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MegaDrive
The Sega Genesis, known as the outside North America, is a 16-bit fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master System. Sega released it in 1988 in Japan as the Mega Drive, and in 1989 in North America as the Genesis. In 1990, it was distributed as the Mega Drive by Virgin Mastertronic in Europe, Ozisoft in Australasia, and Tec Toy in Brazil. In South Korea, it was distributed by Samsung as the Super Gam*Boy and later the Super Aladdin Boy. Designed by an R&D team supervised by Hideki Sato and Masami Ishikawa, the Genesis was adapted from Sega's System 16 arcade board, centered on a Motorola 68000 processor as the CPU, a Zilog Z80 as a sound controller, and a video system supporting hardware sprites, tiles, and scrolling. It plays a library of more than 900 games on ROM-based cartridges. Several add-ons were released, including a Power Base Converter to play Master System games. It wa ...
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Megadrive Logo
The Sega Genesis, known as the outside North America, is a 16-bit Fourth generation of video game consoles, fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master System. Sega released it in 1988 in Japan as the Mega Drive, and in 1989 in North America as the Genesis. In 1990, it was distributed as the Mega Drive by Virgin Mastertronic in Europe, Ozisoft in Australasia, and Tec Toy in Brazil. In South Korea, it was distributed by Samsung as the Super Gam*Boy and later the Super Aladdin Boy. Designed by an Research and development, R&D team supervised by Hideki Sato and Masami Ishikawa, the Genesis was adapted from Sega's Sega System 16, System 16 arcade board, centered on a Motorola 68000 processor as the central processing unit, CPU, a Zilog Z80 as a sound controller, and a video system supporting hardware Sprite (computer graphics), sprites, Tile-based video game, tiles, and scrolling. It plays a List ...
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Disruptive Editing
Disruption, disruptive, or disrupted may refer to: Business *Creative disruption, disruption concept in a creative context, introduced in 1992 by TBWA's chairman Jean-Marie Dru *Disruptive innovation, Clayton Christensen's theory of industry disruption by new technology or products Psychology and sociology *Disruptive behavior disorders, a class of mental health disorders *Disruptive physician, a physician whose obnoxious behaviour upsets patients or other staff *Social disruption, a radical alteration, transformation, dysfunction or breakdown of social life Other uses *Cell disruption is a method or process in cell biology for releasing biological molecules from inside a cell *''Disrupted: My Misadventure in the Start Up Bubble'', a 2016 book by Daniel Lyons *Disruption (adoption) is also the term for the cancellation of an adoption of a child before it is legally completed *Disruption (of schema), in the field of computer genetic algorithms *Disruption of 1843, the divergence o ...
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Sonic The Hedgehog (16-bit)
is a 1991 platform game developed by Sonic Team and published by Sega for the Sega Genesis. The first game in the ''Sonic the Hedgehog'' franchise, it was released in North America on June 23 and in PAL regions and Japan the following month. Players control Sonic the Hedgehog, who can run at supersonic speeds; Sonic sets out on a quest to defeat Dr. Robotnik, a scientist who has imprisoned animals in robots and seeks the powerful Chaos Emeralds. The gameplay involves collecting rings as a form of health, and a simple control scheme, with jumping and attacking controlled by a single button. Development began in 1990 when Sega ordered its developers to create a game featuring a mascot for the company. The developers decided on a blue hedgehog and named themselves Sonic Team to match their character. ''Sonic the Hedgehog'', designed for fast gameplay, was influenced by games by ''Super Mario'' series creator Shigeru Miyamoto. It uses a novel technique that allows Sonic's sprite ...
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Sega Channel
The Sega Channel is a discontinued online game service developed by Sega for the Sega Genesis video game console, serving as a content delivery system. Launched on December 14, 1994, the Sega Channel was provided to the public by TCI and Time Warner Cable through cable television services by way of coaxial cable. It was a pay to play service, through which customers could access Genesis games online, play game demos, and get cheat codes. Lasting until July 31, 1998, the Sega Channel operated three years after the release of Sega's next generation console, the Sega Saturn. Though criticized for its poorly timed launch and high subscription fee, the Sega Channel has been praised for its innovations in downloadable content and impact on online game services. History file:Sega-Genesis-Mk2-6button.jpg, left, A Model 2 Sega Genesis, released in 1993 Released in Japan as the Mega Drive in 1988, North America in 1989, and Europe and other regions as the Mega Drive in 1990, the Sega ...
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Sega Meganet
Sega Meganet, also known as the Net Work System, was an online service for the Mega Drive in Japan and later Brazil. Utilizing dial-up Internet access, Meganet was Sega's first online multiplayer gaming service, and functioned on a pay to play basis. The system functioned through the use of a peripheral called the Mega Modem and offered several unique titles that could be downloaded, and a few could be played competitively with friends. In addition, it shared technology and equipment with more serious services such as the Mega Anser, used for banking purposes. Though the system was announced for North America under the rebranded name "Tele-Genesis", it was never released for that region. Ultimately, the Meganet service would be short-lived, lasting approximately a year before it was discontinued, but would serve as a precursor to the Sega Channel and XBAND services, as well as a predecessor to online gaming services for video game consoles. Retrospective feedback praises the ...
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Sega Force
''Sega Force'' was an early 1990s publication that covered the Sega console range (Sega Mega Drive, Mega-CD, Master System and Game Gear). History ''Sega Force'', along with ''Nintendo Force'', was initially announced in mid-1991 by Newsfield. However, the liquidation of the publisher resulted in the magazine being significantly delayed. It was eventually launched by Europress Impact in December 1991. The magazine featured artwork created by Oliver Frey that was inspired by Japanese anime, such as '' Akira''. Frey often introduced a horror element into his artwork. His artwork for a Lemmings cover replaced the rodents with humans, depicting their horrified faces as they fell to the ground. The title also featured work by Stuart Wynne, Phil King, Steve Shields, Adrian Pitt and Matt Yeo. The magazine occasionally featured novellas based on console games. Staff writer, Matt Yeo worked in conjunction with Acclaim software to publish a novella based on ''Super Smash TV''. The narra ...
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Video Games In Japan
Video games are a major industry in Japan. Japanese game development is often identified with the golden age of video games, including Nintendo under Shigeru Miyamoto and Hiroshi Yamauchi, Sega during the same time period, Sony Computer Entertainment when it was based in Tokyo, and other companies such as Taito, Namco, Capcom, Square Enix, Konami, NEC, and SNK, among others. The space is known for the catalogs of several major publishers, all of whom have competed in the video game console and video arcade markets at various points. Released in 1965, ''Periscope'' was a major arcade hit in Japan, preceding several decades of success in the arcade industry there. Nintendo, a former hanafuda playing card vendor, rose to prominence during the 1980s with the release of the home video game console called the Famicom or "Family Computer", which became a major hit as the Nintendo Entertainment System or "NES" internationally. Sony, already one of the world's largest electronic ...
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Screen Digest
Screen Digest Ltd was a company providing business intelligence, research and analysis on the global media markets based in London, United Kingdom, that has grown out of a monthly journal of that name that was founded in 1971. It was acquired by the technology researcher iSuppli in 2010, which was in turn acquired by information services company IHS Inc. In 2019, successor company IHS Markit sold most of its Technology, Media and Telecoms division to Informa. In exchange, IHS Markit received Informa's Agriculture Intelligence unit. Informa merged the business with in 2020 to form Omdia. Company history ''Screen Digest'' was founded in 1971 by journalist and documentary film-maker John Chittock, then film and video correspondent of the Financial Times, together with his business partner and wife Joy Chittock. Initially it was a news digest containing abstracts of a range of media, including film and cinema, television and in particular the nascent video sector and with editoria ...
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Maverick Magazines
''Maverick Magazines'' was a British magazine publishing company during the 1990s. Overview Maverick Magazines was founded by Hugh Gollner in 1992. Based in Oxford, Oxfordshire, the company published a handful of computer game and leisure magazines from the early to mid-1990s. See also *''Games-X'' *Mega Drive Advanced Gaming *PC Player (British magazine) *The One (magazine) ''The One'' was a video game magazine in the United Kingdom which covered 16-bit home gaming during the late 1980s and early 1990s. It was first published by EMAP in October 1988 and initially covered computer games aimed at the Atari ST, Amiga ... - publisher of this magazine in its final year External linksThe Official PC Player archive
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MegaTech
''MegaTech'' (sometimes styled with the katakana メガテケ) was a publication from EMAP aimed specifically at the Sega Mega Drive gaming market. The magazine was started in 1991. The launch editorial consisted of a small team including Paul Glancey (editor) and Mark Patterson (deputy editor). It was published monthly.MegaTech
Sega Retro. Retrieved 23 August 2016. In 1993 the magazine was acquired by . It ceased publication in 1994 when it was merged into '''' magazine. Founding editor Paul Glancey spoke about the magazine's difficult launch, ev ...
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Video Games In The United Kingdom
The United Kingdom has the largest video game sector in Europe. It has the second largest video game market in Europe after Germany and the sixth largest globally. The UK video game market was worth () in 2021, a 2% increase over the previous year. Many major video game franchises are developed in the UK, including ''Grand Theft Auto'', ''Tomb Raider'', '' Burnout'', ''LittleBigPlanet'', '' Wipeout'' and ''Dirt'', making Britain the third largest producer of video game series behind Japan and the United States. The best-selling video game series made in the UK is ''Grand Theft Auto'' (primary developed by Rockstar North in Edinburgh, Scotland), which has sold over 150 million copies as of September 2013; the most recent instalment ''Grand Theft Auto V'' became the fastest-selling video game of all time by making $815.7 million (£511.8 million) in sales worldwide during the first 24 hours of the game's sale. Another major British contribution to the game industry was the ZX S ...
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Saturday Night (magazine)
''Saturday Night'' was a Canadian general interest magazine. It was founded in Toronto, Ontario in 1887 and was Canada's oldest general interest magazine. The magazine ceased publication in 2005. History ''Saturday Night'' was first established in 1887 as a weekly broadsheet newspaper about public affairs and the arts, and was later expanded into a general interest magazine. The editor, Edmund E. Sheppard, was prevented from editing a daily newspaper due to an earlier libel action in regards to an incident involving Louis Riel. Additionally, Blue laws in Toronto prevented publication on Sunday. So, in its first years, the paper was restricted to being a weekly publication, published on Saturdays, hence the name. It had a circulation of 10,000. In 1925 the magazine sold 30,858 copies. ''Saturday Night'' went through a number of owners, formats, and frequencies of publication. Its content went through periods where it would focus more on news, and at other times a greater focus on ...
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