Category talk:Sega

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Relevant tweets (and blog posts) from former Sega employees:
"At the time, CS developers were ordered to make the most of the 6B pad's characteristics, and we were forced to assign controls to the available buttons."
"The I Love Mickey series was developed in Japan (CS#2), not overseas! The ones made overseas were Fantasia, Mickey Mania, and the Disney movies after Aladdin."
"I believe that the MD version of VR was made in-house. I think all the CS3 programmers at the time traveled to AM2 to work on it."
"No, no, no, the porting of [Virtua] Cop was done by Mr. Isono, and Mr. Okayasu had nothing to do with it. In addition, Mr. Okayasu had almost nothing to do with the port of [MD] Virtua Racing, and the actual port was made by the CS development team on loan to AM2."
"There seem to be a lot of people who think that Wakusei Woodstock: Funky Horror Band was made by Sega. In those days, there were not many cases where the development company or OEM was disclosed. Even Super Shinobi II was basically outsourced (although CS#1 helped with the design)."
"Since Bare [Knuckle] 2, the development of the game itself was moved to Ancient. Well, for 3, the design was done by CS#1. Grand Upper!"
"Oh no, when I hear the word 'Cinepak,' I can't help but think of the face of Mr. Shigeta (former president of SIMS), the head of the CS division in the early days of Saturn...I don't know why, but it's a secret that he was really pissed off and screaming when he played the alpha version of Hang On GP!"
ESWAT was an AM2 title?
Helped draw dots for MCD Shin Megami Tensei at CS3?
CS3 was developing 32X titles.
Ristar was developed by CS1.
Columns III was planned by CS1 and produced by Minato Giken.
Crying/Bio Hazard Battle and King Colossus were developed by CS1.
Golden Axe III was developed by CS1.
"The original plan was that Sega wanted a game for modems, and Tonbe and Isoda brought in a shooter, which was to be made by CS1 Lab, but it was later discovered that the Mega Modem was half-duplex, so it ended up being just a two-player shooter."
"My first work, 'Crying: Aseimei Sensou,' was made in a place called the PK Building in Otorii, and the enemy boss, 'Peekay,' comes out by destroying the building. Also, the boss of the other side, 'Inatiso,' is a reverse reading of the name of Mr. Oshitani, who was the head of the CS3 Lab next door."

CRV (talk) 23:38, 4 June 2021 (UTC)

AM6/Smilebit/CS division conflicts?

Credit checking Saturn games would undoubtedly help, but it's my understanding that CS1 formed 3 teams at 32X/Saturn's software R&D outset; Team Andromeda (Panzer Dragoon), Team Ara (V-Goal & Greatest Nine) and Team Aquila (Clockwork Knight). I've later heard that key staff who worked on Clockwork Knight were moved to AM7/Overworks and key Panzer Dragoon staff were moved to AM9/UGA (rather than all to AM6/Smilebit in both cases) implying there might not be such a neat continuation between CS1 to AM6? Is any further investigation possible?

Sounds confusing, as trying to break down Sega/Nintendo divisions without much official information usually is. We'll keep an eye out. CRV 08:22, 10 January 2009 (CST)

AM2 games?

This list looks highly suspect. Did AM2 really make these ugly or unremarkable ports of home games?

No, it didn't. For example, Rutubo Games did Sega Ages: After Burner II and Out Run. CRV 05:59, 23 February 2007 (CST)
Indeed Rutubo did. Those Wikipedia lists should be treated with utmost suspicion.


I'm doubting "4th R&D" was AM4. On Moby, it says it didn't get into software until the 90's. Also, I'm not sure if Sega of America itself did any development, though there were certainly plenty of American divisions. Spider-Man was done by Recreational Brainware (later Headgames). CRV 05:27, 24 February 2007 (CST)

I think this "AM" denomination was devised either as a post-factum by Sega or by fans themselves. Didn't Sega make a distinction between "AM" and "CS" divisions before? --Idrougge 12:03, 24 February 2007 (CST)