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====Sega Mega Drive==== {{Main|Sega Mega Drive}} [[File:Mega Drive1.png|thumb|250px|The Sega Mega Drive.]] With the introduction of the [[Sega Mega Drive]], titled "Sega Genesis" in America due to legal reasons, Sega of America launched an anti-[[Nintendo]] campaign to carry the momentum to the new generation of games, with its slogan "Genesis does what Nintendon't." This was initially implemented by Sega of America President, Michael Katz.<ref>{{Cite web |url=http://www.sega-16.com/feature_page.php?id=103&title=Interview:%20Michael%20Katz |title=Interview: Michael Katz |first=Ken |last=Horowitz |publisher=Sega-16 |accessdate=28 March 2009 |date=28 April 2006}} </ref> When Nintendo launched its Super Nintendo Entertainment System in 1991, Sega changed its slogan to "Welcome to the next level." [[File:Sega CD Model 1.png|thumb|250px|left|The [[Sega CD]].]] The same year, Sega of America's leadership passed from Michael Katz to [[Tom Kalinske]], who further escalated the "[[wikipedia:console wars|console war]]" that was developing.<ref>{{Cite web |url=http://www.sega-16.com/feature_page.php?id=245&title=Tom%20Kalinske:%20American%20Samurai |title=Tom Kalinske: American Samurai |first=Ken |last=Horowitz |publisher=Sega-16 |accessdate=28 March 2009 |date=18 February 2005}}</ref> As a preemptive strike against the release of the Super Nintendo, Sega re-branded itself with a new game and mascot, Sonic the Hedgehog. With his hip attitude and style, he was marketed to seem "cooler" than [[Mario]], Nintendo's mascot.<ref name="ce2.coos-bay.k12.or.us">{{Cite web |url=http://www.ce2.coos-bay.k12.or.us/Studentwebs/Danny/90s.htm |title=The History of Sega: The 1990s |last=Chapman II |first=Danny L. |year=2003 |work=Community Experience for Career Education |archiveurl=http://web.archive.org/web/20030623133523/http://www.ce2.coos-bay.k12.or.us:80/Studentwebs/Danny/90s.htm |archivedate=23 June 2003 |accessdate=5 August 2018}}</ref> This shift led to a wider success for the Genesis and would eventually propel Sega to 65% of the market in North America for a brief time. Simultaneously, after much previous delay, Sega released the moderately successful [[Sega CD]] as an add-on feature, allowing for extra storage in games due to their CD-ROM format, giving developers the ability to make longer, more sophisticated games, the most popular of which was Sega’s own ''[[Sonic the Hedgehog CD]]''. ''[[Sonic the Hedgehog 2]]'' was also released at this time, and became the most successful game Sega ever made,<ref name="gamasutra">{{Cite web |last=Boutros |first=David |url=http://www.gamasutra.com:80/view/feature/1851/a_detailed_crossexamination_of_.php |title=A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games |publisher=Gamasutra |date=4 August 2006 |archiveurl=http://web.archive.org/web/20080209182815/http://www.gamasutra.com:80/view/feature/1851/a_detailed_crossexamination_of_.php |archivedate=9 February 2008}}</ref> selling six million copies as of June 2006.<ref name="gamasutra"/> Despite their massive advances in the arcades, Sega’s share of the home market plummeted to 35% by 1994. That year, Sega released the [[Sega 32X]] in an attempt to upgrade the [[Mega Drive|Mega Drive/Genesis]] to the standards of more advanced systems. It sold well initially, but had problems with lack of software and hype about the upcoming [[Sega Saturn]] and Sony's PlayStation.<ref>{{Cite web |url=http://www.thegameconsole.com/videogames94.htm A History of Home Video Games from Atari to Xbox, Playstation and Wii |title=A History of Home Video Games from Atari to Xbox, Playstation and Wii |year=2006 |publisher=The Game Console |accessdate=4 August 2018}}</ref> Within a year, it was in the bargain bins of many stores.<ref>{{Cite web |url=http://www.planetdreamcast.com:80/about/sega/ |title=About Sega |publisher=PlanetDreamcast |year=1999 |archiveurl=http://web.archive.org/web/20000815080508/http://www.planetdreamcast.com:80/about/sega/ |archivedate=15 August 2000}}</ref> Also in 1994, Sega launched the [[Sega Channel]], a subscription gaming service delivered by local cable companies affiliated with Time-Warner Cable or TCI through which subscribers received a special cartridge adapter that connected to the cable connection. At its peak, the Sega Channel had approximately 250,000 subscribers.<ref>{{Cite web |last=Buchanan |first=Levi |url=http://www.ign.com/articles/2008/06/11/the-sega-channel |title=The SEGA Channel |date=11 June 2008 |publisher=[[Wikipedia:IGN|IGN]] |archiveurl=http://web.archive.org/web/20140227045458/http://www.ign.com/articles/2008/06/11/the-sega-channel |archivedate=27 February 2014 |accessdate=4 August 2018}}</ref>
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