Difference between revisions of "Sega AM5"

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{{sub-stub}}'''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. AM5 was created in 1991 and was split from [[Sega AM4]] to focus on large scale attractions for Sega's planned theme parks, such as [[Joypolis]] and [[Sega World ATC Galbo|Galbo]].{{fileref|SSM_JP_19960614_1996-09.pdf|page=144}}
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{{sub-stub}}'''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. AM5 was created in 1991 and was split from the arcade hardware design department of [[Sega AM4]], to focus on large scale attractions for Sega range of then-planned theme parks (such as the [[Joypolis]] chain and [[Sega World ATC Galbo]]){{fileref|SSM_JP_19960614_1996-09.pdf|page=144}}.
  
By 1999, AM5 was renamed to Mirai R&D(未来研究開発部 or 未来研){{fileref|DCM_JP_19991119_1999-36.pdf|page=15}}.  [[Kouchuu Ouja Mushiking]] was developed by Mirai R&D<ref>https://sega.jp/fb/creators/vol_13/1.html</ref>.  
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Unlike AM4 which collaborated with the software departments [[AM1]], [[AM2]] and [[AM3]], AM5 designed and created most, if not all, of its products by itself. It was most active during the mid-1990s when Sega were rapidly expanding their amusement operations across the planet, but due to financial pressures, was gradually scaled back in scope. In 1999 AM5, like all the AM and CS teams at Sega was renamed, but emerged again as a separate entity, ''[[Mirai R&D]]'', an arcade-only team producing more "elaborate" machines than its peers.
  
Little is known about AM5's operations. It is presumed that when Sega moved away from theme park management, AM5 folded back into other sections of the company.
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== Softography ==
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*''[[Sega Super Circuit]]'' (1989?){{fileref|SSM_JP_19960614_1996-09.pdf|page=144}}
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*[[AS-1]] (1993){{fileref|SSM_JP_19960614_1996-09.pdf|page=144}}
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*''[[Half-Pipe Canyon]]'' (1996)
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*[[VR-1]] (1996){{fileref|SSM_JP_19960614_1996-09.pdf|page=144}}
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*''[[Ghost Hunters]]''{{fileref|SSM_JP_19960614_1996-09.pdf|page=144}}
  
== Softography ==
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==References==
* [[Sega Super Circuit]] (1989?){{fileref|SSM_JP_19960614_1996-09.pdf|page=144}}
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<references />
* [[AS-1]] (1993){{fileref|SSM_JP_19960614_1996-09.pdf|page=144}}
 
* [[VR-1]] (1996){{fileref|SSM_JP_19960614_1996-09.pdf|page=144}}
 
* [[Ghost Hunters]]{{fileref|SSM_JP_19960614_1996-09.pdf|page=144}}
 
  
 
{{clear}}
 
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{{SegaDevs}}
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{{SoJ}}

Revision as of 14:50, 9 January 2017


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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. AM5 was created in 1991 and was split from the arcade hardware design department of Sega AM4, to focus on large scale attractions for Sega range of then-planned theme parks (such as the Joypolis chain and Sega World ATC Galbo)[1].

Unlike AM4 which collaborated with the software departments AM1, AM2 and AM3, AM5 designed and created most, if not all, of its products by itself. It was most active during the mid-1990s when Sega were rapidly expanding their amusement operations across the planet, but due to financial pressures, was gradually scaled back in scope. In 1999 AM5, like all the AM and CS teams at Sega was renamed, but emerged again as a separate entity, Mirai R&D, an arcade-only team producing more "elaborate" machines than its peers.

Softography

References


Timeline of Sega of Japan research and development divisions








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