Editing Sega

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By 1991, Sega made a plan to drop the price of all systems and bundle the console with {{uv|Sonic the Hedgehog}}, a game featuring a new mascot designed to directly contend with Nintendo's {{uv|Mario}}. This proved to be a highly successful move, even briefly over taking Nintendo in market share and starting what came to be known as the fourth generation {{s|wikipedia|console war}}. Sega would redesign their console several times, as well as release addons such as the Mega CD and Sega 32X, which received generally mixed reception. Sega also created the portable Game Gear using the same architecture as the Mark III; despite being more technologically advanced than Nintendo's Game Boy, it ultimately did not make as much of an impact due to a number of design issues, notably its inferior battery life. By the end of the generation, Nintendo would retake their dominance in the console industry due to brand confusion caused by Sega's poor marketing and the failure of the Mega Drive's addons. Despite this, Sega was still kept afloat by its arcade development; they were one of the first companies to embrace fully 3D-rendered games, releasing groundbreaking titles such as ''{{s|wikipedia|Virtua Racing}}'', ''{{s|wikipedia|Daytona USA}}'', and {{uv|Virtua Fighter}}.
By 1991, Sega made a plan to drop the price of all systems and bundle the console with {{uv|Sonic the Hedgehog}}, a game featuring a new mascot designed to directly contend with Nintendo's {{uv|Mario}}. This proved to be a highly successful move, even briefly over taking Nintendo in market share and starting what came to be known as the fourth generation {{s|wikipedia|console war}}. Sega would redesign their console several times, as well as release addons such as the Mega CD and Sega 32X, which received generally mixed reception. Sega also created the portable Game Gear using the same architecture as the Mark III; despite being more technologically advanced than Nintendo's Game Boy, it ultimately did not make as much of an impact due to a number of design issues, notably its inferior battery life. By the end of the generation, Nintendo would retake their dominance in the console industry due to brand confusion caused by Sega's poor marketing and the failure of the Mega Drive's addons. Despite this, Sega was still kept afloat by its arcade development; they were one of the first companies to embrace fully 3D-rendered games, releasing groundbreaking titles such as ''{{s|wikipedia|Virtua Racing}}'', ''{{s|wikipedia|Daytona USA}}'', and {{uv|Virtua Fighter}}.


With their next console, the Saturn, Sega's American branch announced that it would release on September 2nd, 1995, but surprised everyone—including third-party developers and distributors—when they later announced the Saturn would actually release ahead of schedule on May 11th. This resulted in a stunted launch that soured public relations and created a tense atmosphere within the company, culminating in the resignation of Sega of America's then-president, {{s|wikipedia|Tom Kalinske}}. While the Saturn performed modestly well in its native Japan, it never matched the numbers of the preceding Mega Drive; in America, it never recovered from its rocky launch, and it lagged behind the competing Nintendo 64 and PlayStation. Additionally, developers struggled to work with the console's complicated hardware, as it was intended primarily for 2D games at a time where 3D gaming was beginning to dominate the home console scene. After a mere three years on the market, Sega discontinued the Saturn and developed a new console intended to remedy these problems.
With their next console, the Saturn, Sega's American branch announced that it would release on September 2nd, 1995, but surprised everyone—including third-party developers and distributors—when they later announced the Saturn would actually release ahead of schedule on May 11th. This resulted in a stunted launch that soured public relations and created a tense atmosphere within the company, culminating in the resignation of Sega of America's then-president, {{s|wikipedia|Tom Kalinske}}. While the Saturn performed modestly well in its native Japan, it never matched the numbers of the preceding Mega Drive; in America, it never recovered from its rocky launch, and in both regions it lagged behind the competing Nintendo 64 and PlayStation. Additionally, developers struggled to work with the console's complicated hardware, as it was intended primarily for 2D games at a time where 3D gaming was beginning to dominate the home console scene. After a mere three years on the market, Sega discontinued the Saturn and developed a new console intended to remedy these problems.


Released in 1998 in Japan and 1999 elsewhere, the Dreamcast was developed based on Sega's 3D arcade hardware at the time, and included a number of revolutionary features, such as native Internet connectivity and a controller that doubled as a memory card. Despite initially having a successful launch, its problems stemmed primarily from being released at the wrong time; the advanced hardware and features resulted in a high price tag for the console and its games, and the 2000 release of the PlayStation 2 completely overshadowed the rest of its lifespan, resulting in a rapidly-shrinking consumer base. On January 31st, 2001, Sega announced that it would officially pull out of the console market and become a third party developer and publisher, which is how it operates today. On October 1st, 2004, they merged with Japanese pachinko company {{s|wikipedia|Sammy Corporation}} to form {{s|wikipedia|Sega Sammy Holdings}}; Sega Corporation still exists as a subsidiary of the company. On September 2013, Sega Sammy Holdings acquired [[Atlus]], obtaining the publishing rights for franchises such as the ''{{s|wikipedia|Megami Tensei}}'' series and its various subseries such as {{uv|Persona}}.
Released in 1998 in Japan and 1999 elsewhere, the Dreamcast was developed based on Sega's 3D arcade hardware at the time, and included a number of revolutionary features, such as native Internet connectivity and a controller that doubled as a memory card. Despite initially having a successful launch, its problems stemmed primarily from being released at the wrong time; the advanced hardware and features resulted in a high price tag for the console and its games, and the 2000 release of the PlayStation 2 completely overshadowed the rest of its lifespan, resulting in a rapidly-shrinking consumer base. On January 31st, 2001, Sega announced that it would officially pull out of the console market and become a third party developer and publisher, which is how it operates today. On October 1st, 2004, they merged with Japanese pachinko company {{s|wikipedia|Sammy Corporation}} to form {{s|wikipedia|Sega Sammy Holdings}}; Sega Corporation still exists as a subsidiary of the company. On September 2013, Sega Sammy Holdings acquired [[Atlus]], obtaining the publishing rights for franchises such as the ''{{s|wikipedia|Megami Tensei}}'' series and its various subseries such as {{uv|Persona}}.

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