Home video game console generations (English Wikipedia)

Analysis of information sources in references of the Wikipedia article "Home video game console generations" in English language version.

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abandonware-magazines.org

  • "Tokyorama". Consoles + (in French). No. 73. February 1998. pp. 46–7. Archived from the original on January 10, 2022. Retrieved January 10, 2022.

allgame.com

  • Beuscher, Dave. "allgame ( Atari Lynx > Overview )". Allgame. Archived from the original on November 5, 2020. Retrieved September 21, 2008. One drawback to the Lynx system is its power consumption. It requires 6 AA batteries, which allow four to five hours of game play. The Nintendo Game Boy provides close to 35 hours use before new batteries are necessary.
  • Bauscher, Dave. "allgame ( Sega Game Gear > Overview )". Allgame. Archived from the original on November 5, 2020. Retrieved September 21, 2008. While this feature is not included on the Game Boy, it does not provide a disadvantage – the Game Gear only requires 6 AA batteries that only last up to six hours. The Nintendo Game Boy requires 4 AA batteries and is capable of providing up to 90 hours of play.

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  • "The First Video Game". Brookhaven National Laboratory, U.S. Dept. of Energy. Archived from the original on 2021-10-09. Retrieved April 15, 2008.

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  • "NES". Icons. Season 4. Episode 5010. December 1, 2005. G4. Archived from the original on October 16, 2012.

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  • Mehegan, David (May 8, 1988). "Putting Coleco Industries Back Together". The Boston Globe. p. A1. ISSN 0743-1791. Archived from the original on September 24, 2015. Retrieved April 23, 2014. When the game [Telstar] crashed hard, earnings fell 50 percent in 1977 and the company lost $22 million in 1978, barely skirting bankruptcy after Handel – then chief financial officer – found new credit and mollified angry creditors after months of tough negotiation.

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  • Zhou, Yiyi (November 2011). Bayesian estimation of a dynamic equilibrium model of pricing and entry in two-sided markets: application to video games (Report). CiteSeerX 10.1.1.219.4966.

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  • "Sega Corporation Annual Report 2001" (PDF). Sega Corporation. August 1, 2001. p. 14. Archived from the original (PDF) on 2013-06-29. Retrieved November 2, 2015. A total of 3.39 million hardware units and 23.87 million software units were sold worldwide during fiscal 2001, for respective totals of 8.20 million units and 51.63 million units since Dreamcast was first brought to market.
  • "Revisions to Annual Results Forecasts" (PDF). Sega Corporation. October 23, 2001. p. 4. Archived from the original (PDF) on July 26, 2015. Retrieved November 2, 2015. Regarding sales of Dreamcast hardware from inventory resulting from the withdrawal from Dreamcast production [...] the Company exceeded initial targets with domestic sales of 130,000 units and U.S. sales of 530,000 units for the first half. Consequently, at the end of the half, Dreamcast inventories totaled 40,000 units domestically and 230,000 units for the United States, and we anticipate being able to sell all remaining units by the holiday season as initially planned.
  • "Sega Corporation Annual Report 2002" (PDF). Sega Corporation. July 1, 2002. p. 6. Archived from the original (PDF) on 2011-08-23. Retrieved November 2, 2015. The year ended March 31, 2002 was a turning point for Sega. We exited the hardware business, ceasing production of Dreamcast and selling through the remaining inventory.

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  • "Tokyorama". Consoles + (in French). No. 73. February 1998. pp. 46–7. Archived from the original on January 10, 2022. Retrieved January 10, 2022.

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