Mega Drive (Spanish Wikipedia)

Analysis of information sources in references of the Wikipedia article "Mega Drive" in Spanish language version.

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books.google.com

  • "Screen digest." Screen Digest Ltd., 1995. Retrieved from Google Books on November 2, 2011. "Sega tackles Indian market with local maker From spring 1995, Sega will start manufacturing video games consoles in India with local partner Shaw Wallace. Move will circumvent 80 per cent import tariff on games units which currently ..."
  • Schilling, Melissa A. (2006). Strategic management of technological innovation. Indiana University: McGraw-Hill/Irwin. p. 292. ISBN 978-0-07-321058-2. Archivado desde el original el 11 de septiembre de 2016. 
  • «Screen Digest». Screen Digest (Screen Digest Limited): 348. 2001. «Sonic the Hedgehog 2 breaks all records for sales of video/computer games». 
  • Tokyo Business Today. Toyo Keizai. 1993. p. 37. «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». 

businessweek.com

  • Brandt, Richard; Gross, Neil (febrero de 1994). «Sega!». Businessweek. Consultado el 10 de octubre de 2013. 
  • Gross, Neil (21 de febrero de 1994). «Nintendo's Yamauchi: No More Playing Around». BusinessWeek. Archivado desde el original el 19 de noviembre de 2012. Consultado el 4 de diciembre de 2013. «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.» 

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  • CVG Staff (14 de abril de 2013). «History Lesson: Sega Mega Drive». CVG. Archivado desde el original el 14 de octubre de 2013. Consultado el 10 de octubre de 2013. «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.» 

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  • Kalata, Kurt (3 de noviembre de 2008). «Earthworm Jim». Hardcore Gaming 101 (en inglés). Consultado el 20 de julio de 2024. 

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  • Zachariah, Reeba. "Game for success Archivado el 30 de abril de 2013 en Wayback Machine.." The Times of India. August 19, 2011. Retrieved on November 2, 2011. "At that point Sega was being distributed by Shaw Wallace Electronics, owned by the late liquor baron Manu Chhabria. The products were being sold at Rs 18,000."

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  • «Game-System Sales». Newsweek. 14 de enero de 1996. Archivado desde el original el 13 de diciembre de 2013. Consultado el 4 de diciembre de 2013. «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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  • «Sega v Nintendo: Sonic Boom». The Economist. 25 de enero de 1992. ProQuest 224134880. 

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  • Sczepaniak, John (2006). «Retroinspection: Mega Drive». Retro Gamer (Imagine Publishing) (27): 42-47. 
  • Horowitz, Ken (17 de septiembre de 2008). «Interview: Nick Alexander». Sega-16. Ken Horowitz. Archivado desde el original el 4 de marzo de 2016. Consultado el 27 de noviembre de 2013. 
  • Horowitz, Ken (5 de diciembre de 2006). «Interview: Mark Cerny (Founder of STI)». Sega-16. Archivado desde el original el 17 de octubre de 2014. Consultado el 20 de junio de 2014. «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.» 
  • Sponsel, Sebastian (16 de noviembre de 2015). «Interview: Stefano Arnhold (Tectoy)». Sega-16. Archivado desde el original el 22 de noviembre de 2015. Consultado el 21 de noviembre de 2015. 
  • Horowitz, Ken (21 de diciembre de 2011). «Interview: Joe Morici (Capcom VP of Sales)». Sega-16. Archivado desde el original el 26 de enero de 2016. Consultado el 20 de enero de 2016. 
  • Horowitz, Ken (28 de marzo de 2006). «Interview: Dr. Stephen Clarke-Willson» (en inglés). Sega-16. Archivado desde el original el 23 de febrero de 2014. Consultado el 13 de mayo de 2018. 
  • Horowitz, Ken (17 de marzo de 2006). «Sega's SVP Chip: The Road Not Taken?». Sega-16. Archivado desde el original el 27 de julio de 2015. Consultado el 9 de julio de 2010. 
  • Horowitz, Ken (September 5, 2008). «Preview: Pier Solar at Sega-16.com» (en inglés). Sega-16. Archivado desde el original el November 2, 2013. Consultado el October 16, 2008. 
  • Horowitz, Ken (7 de febrero de 2013). «Interview: Joe Miller». Sega-16. Archivado desde el original el 2 de diciembre de 2013. Consultado el 10 de enero de 2014. 
  • Horowitz, Ken (September 16, 2004). «Hands-On: Arcade Legends (Plug-'n-Play)». Sega-16. Archivado desde el original el July 2, 2014. Consultado el November 17, 2013. 

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