Difference between revisions of "Amusement Vision"
From Sega Retro
Trippled-3 (talk | contribs) |
|||
(13 intermediate revisions by 3 users not shown) | |||
Line 6: | Line 6: | ||
| tseries= | | tseries= | ||
| mergedwith= | | mergedwith= | ||
− | | mergedinto=[[ | + | | mergedinto=[[New Entertainment R&D Dept.]] |
| headquarters=Japan | | headquarters=Japan | ||
}} | }} | ||
Line 12: | Line 12: | ||
{{sub-stub}}'''Amusement Vision''' (アミューズメントヴィジョン) was a research and development division within [[Sega]]. | {{sub-stub}}'''Amusement Vision''' (アミューズメントヴィジョン) was a research and development division within [[Sega]]. | ||
− | It was created in 2000 to act as a replacement for Sega Software R&D Dept. #4 (formerly known as [[Sega AM11]]){{fileref|DCM JP 20001013 2000-32.pdf|page=91}}. | + | It was created in 2000 to act as a replacement for Sega Software R&D Dept. #4 (formerly known as [[Sega AM11]]){{fileref|DCM JP 20001013 2000-32.pdf|page=91}}. Just like the newly formed [[WOW Entertainment]], [[Hitmaker]] and [[Sega Rosso]], Amusement Vision were given a more home-centric purpose, in addition to catering the arcade market. |
− | Amusement Vision's big success was the ''Monkey Ball'' franchise, one of the | + | [[Sega AM2]]'s [[Toshihiro Nagoshi]] managed the studio, with his brainchild ''[[Daytona USA]]'' seeing an Amusement Vision-led upgrade in the form of ''[[Daytona USA 2001]]''.Amusement Vision's big success was the ''Monkey Ball'' franchise, one of the most notable post-Dreamcast successes. They were also responsible for the critically acclaimed ''[[F-Zero GX]]''. Based on these successes, Nagoshi was allowed to further develop home console projects in the future, while other studios returned to be arcade-centric. |
− | Following a corporate restructure, Amusement Vision would become [[New Entertainment R&D Dept.]] in | + | Following a corporate restructure, Amusement Vision would become [[New Entertainment R&D Dept.]] in 2005. |
==Members== | ==Members== | ||
− | + | {{multicol| | |
*[[Daisuke Sato]] | *[[Daisuke Sato]] | ||
+ | *[[Eigo Kasahara]] | ||
*[[Hiroyuki Sakamoto]] | *[[Hiroyuki Sakamoto]] | ||
*[[Hisashi Endo]] | *[[Hisashi Endo]] | ||
− | *[[Mifune | + | *[[Satoshi Mifune]] |
+ | *[[Jun Tokuhara]] | ||
+ | *[[Junichi Yamada]] | ||
*[[Tetsuya Kaku]] | *[[Tetsuya Kaku]] | ||
*[[Toshihiro Nagoshi]] | *[[Toshihiro Nagoshi]] | ||
− | *[[ | + | *[[Yukinobu Arikawa]] |
+ | |cols}} | ||
==Softography== | ==Softography== | ||
Line 43: | Line 47: | ||
====[[Hikaru]]==== | ====[[Hikaru]]==== | ||
*''[[Planet Harriers]]'' (2001) | *''[[Planet Harriers]]'' (2001) | ||
− | |||
− | |||
− | |||
====[[GameCube]]==== | ====[[GameCube]]==== | ||
Line 52: | Line 53: | ||
*''[[F-Zero GX]]'' (2003) | *''[[F-Zero GX]]'' (2003) | ||
*''[[Super Monkey Ball 2 Pack]]'' (2004) | *''[[Super Monkey Ball 2 Pack]]'' (2004) | ||
− | |||
− | |||
− | |||
− | |||
====[[Triforce]]==== | ====[[Triforce]]==== | ||
*''[[Virtua Striker 2002]]'' (2002) | *''[[Virtua Striker 2002]]'' (2002) | ||
*''[[F-Zero AX]]'' (2003) | *''[[F-Zero AX]]'' (2003) | ||
+ | |||
+ | ====[[Game Boy Advance]]==== | ||
+ | *''[[Super Monkey Ball Jr.]]'' (2002) (with [[Realism]]) | ||
+ | *''[[Shining Force: Resurrection of the Dark Dragon]]'' (2004) | ||
====[[Chihiro]]==== | ====[[Chihiro]]==== | ||
*''[[Ollie King]]'' (2004) | *''[[Ollie King]]'' (2004) | ||
− | ====[[ | + | ===[[PlayStation 2]]=== |
− | *''[[ | + | *''[[The Typing of the Dead: Zombie Panic]]'' (2004) |
+ | *''[[Super Monkey Ball Deluxe]]'' (2005) | ||
+ | |||
+ | ===[[Xbox]]=== | ||
+ | *''[[Spikeout: Battle Street]]'' (2005) | ||
+ | *''[[Super Monkey Ball Deluxe]]'' (2005) | ||
}} | }} | ||
Revision as of 14:20, 23 February 2018
This teeny-tiny article needs some work. You can help us by expanding it.
Amusement Vision (アミューズメントヴィジョン) was a research and development division within Sega.
It was created in 2000 to act as a replacement for Sega Software R&D Dept. #4 (formerly known as Sega AM11)[1]. Just like the newly formed WOW Entertainment, Hitmaker and Sega Rosso, Amusement Vision were given a more home-centric purpose, in addition to catering the arcade market.
Sega AM2's Toshihiro Nagoshi managed the studio, with his brainchild Daytona USA seeing an Amusement Vision-led upgrade in the form of Daytona USA 2001.Amusement Vision's big success was the Monkey Ball franchise, one of the most notable post-Dreamcast successes. They were also responsible for the critically acclaimed F-Zero GX. Based on these successes, Nagoshi was allowed to further develop home console projects in the future, while other studios returned to be arcade-centric.
Following a corporate restructure, Amusement Vision would become New Entertainment R&D Dept. in 2005.
Contents
Members
Softography
Dreamcast
- Daytona USA 2001 (2000) (with Genki)
NAOMI
- Slashout (2000)
- Monkey Ball (2001)
- Spikers Battle (2001)
NAOMI 2
- Virtua Striker 3 (2001)
Hikaru
- Planet Harriers (2001)
GameCube
- Super Monkey Ball (2001)
- Super Monkey Ball 2 (2002)
- F-Zero GX (2003)
- Super Monkey Ball 2 Pack (2004)
Triforce
- Virtua Striker 2002 (2002)
- F-Zero AX (2003)
Game Boy Advance
- Super Monkey Ball Jr. (2002) (with Realism)
- Shining Force: Resurrection of the Dark Dragon (2004)
Chihiro
- Ollie King (2004)
PlayStation 2
- The Typing of the Dead: Zombie Panic (2004)
- Super Monkey Ball Deluxe (2005)
Xbox
- Spikeout: Battle Street (2005)
- Super Monkey Ball Deluxe (2005)
Magazine articles
- Main article: Amusement Vision/Magazine articles.
External links
References
Timeline of Sega of Japan research and development divisions |
---|
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
00
01
02
03
04
05
06
07
08
09
10
11
12
13
14
15
16
17
18
19
20
21
22
|