz2018" class="citation book cs1">Horowitz, Ken (2018). <i>The Sega Arcade Revolution, A History in 62 Games</i>. <a href="/wiki/McFarland_%26_Company" title="McFarland & Company">McFarland & Company</a>. pp. 3–6. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-1-4766-3196-7" title="Special:BookSources/978-1-4766-3196-7"><bdi>978-1-4766-3196-7</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=The+Sega+Arcade+Revolution%2C+A+History+in+62+Games&rft.pages=3-6&rft.pub=McFarland+%26+Company&rft.date=2018&rft.isbn=978-1-4766-3196-7&rft.aulast=Horowitz&rft.aufirst=Ken&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-Kent4-14"><span class="mw-cite-backlink"><b><a href="#cite_ref-Kent4_14-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFKent2001" class="citation book cs1"><a href="/wiki/Steven_L._Kent" title="Steven L. Kent">Kent, Steven L.</a> (2001). <span class="id-lock-limited" title="Free access subject to limited trial, subscription normally required"><a rel="nofollow" class="external text" href="https://archive.org/details/ultimatehistoryv00kent"><i>The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World</i></a></span>. Prima Publishing. p. <a rel="nofollow" class="external text" href="https://archive.org/details/ultimatehistoryv00kent/page/n346">331</a>. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-0-7615-3643-7" title="Special:BookSources/978-0-7615-3643-7"><bdi>978-0-7615-3643-7</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=The+Ultimate+History+of+Video+Games%3A+The+Story+Behind+the+Craze+that+Touched+our+Lives+and+Changed+the+World&rft.pages=331&rft.pub=Prima+Publishing&rft.date=2001&rft.isbn=978-0-7615-3643-7&rft.aulast=Kent&rft.aufirst=Steven+L.&rft_id=https%3A%2F%2Farchive.org%2Fdetails%2Fultimatehistoryv00kent&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-15"><span class="mw-cite-backlink"><b><a href="#cite_ref-15">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://www.businesswire.com/news/home/20040519005320/en/Sammy-Corporation-SEGA-Corporation-Announce-Business-Combination">"Sammy Corporation and SEGA Corporation Announce Business Combination: SEGA SAMMY HOLDINGS INC"</a>. <i><a href="/wiki/Business_Wire" title="Business Wire">Business Wire</a></i>. May 19, 2004. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20160426060149/http://www.businesswire.com/news/home/20040519005320/en/Sammy-Corporation-SEGA-Corporation-Announce-Business-Combination">Archived</a> from the original on April 26, 2016<span class="reference-accessdate">. Retrieved <span class="nowrap">April 12,</span> 2016</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Business+Wire&rft.atitle=Sammy+Corporation+and+SEGA+Corporation+Announce+Business+Combination%3A+SEGA+SAMMY+HOLDINGS+INC.&rft.date=2004-05-19&rft_id=http%3A%2F%2Fwww.businesswire.com%2Fnews%2Fhome%2F20040519005320%2Fen%2FSammy-Corporation-SEGA-Corporation-Announce-Business-Combination&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-17"><span class="mw-cite-backlink"><b><a href="#cite_ref-17">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation magazine cs1">"Sega and Utamatic Purchase Assets of Service Games". <i><a href="/wiki/Billboard_(magazine)" title="Billboard (magazine)">Billboard</a></i>. Vol. 72, no. 34. September 5, 1960. p. 71.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Billboard&rft.atitle=Sega+and+Utamatic+Purchase+Assets+of+Service+Games&rft.volume=72&rft.issue=34&rft.pages=71&rft.date=1960-09-05&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-18"><span class="mw-cite-backlink"><b><a href="#cite_ref-18">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation magazine cs1">"Service Games Inc. Bought By Sega and Uta Matic". <i><a href="/wiki/Cashbox_(magazine)" title="Cashbox (magazine)">Cashbox</a></i>. Vol. 21, no. 51. September 3, 1960. p. 52.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Cashbox&rft.atitle=Service+Games+Inc.+Bought+By+Sega+and+Uta+Matic&rft.volume=21&rft.issue=51&rft.pages=52&rft.date=1960-09-03&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-20"><span class="mw-cite-backlink"><b><a href="#cite_ref-20">^</a></b></span> <span class="reference-text"><a href="#refHorowitz2018">Horowitz 2018</a>, p. 7</span> </li> <li id="cite_note-Sega_Arcade_History_p20-23-21"><span class="mw-cite-backlink">^ <a href="#cite_ref-Sega_Arcade_History_p20-23_21-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-Sega_Arcade_History_p20-23_21-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-Sega_Arcade_History_p20-23_21-2"><sup><i><b>c</b></i></sup></a> <a href="#cite_ref-Sega_Arcade_History_p20-23_21-3"><sup><i><b>d</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation book cs1 cs1-prop-foreign-lang-source"><i>Sega Arcade History</i> (in Japanese). <a href="/wiki/Enterbrain" title="Enterbrain">Enterbrain</a>. 2002. pp. 20–23. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-4-7577-0790-0" title="Special:BookSources/978-4-7577-0790-0"><bdi>978-4-7577-0790-0</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Sega+Arcade+History&rft.pages=20-23&rft.pub=Enterbrain&rft.date=2002&rft.isbn=978-4-7577-0790-0&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-22"><span class="mw-cite-backlink"><b><a href="#cite_ref-22">^</a></b></span> <span class="reference-text"><a href="#refHorowitz2018">Horowitz 2018</a>, pp. 10–11</span> </li> <li id="cite_note-Smith-23"><span class="mw-cite-backlink"><b><a href="#cite_ref-Smith_23-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFSmith2019" class="citation book cs1">Smith, Alexander (November 19, 2019). <a rel="nofollow" class="external text" href="https://books.google.com/books?id=Cxy_DwAAQBAJ&pg=PT119"><i>They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982</i></a>. <a href="/wiki/CRC_Press" title="CRC Press">CRC Press</a>. pp. 119–20, 188–91. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-0-429-75261-2" title="Special:BookSources/978-0-429-75261-2"><bdi>978-0-429-75261-2</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=They+Create+Worlds%3A+The+Story+of+the+People+and+Companies+That+Shaped+the+Video+Game+Industry%2C+Vol.+I%3A+1971-1982&rft.pages=119-20%2C+188-91&rft.pub=CRC+Press&rft.date=2019-11-19&rft.isbn=978-0-429-75261-2&rft.aulast=Smith&rft.aufirst=Alexander&rft_id=https%3A%2F%2Fbooks.google.com%2Fbooks%3Fid%3DCxy_DwAAQBAJ%26pg%3DPT119&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-Horowitz_2018_p14–16-24"><span class="mw-cite-backlink">^ <a href="#cite_ref-Horowitz_2018_p14%E2%80%9316_24-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-Horowitz_2018_p14%E2%80%9316_24-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"><a href="#refHorowitz2018">Horowitz 2018</a>, pp. 14–16</span> </li> <li id="cite_note-25"><span class="mw-cite-backlink"><b><a href="#cite_ref-25">^</a></b></span> <span class="reference-text"><a href="#refHorowitz2018">Horowitz 2018</a>, pp. 21–23</span> </li> <li id="cite_note-nytimes_esco-26"><span class="mw-cite-backlink">^ <a href="#cite_ref-nytimes_esco_26-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-nytimes_esco_26-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-nytimes_esco_26-2"><sup><i><b>c</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFPollack1993" class="citation news cs1">Pollack, Andrew (July 4, 1993). <a rel="nofollow" class="external text" href="https://www.nytimes.com/1993/07/04/business/sega-takes-aim-at-disney-s-world.html?pagewanted=3">"Sega Takes Aim at Disney's World"</a>. <i><a href="/wiki/The_New_York_Times" title="The New York Times">The New York Times</a></i>. pp. 3–1. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20150526082802/http://www.nytimes.com/1993/07/04/business/sega-takes-aim-at-disney-s-world.html?pagewanted=3">Archived</a> from the original on May 26, 2015<span class="reference-accessdate">. Retrieved <span class="nowrap">May 7,</span> 2015</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=The+New+York+Times&rft.atitle=Sega+Takes+Aim+at+Disney%27s+World&rft.pages=3-1&rft.date=1993-07-04&rft.aulast=Pollack&rft.aufirst=Andrew&rft_id=https%3A%2F%2Fwww.nytimes.com%2F1993%2F07%2F04%2Fbusiness%2Fsega-takes-aim-at-disney-s-world.html%3Fpagewanted%3D3&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-27"><span class="mw-cite-backlink"><b><a href="#cite_ref-27">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFBrandtGross1994" class="citation news cs1">Brandt, Richard; Gross, Neil (February 20, 1994). <a rel="nofollow" class="external text" href="https://web.archive.org/web/20131203121725/http://www.businessweek.com/stories/1994-02-20/sega">"Sega!"</a>. <i><a href="/wiki/Businessweek" class="mw-redirect" title="Businessweek">Businessweek</a></i>. Archived from <a rel="nofollow" class="external text" href="http://www.businessweek.com/stories/1994-02-20/sega">the original</a> on December 3, 2013<span class="reference-accessdate">. Retrieved <span class="nowrap">October 10,</span> 2013</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Businessweek&rft.atitle=Sega%21&rft.date=1994-02-20&rft.aulast=Brandt&rft.aufirst=Richard&rft.au=Gross%2C+Neil&rft_id=http%3A%2F%2Fwww.businessweek.com%2Fstories%2F1994-02-20%2Fsega&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-28"><span class="mw-cite-backlink"><b><a href="#cite_ref-28">^</a></b></span> <span class="reference-text"><a href="#refHorowitz2018">Horowitz 2018</a>, pp. 24–26</span> </li> <li id="cite_note-29"><span class="mw-cite-backlink"><b><a href="#cite_ref-29">^</a></b></span> <span class="reference-text"><a href="#refHorowitz2018">Horowitz 2018</a>, p. 36</span> </li> <li id="cite_note-30"><span class="mw-cite-backlink"><b><a href="#cite_ref-30">^</a></b></span> <span class="reference-text"><a href="#refHorowitz2018">Horowitz 2018</a>, p. 48</span> </li> <li id="cite_note-NYTimes-31"><span class="mw-cite-backlink"><b><a href="#cite_ref-NYTimes_31-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFPollack1982" class="citation news cs1">Pollack, Andrew (October 24, 1982). <a rel="nofollow" class="external text" href="https://www.nytimes.com/1982/10/24/business/what-s-new-in-video-games-taking-the-zing-out-of-the-arcade-boom.html">"What's New In Video Games; Taking the Zing Out of the Arcade Boom"</a>. <i><a href="/wiki/The_New_York_Times" title="The New York Times">The New York Times</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20131219200336/http://www.nytimes.com/1982/10/24/business/what-s-new-in-video-games-taking-the-zing-out-of-the-arcade-boom.html">Archived</a> from the original on December 19, 2013<span class="reference-accessdate">. Retrieved <span class="nowrap">November 27,</span> 2013</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=The+New+York+Times&rft.atitle=What%27s+New+In+Video+Games%3B+Taking+the+Zing+Out+of+the+Arcade+Boom&rft.date=1982-10-24&rft.aulast=Pollack&rft.aufirst=Andrew&rft_id=https%3A%2F%2Fwww.nytimes.com%2F1982%2F10%2F24%2Fbusiness%2Fwhat-s-new-in-video-games-taking-the-zing-out-of-the-arcade-boom.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-herald-32"><span class="mw-cite-backlink"><b><a href="#cite_ref-herald_32-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation news cs1"><span class="id-lock-subscription" title="Paid subscription required"><a rel="nofollow" class="external text" href="http://docs.newsbank.com/openurl?ctx_ver=z39.88-2004&rft_id=info:sid/iw.newsbank.com:AWNB:MIHB&rft_val_format=info:ofi/fmt:kev:mtx:ctx&rft_dat=0EB35D5F24528A22&svc_dat=InfoWeb:aggregated5&req_dat=0ECC86DE7A4704AD">"The Bottom Line"</a></span>. <i>Miami Herald</i>. August 27, 1983. p. 5D. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20131110080330/http://docs.newsbank.com/openurl?ctx_ver=z39.88-2004">Archived</a> from the original on November 10, 2013<span class="reference-accessdate">. Retrieved <span class="nowrap">October 10,</span> 2013</span> – via <a href="/wiki/NewsBank" title="NewsBank">NewsBank</a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Miami+Herald&rft.atitle=The+Bottom+Line&rft.pages=5D&rft.date=1983-08-27&rft_id=http%3A%2F%2Fdocs.newsbank.com%2Fopenurl%3Fctx_ver%3Dz39.88-2004%26rft_id%3Dinfo%3Asid%2Fiw.newsbank.com%3AAWNB%3AMIHB%26rft_val_format%3Dinfo%3Aofi%2Ffmt%3Akev%3Amtx%3Actx%26rft_dat%3D0EB35D5F24528A22%26svc_dat%3DInfoWeb%3Aaggregated5%26req_dat%3D0ECC86DE7A4704AD&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-33"><span class="mw-cite-backlink"><b><a href="#cite_ref-33">^</a></b></span> <span class="reference-text"><a href="#refHorowitz2018">Horowitz 2018</a>, p. 64</span> </li> <li id="cite_note-Wired1-34"><span class="mw-cite-backlink"><b><a href="#cite_ref-Wired1_34-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFBattelle1993" class="citation magazine cs1">Battelle, John (December 1993). <a rel="nofollow" class="external text" href="https://www.wired.com/wired/archive/1.06/sega_pr.html">"The Next Level: Sega's Plans for World Domination"</a>. <i><a href="/wiki/Wired_(magazine)" title="Wired (magazine)">Wired</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20120502064808/http://www.wired.com/wired/archive/1.06/sega_pr.html">Archived</a> from the original on May 2, 2012<span class="reference-accessdate">. Retrieved <span class="nowrap">October 9,</span> 2013</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Wired&rft.atitle=The+Next+Level%3A+Sega%27s+Plans+for+World+Domination&rft.date=1993-12&rft.aulast=Battelle&rft.aufirst=John&rft_id=https%3A%2F%2Fwww.wired.com%2Fwired%2Farchive%2F1.06%2Fsega_pr.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-Retro1632-35"><span class="mw-cite-backlink">^ <a href="#cite_ref-Retro1632_35-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-Retro1632_35-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-Retro1632_35-2"><sup><i><b>c</b></i></sup></a> <a href="#cite_ref-Retro1632_35-3"><sup><i><b>d</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFMarley2016" class="citation magazine cs1">Marley, Scott (December 2016). 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Retrieved <span class="nowrap">March 3,</span> 2017</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Kotaku&rft.atitle=The+Story+of+Sega%27s+First+Console%2C+Which+Was+Not+The+Master+System&rft.date=2017-01-19&rft.aulast=Plunkett&rft.aufirst=Luke&rft_id=https%3A%2F%2Fkotaku.com%2Fthe-story-of-segas-first-console-which-was-not-the-mas-5888800&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-38"><span class="mw-cite-backlink"><b><a href="#cite_ref-38">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFMarley2016" class="citation magazine cs1">Marley, Scott (December 2016). "The Rare Jewels from Taiwan ...". <i><a href="/wiki/Retro_Gamer" title="Retro Gamer">Retro Gamer</a></i>. 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August 16, 1983. p. 6D. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20131110080330/http://docs.newsbank.com/openurl?ctx_ver=z39.88-2004">Archived</a> from the original on November 10, 2013<span class="reference-accessdate">. Retrieved <span class="nowrap">October 10,</span> 2013</span> – via <a href="/wiki/NewsBank" title="NewsBank">NewsBank</a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Miami+Herald&rft.atitle=G%26W+Wins+Cheers+%241+Billion+Spinoff+Set&rft.pages=6D&rft.date=1983-08-16&rft_id=http%3A%2F%2Fdocs.newsbank.com%2Fopenurl%3Fctx_ver%3Dz39.88-2004%26rft_id%3Dinfo%3Asid%2Fiw.newsbank.com%3AAWNB%3AMIHB%26rft_val_format%3Dinfo%3Aofi%2Ffmt%3Akev%3Amtx%3Actx%26rft_dat%3D0EB35D45A7276DB8%26svc_dat%3DInfoWeb%3Aaggregated5%26req_dat%3D0ECC86DE7A4704AD&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-FOOTNOTEKent2001343-41"><span class="mw-cite-backlink"><b><a href="#cite_ref-FOOTNOTEKent2001343_41-0">^</a></b></span> <span class="reference-text"><a href="#CITEREFKent2001">Kent 2001</a>, p. 343.</span> </li> <li id="cite_note-FOOTNOTEKent2001494-42"><span class="mw-cite-backlink">^ <a href="#cite_ref-FOOTNOTEKent2001494_42-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-FOOTNOTEKent2001494_42-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"><a href="#CITEREFKent2001">Kent 2001</a>, p. 494.</span> </li> <li id="cite_note-Retroinspection2-43"><span class="mw-cite-backlink">^ <a href="#cite_ref-Retroinspection2_43-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-Retroinspection2_43-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-Retroinspection2_43-2"><sup><i><b>c</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFMcFerran2007" class="citation magazine cs1">McFerran, Damien (December 2007). 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Retrieved <span class="nowrap">September 14,</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Kotaku&rft.atitle=The+Story+of+Sega%27s+First+Ever+Home+Console&rft.date=2012-02-27&rft.aulast=Plunkett&rft.aufirst=Luke&rft_id=http%3A%2F%2Fkotaku.com%2F5888800%2Fthe-story-of-segas-first-ever-home-console&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-45"><span class="mw-cite-backlink"><b><a href="#cite_ref-45">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation magazine cs1">"Bruce Lowry: The Man That Sold the NES". <i><a href="/wiki/Game_Informer" title="Game Informer">Game Informer</a></i>. Vol. 12, no. 110. 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Sega. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20140716112819/http://sega.jp/fb/segahard/mk3/">Archived</a> from the original on July 16, 2014<span class="reference-accessdate">. Retrieved <span class="nowrap">March 31,</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Mark+III&rft.pub=Sega&rft_id=http%3A%2F%2Fsega.jp%2Ffb%2Fsegahard%2Fmk3%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-Horowitz_2016_6–15-48"><span class="mw-cite-backlink">^ <a href="#cite_ref-Horowitz_2016_6%E2%80%9315_48-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-Horowitz_2016_6%E2%80%9315_48-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFHorowitz2016" class="citation book cs1">Horowitz, Ken (2016). <i>Playing at the Next Level: A History of American Sega Games</i>. <a href="/wiki/McFarland_%26_Company" title="McFarland & Company">McFarland & Company</a>. pp. 6–15. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-1-4766-2557-7" title="Special:BookSources/978-1-4766-2557-7"><bdi>978-1-4766-2557-7</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Playing+at+the+Next+Level%3A+A+History+of+American+Sega+Games&rft.pages=6-15&rft.pub=McFarland+%26+Company&rft.date=2016&rft.isbn=978-1-4766-2557-7&rft.aulast=Horowitz&rft.aufirst=Ken&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-usgamer_next_gen-49"><span class="mw-cite-backlink"><b><a href="#cite_ref-usgamer_next_gen_49-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFWilliams2013" class="citation web cs1">Williams, Mike (November 21, 2013). <a rel="nofollow" class="external text" href="http://www.usgamer.net/articles/next-gen-graphics-part-1-nes-master-system-genesis-and-super-nes">"Next Gen Graphics, Part 1: NES, Master System, Genesis, and Super NES"</a>. <i><a href="/wiki/USgamer" class="mw-redirect" title="USgamer">USgamer</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20150522144510/http://www.usgamer.net/articles/next-gen-graphics-part-1-nes-master-system-genesis-and-super-nes">Archived</a> from the original on May 22, 2015<span class="reference-accessdate">. Retrieved <span class="nowrap">May 7,</span> 2015</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=USgamer&rft.atitle=Next+Gen+Graphics%2C+Part+1%3A+NES%2C+Master+System%2C+Genesis%2C+and+Super+NES&rft.date=2013-11-21&rft.aulast=Williams&rft.aufirst=Mike&rft_id=http%3A%2F%2Fwww.usgamer.net%2Farticles%2Fnext-gen-graphics-part-1-nes-master-system-genesis-and-super-nes&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-startribune-50"><span class="mw-cite-backlink"><b><a href="#cite_ref-startribune_50-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFMatheny1991" class="citation news cs1">Matheny, Dave (October 15, 1991). <span class="id-lock-subscription" title="Paid subscription required"><a rel="nofollow" class="external text" href="http://docs.newsbank.com/openurl?ctx_ver=z39.88-2004&rft_id=info:sid/iw.newsbank.com:AWNB:STMB&rft_val_format=info:ofi/fmt:kev:mtx:ctx&rft_dat=0EFE44C5DC10D939&svc_dat=InfoWeb:aggregated5&req_dat=0ECC86DE7A4704AD">"16-Bit Hits – New video games offer better graphics, action"</a></span>. <i><a href="/wiki/Minneapolis_Star_Tribune" class="mw-redirect" title="Minneapolis Star Tribune">Minneapolis Star Tribune</a></i>. p. 01E. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20131110080330/http://docs.newsbank.com/openurl?ctx_ver=z39.88-2004">Archived</a> from the original on November 10, 2013<span class="reference-accessdate">. Retrieved <span class="nowrap">April 7,</span> 2014</span> – via <a href="/wiki/NewsBank" title="NewsBank">NewsBank</a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Minneapolis+Star+Tribune&rft.atitle=16-Bit+Hits+%E2%80%93+New+video+games+offer+better+graphics%2C+action&rft.pages=01E&rft.date=1991-10-15&rft.aulast=Matheny&rft.aufirst=Dave&rft_id=http%3A%2F%2Fdocs.newsbank.com%2Fopenurl%3Fctx_ver%3Dz39.88-2004%26rft_id%3Dinfo%3Asid%2Fiw.newsbank.com%3AAWNB%3ASTMB%26rft_val_format%3Dinfo%3Aofi%2Ffmt%3Akev%3Amtx%3Actx%26rft_dat%3D0EFE44C5DC10D939%26svc_dat%3DInfoWeb%3Aaggregated5%26req_dat%3D0ECC86DE7A4704AD&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-NYTdismiss-51"><span class="mw-cite-backlink"><b><a href="#cite_ref-NYTdismiss_51-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation news cs1"><a rel="nofollow" class="external text" href="https://www.nytimes.com/1992/05/16/business/company-news-nintendo-suit-by-atari-is-dismissed.html">"Company News; Nintendo Suit by Atari Is Dismissed"</a>. <i><a href="/wiki/The_New_York_Times" title="The New York Times">The New York Times</a></i>. <a href="/wiki/Associated_Press" title="Associated Press">Associated Press</a>. May 16, 1992. pp. 1–40. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20141023164857/http://www.nytimes.com/1992/05/16/business/company-news-nintendo-suit-by-atari-is-dismissed.html">Archived</a> from the original on October 23, 2014<span class="reference-accessdate">. Retrieved <span class="nowrap">September 19,</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=The+New+York+Times&rft.atitle=Company+News%3B+Nintendo+Suit+by+Atari+Is+Dismissed&rft.pages=1-40&rft.date=1992-05-16&rft_id=https%3A%2F%2Fwww.nytimes.com%2F1992%2F05%2F16%2Fbusiness%2Fcompany-news-nintendo-suit-by-atari-is-dismissed.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-digest_60-52"><span class="mw-cite-backlink">^ <a href="#cite_ref-digest_60_52-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-digest_60_52-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation magazine cs1">"Sega Consoles: Active installed base estimates". <i><a href="/wiki/Screen_Digest" title="Screen Digest">Screen Digest</a></i>. 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Retrieved <span class="nowrap">December 11,</span> 2017</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Atlas+Obscura&rft.atitle=Brazil+Is+An+Alternate+Video+Game+Universe+Where+Sega+Beat+Nintendo&rft.date=2015-07-27&rft.aulast=Smith&rft.aufirst=Ernie&rft_id=http%3A%2F%2Fwww.atlasobscura.com%2Farticles%2Fbrazil-is-a-video-game-alternate-universe-where-sega-beat-nintendo&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-MDB-54"><span class="mw-cite-backlink"><b><a href="#cite_ref-MDB_54-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFAzevedo2016" class="citation web cs1 cs1-prop-foreign-lang-source">Azevedo, Théo (May 12, 2016). <a rel="nofollow" class="external text" href="http://jogos.uol.com.br/ultimas-noticias/2016/05/12/console-em-producao-ha-mais-tempo-master-system-ja-vendeu-8-mi-no-brasil.htm">"Console em produção há mais tempo, Master System já vendeu 8 mi no Brasil"</a>. <i><a href="/wiki/Universo_Online" title="Universo Online">Universo Online</a></i> (in Portuguese). <a rel="nofollow" class="external text" href="https://web.archive.org/web/20160514115923/http://jogos.uol.com.br/ultimas-noticias/2016/05/12/console-em-producao-ha-mais-tempo-master-system-ja-vendeu-8-mi-no-brasil.htm">Archived</a> from the original on May 14, 2016<span class="reference-accessdate">. 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Retrieved <span class="nowrap">November 16,</span> 2016</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Sega+Sammy+Holdings+Annual+Report+2005&rft.pub=Sega+Sammy+Holdings&rft.date=2005-09-05&rft_id=http%3A%2F%2Fwww.segasammy.co.jp%2Fenglish%2Fir%2Flibrary%2Fpdf%2Fprinting_annual%2F2005%2Fe_2005_annual.pdf&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-58"><span class="mw-cite-backlink"><b><a href="#cite_ref-58">^</a></b></span> <span class="reference-text"><a href="#refHorowitz2018">Horowitz 2018</a>, p. 151</span> </li> <li id="cite_note-Thorpe_2016-59"><span class="mw-cite-backlink"><b><a href="#cite_ref-Thorpe_2016_59-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFThorpe2016" class="citation magazine cs1">Thorpe, Nick (June 2016). 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Retrieved <span class="nowrap">October 9,</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Wired&rft.atitle=How+Virtua+Fighter+Saved+PlayStation%27s+Bacon&rft.date=2012-09-05&rft.aulast=Feit&rft.aufirst=Daniel&rft_id=https%3A%2F%2Fwww.wired.com%2F2012%2F09%2Fhow-virtua-fighter-saved-playstations-bacon%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-90"><span class="mw-cite-backlink"><b><a href="#cite_ref-90">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFThomason2006" class="citation magazine cs1">Thomason, Steve (July 2006). "The Man Behind the Legend". <i><a href="/wiki/Nintendo_Power" title="Nintendo Power">Nintendo Power</a></i>. 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Yellow Ant. p. 267. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-0-9565072-0-4" title="Special:BookSources/978-0-9565072-0-4"><bdi>978-0-9565072-0-4</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Replay%3A+The+History+of+Video+Games&rft.pages=267&rft.pub=Yellow+Ant&rft.date=2010&rft.isbn=978-0-9565072-0-4&rft.aulast=Donovan&rft.aufirst=Tristan&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-93"><span class="mw-cite-backlink"><b><a href="#cite_ref-93">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://myemail.constantcontact.com/Stinger-Report---03-05-2021.html?soid=1103295952658&aid=YbRTe95u7yA">"Entertainment's Rotating Obsession"</a>. <i>The Stinger Report</i>. 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Retrieved <span class="nowrap">July 20,</span> 2021</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Highway+Games&rft.atitle=Bob+Deith+of+UK+Deith+Leisure+Passes+Away&rft.date=2015-03-12&rft_id=https%3A%2F%2Fwww.highwaygames.com%2Farcade-news%2Fbob-deith-uk-deith-leisure-passes-away-3274%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-EN-JOINT-95"><span class="mw-cite-backlink"><b><a href="#cite_ref-EN-JOINT_95-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFSega_Enterprises2021" class="citation web cs1">Sega Enterprises (March 3, 2021). <a rel="nofollow" class="external text" href="https://segaretro.org/File:SegaEnJoint_JP_Flyer.pdf">"Sega En-Joint"</a> <span class="cs1-format">(PDF)</span>. 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August 16, 1993. <a rel="nofollow" class="external text" href="https://archive.today/20210720000156/https://www.bloomberg.com/press-releases/1993-08-16/sega-usa-partners-with-circus-circus-to-launch-the">Archived</a> from the original on July 20, 2021<span class="reference-accessdate">. Retrieved <span class="nowrap">July 20,</span> 2021</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Bloomberg&rft.atitle=Sega+USA+Partners+with+Circus+Circus+to+launch+the+first+VirtuaLand+at+Luxor+Las+Vegas&rft.date=1993-08-16&rft_id=https%3A%2F%2Fwww.bloomberg.com%2Fpress-releases%2F1993-08-16%2Fsega-usa-partners-with-circus-circus-to-launch-the&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-98"><span class="mw-cite-backlink"><b><a href="#cite_ref-98">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://techmonitor.ai/techonology/sega_virtuland_planned_for_las_vegas">"Sega VirtuaLand planned for Las Vegas"</a>. <i><a href="/wiki/Tech_Monitor" class="mw-redirect" title="Tech Monitor">Tech Monitor</a></i>. 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Retrieved <span class="nowrap">July 20,</span> 2021</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Tech+Monitor&rft.atitle=Sega+VirtuaLand+planned+for+Las+Vegas&rft.date=1993-08-16&rft_id=https%3A%2F%2Ftechmonitor.ai%2Ftechonology%2Fsega_virtuland_planned_for_las_vegas&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-1998_report-99"><span class="mw-cite-backlink">^ <a href="#cite_ref-1998_report_99-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-1998_report_99-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-1998_report_99-2"><sup><i><b>c</b></i></sup></a> <a href="#cite_ref-1998_report_99-3"><sup><i><b>d</b></i></sup></a> <a href="#cite_ref-1998_report_99-4"><sup><i><b>e</b></i></sup></a> <a href="#cite_ref-1998_report_99-5"><sup><i><b>f</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://web.archive.org/web/20040504003308/http://sega.jp/IR/en/ar/ar1998/ar98.pdf">"Sega Enterprises Annual Report 1998"</a> <span class="cs1-format">(PDF)</span>. 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Retrieved <span class="nowrap">November 29,</span> 2013</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Parliamentary+Debates+%28Hansard%29&rft.atitle=Television+Violence&rft.date=1993-12-16&rft_id=https%3A%2F%2Fapi.parliament.uk%2Fhistoric-hansard%2Fcommons%2F1993%2Fdec%2F16%2Ftelevision-violence%23S6CV0234P0_19931216_HOC_584&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-night_trap-101"><span class="mw-cite-backlink">^ <a href="#cite_ref-night_trap_101-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-night_trap_101-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-night_trap_101-2"><sup><i><b>c</b></i></sup></a> <a href="#cite_ref-night_trap_101-3"><sup><i><b>d</b></i></sup></a></span> <span class="reference-text"><a href="/wiki/History_of_Sega#refKent2001" title="History of Sega">Kent 2001</a>, p. 461–480</span> </li> <li id="cite_note-102"><span class="mw-cite-backlink"><b><a href="#cite_ref-102">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation magazine cs1">"EGM Interviews SEGA SATURN Product Manager HIDEKI OKAMURA". <i><a href="/wiki/EGM2" class="mw-redirect" title="EGM2">EGM<sup>2</sup></a></i>. 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Archived from <a rel="nofollow" class="external text" href="http://allgame.com/platform.php?id=35">the original</a> on December 10, 2014<span class="reference-accessdate">. Retrieved <span class="nowrap">December 13,</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=AllGame&rft.atitle=Sega+Genesis+32X+%E2%80%93+Overview&rft.au=Beuscher%2C+David&rft_id=http%3A%2F%2Fallgame.com%2Fplatform.php%3Fid%3D35&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-Saturn-107"><span class="mw-cite-backlink"><b><a href="#cite_ref-Saturn_107-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1 cs1-prop-foreign-lang-source"><a rel="nofollow" class="external text" href="http://sega.jp/fb/segahard/ss/">"Sega Saturn"</a> (in Japanese). Sega. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20140716103105/http://sega.jp/fb/segahard/ss/">Archived</a> from the original on July 16, 2014<span class="reference-accessdate">. Retrieved <span class="nowrap">March 3,</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Sega+Saturn&rft.pub=Sega&rft_id=http%3A%2F%2Fsega.jp%2Ffb%2Fsegahard%2Fss%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-FOOTNOTEKent2001501–502-108"><span class="mw-cite-backlink"><b><a href="#cite_ref-FOOTNOTEKent2001501%E2%80%93502_108-0">^</a></b></span> <span class="reference-text"><a href="#CITEREFKent2001">Kent 2001</a>, pp. 501–502.</span> </li> <li id="cite_note-Edge_VF2-109"><span class="mw-cite-backlink"><b><a href="#cite_ref-Edge_VF2_109-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation magazine cs1"><a rel="nofollow" class="external text" href="https://web.archive.org/web/20141210173015/http://www.edge-online.com/reviews/virtua-fighter-review/">"<i>Virtua Fighter</i> Review"</a>. <i><a href="/wiki/Edge_(magazine)" title="Edge (magazine)">Edge</a></i>. 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Retrieved <span class="nowrap">December 7,</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=The+New+York+Times&rft.atitle=Sega+Enterprises+Pulls+Its+Saturn+Video+Console+From+the+U.S.+Market&rft.pages=D-2&rft.date=1998-03-14&rft.aulast=Strom&rft.aufirst=Stephanie&rft_id=https%3A%2F%2Fwww.nytimes.com%2F1998%2F03%2F14%2Fbusiness%2Finternational-business-sega-enterprises-pulls-its-saturn-video-console-us-market.html%3Fpagewanted%3D1&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-FOOTNOTEKent2001559-126"><span class="mw-cite-backlink">^ <a href="#cite_ref-FOOTNOTEKent2001559_126-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-FOOTNOTEKent2001559_126-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"><a href="#CITEREFKent2001">Kent 2001</a>, p. 559.</span> </li> <li id="cite_note-127"><span class="mw-cite-backlink"><b><a href="#cite_ref-127">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://web.archive.org/web/19961220195722/http://www.next-generation.com/news/072596b.html">"Irimajiri Settles In At Sega"</a>. <i><a href="/wiki/Next_Generation_(magazine)" title="Next Generation (magazine)">Next Generation</a></i>. July 25, 1996. Archived from <a rel="nofollow" class="external text" href="http://www.next-generation.com/news/072596b.html">the original</a> on December 20, 1996<span class="reference-accessdate">. Retrieved <span class="nowrap">May 6,</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Next+Generation&rft.atitle=Irimajiri+Settles+In+At+Sega&rft.date=1996-07-25&rft_id=http%3A%2F%2Fwww.next-generation.com%2Fnews%2F072596b.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-FOOTNOTEKent2001535-128"><span class="mw-cite-backlink"><b><a href="#cite_ref-FOOTNOTEKent2001535_128-0">^</a></b></span> <span class="reference-text"><a href="#CITEREFKent2001">Kent 2001</a>, p. 535.</span> </li> <li id="cite_note-Newsflash-129"><span class="mw-cite-backlink"><b><a href="#cite_ref-Newsflash_129-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://web.archive.org/web/19961220200717/http://www.next-generation.com/news/071396a.html">"NEWSFLASH: Sega Planning Drastic Management Reshuffle – World Exclusive"</a>. <i><a href="/wiki/Next_Generation_(magazine)" title="Next Generation (magazine)">Next Generation</a></i>. July 13, 1996. Archived from <a rel="nofollow" class="external text" href="http://www.next-generation.com/news/071396a.html">the original</a> on December 20, 1996<span class="reference-accessdate">. Retrieved <span class="nowrap">May 6,</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Next+Generation&rft.atitle=NEWSFLASH%3A+Sega+Planning+Drastic+Management+Reshuffle+%E2%80%93+World+Exclusive&rft.date=1996-07-13&rft_id=http%3A%2F%2Fwww.next-generation.com%2Fnews%2F071396a.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-FOOTNOTEKent2001558-130"><span class="mw-cite-backlink">^ <a href="#cite_ref-FOOTNOTEKent2001558_130-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-FOOTNOTEKent2001558_130-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-FOOTNOTEKent2001558_130-2"><sup><i><b>c</b></i></sup></a> <a href="#cite_ref-FOOTNOTEKent2001558_130-3"><sup><i><b>d</b></i></sup></a> <a href="#cite_ref-FOOTNOTEKent2001558_130-4"><sup><i><b>e</b></i></sup></a></span> <span class="reference-text"><a href="#CITEREFKent2001">Kent 2001</a>, p. 558.</span> </li> <li id="cite_note-FOOTNOTEKent2001506-131"><span class="mw-cite-backlink"><b><a href="#cite_ref-FOOTNOTEKent2001506_131-0">^</a></b></span> <span class="reference-text"><a href="#CITEREFKent2001">Kent 2001</a>, p. 506.</span> </li> <li id="cite_note-132"><span class="mw-cite-backlink"><b><a href="#cite_ref-132">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFJohnston2009" class="citation web cs1">Johnston, Chris (September 8, 2009). <a rel="nofollow" class="external text" href="http://www.gamespot.com/articles/stolar-talks-dreamcast/1100-2464369/">"Stolar Talks Dreamcast"</a>. <i><a href="/wiki/GameSpot" title="GameSpot">GameSpot</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20170710051328/https://www.gamespot.com/articles/stolar-talks-dreamcast/1100-2464369/">Archived</a> from the original on July 10, 2017<span class="reference-accessdate">. Retrieved <span class="nowrap">December 17,</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=GameSpot&rft.atitle=Stolar+Talks+Dreamcast&rft.date=2009-09-08&rft.aulast=Johnston&rft.aufirst=Chris&rft_id=http%3A%2F%2Fwww.gamespot.com%2Farticles%2Fstolar-talks-dreamcast%2F1100-2464369%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-FOOTNOTEKent2001533-133"><span class="mw-cite-backlink"><b><a href="#cite_ref-FOOTNOTEKent2001533_133-0">^</a></b></span> <span class="reference-text"><a href="#CITEREFKent2001">Kent 2001</a>, p. 533.</span> </li> <li id="cite_note-134"><span class="mw-cite-backlink"><b><a href="#cite_ref-134">^</a></b></span> <span class="reference-text"><a href="#refHorowitz2018">Horowitz 2018</a>, pp. 198–210</span> </li> <li id="cite_note-SAH-135"><span class="mw-cite-backlink"><b><a href="#cite_ref-SAH_135-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFFamitsu_DC2002" class="citation book cs1 cs1-prop-foreign-lang-source"><a href="/wiki/Famitsu_DC" class="mw-redirect" title="Famitsu DC">Famitsu DC</a> (February 15, 2002). <a rel="nofollow" class="external text" href="https://retrocdn.net/index.php?title=File:Sega_Arcade_History_JP_EnterBrain_Book.pdf&page=14"><i>Interview: Akira Nagai - SEGA REPRESENTATIVE - セガ・アーケード・ヒストリー(Sega Arcade History)</i></a>. Famitsu Books (in Japanese). <a href="/wiki/Enterbrain" title="Enterbrain">Enterbrain</a>. pp. 20–23. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/9784757707900" title="Special:BookSources/9784757707900"><bdi>9784757707900</bdi></a>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20200820193203/https://retrocdn.net/index.php?title=File%3ASega_Arcade_History_JP_EnterBrain_Book.pdf&page=14">Archived</a> from the original on August 20, 2020<span class="reference-accessdate">. Retrieved <span class="nowrap">August 15,</span> 2020</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Interview%3A+Akira+Nagai+-+SEGA+REPRESENTATIVE+-+%E3%82%BB%E3%82%AC%E3%83%BB%E3%82%A2%E3%83%BC%E3%82%B1%E3%83%BC%E3%83%89%E3%83%BB%E3%83%92%E3%82%B9%E3%83%88%E3%83%AA%E3%83%BC%28Sega+Arcade+History%29&rft.series=Famitsu+Books&rft.pages=20-23&rft.pub=Enterbrain&rft.date=2002-02-15&rft.isbn=9784757707900&rft.au=Famitsu+DC&rft_id=https%3A%2F%2Fretrocdn.net%2Findex.php%3Ftitle%3DFile%3ASega_Arcade_History_JP_EnterBrain_Book.pdf%26page%3D14&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span> (<a rel="nofollow" class="external text" href="http://shmuplations.com/akiranagai/">Translation</a> by Shmuplations. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20200807024817/http://shmuplations.com/akiranagai/">Archived</a> 7 August 2020 at the <a href="/wiki/Wayback_Machine" title="Wayback Machine">Wayback Machine</a>).</span> </li> <li id="cite_note-RG127-136"><span class="mw-cite-backlink"><b><a href="#cite_ref-RG127_136-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFThorpe2014" class="citation magazine cs1">Thorpe, Nick (March 2014). <a rel="nofollow" class="external text" href="https://archive.org/details/retro_gamer/RetroGamer_127/page/34/mode/2up">"The 90s: The Decade of Rivalries"</a>. <i><a href="/wiki/Retro_Gamer" title="Retro Gamer">Retro Gamer</a></i>. No. 127. pp. 32–5.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Retro+Gamer&rft.atitle=The+90s%3A+The+Decade+of+Rivalries&rft.issue=127&rft.pages=32-5&rft.date=2014-03&rft.aulast=Thorpe&rft.aufirst=Nick&rft_id=https%3A%2F%2Farchive.org%2Fdetails%2Fretro_gamer%2FRetroGamer_127%2Fpage%2F34%2Fmode%2F2up&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-ATP-137"><span class="mw-cite-backlink"><b><a href="#cite_ref-ATP_137-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFSega_Enterprises2021" class="citation web cs1">Sega Enterprises (March 26, 2021). <a rel="nofollow" class="external text" href="https://segaretro.org/File:Amusement_Theme_Park_JP_Booklet.pdf">"Amusement Theme Park"</a> <span class="cs1-format">(PDF)</span>. Sega Retro.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Amusement+Theme+Park&rft.pub=Sega+Retro&rft.date=2021-03-26&rft.au=Sega+Enterprises&rft_id=https%3A%2F%2Fsegaretro.org%2FFile%3AAmusement_Theme_Park_JP_Booklet.pdf&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-VR_Focus-138"><span class="mw-cite-backlink"><b><a href="#cite_ref-VR_Focus_138-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFKevin_Williams" class="citation web cs1">Kevin Williams. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20211208153938/https://www.vrfocus.com/2020/07/the-virtual-arena-blast-from-the-past-the-vr-1/">"The Virtual Arena – Blast From The Past: The VR-1"</a>. VR Focus. Archived from <a rel="nofollow" class="external text" href="https://www.vrfocus.com/2020/07/the-virtual-arena-blast-from-the-past-the-vr-1/">the original</a> on December 8, 2021<span class="reference-accessdate">. Retrieved <span class="nowrap">July 20,</span> 2021</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=The+Virtual+Arena+%E2%80%93+Blast+From+The+Past%3A+The+VR-1&rft.pub=VR+Focus&rft.au=Kevin+Williams&rft_id=https%3A%2F%2Fwww.vrfocus.com%2F2020%2F07%2Fthe-virtual-arena-blast-from-the-past-the-vr-1%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-139"><span class="mw-cite-backlink"><b><a href="#cite_ref-139">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation magazine cs1">"Sega creates alternate reality". <i><a href="/wiki/Edge_(magazine)" title="Edge (magazine)">Edge</a></i>. No. 32. May 1996. p. 10.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Edge&rft.atitle=Sega+creates+alternate+reality&rft.issue=32&rft.pages=10&rft.date=1996-05&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-140"><span class="mw-cite-backlink"><b><a href="#cite_ref-140">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://www.segaarcade.us.com/about-us.html">"The History of Sega"</a>. Sega Amusements. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20180828035543/http://www.segaarcade.us.com/about-us.html">Archived</a> from the original on August 28, 2018<span class="reference-accessdate">. Retrieved <span class="nowrap">August 27,</span> 2018</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=The+History+of+Sega&rft.pub=Sega+Amusements&rft_id=http%3A%2F%2Fwww.segaarcade.us.com%2Fabout-us.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-NGen30-141"><span class="mw-cite-backlink"><b><a href="#cite_ref-NGen30_141-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation magazine cs1"><a rel="nofollow" class="external text" href="https://archive.org/stream/NextGeneration30Jun1997/Next_Generation_30_Jun_1997#page/n17">"Tokyo Game Show Report from Japan"</a>. <i><a href="/wiki/Next_Generation_(magazine)" title="Next Generation (magazine)">Next Generation</a></i>. No. 30. <a href="/wiki/Imagine_Media" class="mw-redirect" title="Imagine Media">Imagine Media</a>. June 1997. p. 17.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Next+Generation&rft.atitle=Tokyo+Game+Show+Report+from+Japan&rft.issue=30&rft.pages=17&rft.date=1997-06&rft_id=https%3A%2F%2Farchive.org%2Fstream%2FNextGeneration30Jun1997%2FNext_Generation_30_Jun_1997%23page%2Fn17&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-142"><span class="mw-cite-backlink"><b><a href="#cite_ref-142">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://www.segasammy.co.jp/english/pr/corp/history/history_sega.html">"History of SEGA SAMMY Group/SEGA before Business Integration|SEGA SAMMY Group|SEGA SAMMY HOLDINGS"</a>. 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Retrieved <span class="nowrap">December 11,</span> 2016</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=History+of+SEGA+SAMMY+Group%2FSEGA+before+Business+Integration%EF%BD%9CSEGA+SAMMY+Group%EF%BD%9CSEGA+SAMMY+HOLDINGS&rft.pub=Segasammy.co.jp&rft_id=https%3A%2F%2Fwww.segasammy.co.jp%2Fenglish%2Fpr%2Fcorp%2Fhistory%2Fhistory_sega.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-Pan-143"><span class="mw-cite-backlink">^ <a href="#cite_ref-Pan_143-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-Pan_143-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFPan2015" class="citation book cs1">Pan, Lu (2015). <a rel="nofollow" class="external text" href="https://books.google.com/books?id=rJbzCQAAQBAJ&pg=PA107"><i>Aestheticizing Public Space: Street Visual Politics in East Asian Cities</i></a>. Intellect Books. p. 107. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/9781783204533" title="Special:BookSources/9781783204533"><bdi>9781783204533</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Aestheticizing+Public+Space%3A+Street+Visual+Politics+in+East+Asian+Cities&rft.pages=107&rft.pub=Intellect+Books&rft.date=2015&rft.isbn=9781783204533&rft.aulast=Pan&rft.aufirst=Lu&rft_id=https%3A%2F%2Fbooks.google.com%2Fbooks%3Fid%3DrJbzCQAAQBAJ%26pg%3DPA107&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-Miller-144"><span class="mw-cite-backlink">^ <a href="#cite_ref-Miller_144-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-Miller_144-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFMiller2018" class="citation book cs1">Miller, Laura (2018). <a rel="nofollow" class="external text" href="https://books.google.com/books?id=UBFFDwAAQBAJ&pg=PT129">"10. Purikura: Expressive Energy in Female Self-Photography"</a>. <i>Introducing Japanese Popular Culture</i>. <a href="/wiki/Routledge" title="Routledge">Routledge</a>. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/9781317528937" title="Special:BookSources/9781317528937"><bdi>9781317528937</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=bookitem&rft.atitle=10.+Purikura%3A+Expressive+Energy+in+Female+Self-Photography&rft.btitle=Introducing+Japanese+Popular+Culture&rft.pub=Routledge&rft.date=2018&rft.isbn=9781317528937&rft.aulast=Miller&rft.aufirst=Laura&rft_id=https%3A%2F%2Fbooks.google.com%2Fbooks%3Fid%3DUBFFDwAAQBAJ%26pg%3DPT129&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-Edwards-145"><span class="mw-cite-backlink"><b><a href="#cite_ref-Edwards_145-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFEdwardsHart2004" class="citation book cs1">Edwards, Elizabeth F.; Hart, Janice (2004). <a rel="nofollow" class="external text" href="https://books.google.com/books?id=VRQ2StxiK0sC&pg=PA167"><i>Photographs Objects Histories: On the Materiality of Images</i></a>. <a href="/wiki/Psychology_Press" class="mw-redirect" title="Psychology Press">Psychology Press</a>. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/9780415254410" title="Special:BookSources/9780415254410"><bdi>9780415254410</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Photographs+Objects+Histories%3A+On+the+Materiality+of+Images&rft.pub=Psychology+Press&rft.date=2004&rft.isbn=9780415254410&rft.aulast=Edwards&rft.aufirst=Elizabeth+F.&rft.au=Hart%2C+Janice&rft_id=https%3A%2F%2Fbooks.google.com%2Fbooks%3Fid%3DVRQ2StxiK0sC%26pg%3DPA167&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-146"><span class="mw-cite-backlink"><b><a href="#cite_ref-146">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFHunt2018" class="citation news cs1">Hunt, Joshua (November 23, 2018). <a rel="nofollow" class="external text" href="https://www.bbc.com/worklife/article/20181119-why-playing-puri-was-the-precursor-for-snapchat">"How 'playing Puri' paved the way for Snapchat"</a>. <a href="/wiki/BBC" title="BBC">BBC</a><span class="reference-accessdate">. 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January 1996. p. 22.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Electronic+Gaming+Monthly&rft.atitle=Sega%27s+Bold+Leap+to+PC&rft.issue=78&rft.pages=22&rft.date=1996-01&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-148"><span class="mw-cite-backlink"><b><a href="#cite_ref-148">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation magazine cs1">"Trailing Sony, Sega Restructures". <i><a href="/wiki/GamePro" title="GamePro">GamePro</a></i>. No. 79. 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Retrieved <span class="nowrap">January 16,</span> 2019</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Kotaku&rft.atitle=When+Sega+Wanted+to+Take+Over+the+World+%28and+Failed+Miserably%29&rft.date=2011-08-09&rft.aulast=Plunkett&rft.aufirst=Luke&rft_id=https%3A%2F%2Fkotaku.com%2F5828939%2Fwhen-sega-wanted-to-take-over-the-world-and-failed-miserably&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-NYT_Sega_to_Acquire_Bandai-151"><span class="mw-cite-backlink"><b><a href="#cite_ref-NYT_Sega_to_Acquire_Bandai_151-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFPollack1997" class="citation news cs1">Pollack, Andrew (January 24, 1997). <a rel="nofollow" class="external text" href="https://www.nytimes.com/1997/01/24/business/sega-to-acquire-bandai-creating-toy-video-giant.html">"Sega to Acquire Bandai, Creating Toy-Video Giant"</a>. <i><a href="/wiki/The_New_York_Times" title="The New York Times">The New York Times</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20190117071651/https://www.nytimes.com/1997/01/24/business/sega-to-acquire-bandai-creating-toy-video-giant.html">Archived</a> from the original on January 17, 2019<span class="reference-accessdate">. Retrieved <span class="nowrap">January 16,</span> 2019</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=The+New+York+Times&rft.atitle=Sega+to+Acquire+Bandai%2C+Creating+Toy-Video+Giant&rft.date=1997-01-24&rft.aulast=Pollack&rft.aufirst=Andrew&rft_id=https%3A%2F%2Fwww.nytimes.com%2F1997%2F01%2F24%2Fbusiness%2Fsega-to-acquire-bandai-creating-toy-video-giant.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-152"><span class="mw-cite-backlink"><b><a href="#cite_ref-152">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation magazine cs1"><a rel="nofollow" class="external text" href="https://www.wired.com/1997/05/bandai-calls-off-planned-merger-with-sega/">"Bandai Calls Off Planned Merger with Sega"</a>. <i><a href="/wiki/Wired_(magazine)" title="Wired (magazine)">Wired</a></i>. 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Retrieved <span class="nowrap">January 16,</span> 2019</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=GameSpot&rft.atitle=Sega+President+Leaving%3F&rft.date=2000-04-28&rft_id=https%3A%2F%2Fwww.gamespot.com%2Farticles%2Fsega-president-leaving%2F1100-2462169%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-154"><span class="mw-cite-backlink"><b><a href="#cite_ref-154">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFFeldman2000" class="citation web cs1">Feldman, Curt (April 28, 2000). <a rel="nofollow" class="external text" href="http://www.gamespot.com/articles/katana-strategy-still-on-back-burner/1100-2463564/">"Katana Strategy Still on Back Burner"</a>. <i><a href="/wiki/GameSpot" title="GameSpot">GameSpot</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20170705034437/https://www.gamespot.com/articles/katana-strategy-still-on-back-burner/1100-2463564/">Archived</a> from the original on July 5, 2017<span class="reference-accessdate">. Retrieved <span class="nowrap">December 9,</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=GameSpot&rft.atitle=Katana+Strategy+Still+on+Back+Burner&rft.date=2000-04-28&rft.aulast=Feldman&rft.aufirst=Curt&rft_id=http%3A%2F%2Fwww.gamespot.com%2Farticles%2Fkatana-strategy-still-on-back-burner%2F1100-2463564%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-155"><span class="mw-cite-backlink"><b><a href="#cite_ref-155">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFAkagi1997" class="citation magazine cs1">Akagi, Masumi, ed. 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Retrieved <span class="nowrap">June 21,</span> 2019</span> – via <a href="/wiki/Bloomberg_News" title="Bloomberg News">Bloomberg News</a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=BusinessWeek&rft.atitle=Sega+vs.+Sony%3A+Pow%21+Biff%21+Whack%21&rft.date=2000-12-18&rft.aulast=Edwards&rft.aufirst=Cliff&rft_id=https%3A%2F%2Fwww.bloomberg.com%2Fnews%2Farticles%2F2000-12-17%2Fsega-vs-dot-sony-pow-biff-whack&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-BBC-182"><span class="mw-cite-backlink">^ <a href="#cite_ref-BBC_182-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-BBC_182-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-BBC_182-2"><sup><i><b>c</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation news cs1"><a rel="nofollow" class="external text" href="http://news.bbc.co.uk/2/hi/business/534957.stm">"Dreamcast beats PlayStation record"</a>. <i><a href="/wiki/BBC_News" title="BBC News">BBC News</a></i>. 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Retrieved <span class="nowrap">October 30,</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Newsweek&rft.atitle=The+Art+of+the+Game%3A+The+Power+of+the+PlayStation+Is+Challenging+Designers+to+Match+Its+Capabilities-And+Forcing+Sony%27s+Competitors+to+Rethink+Their+Strategies&rft.date=2000-03-06&rft.aulast=Croal&rft.aufirst=N%27Gai&rft_id=https%3A%2F%2Fwww.questia.com%2Fread%2F1G1-59651752%2Fthe-art-of-the-game-the-power-of-the-playstation&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-FOOTNOTEKent2001560–561-186"><span class="mw-cite-backlink"><b><a href="#cite_ref-FOOTNOTEKent2001560%E2%80%93561_186-0">^</a></b></span> <span class="reference-text"><a href="#CITEREFKent2001">Kent 2001</a>, pp. 560–561.</span> </li> <li id="cite_note-187"><span class="mw-cite-backlink"><b><a href="#cite_ref-187">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFParkin2014" class="citation magazine cs1">Parkin, Simon (June 25, 2014). <a rel="nofollow" class="external text" href="https://web.archive.org/web/20141129031500/http://www.edge-online.com/features/a-history-of-videogame-hardware-playstation-2/">"A history of videogame hardware: Sony PlayStation 2"</a>. <i><a href="/wiki/Edge_(magazine)" title="Edge (magazine)">Edge</a></i>. 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February 28, 2000. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20131111081448/http://news.bbc.co.uk/2/hi/business/659554.stm">Archived</a> from the original on November 11, 2013<span class="reference-accessdate">. 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Retrieved <span class="nowrap">May 7,</span> 2015</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Notice+of+Organizational+Restructuring+within+the+Group+and+Change+of+Names+of+Some+Subsidiaries+due+to+the+Restructuring&rft.pub=Sega+Sammy+Holdings&rft.date=2015-02-12&rft_id=http%3A%2F%2Fwww.segasammy.co.jp%2Fenglish%2Fpdf%2Frelease%2F20150212_organizational%2520restructuring_e_final.pdf&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-269"><span class="mw-cite-backlink"><b><a href="#cite_ref-269">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://www.businesswire.com/news/home/20150129006720/en/SEGA-America-Relocates-Southern-California">"SEGA of America Relocates to Southern California"</a>. <i><a href="/wiki/Business_Wire" title="Business Wire">Business Wire</a></i>. 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Interview with Haruki Satomi, President and CEO]. <i><a href="/wiki/Famitsu" title="Famitsu">Famitsu</a></i> (in Japanese). July 20, 2015. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20150828064709/http://www.famitsu.com/news/201507/20082607.html">Archived</a> from the original on August 28, 2015<span class="reference-accessdate">. Retrieved <span class="nowrap">September 9,</span> 2015</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Famitsu&rft.atitle=%E3%82%BB%E3%82%AC%E3%82%B2%E3%83%BC%E3%83%A0%E3%82%B9%E5%A7%8B%E5%8B%95%EF%BC%81%E4%BB%A3%E8%A1%A8%E5%8F%96%E7%B7%A0%E5%BD%B9%E7%A4%BE%E9%95%B7CEO%E9%87%8C%E8%A6%8B%E6%B2%BB%E7%B4%80%E6%B0%8F%E3%81%AB%E8%A8%8A%E3%81%8F%E6%96%B0%E4%BC%9A%E7%A4%BE%E8%A8%AD%E7%AB%8B%E3%81%AE%E6%84%8F%E5%9B%B3%E3%81%A8%E5%B0%86%E6%9D%A5%E5%83%8F&rft.date=2015-07-20&rft_id=http%3A%2F%2Fwww.famitsu.com%2Fnews%2F201507%2F20082607.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-272"><span class="mw-cite-backlink"><b><a href="#cite_ref-272">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://www.segasammy.co.jp/english/pr/corp/profile.html">"Executive Profile | SEGA SAMMY Group | SEGA SAMMY HOLDINGS"</a>. <a href="/wiki/Sega_Sammy_Holdings" title="Sega Sammy Holdings">Sega Sammy Holdings</a>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20150919091829/http://www.segasammy.co.jp/english/pr/corp/profile.html">Archived</a> from the original on September 19, 2015<span class="reference-accessdate">. Retrieved <span class="nowrap">September 9,</span> 2015</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Executive+Profile+%26%23124%3B+SEGA+SAMMY+Group+%26%23124%3B+SEGA+SAMMY+HOLDINGS&rft.pub=Sega+Sammy+Holdings&rft_id=https%3A%2F%2Fwww.segasammy.co.jp%2Fenglish%2Fpr%2Fcorp%2Fprofile.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-Sega_Business_Summary-273"><span class="mw-cite-backlink">^ <a href="#cite_ref-Sega_Business_Summary_273-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-Sega_Business_Summary_273-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-Sega_Business_Summary_273-2"><sup><i><b>c</b></i></sup></a> <a href="#cite_ref-Sega_Business_Summary_273-3"><sup><i><b>d</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://web.archive.org/web/20180906195658/https://www.sega.co.jp/english/about/summary/#am">"Business Summary"</a>. Sega. Archived from <a rel="nofollow" class="external text" href="https://www.sega.co.jp/english/about/summary/#am">the original</a> on September 6, 2018<span class="reference-accessdate">. Retrieved <span class="nowrap">September 6,</span> 2018</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Business+Summary&rft.pub=Sega&rft_id=https%3A%2F%2Fwww.sega.co.jp%2Fenglish%2Fabout%2Fsummary%2F%23am&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-History_of_SEGA_SAMMY_group-274"><span class="mw-cite-backlink">^ <a href="#cite_ref-History_of_SEGA_SAMMY_group_274-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-History_of_SEGA_SAMMY_group_274-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://www.segasammy.co.jp/english/pr/corp/history/">"History of SEGA SAMMY group"</a>. <a href="/wiki/Sega_Sammy_Holdings" title="Sega Sammy Holdings">Sega Sammy Holdings</a>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20190331220100/https://www.segasammy.co.jp/english/pr/corp/history/">Archived</a> from the original on March 31, 2019<span class="reference-accessdate">. Retrieved <span class="nowrap">March 8,</span> 2019</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=History+of+SEGA+SAMMY+group&rft.pub=Sega+Sammy+Holdings&rft_id=https%3A%2F%2Fwww.segasammy.co.jp%2Fenglish%2Fpr%2Fcorp%2Fhistory%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-275"><span class="mw-cite-backlink"><b><a href="#cite_ref-275">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1 cs1-prop-foreign-lang-source"><a rel="nofollow" class="external text" href="http://www.4gamer.net/games/355/G035505/20160917017/">"[TGS 2016]「サンダーフォースIII」の立体視リメイクが「セガ3D復刻アーカイブス3」に収録。セガゲームスによるテクノソフト全タイトルの権利取得も発表"</a> [[TGS 2016] Stereoscopic remake of "Thunder Force III" is included in "SEGA 3D Reprint Archives 3". Sega Games also announced acquisition of rights for all technosoft titles]. <i><a href="/wiki/4Gamer.net" title="4Gamer.net">4Gamer.net</a></i> (in Japanese). September 17, 2016. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20160920134641/http://www.4gamer.net/games/355/G035505/20160917017/">Archived</a> from the original on September 20, 2016<span class="reference-accessdate">. Retrieved <span class="nowrap">October 24,</span> 2018</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=4Gamer.net&rft.atitle=%EF%BC%BBTGS+2016%EF%BC%BD%E3%80%8C%E3%82%B5%E3%83%B3%E3%83%80%E3%83%BC%E3%83%95%E3%82%A9%E3%83%BC%E3%82%B9III%E3%80%8D%E3%81%AE%E7%AB%8B%E4%BD%93%E8%A6%96%E3%83%AA%E3%83%A1%E3%82%A4%E3%82%AF%E3%81%8C%E3%80%8C%E3%82%BB%E3%82%AC3D%E5%BE%A9%E5%88%BB%E3%82%A2%E3%83%BC%E3%82%AB%E3%82%A4%E3%83%96%E3%82%B93%E3%80%8D%E3%81%AB%E5%8F%8E%E9%8C%B2%E3%80%82%E3%82%BB%E3%82%AC%E3%82%B2%E3%83%BC%E3%83%A0%E3%82%B9%E3%81%AB%E3%82%88%E3%82%8B%E3%83%86%E3%82%AF%E3%83%8E%E3%82%BD%E3%83%95%E3%83%88%E5%85%A8%E3%82%BF%E3%82%A4%E3%83%88%E3%83%AB%E3%81%AE%E6%A8%A9%E5%88%A9%E5%8F%96%E5%BE%97%E3%82%82%E7%99%BA%E8%A1%A8&rft.date=2016-09-17&rft_id=http%3A%2F%2Fwww.4gamer.net%2Fgames%2F355%2FG035505%2F20160917017%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-276"><span class="mw-cite-backlink"><b><a href="#cite_ref-276">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1 cs1-prop-foreign-lang-source"><a rel="nofollow" class="external text" href="https://www.nikkei.com/article/DGXLASDZ31H5F_R31C16A0000000/">"セガサミー、「ジョイポリス」を香港企業に売却"</a>. <i>日本経済新聞</i> (in Japanese). 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Retrieved <span class="nowrap">March 8,</span> 2019</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Siliconera&rft.atitle=Players+Say+Goodbye+As+Old+Sega+Headquarters+Finally+Sold+Off+For+Eventual+Reconstruction&rft.date=2019-02-24&rft.aulast=Wong&rft.aufirst=Alistair&rft_id=https%3A%2F%2Fwww.siliconera.com%2F2019%2F02%2F24%2Fplayers-say-goodbye-as-old-sega-headquarters-finally-sold-off-for-eventual-reconstruction%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-279"><span class="mw-cite-backlink"><b><a href="#cite_ref-279">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation magazine cs1"><a rel="nofollow" class="external text" href="https://www.mcvuk.com/business-news/publishing/chris-bergstresser-becomes-sega-europe-coo-and-president/">"Chris Bergstresser becomes Sega Europe COO and President"</a>. <i>MCV/DEVELOP</i>. August 3, 2017<span class="reference-accessdate">. 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Retrieved <span class="nowrap">May 16,</span> 2020</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=MCV%2FDevelop&rft.atitle=Sega+Europe+announces+ex-Rockstar+COO+Gary+Dale+as+new+president&rft.date=2018-06-28&rft.aulast=Barton&rft.aufirst=Seth&rft_id=https%3A%2F%2Fwww.mcvuk.com%2Fbusiness-news%2Fpublishing%2Fsega-europe-announces-ex-rockstar-coo-gary-dale-as-new-president%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-281"><span class="mw-cite-backlink"><b><a href="#cite_ref-281">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFMinotti2018" class="citation web cs1">Minotti, Mike (August 1, 2018). <a rel="nofollow" class="external text" href="https://venturebeat.com/2018/08/01/sega-of-america-makes-thq-acclaim-vet-ian-curran-as-new-president-and-coo/">"Sega of America taps THQ, Acclaim vet Ian Curran as new president and COO"</a>. <i><a href="/wiki/VentureBeat" title="VentureBeat">VentureBeat</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20180802013051/https://venturebeat.com/2018/08/01/sega-of-america-makes-thq-acclaim-vet-ian-curran-as-new-president-and-coo/">Archived</a> from the original on August 2, 2018<span class="reference-accessdate">. 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Retrieved <span class="nowrap">December 25,</span> 2017</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Our+Back+Story&rft.pub=Hakuhodo&rft_id=https%3A%2F%2Fwww.hakuhodo-global.com%2Fnetwork%2Fstories-international-inc.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-328"><span class="mw-cite-backlink"><b><a href="#cite_ref-328">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://www.stories-llc.com/news/stories-international-partners-with-the-walking-dead-producers-circle-of-confusion-on-film-tv-adaptations-of-hit-sega-franchises-altered-beast-and-street">"Stories International partners with 'The Walking Dead' producers Circle of Confusion on film and TV adaptations of hit Sega franchises 'Altered Beast' and 'Streets of Rage'<span class="cs1-kern-right"></span>"</a>. Stories International LLC. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20180303212701/http://www.stories-llc.com/news/stories-international-partners-with-the-walking-dead-producers-circle-of-confusion-on-film-tv-adaptations-of-hit-sega-franchises-altered-beast-and-street">Archived</a> from the original on March 3, 2018<span class="reference-accessdate">. Retrieved <span class="nowrap">December 25,</span> 2017</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Stories+International+partners+with+%27The+Walking+Dead%27+producers+Circle+of+Confusion+on+film+and+TV+adaptations+of+hit+Sega+franchises+%27Altered+Beast%27+and+%27Streets+of+Rage%27&rft.pub=Stories+International+LLC&rft_id=http%3A%2F%2Fwww.stories-llc.com%2Fnews%2Fstories-international-partners-with-the-walking-dead-producers-circle-of-confusion-on-film-tv-adaptations-of-hit-sega-franchises-altered-beast-and-street&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-sega_sammy_annual_report_2014-329"><span class="mw-cite-backlink"><b><a href="#cite_ref-sega_sammy_annual_report_2014_329-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://www.segasammy.co.jp/english/ir/library/pdf/printing_annual/2014/all_ar2014_e.pdf">"Sega Sammy Holdings – Annual Report 2014"</a> <span class="cs1-format">(PDF)</span>. <a href="/wiki/Sega_Sammy_Holdings" title="Sega Sammy Holdings">Sega Sammy Holdings</a>. pp. 34, 58, 62, 65. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20141225224941/http://www.segasammy.co.jp/english/ir/library/pdf/printing_annual/2014/all_ar2014_e.pdf">Archived</a> <span class="cs1-format">(PDF)</span> from the original on December 25, 2014<span class="reference-accessdate">. Retrieved <span class="nowrap">May 6,</span> 2015</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=Sega+Sammy+Holdings+%E2%80%93+Annual+Report+2014&rft.pages=34%2C+58%2C+62%2C+65&rft.pub=Sega+Sammy+Holdings&rft_id=http%3A%2F%2Fwww.segasammy.co.jp%2Fenglish%2Fir%2Flibrary%2Fpdf%2Fprinting_annual%2F2014%2Fall_ar2014_e.pdf&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-playheart-330"><span class="mw-cite-backlink">^ <a href="#cite_ref-playheart_330-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-playheart_330-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://playheart.com/history/">"沿革 – Play Heart"</a><span class="reference-accessdate">. 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April 4, 2006. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20150518073051/http://www.eurogamer.net/articles/news040406sigames">Archived</a> from the original on May 18, 2015<span class="reference-accessdate">. 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Archived from <a rel="nofollow" class="external text" href="http://www.1up.com/features/pleasure-pain?pager.offset=0">the original</a> on March 17, 2014<span class="reference-accessdate">. Retrieved <span class="nowrap">December 10,</span> 2016</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=1Up.com&rft.atitle=Sega+Saturn%3A+The+Pleasure+And+The+Pain&rft.date=2005-08-05&rft.aulast=Sewart&rft.aufirst=Greg&rft_id=http%3A%2F%2Fwww.1up.com%2Ffeatures%2Fpleasure-pain%3Fpager.offset%3D0&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-Parish-358"><span class="mw-cite-backlink"><b><a href="#cite_ref-Parish_358-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFParish2014" class="citation web cs1">Parish, Jeremy (November 18, 2014). <a rel="nofollow" class="external text" href="http://www.usgamer.net/articles/the-lost-child-of-a-house-divided-a-sega-saturn-retrospective">"The Lost Child of a House Divided: A Sega Saturn Retrospective"</a>. <i><a href="/wiki/USgamer" class="mw-redirect" title="USgamer">USgamer</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20141215095100/http://www.usgamer.net/articles/the-lost-child-of-a-house-divided-a-sega-saturn-retrospective">Archived</a> from the original on December 15, 2014<span class="reference-accessdate">. Retrieved <span class="nowrap">December 17,</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=USgamer&rft.atitle=The+Lost+Child+of+a+House+Divided%3A+A+Sega+Saturn+Retrospective&rft.date=2014-11-18&rft.aulast=Parish&rft.aufirst=Jeremy&rft_id=http%3A%2F%2Fwww.usgamer.net%2Farticles%2Fthe-lost-child-of-a-house-divided-a-sega-saturn-retrospective&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-359"><span class="mw-cite-backlink"><b><a href="#cite_ref-359">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation magazine cs1"><a rel="nofollow" class="external text" href="https://web.archive.org/web/20141129171554/http://www.edge-online.com/features/how-consoles-die/3/">"How Consoles Die"</a>. <i><a href="/wiki/Edge_(magazine)" title="Edge (magazine)">Edge</a></i>. September 17, 2008. p. 3. Archived from <a rel="nofollow" class="external text" href="http://www.edge-online.com/features/how-consoles-die/3/">the original</a> on November 29, 2014<span class="reference-accessdate">. Retrieved <span class="nowrap">March 5,</span> 2015</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Edge&rft.atitle=How+Consoles+Die&rft.pages=3&rft.date=2008-09-17&rft_id=http%3A%2F%2Fwww.edge-online.com%2Ffeatures%2Fhow-consoles-die%2F3%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-IGNGreat-360"><span class="mw-cite-backlink"><b><a href="#cite_ref-IGNGreat_360-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://ign.com/top-25-consoles/8.html">"Dreamcast is number 8"</a>. <i><a href="/wiki/IGN" title="IGN">IGN</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20110830184437/http://www.ign.com/top-25-consoles/8.html">Archived</a> from the original on August 30, 2011<span class="reference-accessdate">. Retrieved <span class="nowrap">September 7,</span> 2011</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=IGN&rft.atitle=Dreamcast+is+number+8&rft_id=https%3A%2F%2Fign.com%2Ftop-25-consoles%2F8.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-Forensic-361"><span class="mw-cite-backlink"><b><a href="#cite_ref-Forensic_361-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFWhitehead2009" class="citation web cs1">Whitehead, Dan (January 2, 2009). <a rel="nofollow" class="external text" href="http://www.eurogamer.net/articles/dreamcast-a-forensic-retrospective-article">"Dreamcast: A Forensic Retrospective"</a>. <i><a href="/wiki/Eurogamer" title="Eurogamer">Eurogamer</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20141015103108/http://www.eurogamer.net/articles/dreamcast-a-forensic-retrospective-article">Archived</a> from the original on October 15, 2014<span class="reference-accessdate">. Retrieved <span class="nowrap">October 30,</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Eurogamer&rft.atitle=Dreamcast%3A+A+Forensic+Retrospective&rft.date=2009-01-02&rft.aulast=Whitehead&rft.aufirst=Dan&rft_id=http%3A%2F%2Fwww.eurogamer.net%2Farticles%2Fdreamcast-a-forensic-retrospective-article&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-Edge20-362"><span class="mw-cite-backlink"><b><a href="#cite_ref-Edge20_362-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation magazine cs1"><a rel="nofollow" class="external text" href="https://web.archive.org/web/20141128181657/http://www.edge-online.com/features/the-ten-best-consoles-the-greatest-gameboxes-from-the-past-20-years/">"The ten best consoles: our countdown of the greatest gameboxes of the last 20 years"</a>. <i><a href="/wiki/Edge_(magazine)" title="Edge (magazine)">Edge</a></i>. September 20, 2013. Archived from <a rel="nofollow" class="external text" href="http://www.edge-online.com/features/the-ten-best-consoles-the-greatest-gameboxes-from-the-past-20-years/">the original</a> on November 28, 2014<span class="reference-accessdate">. Retrieved <span class="nowrap">March 5,</span> 2015</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Edge&rft.atitle=The+ten+best+consoles%3A+our+countdown+of+the+greatest+gameboxes+of+the+last+20+years&rft.date=2013-09-20&rft_id=http%3A%2F%2Fwww.edge-online.com%2Ffeatures%2Fthe-ten-best-consoles-the-greatest-gameboxes-from-the-past-20-years%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-363"><span class="mw-cite-backlink"><b><a href="#cite_ref-363">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFRedsell2012" class="citation web cs1">Redsell, Adam (May 20, 2012). <a rel="nofollow" class="external text" href="https://www.ign.com/articles/2012/05/20/sega-a-soothsayer-of-the-games-industry">"SEGA: A Soothsayer of the Games Industry"</a>. <i><a href="/wiki/IGN" title="IGN">IGN</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20131012022048/https://www.ign.com/articles/2012/05/20/sega-a-soothsayer-of-the-games-industry">Archived</a> from the original on October 12, 2013<span class="reference-accessdate">. Retrieved <span class="nowrap">November 30,</span> 2018</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=IGN&rft.atitle=SEGA%3A+A+Soothsayer+of+the+Games+Industry&rft.date=2012-05-20&rft.aulast=Redsell&rft.aufirst=Adam&rft_id=https%3A%2F%2Fwww.ign.com%2Farticles%2F2012%2F05%2F20%2Fsega-a-soothsayer-of-the-games-industry&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-364"><span class="mw-cite-backlink"><b><a href="#cite_ref-364">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFMott2013" class="citation book cs1">Mott, Tony (2013). <a href="/wiki/1001_Video_Games_You_Must_Play_Before_You_Die" title="1001 Video Games You Must Play Before You Die"><i>1001 Video Games You Must Play Before You Die</i></a>. Universe Publishing. p. 434. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-0-7893-2090-2" title="Special:BookSources/978-0-7893-2090-2"><bdi>978-0-7893-2090-2</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=1001+Video+Games+You+Must+Play+Before+You+Die&rft.pages=434&rft.pub=Universe+Publishing&rft.date=2013&rft.isbn=978-0-7893-2090-2&rft.aulast=Mott&rft.aufirst=Tony&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-365"><span class="mw-cite-backlink"><b><a href="#cite_ref-365">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFParish2014" class="citation web cs1">Parish, Jeremy (September 13, 2014). <a rel="nofollow" class="external text" href="http://www.usgamer.net/articles/what-if-dreamcast-had-won">"What if Dreamcast Had Won?"</a>. <i><a href="/wiki/USgamer" class="mw-redirect" title="USgamer">USgamer</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20141215170706/http://www.usgamer.net/articles/what-if-dreamcast-had-won">Archived</a> from the original on December 15, 2014<span class="reference-accessdate">. Retrieved <span class="nowrap">January 20,</span> 2015</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=USgamer&rft.atitle=What+if+Dreamcast+Had+Won%3F&rft.date=2014-09-13&rft.aulast=Parish&rft.aufirst=Jeremy&rft_id=http%3A%2F%2Fwww.usgamer.net%2Farticles%2Fwhat-if-dreamcast-had-won&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-366"><span class="mw-cite-backlink"><b><a href="#cite_ref-366">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFHayashi2015" class="citation magazine cs1 cs1-prop-foreign-lang-source">Hayashi, Katsuhiko (July 20, 2015). <a rel="nofollow" class="external text" href="https://www.famitsu.com/news/201507/20082607.html">"セガゲームス始動! 代表取締役社長CEO・里見治紀氏に訊く、新会社設立の意図と将来像"</a> [Sega Games started! Interview with President and CEO Haruki Satomi, the intention and future image of establishing a new company]. <i><a href="/wiki/Famitsu" title="Famitsu">Famitsu</a></i> (in Japanese). <a rel="nofollow" class="external text" href="https://web.archive.org/web/20200304041135/https://www.famitsu.com/news/201507/20082607.html">Archived</a> from the original on March 4, 2020<span class="reference-accessdate">. Retrieved <span class="nowrap">June 30,</span> 2018</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Famitsu&rft.atitle=%E3%82%BB%E3%82%AC%E3%82%B2%E3%83%BC%E3%83%A0%E3%82%B9%E5%A7%8B%E5%8B%95%EF%BC%81+%E4%BB%A3%E8%A1%A8%E5%8F%96%E7%B7%A0%E5%BD%B9%E7%A4%BE%E9%95%B7CEO%E3%83%BB%E9%87%8C%E8%A6%8B%E6%B2%BB%E7%B4%80%E6%B0%8F%E3%81%AB%E8%A8%8A%E3%81%8F%E3%80%81%E6%96%B0%E4%BC%9A%E7%A4%BE%E8%A8%AD%E7%AB%8B%E3%81%AE%E6%84%8F%E5%9B%B3%E3%81%A8%E5%B0%86%E6%9D%A5%E5%83%8F&rft.date=2015-07-20&rft.aulast=Hayashi&rft.aufirst=Katsuhiko&rft_id=https%3A%2F%2Fwww.famitsu.com%2Fnews%2F201507%2F20082607.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-367"><span class="mw-cite-backlink"><b><a href="#cite_ref-367">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFWilliams2019" class="citation web cs1">Williams, Mike (June 21, 2019). <a rel="nofollow" class="external text" href="https://www.usgamer.net/articles/sega-on-bringing-the-old-team-back-together-to-create-the-genesis-mini">"Sega on Bringing the Old Team Back Together to Create the Genesis Mini"</a>. <i><a href="/wiki/USGamer" class="mw-redirect" title="USGamer">USGamer</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20190621102813/https://www.usgamer.net/articles/sega-on-bringing-the-old-team-back-together-to-create-the-genesis-mini">Archived</a> from the original on June 21, 2019<span class="reference-accessdate">. Retrieved <span class="nowrap">May 14,</span> 2020</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=USGamer&rft.atitle=Sega+on+Bringing+the+Old+Team+Back+Together+to+Create+the+Genesis+Mini&rft.date=2019-06-21&rft.aulast=Williams&rft.aufirst=Mike&rft_id=https%3A%2F%2Fwww.usgamer.net%2Farticles%2Fsega-on-bringing-the-old-team-back-together-to-create-the-genesis-mini&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-368"><span class="mw-cite-backlink"><b><a href="#cite_ref-368">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1 cs1-prop-foreign-lang-source"><a rel="nofollow" class="external text" href="https://www.4gamer.net/games/999/G999905/20190302005/">"ビデオゲームの語り部たち 第11部:鈴木久司氏が魂を注いだセガのアーケードゲーム黄金時代"</a>. <i><a href="/wiki/4Gamer.net" title="4Gamer.net">4Gamer.net</a></i> (in Japanese)<span class="reference-accessdate">. Retrieved <span class="nowrap">September 25,</span> 2022</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=4Gamer.net&rft.atitle=%E3%83%93%E3%83%87%E3%82%AA%E3%82%B2%E3%83%BC%E3%83%A0%E3%81%AE%E8%AA%9E%E3%82%8A%E9%83%A8%E3%81%9F%E3%81%A1+%E7%AC%AC11%E9%83%A8%EF%BC%9A%E9%88%B4%E6%9C%A8%E4%B9%85%E5%8F%B8%E6%B0%8F%E3%81%8C%E9%AD%82%E3%82%92%E6%B3%A8%E3%81%84%E3%81%A0%E3%82%BB%E3%82%AC%E3%81%AE%E3%82%A2%E3%83%BC%E3%82%B1%E3%83%BC%E3%83%89%E3%82%B2%E3%83%BC%E3%83%A0%E9%BB%84%E9%87%91%E6%99%82%E4%BB%A3&rft_id=https%3A%2F%2Fwww.4gamer.net%2Fgames%2F999%2FG999905%2F20190302005%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-369"><span class="mw-cite-backlink"><b><a href="#cite_ref-369">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1 cs1-prop-foreign-lang-source"><a rel="nofollow" class="external text" href="https://note.com/beep21/n/n529331d3af71">"『Beep21』創刊3号・特別企画 小口久雄氏インタビュー|Beep21|note"</a>. <i>note(ノート)</i> (in Japanese). August 10, 2022<span class="reference-accessdate">. Retrieved <span class="nowrap">September 25,</span> 2022</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=note%EF%BC%88%E3%83%8E%E3%83%BC%E3%83%88%EF%BC%89&rft.atitle=%E3%80%8EBeep21%E3%80%8F%E5%89%B5%E5%88%8A3%E5%8F%B7%E3%83%BB%E7%89%B9%E5%88%A5%E4%BC%81%E7%94%BB+%E5%B0%8F%E5%8F%A3%E4%B9%85%E9%9B%84%E6%B0%8F%E3%82%A4%E3%83%B3%E3%82%BF%E3%83%93%E3%83%A5%E3%83%BC%EF%BD%9CBeep21%EF%BD%9Cnote&rft.date=2022-08-10&rft_id=https%3A%2F%2Fnote.com%2Fbeep21%2Fn%2Fn529331d3af71&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASega" class="Z3988"></span></span> </li> <li id="cite_note-370"><span class="mw-cite-backlink"><b><a href="#cite_ref-370">^</a></b></span> <span class="reference-text"><a href="#refHorowitz2018">Horowitz 2018</a>, p. 282</span> </li> </ol></div></div> </section><div class="mw-heading mw-heading2 section-heading" onclick="mfTempOpenSection(7)"><span class="indicator mf-icon mf-icon-expand 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#a2a9b1;background-color:var(--background-color-interactive-subtle,#f8f9fa);margin:0.5em 0;padding:0.2em;line-height:1.5em;font-size:90%}.mw-parser-output .spoken-wikipedia-header{text-align:center}.mw-parser-output .spoken-wikipedia-listen-to{font-weight:bold}.mw-parser-output .spoken-wikipedia-files{text-align:center;margin-top:10px;margin-bottom:0.4em}.mw-parser-output .spoken-wikipedia-icon{float:left;margin-left:5px;margin-top:10px}.mw-parser-output .spoken-wikipedia-disclaimer{margin-left:60px;margin-top:10px;font-size:95%;line-height:1.4em}.mw-parser-output .spoken-wikipedia-footer{margin-top:10px;text-align:center}@media(min-width:720px){.mw-parser-output .spoken-wikipedia{width:20em;float:right;clear:right;margin-left:1em}}</style><div class="spoken-wikipedia noprint haudio"><div class="spoken-wikipedia-header"><span class="spoken-wikipedia-listen-to">Listen to this article</span> (<span class="duration"><span class="h">1</span> hour and <span class="min">9</span> minutes</span>)</div><div class="spoken-wikipedia-files"><figure class="mw-halign-center" typeof="mw:File"><span><audio id="mwe_player_0" controls="" preload="none" data-mw-tmh="" class="mw-file-element" width="200" style="width:200px;" data-durationhint="4140" data-mwtitle="En-Sega-article.ogg" data-mwprovider="wikimediacommons"><source src="//upload.wikimedia.org/wikipedia/commons/6/68/En-Sega-article.ogg" type='audio/ogg; codecs="vorbis"' data-width="0" data-height="0"></source><source src="//upload.wikimedia.org/wikipedia/commons/transcoded/6/68/En-Sega-article.ogg/En-Sega-article.ogg.mp3" type="audio/mpeg" data-transcodekey="mp3" data-width="0" data-height="0"></source></audio></span><figcaption></figcaption></figure> </div><div class="spoken-wikipedia-icon"><span typeof="mw:File"><span title="Spoken Wikipedia"><noscript><img alt="Spoken Wikipedia icon" src="//upload.wikimedia.org/wikipedia/commons/thumb/4/47/Sound-icon.svg/45px-Sound-icon.svg.png" decoding="async" width="45" 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rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1129693374"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236075235"></div> <style data-mw-deduplicate="TemplateStyles:r1130092004">.mw-parser-output .portal-bar{font-size:88%;font-weight:bold;display:flex;justify-content:center;align-items:baseline}.mw-parser-output .portal-bar-bordered{padding:0 2em;background-color:#fdfdfd;border:1px solid #a2a9b1;clear:both;margin:1em auto 0}.mw-parser-output .portal-bar-related{font-size:100%;justify-content:flex-start}.mw-parser-output .portal-bar-unbordered{padding:0 1.7em;margin-left:0}.mw-parser-output .portal-bar-header{margin:0 1em 0 0.5em;flex:0 0 auto;min-height:24px}.mw-parser-output .portal-bar-content{display:flex;flex-flow:row wrap;flex:0 1 auto;padding:0.15em 0;column-gap:1em;align-items:baseline;margin:0;list-style:none}.mw-parser-output .portal-bar-content-related{margin:0;list-style:none}.mw-parser-output .portal-bar-item{display:inline-block;margin:0.15em 0.2em;min-height:24px;line-height:24px}@media screen and (max-width:768px){.mw-parser-output .portal-bar{font-size:88%;font-weight:bold;display:flex;flex-flow:column wrap;align-items:baseline}.mw-parser-output .portal-bar-header{text-align:center;flex:0;padding-left:0.5em;margin:0 auto}.mw-parser-output .portal-bar-related{font-size:100%;align-items:flex-start}.mw-parser-output .portal-bar-content{display:flex;flex-flow:row wrap;align-items:center;flex:0;column-gap:1em;border-top:1px solid #a2a9b1;margin:0 auto;list-style:none}.mw-parser-output .portal-bar-content-related{border-top:none;margin:0;list-style:none}}.mw-parser-output .navbox+link+.portal-bar,.mw-parser-output .navbox+style+.portal-bar,.mw-parser-output .navbox+link+.portal-bar-bordered,.mw-parser-output .navbox+style+.portal-bar-bordered,.mw-parser-output .sister-bar+link+.portal-bar,.mw-parser-output .sister-bar+style+.portal-bar,.mw-parser-output .portal-bar+.navbox-styles+.navbox,.mw-parser-output .portal-bar+.navbox-styles+.sister-bar{margin-top:-1px}</style><div class="portal-bar noprint metadata noviewer portal-bar-bordered" role="navigation" aria-label="Portals"><span class="portal-bar-header"><a href="/wiki/Wikipedia:Contents/Portals" title="Wikipedia:Contents/Portals">Portals</a>:</span><ul class="portal-bar-content"><li class="portal-bar-item"><span class="nowrap"><span typeof="mw:File"><span><noscript><img alt="" src="//upload.wikimedia.org/wikipedia/en/thumb/e/e0/WPVG_icon_2016.svg/19px-WPVG_icon_2016.svg.png" decoding="async" width="19" height="19" class="mw-file-element" data-file-width="249" data-file-height="249"></noscript><span class="lazy-image-placeholder" style="width: 19px;height: 19px;" data-src="//upload.wikimedia.org/wikipedia/en/thumb/e/e0/WPVG_icon_2016.svg/19px-WPVG_icon_2016.svg.png" data-alt="" data-width="19" data-height="19" data-srcset="//upload.wikimedia.org/wikipedia/en/thumb/e/e0/WPVG_icon_2016.svg/29px-WPVG_icon_2016.svg.png 1.5x, //upload.wikimedia.org/wikipedia/en/thumb/e/e0/WPVG_icon_2016.svg/38px-WPVG_icon_2016.svg.png 2x" data-class="mw-file-element"> </span></span></span> </span><a href="/wiki/Portal:Video_games" title="Portal:Video games">Video games</a></li><li class="portal-bar-item"><span class="nowrap"><span typeof="mw:File"><span><noscript><img alt="" src="//upload.wikimedia.org/wikipedia/commons/thumb/2/2a/Industry5.svg/19px-Industry5.svg.png" decoding="async" width="19" height="19" class="mw-file-element" data-file-width="512" data-file-height="512"></noscript><span class="lazy-image-placeholder" style="width: 19px;height: 19px;" data-src="//upload.wikimedia.org/wikipedia/commons/thumb/2/2a/Industry5.svg/19px-Industry5.svg.png" data-alt="" data-width="19" data-height="19" data-srcset="//upload.wikimedia.org/wikipedia/commons/thumb/2/2a/Industry5.svg/29px-Industry5.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/2/2a/Industry5.svg/38px-Industry5.svg.png 2x" data-class="mw-file-element"> </span></span></span> </span><a href="/wiki/Portal:Companies" title="Portal:Companies">Companies</a></li><li class="portal-bar-item"><span class="nowrap"><span typeof="mw:File"><span><noscript><img alt="" src="//upload.wikimedia.org/wikipedia/commons/thumb/c/c9/Symbol_of_Tokyo_Metropolis.svg/19px-Symbol_of_Tokyo_Metropolis.svg.png" decoding="async" width="19" height="19" class="mw-file-element" data-file-width="500" data-file-height="500"></noscript><span class="lazy-image-placeholder" style="width: 19px;height: 19px;" data-src="//upload.wikimedia.org/wikipedia/commons/thumb/c/c9/Symbol_of_Tokyo_Metropolis.svg/19px-Symbol_of_Tokyo_Metropolis.svg.png" data-alt="" data-width="19" data-height="19" data-srcset="//upload.wikimedia.org/wikipedia/commons/thumb/c/c9/Symbol_of_Tokyo_Metropolis.svg/29px-Symbol_of_Tokyo_Metropolis.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/c/c9/Symbol_of_Tokyo_Metropolis.svg/38px-Symbol_of_Tokyo_Metropolis.svg.png 2x" data-class="mw-file-element"> </span></span></span> </span><a href="/wiki/Portal:Tokyo" title="Portal:Tokyo">Tokyo</a></li><li class="portal-bar-item"><span class="nowrap"><span class="mw-image-border" typeof="mw:File"><span><noscript><img alt="flag" src="//upload.wikimedia.org/wikipedia/en/thumb/9/9e/Flag_of_Japan.svg/21px-Flag_of_Japan.svg.png" decoding="async" width="21" height="14" class="mw-file-element" data-file-width="900" data-file-height="600"></noscript><span class="lazy-image-placeholder" style="width: 21px;height: 14px;" data-src="//upload.wikimedia.org/wikipedia/en/thumb/9/9e/Flag_of_Japan.svg/21px-Flag_of_Japan.svg.png" data-alt="flag" data-width="21" data-height="14" data-srcset="//upload.wikimedia.org/wikipedia/en/thumb/9/9e/Flag_of_Japan.svg/32px-Flag_of_Japan.svg.png 1.5x, //upload.wikimedia.org/wikipedia/en/thumb/9/9e/Flag_of_Japan.svg/42px-Flag_of_Japan.svg.png 2x" data-class="mw-file-element"> </span></span></span> </span><a href="/wiki/Portal:Japan" title="Portal:Japan">Japan</a></li></ul></div> <div class="navbox-styles"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1129693374"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236075235"><style data-mw-deduplicate="TemplateStyles:r1038841319">.mw-parser-output .tooltip-dotted{border-bottom:1px dotted;cursor:help}</style><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1038841319"></div> <p class="mw-empty-elt"> </p> <!-- NewPP limit report Parsed by mw‐web.codfw.main‐697b7966c5‐jl7cv Cached time: 20241126195708 Cache expiry: 2592000 Reduced expiry: false Complications: [vary‐revision‐sha1, show‐toc] CPU time usage: 3.146 seconds Real time usage: 3.684 seconds Preprocessor visited node count: 25818/1000000 Post‐expand include size: 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<mw.lua:694> 60 ms 3.2% [others] 460 ms 24.5% Number of Wikibase entities loaded: 1/400 --> <!-- Transclusion expansion time report (%,ms,calls,template) 100.00% 3155.088 1 -total 49.13% 1550.098 2 Template:Reflist 26.58% 838.627 197 Template:Cite_web 8.84% 278.760 1 Template:Infobox_company 8.40% 265.027 1 Template:Infobox 8.36% 263.673 40 Template:Sfn 7.05% 222.304 62 Template:Cite_magazine 4.21% 132.830 3 Template:US$ 4.16% 131.298 1 Template:Navboxes 4.06% 128.197 29 Template:Cite_news --> <!-- Saved in parser cache with key enwiki:pcache:idhash:28222625-0!canonical and timestamp 20241126195708 and revision id 1257713998. Rendering was triggered because: page-view --> </section></div> <!-- MobileFormatter took 0.093 seconds --><!--esi <esi:include src="/esitest-fa8a495983347898/content" /> --><noscript><img src="https://login.m.wikimedia.org/wiki/Special:CentralAutoLogin/start?type=1x1&mobile=1" alt="" width="1" height="1" style="border: none; position: absolute;"></noscript> <div class="printfooter" data-nosnippet="">Retrieved from "<a dir="ltr" href="https://en.wikipedia.org/w/index.php?title=Sega&oldid=1257713998">https://en.wikipedia.org/w/index.php?title=Sega&oldid=1257713998</a>"</div></div> </div> <div class="post-content" id="page-secondary-actions"> </div> </main> <footer class="mw-footer minerva-footer" role="contentinfo"> <a class="last-modified-bar" href="/w/index.php?title=Sega&action=history"> <div class="post-content last-modified-bar__content"> <span class="minerva-icon minerva-icon-size-medium minerva-icon--modified-history"></span> <span class="last-modified-bar__text modified-enhancement" data-user-name="Crash Underride" data-user-gender="male" data-timestamp="1731745032"> <span>Last edited on 16 November 2024, at 08:17</span> </span> <span class="minerva-icon minerva-icon-size-small minerva-icon--expand"></span> </div> </a> <div class="post-content footer-content"> <div id='mw-data-after-content'> <div class="read-more-container"></div> </div> <div id="p-lang"> <h4>Languages</h4> <section> <ul id="p-variants" class="minerva-languages"></ul> <ul class="minerva-languages"><li class="interlanguage-link interwiki-af mw-list-item"><a href="https://af.wikipedia.org/wiki/Sega" title="Sega – Afrikaans" lang="af" hreflang="af" data-title="Sega" data-language-autonym="Afrikaans" data-language-local-name="Afrikaans" class="interlanguage-link-target"><span>Afrikaans</span></a></li><li class="interlanguage-link interwiki-am mw-list-item"><a href="https://am.wikipedia.org/wiki/%E1%88%B4%E1%8C%8B_%E1%8C%A8%E1%8B%8B%E1%89%B3%E1%8B%8E%E1%89%BD_%E1%8B%B5%E1%88%AD%E1%8C%85%E1%89%B5" title="ሴጋ ጨዋታዎች ድርጅት – Amharic" lang="am" hreflang="am" data-title="ሴጋ ጨዋታዎች ድርጅት" data-language-autonym="አማርኛ" data-language-local-name="Amharic" class="interlanguage-link-target"><span>አማርኛ</span></a></li><li class="interlanguage-link interwiki-ar mw-list-item"><a href="https://ar.wikipedia.org/wiki/%D8%B3%D9%8A%D8%AC%D8%A7" title="سيجا – Arabic" lang="ar" hreflang="ar" data-title="سيجا" data-language-autonym="العربية" data-language-local-name="Arabic" class="interlanguage-link-target"><span>العربية</span></a></li><li class="interlanguage-link interwiki-an mw-list-item"><a href="https://an.wikipedia.org/wiki/Sega" title="Sega – Aragonese" lang="an" hreflang="an" data-title="Sega" data-language-autonym="Aragonés" data-language-local-name="Aragonese" class="interlanguage-link-target"><span>Aragonés</span></a></li><li class="interlanguage-link interwiki-ast mw-list-item"><a href="https://ast.wikipedia.org/wiki/Sega" title="Sega – Asturian" lang="ast" hreflang="ast" data-title="Sega" data-language-autonym="Asturianu" data-language-local-name="Asturian" class="interlanguage-link-target"><span>Asturianu</span></a></li><li class="interlanguage-link interwiki-az mw-list-item"><a href="https://az.wikipedia.org/wiki/Sega" title="Sega – Azerbaijani" lang="az" hreflang="az" data-title="Sega" data-language-autonym="Azərbaycanca" data-language-local-name="Azerbaijani" class="interlanguage-link-target"><span>Azərbaycanca</span></a></li><li class="interlanguage-link interwiki-azb mw-list-item"><a href="https://azb.wikipedia.org/wiki/%D8%B3%D9%82%D8%A7" title="سقا – South Azerbaijani" lang="azb" hreflang="azb" data-title="سقا" data-language-autonym="تۆرکجه" data-language-local-name="South Azerbaijani" class="interlanguage-link-target"><span>تۆرکجه</span></a></li><li class="interlanguage-link interwiki-bn mw-list-item"><a href="https://bn.wikipedia.org/wiki/%E0%A6%B8%E0%A7%87%E0%A6%97%E0%A6%BE" title="সেগা – Bangla" lang="bn" hreflang="bn" data-title="সেগা" data-language-autonym="বাংলা" data-language-local-name="Bangla" class="interlanguage-link-target"><span>বাংলা</span></a></li><li class="interlanguage-link interwiki-zh-min-nan mw-list-item"><a href="https://zh-min-nan.wikipedia.org/wiki/Sega" title="Sega – Minnan" lang="nan" hreflang="nan" data-title="Sega" data-language-autonym="閩南語 / Bân-lâm-gú" data-language-local-name="Minnan" class="interlanguage-link-target"><span>閩南語 / Bân-lâm-gú</span></a></li><li class="interlanguage-link interwiki-be mw-list-item"><a href="https://be.wikipedia.org/wiki/Sega" title="Sega – Belarusian" lang="be" hreflang="be" data-title="Sega" data-language-autonym="Беларуская" data-language-local-name="Belarusian" class="interlanguage-link-target"><span>Беларуская</span></a></li><li class="interlanguage-link interwiki-bh mw-list-item"><a href="https://bh.wikipedia.org/wiki/%E0%A4%B8%E0%A5%87%E0%A4%97%E0%A4%BE" title="सेगा – Bhojpuri" lang="bh" hreflang="bh" data-title="सेगा" data-language-autonym="भोजपुरी" data-language-local-name="Bhojpuri" class="interlanguage-link-target"><span>भोजपुरी</span></a></li><li class="interlanguage-link interwiki-bg mw-list-item"><a href="https://bg.wikipedia.org/wiki/Sega" title="Sega – Bulgarian" lang="bg" hreflang="bg" data-title="Sega" data-language-autonym="Български" data-language-local-name="Bulgarian" class="interlanguage-link-target"><span>Български</span></a></li><li class="interlanguage-link interwiki-bs mw-list-item"><a href="https://bs.wikipedia.org/wiki/Sega" title="Sega – Bosnian" lang="bs" hreflang="bs" data-title="Sega" data-language-autonym="Bosanski" data-language-local-name="Bosnian" class="interlanguage-link-target"><span>Bosanski</span></a></li><li class="interlanguage-link interwiki-br mw-list-item"><a href="https://br.wikipedia.org/wiki/Sega" title="Sega – Breton" lang="br" hreflang="br" data-title="Sega" data-language-autonym="Brezhoneg" data-language-local-name="Breton" class="interlanguage-link-target"><span>Brezhoneg</span></a></li><li class="interlanguage-link interwiki-ca mw-list-item"><a href="https://ca.wikipedia.org/wiki/Sega" title="Sega – Catalan" lang="ca" hreflang="ca" data-title="Sega" data-language-autonym="Català" data-language-local-name="Catalan" class="interlanguage-link-target"><span>Català</span></a></li><li class="interlanguage-link interwiki-cs mw-list-item"><a href="https://cs.wikipedia.org/wiki/Sega" title="Sega – Czech" lang="cs" hreflang="cs" data-title="Sega" data-language-autonym="Čeština" data-language-local-name="Czech" class="interlanguage-link-target"><span>Čeština</span></a></li><li class="interlanguage-link interwiki-dag mw-list-item"><a href="https://dag.wikipedia.org/wiki/Sega" title="Sega – Dagbani" lang="dag" hreflang="dag" data-title="Sega" data-language-autonym="Dagbanli" data-language-local-name="Dagbani" class="interlanguage-link-target"><span>Dagbanli</span></a></li><li class="interlanguage-link interwiki-da mw-list-item"><a href="https://da.wikipedia.org/wiki/Sega" title="Sega – Danish" lang="da" hreflang="da" data-title="Sega" data-language-autonym="Dansk" data-language-local-name="Danish" class="interlanguage-link-target"><span>Dansk</span></a></li><li class="interlanguage-link interwiki-de mw-list-item"><a href="https://de.wikipedia.org/wiki/Sega" title="Sega – German" lang="de" hreflang="de" data-title="Sega" data-language-autonym="Deutsch" data-language-local-name="German" class="interlanguage-link-target"><span>Deutsch</span></a></li><li class="interlanguage-link interwiki-el mw-list-item"><a href="https://el.wikipedia.org/wiki/Sega" title="Sega – Greek" lang="el" hreflang="el" data-title="Sega" data-language-autonym="Ελληνικά" data-language-local-name="Greek" class="interlanguage-link-target"><span>Ελληνικά</span></a></li><li class="interlanguage-link interwiki-es mw-list-item"><a href="https://es.wikipedia.org/wiki/Sega" title="Sega – Spanish" lang="es" hreflang="es" data-title="Sega" data-language-autonym="Español" data-language-local-name="Spanish" class="interlanguage-link-target"><span>Español</span></a></li><li class="interlanguage-link interwiki-eo mw-list-item"><a href="https://eo.wikipedia.org/wiki/Sega" title="Sega – Esperanto" lang="eo" hreflang="eo" data-title="Sega" data-language-autonym="Esperanto" data-language-local-name="Esperanto" class="interlanguage-link-target"><span>Esperanto</span></a></li><li class="interlanguage-link interwiki-eu mw-list-item"><a href="https://eu.wikipedia.org/wiki/Sega_(enpresa)" title="Sega (enpresa) – Basque" lang="eu" hreflang="eu" data-title="Sega (enpresa)" data-language-autonym="Euskara" data-language-local-name="Basque" class="interlanguage-link-target"><span>Euskara</span></a></li><li class="interlanguage-link interwiki-fa mw-list-item"><a href="https://fa.wikipedia.org/wiki/%D8%B3%DA%AF%D8%A7" title="سگا – Persian" lang="fa" hreflang="fa" data-title="سگا" data-language-autonym="فارسی" data-language-local-name="Persian" class="interlanguage-link-target"><span>فارسی</span></a></li><li class="interlanguage-link interwiki-fr mw-list-item"><a href="https://fr.wikipedia.org/wiki/Sega" title="Sega – French" lang="fr" hreflang="fr" data-title="Sega" data-language-autonym="Français" data-language-local-name="French" class="interlanguage-link-target"><span>Français</span></a></li><li class="interlanguage-link interwiki-gl mw-list-item"><a href="https://gl.wikipedia.org/wiki/Sega_(compa%C3%B1%C3%ADa)" title="Sega (compañía) – Galician" lang="gl" hreflang="gl" data-title="Sega (compañía)" data-language-autonym="Galego" data-language-local-name="Galician" class="interlanguage-link-target"><span>Galego</span></a></li><li class="interlanguage-link interwiki-ko mw-list-item"><a href="https://ko.wikipedia.org/wiki/%EC%84%B8%EA%B0%80" title="세가 – Korean" lang="ko" hreflang="ko" data-title="세가" data-language-autonym="한국어" data-language-local-name="Korean" class="interlanguage-link-target"><span>한국어</span></a></li><li class="interlanguage-link interwiki-hr mw-list-item"><a href="https://hr.wikipedia.org/wiki/Sega" title="Sega – Croatian" lang="hr" hreflang="hr" data-title="Sega" data-language-autonym="Hrvatski" data-language-local-name="Croatian" class="interlanguage-link-target"><span>Hrvatski</span></a></li><li class="interlanguage-link interwiki-id mw-list-item"><a href="https://id.wikipedia.org/wiki/Sega" title="Sega – Indonesian" lang="id" hreflang="id" data-title="Sega" data-language-autonym="Bahasa Indonesia" data-language-local-name="Indonesian" class="interlanguage-link-target"><span>Bahasa Indonesia</span></a></li><li class="interlanguage-link interwiki-it mw-list-item"><a href="https://it.wikipedia.org/wiki/Sega_(azienda)" title="Sega (azienda) – Italian" lang="it" hreflang="it" data-title="Sega (azienda)" data-language-autonym="Italiano" data-language-local-name="Italian" class="interlanguage-link-target"><span>Italiano</span></a></li><li class="interlanguage-link interwiki-he mw-list-item"><a href="https://he.wikipedia.org/wiki/%D7%A1%D7%92%D7%94_(%D7%97%D7%91%D7%A8%D7%94)" title="סגה (חברה) – Hebrew" lang="he" hreflang="he" data-title="סגה (חברה)" data-language-autonym="עברית" data-language-local-name="Hebrew" class="interlanguage-link-target"><span>עברית</span></a></li><li class="interlanguage-link interwiki-ka mw-list-item"><a href="https://ka.wikipedia.org/wiki/Sega" title="Sega – Georgian" lang="ka" hreflang="ka" data-title="Sega" data-language-autonym="ქართული" data-language-local-name="Georgian" class="interlanguage-link-target"><span>ქართული</span></a></li><li class="interlanguage-link interwiki-ky mw-list-item"><a href="https://ky.wikipedia.org/wiki/Sega" title="Sega – Kyrgyz" lang="ky" hreflang="ky" data-title="Sega" data-language-autonym="Кыргызча" data-language-local-name="Kyrgyz" class="interlanguage-link-target"><span>Кыргызча</span></a></li><li class="interlanguage-link interwiki-lv mw-list-item"><a href="https://lv.wikipedia.org/wiki/Sega_(uz%C5%86%C4%93mums)" title="Sega (uzņēmums) – Latvian" lang="lv" hreflang="lv" data-title="Sega (uzņēmums)" data-language-autonym="Latviešu" data-language-local-name="Latvian" class="interlanguage-link-target"><span>Latviešu</span></a></li><li class="interlanguage-link interwiki-lt mw-list-item"><a href="https://lt.wikipedia.org/wiki/Sega" title="Sega – Lithuanian" lang="lt" hreflang="lt" data-title="Sega" data-language-autonym="Lietuvių" data-language-local-name="Lithuanian" class="interlanguage-link-target"><span>Lietuvių</span></a></li><li class="interlanguage-link interwiki-hu mw-list-item"><a href="https://hu.wikipedia.org/wiki/Sega_(c%C3%A9g)" title="Sega (cég) – Hungarian" lang="hu" hreflang="hu" data-title="Sega (cég)" data-language-autonym="Magyar" data-language-local-name="Hungarian" class="interlanguage-link-target"><span>Magyar</span></a></li><li class="interlanguage-link interwiki-arz mw-list-item"><a href="https://arz.wikipedia.org/wiki/%D8%B3%D9%8A%D8%AC%D8%A7" title="سيجا – Egyptian Arabic" lang="arz" hreflang="arz" data-title="سيجا" data-language-autonym="مصرى" data-language-local-name="Egyptian Arabic" class="interlanguage-link-target"><span>مصرى</span></a></li><li class="interlanguage-link interwiki-ms mw-list-item"><a href="https://ms.wikipedia.org/wiki/Sega" title="Sega – Malay" lang="ms" hreflang="ms" data-title="Sega" data-language-autonym="Bahasa Melayu" data-language-local-name="Malay" class="interlanguage-link-target"><span>Bahasa Melayu</span></a></li><li class="interlanguage-link interwiki-nl mw-list-item"><a href="https://nl.wikipedia.org/wiki/Sega" title="Sega – Dutch" lang="nl" hreflang="nl" data-title="Sega" data-language-autonym="Nederlands" data-language-local-name="Dutch" class="interlanguage-link-target"><span>Nederlands</span></a></li><li class="interlanguage-link interwiki-ja mw-list-item"><a href="https://ja.wikipedia.org/wiki/%E3%82%BB%E3%82%AC" title="セガ – Japanese" lang="ja" hreflang="ja" data-title="セガ" data-language-autonym="日本語" data-language-local-name="Japanese" class="interlanguage-link-target"><span>日本語</span></a></li><li class="interlanguage-link interwiki-no mw-list-item"><a href="https://no.wikipedia.org/wiki/Sega" title="Sega – Norwegian Bokmål" lang="nb" hreflang="nb" data-title="Sega" data-language-autonym="Norsk bokmål" data-language-local-name="Norwegian Bokmål" class="interlanguage-link-target"><span>Norsk bokmål</span></a></li><li class="interlanguage-link interwiki-nn mw-list-item"><a href="https://nn.wikipedia.org/wiki/Sega" title="Sega – Norwegian Nynorsk" lang="nn" hreflang="nn" data-title="Sega" data-language-autonym="Norsk nynorsk" data-language-local-name="Norwegian Nynorsk" class="interlanguage-link-target"><span>Norsk nynorsk</span></a></li><li class="interlanguage-link interwiki-pa mw-list-item"><a href="https://pa.wikipedia.org/wiki/%E0%A8%B8%E0%A9%87%E0%A8%97%E0%A8%BE" title="ਸੇਗਾ – Punjabi" lang="pa" hreflang="pa" data-title="ਸੇਗਾ" data-language-autonym="ਪੰਜਾਬੀ" data-language-local-name="Punjabi" class="interlanguage-link-target"><span>ਪੰਜਾਬੀ</span></a></li><li class="interlanguage-link interwiki-pl mw-list-item"><a href="https://pl.wikipedia.org/wiki/Sega" title="Sega – Polish" lang="pl" hreflang="pl" data-title="Sega" data-language-autonym="Polski" data-language-local-name="Polish" class="interlanguage-link-target"><span>Polski</span></a></li><li class="interlanguage-link interwiki-pt mw-list-item"><a href="https://pt.wikipedia.org/wiki/Sega" title="Sega – Portuguese" lang="pt" hreflang="pt" data-title="Sega" data-language-autonym="Português" data-language-local-name="Portuguese" class="interlanguage-link-target"><span>Português</span></a></li><li class="interlanguage-link interwiki-ro mw-list-item"><a href="https://ro.wikipedia.org/wiki/Sega" title="Sega – Romanian" lang="ro" hreflang="ro" data-title="Sega" data-language-autonym="Română" data-language-local-name="Romanian" class="interlanguage-link-target"><span>Română</span></a></li><li class="interlanguage-link interwiki-rue mw-list-item"><a href="https://rue.wikipedia.org/wiki/Sega" title="Sega – Rusyn" lang="rue" hreflang="rue" data-title="Sega" data-language-autonym="Русиньскый" data-language-local-name="Rusyn" class="interlanguage-link-target"><span>Русиньскый</span></a></li><li class="interlanguage-link interwiki-ru mw-list-item"><a href="https://ru.wikipedia.org/wiki/Sega" title="Sega – Russian" lang="ru" hreflang="ru" data-title="Sega" data-language-autonym="Русский" data-language-local-name="Russian" class="interlanguage-link-target"><span>Русский</span></a></li><li class="interlanguage-link interwiki-sco mw-list-item"><a href="https://sco.wikipedia.org/wiki/Sega" title="Sega – Scots" lang="sco" hreflang="sco" data-title="Sega" data-language-autonym="Scots" data-language-local-name="Scots" class="interlanguage-link-target"><span>Scots</span></a></li><li class="interlanguage-link interwiki-simple mw-list-item"><a href="https://simple.wikipedia.org/wiki/Sega" title="Sega – Simple English" lang="en-simple" hreflang="en-simple" data-title="Sega" data-language-autonym="Simple English" data-language-local-name="Simple English" class="interlanguage-link-target"><span>Simple English</span></a></li><li class="interlanguage-link interwiki-sk mw-list-item"><a href="https://sk.wikipedia.org/wiki/Sega" title="Sega – Slovak" lang="sk" hreflang="sk" data-title="Sega" data-language-autonym="Slovenčina" data-language-local-name="Slovak" class="interlanguage-link-target"><span>Slovenčina</span></a></li><li class="interlanguage-link interwiki-ckb mw-list-item"><a href="https://ckb.wikipedia.org/wiki/%D8%B3%DB%8E%DA%AF%D8%A7" title="سێگا – Central Kurdish" lang="ckb" hreflang="ckb" data-title="سێگا" data-language-autonym="کوردی" data-language-local-name="Central Kurdish" class="interlanguage-link-target"><span>کوردی</span></a></li><li class="interlanguage-link interwiki-sr mw-list-item"><a href="https://sr.wikipedia.org/wiki/%D0%A1%D0%B5%D0%B3%D0%B0_(%D0%BA%D0%BE%D0%BC%D0%BF%D0%B0%D0%BD%D0%B8%D1%98%D0%B0)" title="Сега (компанија) – Serbian" lang="sr" hreflang="sr" data-title="Сега (компанија)" data-language-autonym="Српски / srpski" data-language-local-name="Serbian" class="interlanguage-link-target"><span>Српски / srpski</span></a></li><li class="interlanguage-link interwiki-sh mw-list-item"><a href="https://sh.wikipedia.org/wiki/Sega" title="Sega – Serbo-Croatian" lang="sh" hreflang="sh" data-title="Sega" data-language-autonym="Srpskohrvatski / српскохрватски" data-language-local-name="Serbo-Croatian" class="interlanguage-link-target"><span>Srpskohrvatski / српскохрватски</span></a></li><li class="interlanguage-link interwiki-fi mw-list-item"><a href="https://fi.wikipedia.org/wiki/Sega" title="Sega – Finnish" lang="fi" hreflang="fi" data-title="Sega" data-language-autonym="Suomi" data-language-local-name="Finnish" class="interlanguage-link-target"><span>Suomi</span></a></li><li class="interlanguage-link interwiki-sv mw-list-item"><a href="https://sv.wikipedia.org/wiki/Sega" title="Sega – Swedish" lang="sv" hreflang="sv" data-title="Sega" data-language-autonym="Svenska" data-language-local-name="Swedish" class="interlanguage-link-target"><span>Svenska</span></a></li><li class="interlanguage-link interwiki-th mw-list-item"><a href="https://th.wikipedia.org/wiki/%E0%B9%80%E0%B8%8B%E0%B8%81%E0%B8%B2" title="เซกา – Thai" lang="th" hreflang="th" data-title="เซกา" data-language-autonym="ไทย" data-language-local-name="Thai" class="interlanguage-link-target"><span>ไทย</span></a></li><li class="interlanguage-link interwiki-tr mw-list-item"><a href="https://tr.wikipedia.org/wiki/Sega" title="Sega – Turkish" lang="tr" hreflang="tr" data-title="Sega" data-language-autonym="Türkçe" data-language-local-name="Turkish" class="interlanguage-link-target"><span>Türkçe</span></a></li><li class="interlanguage-link interwiki-uk mw-list-item"><a href="https://uk.wikipedia.org/wiki/Sega" title="Sega – Ukrainian" lang="uk" hreflang="uk" data-title="Sega" data-language-autonym="Українська" data-language-local-name="Ukrainian" class="interlanguage-link-target"><span>Українська</span></a></li><li class="interlanguage-link interwiki-ur mw-list-item"><a href="https://ur.wikipedia.org/wiki/%D8%B3%DB%8C%DA%AF%D8%A7" title="سیگا – Urdu" lang="ur" hreflang="ur" data-title="سیگا" data-language-autonym="اردو" data-language-local-name="Urdu" class="interlanguage-link-target"><span>اردو</span></a></li><li class="interlanguage-link interwiki-vi mw-list-item"><a href="https://vi.wikipedia.org/wiki/Sega" title="Sega – Vietnamese" lang="vi" hreflang="vi" data-title="Sega" data-language-autonym="Tiếng Việt" data-language-local-name="Vietnamese" class="interlanguage-link-target"><span>Tiếng Việt</span></a></li><li class="interlanguage-link interwiki-zh-classical mw-list-item"><a href="https://zh-classical.wikipedia.org/wiki/%E4%B8%96%E9%9B%85" title="世雅 – Literary Chinese" lang="lzh" hreflang="lzh" data-title="世雅" data-language-autonym="文言" data-language-local-name="Literary Chinese" class="interlanguage-link-target"><span>文言</span></a></li><li class="interlanguage-link interwiki-wuu mw-list-item"><a href="https://wuu.wikipedia.org/wiki/%E4%B8%96%E5%98%89" title="世嘉 – Wu" lang="wuu" hreflang="wuu" data-title="世嘉" data-language-autonym="吴语" data-language-local-name="Wu" class="interlanguage-link-target"><span>吴语</span></a></li><li class="interlanguage-link interwiki-yi mw-list-item"><a href="https://yi.wikipedia.org/wiki/%D7%A1%D7%A2%D7%92%D7%90" title="סעגא – Yiddish" lang="yi" hreflang="yi" data-title="סעגא" data-language-autonym="ייִדיש" data-language-local-name="Yiddish" class="interlanguage-link-target"><span>ייִדיש</span></a></li><li class="interlanguage-link interwiki-zh-yue mw-list-item"><a href="https://zh-yue.wikipedia.org/wiki/%E4%B8%96%E5%98%89" title="世嘉 – Cantonese" lang="yue" hreflang="yue" data-title="世嘉" data-language-autonym="粵語" data-language-local-name="Cantonese" class="interlanguage-link-target"><span>粵語</span></a></li><li class="interlanguage-link interwiki-zh mw-list-item"><a href="https://zh.wikipedia.org/wiki/%E4%B8%96%E5%98%89" title="世嘉 – Chinese" lang="zh" hreflang="zh" data-title="世嘉" data-language-autonym="中文" data-language-local-name="Chinese" class="interlanguage-link-target"><span>中文</span></a></li></ul> </section> </div> <div class="minerva-footer-logo"><img src="/static/images/mobile/copyright/wikipedia-wordmark-en.svg" alt="Wikipedia" width="120" height="18" style="width: 7.5em; height: 1.125em;"/> </div> <ul id="footer-info" class="footer-info hlist hlist-separated"> <li id="footer-info-lastmod"> This page was last 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<script>(RLQ=window.RLQ||[]).push(function(){mw.config.set({"wgHostname":"mw-web.codfw.main-697b7966c5-jl7cv","wgBackendResponseTime":4149,"wgPageParseReport":{"limitreport":{"cputime":"3.146","walltime":"3.684","ppvisitednodes":{"value":25818,"limit":1000000},"postexpandincludesize":{"value":836762,"limit":2097152},"templateargumentsize":{"value":80542,"limit":2097152},"expansiondepth":{"value":26,"limit":100},"expensivefunctioncount":{"value":28,"limit":500},"unstrip-depth":{"value":1,"limit":20},"unstrip-size":{"value":1237441,"limit":5000000},"entityaccesscount":{"value":1,"limit":400},"timingprofile":["100.00% 3155.088 1 -total"," 49.13% 1550.098 2 Template:Reflist"," 26.58% 838.627 197 Template:Cite_web"," 8.84% 278.760 1 Template:Infobox_company"," 8.40% 265.027 1 Template:Infobox"," 8.36% 263.673 40 Template:Sfn"," 7.05% 222.304 62 Template:Cite_magazine"," 4.21% 132.830 3 Template:US$"," 4.16% 131.298 1 Template:Navboxes"," 4.06% 128.197 29 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[\"CITEREFCohenMacworld2008\"] = 1,\n [\"CITEREFCowley2017\"] = 1,\n [\"CITEREFCroal2000\"] = 1,\n [\"CITEREFCrossley2015\"] = 1,\n [\"CITEREFDavis2002\"] = 1,\n [\"CITEREFDeMariaWilson2004\"] = 1,\n [\"CITEREFDealessandri2024\"] = 1,\n [\"CITEREFDietz2021\"] = 1,\n [\"CITEREFDillon2016\"] = 1,\n [\"CITEREFDonovan2010\"] = 1,\n [\"CITEREFDring2023\"] = 1,\n [\"CITEREFDvorak2004\"] = 1,\n [\"CITEREFEdwards2000\"] = 1,\n [\"CITEREFEdwardsHart2004\"] = 1,\n [\"CITEREFErnkvist2012\"] = 1,\n [\"CITEREFFahey2003\"] = 2,\n [\"CITEREFFahey2004\"] = 2,\n [\"CITEREFFahs2009\"] = 1,\n [\"CITEREFFahs2010\"] = 1,\n [\"CITEREFFamitsu_DC2002\"] = 1,\n [\"CITEREFFeit2012\"] = 1,\n [\"CITEREFFeldman2000\"] = 1,\n [\"CITEREFFinn2002\"] = 1,\n [\"CITEREFFukuhara2016\"] = 1,\n [\"CITEREFGaither2001\"] = 1,\n [\"CITEREFGallagherPark2002\"] = 1,\n [\"CITEREFGantayat2001\"] = 1,\n [\"CITEREFGantayat2008\"] = 1,\n [\"CITEREFGross1994\"] = 1,\n [\"CITEREFGrubb2014\"] = 1,\n [\"CITEREFHagiwaraOliver1999\"] = 1,\n [\"CITEREFHandrahar2020\"] = 1,\n [\"CITEREFHarris2012\"] = 1,\n [\"CITEREFHarris2014\"] = 1,\n [\"CITEREFHayashi2015\"] = 1,\n [\"CITEREFHester2021\"] = 1,\n [\"CITEREFHorowitz2006\"] = 1,\n [\"CITEREFHorowitz2016\"] = 1,\n [\"CITEREFHoughton2008\"] = 1,\n [\"CITEREFHunt2018\"] = 1,\n [\"CITEREFInemoto2011\"] = 1,\n [\"CITEREFJohnston2009\"] = 1,\n [\"CITEREFJustice2001\"] = 1,\n [\"CITEREFKato2013\"] = 1,\n [\"CITEREFKennedy2009\"] = 1,\n [\"CITEREFKennedyTrueman2000\"] = 1,\n [\"CITEREFKent2001\"] = 1,\n [\"CITEREFKerr2016\"] = 1,\n [\"CITEREFKevin_Williams\"] = 1,\n [\"CITEREFKing1999\"] = 1,\n [\"CITEREFKohler2009\"] = 2,\n [\"CITEREFLee2011\"] = 1,\n [\"CITEREFLefton1998\"] = 1,\n [\"CITEREFLeone2010\"] = 1,\n [\"CITEREFLien2013\"] = 1,\n [\"CITEREFMaas2024\"] = 1,\n [\"CITEREFMacy2019\"] = 1,\n [\"CITEREFMarley2016\"] = 2,\n [\"CITEREFMatheny1991\"] = 1,\n [\"CITEREFMatsumoto2019\"] = 1,\n [\"CITEREFMcAloon2018\"] = 1,\n [\"CITEREFMcEvoy2023\"] = 1,\n [\"CITEREFMcFerran2007\"] = 2,\n [\"CITEREFMcFerran2008\"] = 1,\n [\"CITEREFMcFerran2010\"] = 1,\n [\"CITEREFMcFerran2012\"] = 1,\n [\"CITEREFMcWhertor2008\"] = 1,\n [\"CITEREFMiddler2024\"] = 1,\n [\"CITEREFMiller2018\"] = 1,\n [\"CITEREFMinotti2018\"] = 1,\n [\"CITEREFMontfortConsalvo2012\"] = 1,\n [\"CITEREFMorrison2016\"] = 1,\n [\"CITEREFMoscritolo2012\"] = 1,\n [\"CITEREFMott2013\"] = 1,\n [\"CITEREFNiizumi2004\"] = 1,\n [\"CITEREFNiizumiThorsen2004\"] = 1,\n [\"CITEREFOhbuchi2000\"] = 2,\n [\"CITEREFPan2015\"] = 1,\n [\"CITEREFParish2009\"] = 1,\n [\"CITEREFParish2014\"] = 3,\n [\"CITEREFPark2023\"] = 1,\n [\"CITEREFParkin2014\"] = 3,\n [\"CITEREFPerry2009\"] = 1,\n [\"CITEREFPhillips2013\"] = 1,\n [\"CITEREFPhillips2022\"] = 1,\n [\"CITEREFPitcher2014\"] = 1,\n [\"CITEREFPlunkett2011\"] = 3,\n [\"CITEREFPlunkett2012\"] = 1,\n [\"CITEREFPlunkett2017\"] = 1,\n [\"CITEREFPollack1982\"] = 1,\n [\"CITEREFPollack1993\"] = 1,\n [\"CITEREFPollack1997\"] = 1,\n [\"CITEREFRad2015\"] = 1,\n [\"CITEREFRedsell2012\"] = 1,\n [\"CITEREFRobinson2014\"] = 1,\n [\"CITEREFRobinson2020\"] = 1,\n [\"CITEREFRomano2021\"] = 1,\n [\"CITEREFRomano2024\"] = 1,\n [\"CITEREFRoscoe2023\"] = 1,\n [\"CITEREFRose2005\"] = 1,\n [\"CITEREFRose2011\"] = 1,\n [\"CITEREFRose2012\"] = 3,\n [\"CITEREFRossignoli2011\"] = 1,\n [\"CITEREFSahdev2012\"] = 1,\n [\"CITEREFSarkar2015\"] = 1,\n [\"CITEREFSarkar2017\"] = 1,\n [\"CITEREFSatoHyuga2013\"] = 1,\n [\"CITEREFSega_Enterprises2021\"] = 2,\n [\"CITEREFSewart2005\"] = 1,\n [\"CITEREFSheffield2009\"] = 1,\n [\"CITEREFSinclair2019\"] = 1,\n [\"CITEREFSinclair2020\"] = 1,\n [\"CITEREFSmith2011\"] = 1,\n [\"CITEREFSmith2015\"] = 1,\n [\"CITEREFSmith2019\"] = 2,\n [\"CITEREFStaff_Writer2009\"] = 1,\n [\"CITEREFStout2001\"] = 1,\n [\"CITEREFStrom1998\"] = 1,\n [\"CITEREFSzczepaniak2006\"] = 1,\n [\"CITEREFSztein2008\"] = 1,\n [\"CITEREFSánchez-Crespo_Dalmau2004\"] = 1,\n [\"CITEREFTakeuchi2020\"] = 1,\n [\"CITEREFTanikawa2001\"] = 1,\n [\"CITEREFThomason2006\"] = 1,\n [\"CITEREFThorpe2014\"] = 2,\n [\"CITEREFThorpe2016\"] = 1,\n [\"CITEREFValentine2020\"] = 1,\n [\"CITEREFVerini2012\"] = 1,\n [\"CITEREFWales2019\"] = 1,\n [\"CITEREFWen2021\"] = 1,\n [\"CITEREFWhitehead2009\"] = 1,\n [\"CITEREFWilliams2013\"] = 1,\n [\"CITEREFWilliams2019\"] = 1,\n [\"CITEREFWong2019\"] = 1,\n [\"CITEREFWood2023\"] = 1,\n [\"CITEREFWutz2024\"] = 1,\n [\"CITEREFZangirolami2016\"] = 1,\n [\"refHorowitz2018\"] = 1,\n}\ntemplate_list = table#1 {\n [\"!\"] = 5,\n [\"Atlus\"] = 1,\n [\"Authority control\"] = 1,\n [\"Cite book\"] = 19,\n [\"Cite episode\"] = 1,\n [\"Cite journal\"] = 3,\n [\"Cite magazine\"] = 62,\n [\"Cite news\"] = 29,\n [\"Cite web\"] = 197,\n [\"Commons category\"] = 1,\n [\"Efn\"] = 1,\n [\"Featured article\"] = 2,\n [\"Further\"] = 4,\n [\"IPA-endia\"] = 1,\n [\"IPA-ja\"] = 1,\n [\"Ill\"] = 3,\n [\"Increase\"] = 2,\n [\"Infobox company\"] = 1,\n [\"JPY\"] = 2,\n [\"Japanese Electronics Industry\"] = 1,\n [\"Main\"] = 1,\n [\"Marza Animation Planet\"] = 1,\n [\"Navboxes\"] = 1,\n [\"Nbsp\"] = 2,\n [\"Nihongo foot\"] = 4,\n [\"Notelist\"] = 1,\n [\"Official website\"] = 1,\n [\"Plainlist\"] = 1,\n [\"Portal\"] = 1,\n [\"Portal bar\"] = 1,\n [\"Pp-semi-indef\"] = 1,\n [\"Redirect\"] = 1,\n [\"Reflist\"] = 1,\n [\"See also\"] = 1,\n [\"Sega\"] = 1,\n [\"Sega Sammy Holdings\"] = 1,\n [\"Sega Sammy franchises\"] = 1,\n [\"Sfn\"] = 40,\n [\"Short description\"] = 1,\n [\"Sonic the Hedgehog\"] = 1,\n [\"Spoken Wikipedia\"] = 1,\n [\"Start date and age\"] = 1,\n [\"TMS Entertainment\"] = 1,\n [\"TOClimit\"] = 1,\n [\"To USD\"] = 2,\n [\"URL\"] = 1,\n [\"US$\"] = 3,\n [\"Unbulleted list\"] = 5,\n [\"Use American English\"] = 1,\n [\"Use mdy dates\"] = 1,\n [\"Webarchive\"] = 1,\n [\"Yen\"] = 2,\n [\"£\"] = 1,\n}\narticle_whitelist = table#1 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