Analysis of information sources in references of the Wikipedia article "Sega Genesis" in English language version.
The late November release of Donkey Kong Country stood in stark contrast to the gloom and doom faced by the rest of the video game industry. After three holiday seasons of coming in second to Sega, Nintendo had the biggest game of the year. Sega still outperformed Nintendo in overall holiday sales, but the 500,000 copies of Donkey Kong Country that Nintendo sent out in its initial shipment were mostly sold in preorder, and the rest sold out in less than one week. It (Donkey Kong Country) established the Super NES as the better 16-bit console and paved the way for Nintendo to win the waning years of the 16-bit generation.
Sonic the Hedgehog 2 breaks all records for sales of video/computer games
Through March 1992, "Sonic" sales had climbed to 2.8 million packages, a record high for Sega software. "Sonic 2," introduced in November 1992, proceeded to outperform its predecessor. The initial release of 3.2 million packages sold out only two weeks after hitting the stores
His first priority is fixing the disaster in the U.S. market, where Nintendo's share of the 16-bit machine business plummeted from 60% at the end of 1992 to 37% a year later, according to Goldman, Sachs & Co.
Granted, the Mega Drive wasn't met with quite the same levels of enthusiasm in Japan, but in the US and Europe the Mega Drive often outsold the SNES at a ratio of 2:1.
The Sega Genesis is not dead. Thanks to indie studios like Mega Cat Studios, fans can still collect and play new games for the system.
... all [figures] from CESA white paper.
The Sega Genesis is not dead. Thanks to indie studios like Mega Cat Studios, fans can still collect and play new games for the system.
While a new generation of home game systems got all the hype in '95, the older 16-bit machines still jumped off the shelves. – Nintendo SNES 2.7 million – Sega Genesis 2.1 million – Sega Saturn[*] 300,000 – Sony PlayStation[**] 550,000 – 3DO 250,000 – 64-bit Atari Jaguar 150,000
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ignored (help) (Translation by Shmuplations. Archived 2020-08-14 at the Wayback Machine).Mark Cerny: I heard, I kid you not, that the characters were "unsalvageable," that this was a "disaster," and that "procedures would be put in place to make sure that this sort of thing would never happen again." These "procedures" included a proposed "top ten list of dos and don'ts" to follow when making products for the American market. Additionally, I was told that the marketing group would be contacting a known character designer (I won't reveal the name, but it made me cringe at the time) to make a character that showed exactly what the American market needed. Needless to say, this character designer would have been totally inappropriate for the Japanese market. Not that great for the American market either, I suspect.
To date, the combined series has sold over 80 million units.cf. "Annual Report 2014" (PDF). Sega Sammy Holdings. April 2014. pp. 32–33. Archived (PDF) from the original on September 24, 2015. Retrieved November 9, 2015. cf. North, Dale (June 8, 2015). "Sonic thrives on mobile: 100M Dash downloads, 14M monthly players". VentureBeat. Archived from the original on November 27, 2015. Retrieved November 17, 2015.
Sega confirmed today that its mobile runner Sonic Dash has zoomed past the 100 million downloads mark.cf. "Annual Report 2015" (PDF). Sega Sammy Holdings. April 2015. p. 29. Archived (PDF) from the original on November 17, 2015. Retrieved November 17, 2015.
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ignored (help) (Translation by Shmuplations. Archived 2020-08-14 at the Wayback Machine).Sega hit its projections on the mark, selling 1.1 million hardware units and 3 million Sega Genesis games. While the company recently announced it will dispose of all remaining 16-bit peripheral inventory, specifically the Genesis 32X and Sega CD products, it will continue to sell Genesis hardware and software in the coming years.
Estimated dollar share for Sega-branded interactive entertainment hardware and software in 1995 was 43 percent, compared with Nintendo at 42 percent, Sony at 13 percent and The 3DO Co. at 2 percent. Sega estimates the North American videogame market will total more than $3.9 billion for 1995.
Base instalada: 5 milhões de Master System; 3 milhões de Mega Drive
To date, the combined series has sold over 80 million units.cf. "Annual Report 2014" (PDF). Sega Sammy Holdings. April 2014. pp. 32–33. Archived (PDF) from the original on September 24, 2015. Retrieved November 9, 2015. cf. North, Dale (June 8, 2015). "Sonic thrives on mobile: 100M Dash downloads, 14M monthly players". VentureBeat. Archived from the original on November 27, 2015. Retrieved November 17, 2015.
Sega confirmed today that its mobile runner Sonic Dash has zoomed past the 100 million downloads mark.cf. "Annual Report 2015" (PDF). Sega Sammy Holdings. April 2015. p. 29. Archived (PDF) from the original on November 17, 2015. Retrieved November 17, 2015.
To date, the combined series has sold over 80 million units.cf. "Annual Report 2014" (PDF). Sega Sammy Holdings. April 2014. pp. 32–33. Archived (PDF) from the original on September 24, 2015. Retrieved November 9, 2015. cf. North, Dale (June 8, 2015). "Sonic thrives on mobile: 100M Dash downloads, 14M monthly players". VentureBeat. Archived from the original on November 27, 2015. Retrieved November 17, 2015.
Sega confirmed today that its mobile runner Sonic Dash has zoomed past the 100 million downloads mark.cf. "Annual Report 2015" (PDF). Sega Sammy Holdings. April 2015. p. 29. Archived (PDF) from the original on November 17, 2015. Retrieved November 17, 2015.
The original Megadrive game sold over 14 million copies.
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: |work=
ignored (help) (Translation by Shmuplations. Archived 2020-08-14 at the Wayback Machine).Granted, the Mega Drive wasn't met with quite the same levels of enthusiasm in Japan, but in the US and Europe the Mega Drive often outsold the SNES at a ratio of 2:1.
His first priority is fixing the disaster in the U.S. market, where Nintendo's share of the 16-bit machine business plummeted from 60% at the end of 1992 to 37% a year later, according to Goldman, Sachs & Co.
While a new generation of home game systems got all the hype in '95, the older 16-bit machines still jumped off the shelves. – Nintendo SNES 2.7 million – Sega Genesis 2.1 million – Sega Saturn[*] 300,000 – Sony PlayStation[**] 550,000 – 3DO 250,000 – 64-bit Atari Jaguar 150,000
Sega hit its projections on the mark, selling 1.1 million hardware units and 3 million Sega Genesis games. While the company recently announced it will dispose of all remaining 16-bit peripheral inventory, specifically the Genesis 32X and Sega CD products, it will continue to sell Genesis hardware and software in the coming years.
To date, the combined series has sold over 80 million units.cf. "Annual Report 2014" (PDF). Sega Sammy Holdings. April 2014. pp. 32–33. Archived (PDF) from the original on September 24, 2015. Retrieved November 9, 2015. cf. North, Dale (June 8, 2015). "Sonic thrives on mobile: 100M Dash downloads, 14M monthly players". VentureBeat. Archived from the original on November 27, 2015. Retrieved November 17, 2015.
Sega confirmed today that its mobile runner Sonic Dash has zoomed past the 100 million downloads mark.cf. "Annual Report 2015" (PDF). Sega Sammy Holdings. April 2015. p. 29. Archived (PDF) from the original on November 17, 2015. Retrieved November 17, 2015.
Mark Cerny: I heard, I kid you not, that the characters were "unsalvageable," that this was a "disaster," and that "procedures would be put in place to make sure that this sort of thing would never happen again." These "procedures" included a proposed "top ten list of dos and don'ts" to follow when making products for the American market. Additionally, I was told that the marketing group would be contacting a known character designer (I won't reveal the name, but it made me cringe at the time) to make a character that showed exactly what the American market needed. Needless to say, this character designer would have been totally inappropriate for the Japanese market. Not that great for the American market either, I suspect.
Estimated dollar share for Sega-branded interactive entertainment hardware and software in 1995 was 43 percent, compared with Nintendo at 42 percent, Sony at 13 percent and The 3DO Co. at 2 percent. Sega estimates the North American videogame market will total more than $3.9 billion for 1995.
Base instalada: 5 milhões de Master System; 3 milhões de Mega Drive
The original Megadrive game sold over 14 million copies.