Difference between revisions of "Sega AM5"

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AM5, then likely known as R&D5, was reportedly created in 1989{{ref|https://web.archive.org/web/20210507020520/https://blog.goo.ne.jp/lemon6868/e/964683a1754808ef332712561e51b4c0}} under the leadership of [[Hiroshi Uemura]],{{fileref|SSM_JP_19960614_1996-09.pdf|page=144}} and was split from the arcade hardware design department of [[Sega AM4]], at that time still known as R&D4. Opened with the specific aim of creating amusement machines for families to be placed in suburban facilities such as Sega's own Japanese game centers,{{ref|https://web.archive.org/web/20210507020520/https://blog.goo.ne.jp/lemon6868/e/964683a1754808ef332712561e51b4c0}} it initially focused on creating small childrens' arcade machines like the ''Waku Waku'' line of kiddie rides, whilst also undertaking more complex work on a number of early large simulators, including the [[AS-1]].{{ref|https://web.archive.org/web/20210507020520/https://blog.goo.ne.jp/lemon6868/e/964683a1754808ef332712561e51b4c0}} These were originally showcased at industry trade shows and expos; some saw more permanent use at a few of the larger amusement venues open around the world at that time, like Sega's own [[Sega World Cospal]], which housed a ''[[CCD Cart]]'' installation when opened in 1991.{{magref|gamemachinejp|415|14}}
 
AM5, then likely known as R&D5, was reportedly created in 1989{{ref|https://web.archive.org/web/20210507020520/https://blog.goo.ne.jp/lemon6868/e/964683a1754808ef332712561e51b4c0}} under the leadership of [[Hiroshi Uemura]],{{fileref|SSM_JP_19960614_1996-09.pdf|page=144}} and was split from the arcade hardware design department of [[Sega AM4]], at that time still known as R&D4. Opened with the specific aim of creating amusement machines for families to be placed in suburban facilities such as Sega's own Japanese game centers,{{ref|https://web.archive.org/web/20210507020520/https://blog.goo.ne.jp/lemon6868/e/964683a1754808ef332712561e51b4c0}} it initially focused on creating small childrens' arcade machines like the ''Waku Waku'' line of kiddie rides, whilst also undertaking more complex work on a number of early large simulators, including the [[AS-1]].{{ref|https://web.archive.org/web/20210507020520/https://blog.goo.ne.jp/lemon6868/e/964683a1754808ef332712561e51b4c0}} These were originally showcased at industry trade shows and expos; some saw more permanent use at a few of the larger amusement venues open around the world at that time, like Sega's own [[Sega World Cospal]], which housed a ''[[CCD Cart]]'' installation when opened in 1991.{{magref|gamemachinejp|415|14}}
  
The team's name change to AM5 occurred alongside the separation of Sega's R&D teams to use the CS and AM names in 1991,{{magref|bemega|1994-10|96}} though because of its nature, its numbers are not thought to have been affected. Eventually, much of AM5's work became devoted to the creation of the [[Mid-size attraction|Mid-size]] and [[Large attraction]]s that almost exclusively populated Sega's [[Amusement Theme Park]] centers in Japan during the 1990s, including (but not limited to) [[Joypolis]].{{fileref|SSM_JP_19960614_1996-09.pdf|page=144}} Unlike AM4, which frequently collaborated with the software departments [[AM1]], [[AM2]] and [[AM3]], AM5 appears to have designed, created, and developed most of its work by itself, often also going uncredited for it. In spite of this, one of their most notable works, [[VR-1]], was jointly created with AM3,{{ref|https://web.archive.org/web/20040610032406/www.hitmaker.co.jp/site/comphistory.html}} who had also collaborated with [[Virtuality]] for the advanced [[Mega Visor Display]] headset used in the attraction and ''[[Dennou Senki Net Merc]]''.{{ref|1=http://www.system16.com/hardware.php?id=712}}{{ref|https://www.vrfocus.com/2020/07/the-virtual-arena-blast-from-the-past-the-vr-1/}}
+
The team's name change to AM5 occurred alongside the separation of Sega's R&D teams to use the CS and AM names in 1991,{{magref|bemega|1994-10|96}} though because of its nature, its numbers are not thought to have been affected. Eventually, much of AM5's work became devoted to creating the vast majority of the various [[Mid-size attraction|mid-size]] and [[large attraction]]s that populated Sega's [[Amusement Theme Park]] centers in Japan during the 1990s, including (but not limited to) [[Joypolis]].{{magref|ssmjp|1996-09|144}} Unlike AM4, which frequently collaborated with the software departments [[AM1]], [[AM2]] and [[AM3]], AM5 appears to have designed and created most of its work by itself, however its two most notable works, the [[AS-1]] and [[VR-1]] simulators, were assisted by AM3 (and in the latter case, [[Virtuality]], as a result of the partnership to create the [[Mega Visor Display]]).{{ref|https://web.archive.org/web/20040610032406/www.hitmaker.co.jp/site/comphistory.html}}{{ref|1=http://www.system16.com/hardware.php?id=712}}{{ref|https://www.vrfocus.com/2020/07/the-virtual-arena-blast-from-the-past-the-vr-1/}} As a result of their work's nature, it was also not widely distributed like much of the rest of the AM teams.
  
AM5 was most active from 1993 to 1998, when it was officially deemed the "Joypolis Attraction R&D Department"{{magref|gr|6|18}} and Sega's theme park operations were still being continually expanded, requiring the constant development of new showpiece attractions. Some of its work became available outside of Japan in [[SegaWorld London]] and [[Sega World Sydney]], however due to financial pressures and managerial problems, the majority of these theme parks were either closed permanently or scaled back, with only the flagship [[Tokyo Joypolis]] receiving frequent updates thereafter. In 1999, AM5, like all the AM and CS teams at Sega, was renamed, and ceased to exist. [[Mirai R&D]] took its place, which returned the team to its roots by focusing more on arcade machines for small children.
+
AM5 was most active from 1993 to 1998, when it was officially deemed the "Joypolis Attraction R&D Department"{{magref|gr|6|18}} and Sega's theme park operations were still being continually expanded, requiring the constant development of new showpiece attractions. Some of its work became available outside of Japan in [[SegaWorld London]] and [[Sega World Sydney]], however due to financial pressures and managerial problems, the majority of these theme parks were either closed permanently or scaled back, with only the flagship [[Tokyo Joypolis]] receiving frequent updates thereafter.{{ref|https://www.vrfocus.com/2020/07/the-virtual-arena-blast-from-the-past-the-vr-1/}}  In 1999, AM5, like all the AM and CS teams at Sega, was renamed, and ceased to exist. [[Mirai R&D]] took its place, which eventually returned the team to its roots by focusing on arcade machines for small children again.
  
 
Sega has continued to develop attractions for the remaining theme park venues they are affiliated with, however, it was only during the 1990s that a specific internal division was promoted for these tasks and largely dedicated to them.
 
Sega has continued to develop attractions for the remaining theme park venues they are affiliated with, however, it was only during the 1990s that a specific internal division was promoted for these tasks and largely dedicated to them.

Revision as of 21:56, 26 June 2021

Notavailable.svg
Sega AM5
Founded: 1989[1]
Defunct: 1999
Headquarters:
Japan

Sega Amusement Machine Research and Development Department #5, commonly known as Sega AM R&D #5 or Sega AM5, was a research and development division within Sega. Specialising in the development of indoor theme park attractions and children's amusement machines,[1] it existed for around a decade, becoming Mirai R&D in 1999 after the other Sega AM and CS teams were reformed.

Members

History

AM5, then likely known as R&D5, was reportedly created in 1989[1] under the leadership of Hiroshi Uemura,[2] and was split from the arcade hardware design department of Sega AM4, at that time still known as R&D4. Opened with the specific aim of creating amusement machines for families to be placed in suburban facilities such as Sega's own Japanese game centers,[1] it initially focused on creating small childrens' arcade machines like the Waku Waku line of kiddie rides, whilst also undertaking more complex work on a number of early large simulators, including the AS-1.[1] These were originally showcased at industry trade shows and expos; some saw more permanent use at a few of the larger amusement venues open around the world at that time, like Sega's own Sega World Cospal, which housed a CCD Cart installation when opened in 1991.[3]

The team's name change to AM5 occurred alongside the separation of Sega's R&D teams to use the CS and AM names in 1991,[4] though because of its nature, its numbers are not thought to have been affected. Eventually, much of AM5's work became devoted to creating the vast majority of the various mid-size and large attractions that populated Sega's Amusement Theme Park centers in Japan during the 1990s, including (but not limited to) Joypolis.[5] Unlike AM4, which frequently collaborated with the software departments AM1, AM2 and AM3, AM5 appears to have designed and created most of its work by itself, however its two most notable works, the AS-1 and VR-1 simulators, were assisted by AM3 (and in the latter case, Virtuality, as a result of the partnership to create the Mega Visor Display).[6][7][8] As a result of their work's nature, it was also not widely distributed like much of the rest of the AM teams.

AM5 was most active from 1993 to 1998, when it was officially deemed the "Joypolis Attraction R&D Department"[9] and Sega's theme park operations were still being continually expanded, requiring the constant development of new showpiece attractions. Some of its work became available outside of Japan in SegaWorld London and Sega World Sydney, however due to financial pressures and managerial problems, the majority of these theme parks were either closed permanently or scaled back, with only the flagship Tokyo Joypolis receiving frequent updates thereafter.[8] In 1999, AM5, like all the AM and CS teams at Sega, was renamed, and ceased to exist. Mirai R&D took its place, which eventually returned the team to its roots by focusing on arcade machines for small children again.

Sega has continued to develop attractions for the remaining theme park venues they are affiliated with, however, it was only during the 1990s that a specific internal division was promoted for these tasks and largely dedicated to them.

Softography

References


Timeline of Sega of Japan research and development divisions








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