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=== Aftermath and reaction === 9.13 million<!-- Do NOT change to "10.6 million"; see talk page on the overall sales number --> Dreamcast units were sold worldwide.<ref name="Routledge" /> Despite the discontinuation of Dreamcast hardware, Sega continued to support the system and had stated that more than 30 new titles were confirmed for release for the remainder of 2001.<ref name=":4">{{Cite web |date=2001-02-01 |title=dreamcast.ign.com: The Death of Dreamcast: Sega Confirms Price Drop, Inventory Reduction, and More |url=http://dreamcast.ign.com/news/30854.html |access-date=2024-08-22 |archive-url=https://web.archive.org/web/20010201080800/http://dreamcast.ign.com/news/30854.html |archive-date=February 1, 2001 }}</ref> In the United States, official game releases continued until the end of the first half of 2002.<ref name="IGN's History of Sega" /> Sega continued to repair Dreamcast units until 2007.<ref>{{cite magazine |date=April 2, 2007 |title=Death of the Dreamcast Official |url=http://www.edge-online.com/news/death-dreamcast-official/ |url-status=dead |archive-url=https://web.archive.org/web/20141204232812/http://www.edge-online.com/news/death-dreamcast-official/ |archive-date=December 4, 2014 |access-date=March 5, 2015 |magazine=[[Edge (magazine)|Edge]]}}</ref> Many hardware developers that worked on the Dreamcast also joined [[pachinko]] and [[Slot machine|pachislot]] company [[Sammy Corporation]], who soon merged with Sega. Hideki Sato pushed for leftover Dreamcast parts being used as displays in the machines that Sammy develops, including the very successful ''[[Fist of the North Star#Pachinko|Fist of the North Star]]'' pachinko machines.<ref>{{Cite web |date=2023-11-21 |title=『Beep21』2つのセガサターン最初のモックアップを本邦初公開! 真・セガハード列伝─セガサターンデザイン秘話【前編】|Beep21 |url=https://note.com/beep21/n/n0f7ca2dc6f32 |access-date=2023-12-22 |website=note(ノート) |language=ja}}</ref> After five consecutive years of financial losses, Sega finally posted a profit for the fiscal year ending March 2003.<ref>{{cite web |title=Sega Corporation Annual Report 2004 |url=http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2004.pdf |url-status=dead |archive-url=https://www.webcitation.org/5mHPmG7gs?url=http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2004.pdf |archive-date=December 25, 2009 |access-date=December 9, 2014 |publisher=[[Sega]] |page=2}}</ref> The announcement of Sega's exit from hardware was met with enthusiasm. According to ''IGN''{{'}}s Travis Fahs, "Sega was a creatively fertile company with a rapidly expanding stable of properties to draw from. It seemed like they were in a perfect position to start a new life as a developer/publisher."<ref name="IGN's History of Sega" /> Former [[Working Designs]] president Victor Ireland wrote, "It's actually a good thing ... because now Sega will survive, doing what they do best: software."<ref name="Dreamcast memorial" /> The staff of ''[[Newsweek]]'' wrote that "from ''[[Sonic the Hedgehog|Sonic]]'' to ''[[Shenmue]]'', Sega's programmers have produced some of the most engaging experiences in the history of interactive media ... Unshackled by a struggling console platform, this platoon of world-class software developers can do what they do best for any machine on the market."<ref>{{cite web |date=January 30, 2001 |title=Sega Gets Hip to Reality |url=http://www.newsweek.com/sega-gets-hip-reality-150639 |url-status=live |archive-url=https://web.archive.org/web/20150218093630/http://www.newsweek.com/sega-gets-hip-reality-150639 |archive-date=February 18, 2015 |access-date=February 16, 2015 |work=[[Newsweek]]}}</ref> ''[[Game Informer]]'', commenting on Sega's tendency to produce under-appreciated [[cult classics]], wrote: "Let us rejoice in the fact that Sega is making games equally among the current console crop, so that history will not repeat itself."<ref>{{cite magazine|title=Classic Reviews: Burning Rangers|magazine=Game Informer|issue=110|volume=12|date=June 2002|page=104}}</ref>
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