:Sega AM2

{{Short description|Japanese video game developer}}

{{good article}}

{{Use mdy dates|date=April 2020}}

{{Infobox company

| name = Sega AM Research & Development No. 2

| trading_name = Sega AM2

| native_name =

| native_name_lang = ja

| romanized_name =

| logo = Sega AM2 logo.png

| logo_alt = A palm tree with the letters "AM2" in front of it.

| logo_caption = Logo used as SEGA-AM2 Co., Ltd.

| former_name = Studio 128 (1986-1988)
Sega R&D8 (1988-1990)
Sega AM R&D Dept. #2 (1990-1999)
Sega Software R&D Dept #2 (AM2) (1999-2000)
AM2 of CRI (2000-2001)
SEGA-AM2 Co., Ltd. (2001-2004)
AM R&D Dept. #2 (2004-2011)
Sega R&D2 (2011-2015)
Sega Interactive R&D2 (2015-2020)

| type = Division

| industry = Video games

| predecessor = Sega R&D1
Sega R&D2

| foundation =

| founder = Yu Suzuki

| location_city = Tokyo

| website =

| location_country = Japan

| key_people = {{ubl|Yu Suzuki|Toshihiro Nagoshi|Makoto Osaki|Hiroshi Kataoka}}

| products = Arcade games, video games

| parent = Sega

}}

{{Nihongo foot|Sega AM Research & Development No. 2,|セガ第二AM研究開発部|Sega Daini Ē Emu Kenkyū Kaihatsu Bu|group=lower-alpha|lead=yes}} previously known as {{nihongo foot|SEGA-AM2 Co., Ltd.,|株式会社SEGA-AM2|Kabushiki gaisha Sega Ē Emu Tsū|group=lower-alpha|lead=yes}} is a video game development team within the Japanese multinational video game developer Sega. Yu Suzuki, who had previously developed arcade games for Sega including Hang-On and Out Run, was the first manager of the department.

AM2's first game produced was 1992's Virtua Racing, followed by the highly popular Virtua Fighter and Daytona USA. Through the remainder of the 1990s, they developed more arcade titles and focused on fighting and racing games. AM2 was placed under the management of CSK Research Institute in 2000, and a year later became SEGA-AM2 Co., Ltd. Their development of Shenmue was over budget and cost millions of dollars, and despite positive reviews and good sales was unable to become profitable.

Suzuki was promoted and left AM2 in 2003; Hiroshi Kataoka became the head of AM2. A year later Sega was acquired by Sammy Corporation and AM2 was merged back into Sega. Since, the team has continued work on arcade games such as Border Break and the Hatsune Miku: Project DIVA series, as well as smartphone games in Japan. Several games produced by Sega AM2 have influenced and innovated the video game industry from a technical and developmental perspective.

History

{{See also|Sega development studios}}

= Precursors to AM2: Yu Suzuki and Studio 128 =

File:Yu Suzuki - Game Developers Conference 2011 - Day 3.jpg, the first head of AM2]]

Yu Suzuki joined Sega in 1983 as a programmer.{{cite magazine|last=Marley|first=Scott|date=December 2016|title=Q&A with Yu Suzuki|magazine=Retro Gamer|publisher=Future Publishing|issue=163|page=61}} At the time Suzuki joined Sega, there was only one development division at the company.{{cite magazine|date=June 1994|title=Yu Suzuki: Sega's driving force|magazine=Edge|issue=9|pages=45–50}} In his first year, he created a 2D boxing game called Champion Boxing for Sega's first home game console, the SG-1000. According to Suzuki, the executive staff at Sega found the game so impressive that they released it in arcades as-is by simply installing an SG-1000 into an arcade cabinet. He was promoted to project leader while still in his first year at the company. Suzuki's next project was the motorcycle racing game Hang-On. To accomplish his desire to make a 3D game despite technological limitations at the time,{{cite web|url=http://www.eurogamer.net/articles/2015-03-22-out-ran-meeting-yu-suzuki|title=Out Ran: Meeting Yu Suzuki, Sega's original outsider|last=Robinson|first=Martin|date=March 22, 2015|website=Eurogamer|publisher=Gamer Network|url-status=live|archive-url=https://web.archive.org/web/20151220185846/http://www.eurogamer.net/articles/2015-03-22-out-ran-meeting-yu-suzuki|archive-date=December 20, 2015|access-date=December 24, 2015|df=mdy-all}} he specified the design of Sega's new Super Scaler arcade system board,{{cite book|last=Horowitz|first=Ken|title=The Sega Arcade Revolution: A History in 62 Games|publisher=McFarland & Company |year=2018|isbn=9781476631967|pages=92–97}} which utilized 16-bit graphics and sprite-scaling.{{cite web|url=http://uk.retro.ign.com/articles/974/974695p3.html|title=IGN Presents the History of SEGA|last=Fahs|first=Travis|date=April 21, 2009|work=IGN|url-status=live|archive-url=https://web.archive.org/web/20120314223825/http://uk.retro.ign.com/articles/974/974695p3.html|archive-date=March 14, 2012|access-date=February 6, 2020}}{{cite web|url=http://www.hardcoregaming101.net/outrun/|title=OutRun|last=Grazza|first=Brian|date=October 5, 2017|website=Hardcore Gaming 101|publisher=Kurt Kalata|url-status=live|archive-url=https://web.archive.org/web/20171014095055/http://www.hardcoregaming101.net/outrun/|archive-date=October 14, 2017|df=mdy-all}} Hang-On was very popular at launch and sold well for Sega. Suzuki's success followed with additional titles Space Harrier, Out Run, and Enduro Racer.{{Sfn|Horowitz|2018|pp=100-102, 112-114}} He and his team relocated to "Studio 128", a more private location where After Burner and Power Drift were developed.{{Sfn|Horowitz|2018|pp=153-157}} He also worked on development of G-LOC: Air Battle and the R360 arcade cabinet. Developer Toshihiro Nagoshi joined Sega in 1989 as a designer with Suzuki's team.{{Sfn|Horowitz|2018|pp=187-190}}

= Establishment of AM2 and years as a department =

File:Toshihiro Nagoshi 20140125.jpg joined Sega as a member of Yu Suzuki's team, and was a designer with AM2.]]

Some time after the release of Power Drift, Sega began to separate the amusement division into the Amusement Machine Research and Development teams, or AM teams. Suzuki was made general manager of Research and Development No. 2, or Sega AM2.{{Sfn|Horowitz|2018|pp=153-157}} According to Suzuki, Sega employed approximately 600 people in research and development, and that AM2 began as a group of around 100 people. He has also stated the reason for this separation was the advent of advanced computer graphics technology. Around the time of AM2's formation, Suzuki's team moved back into the main office, then to an annex a short walk from the office. Even so, Suzuki worked with a desire of secrecy, so much so that Sega president Hayao Nakayama was denied entry on one occasion.{{Sfn|Horowitz|2018|pp=153-157}}

The first project developed by AM2 was Virtua Racing. While development began with 10 people on Virtua Racing, it finished with 25 workers on the project for a year, and the Model 1 arcade system board on which it runs took approximately three years. AM2 also ported the game for the Sega Genesis. Next Generation stated that AM2 "single-handedly chang[ed] the perception of polygons in a gaming environment" with Virtua Racing.{{cite magazine|date=April 1995|title=AM2|magazine=Next Generation|issue=4|pages=68–69}}

After the release of Virtua Racing, AM2 split into two teams; one began work on Virtua Fighter, while another started on Daytona USA. According to Suzuki, he wanted to develop a game with multiple joint movements, such as a soccer or rugby game. Finding that the Model 1 was not powerful enough to handle this many motions, Suzuki resorted to a game with only two moving characters at a time. With the massive success of Street Fighter II in the industry at the time, he made the decision to make a 3D fighting game to compete.{{cite web |url=http://vf20th.sega.jp/interview131211.html|title=VF20th Anniversary Interview with Yu Suzuki |date=December 11, 2013|website=Virtua Fighter 20th Anniversary|publisher=Sega|language=ja |archive-url=https://web.archive.org/web/20181025234316/http://vf20th.sega.jp/interview131211.html|archive-date=October 25, 2018|url-status=live}} In developing the game, Suzuki identified the need for the game to be realistic, yet fun to play.{{cite magazine|date=November 1995|title=Nothing Compares to Yu|magazine=Next Generation|publisher=Imagine Media|issue=11|pages=6–9}} Virtua Fighter became a huge success in Japan,{{cite magazine|date=January 1995|title=Street's Fighting for Squares... Virtua Fighter is Big in Japan|magazine=Ultimate Future Games|publisher=Future Publishing|issue=2|pages=28–29}} and its Sega Saturn port sold at a nearly one-to-one ratio with the console itself.{{cite book|last=Kent|first=Steven L.|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|publisher=Prima Publishing|year=2001|isbn=0-7615-3643-4|location=Roseville, California|pages=501–502|author-link=Steven L. Kent}}

File:VR Virtua Racing.jpg

For Daytona USA, Nagoshi was director and chief designer, while Suzuki served as producer. The concept for the game was suggested by Tom Petit, head of Sega Enterprises USA, as a way to debut Sega's new Model 2 arcade system board. Sega mandated that Daytona USA had to be better than Ridge Racer, a game made by Namco. To accurately depict Daytona International Speedway, the developers used satellite imagery and sent staff to photograph the track; Nagoshi walked a full lap to get a feel for the banking in the corners.{{Sfn|Horowitz|2018|pp=199-204}} Daytona USA was released in Japan in August 1993, and worldwide in March 1994.{{Sfn|Horowitz|2018|pp=199-204}}{{cite magazine|date=October 1993|title=Daytona USA|magazine=Electronic Gaming Monthly|issue=51|page=222}} AM2 ported the game to Saturn in April 1995.{{cite magazine|last=Ogasawara|first=Nob|date=May 1995|title=The Creation of Daytona, and the Future Projects of AM2|magazine=Electronic Gaming Monthly|publisher=Sendai Publishing|issue=70|pages=70–71}}{{cite magazine|date=December 1995|title=Virtua Fighter 2 Development Diary|magazine=Sega Saturn Magazine|publisher=Emap International Limited|issue=2|page=46}} The Saturn port was a launch title in the West.{{cite magazine|date=January 1996|title=1995: The Calm Before the Storm?|magazine=Next Generation|publisher=Imagine Media|issue=13|page=47}}{{cite magazine|date=July 1995|title=Sega Hopes to Run Rings Around the Competition with Early Release of the Saturn|magazine=Electronic Gaming Monthly|publisher=Sendai Publishing|issue=72|page=30}} Daytona USA was highly popular in arcades, and the twin cabinet was one of three 1995 recipients of the American Amusement Machine Association's Diamond Awards, which are based strictly on sales achievements.{{cite magazine|date=May 1996|title=And the Winner Is...|magazine=Next Generation|publisher=Imagine Media|issue=17|page=21}} In a 2002 report, Sega reported it to be one of the most successful arcade games of all time.{{cite web|url=https://www.segasammy.co.jp/japanese/ir/library/pdf/printing_archive/2002/sega/sega_annual_tuuki_2002.pdf|title=Sega Annual Report, 2002|date=2002|publisher=Sega Sammy Holdings|url-status=live|archive-url=https://web.archive.org/web/20160303231553/https://www.segasammy.co.jp/japanese/ir/library/pdf/printing_archive/2002/sega/sega_annual_tuuki_2002.pdf|archive-date=3 March 2016|access-date=4 September 2019}}

Over the course of the remainder of the 1990s, Suzuki's primary concern in arcades were the Virtua Fighter series and working as a producer for other titles.{{cite magazine|date=January 2016|title=The Arcade Pioneer: The Story of Yu Suzuki|magazine=Retro Gamer|publisher=Future plc|issue=150|pages=96–99}} Subsequently, AM2 released Virtua Cop and Virtua Fighter 2 for the Model 2.{{Sfn|Horowitz|2018|pp=204-210}} Produced in twelve months, Virtua Fighter 2 was an even greater success in Japan than its predecessor. In a 1996 interview, Suzuki stated in an interview his philosophy to be not an imitator, but a pioneer in the arcade industry. He also described the palm tree logo of AM2 as representing reliance and peace of mind.{{cite magazine|date=June 1996|title=AM Tidbits|magazine=Sega Saturn Magazine|language=ja|pages=138–143}} Further titles developed in the end of 1990s included Virtua Cop 2, Fighting Vipers, Daytona USA 2: Battle on the Edge, and SpikeOut. Daytona USA 2 and SpikeOut made use of the Model 3 system board.{{Sfn|Horowitz|2018|pp=215-220, 233-240}}

= AM2 of CRI and SEGA-AM2 Co., Ltd. =

In April 2000, CSK Research Institute (CRI) took management over AM2. CRI was a subsidiary of CSK Corporation, which was Sega's parent company at the time, and had previously published Aero Dancing. The new division became known as "AM2 of CRI", and Suzuki remained in charge.{{cite web|url=https://www.gamespot.com/articles/new-management-for-segas-am2/1100-2447075/|title=New Management for Sega's AM2|last=Sato|first=Yukiyoshi Ite|date=April 27, 2000|website=GameSpot|access-date=March 31, 2020}} Also in 2000, Sega restructured its arcade and console development teams into nine semi-autonomous studios headed by the company's top designers.{{cite web|url=http://www.1up.com/features/9999-dreamcast-memorial |title=9.9.99, A Dreamcast Memorial|last=Parish|first=Jeremy|date=September 3, 2009 |website=1UP.com |url-status=dead|archive-url=https://archive.today/20140201012313/http://www.1up.com/features/9999-dreamcast-memorial|archive-date=February 1, 2014|access-date=December 10, 2016|df=mdy}} Sega's design houses were encouraged to experiment and benefited from a relatively lax approval process.{{cite journal|last1=Montfort|first1=Nick|last2=Consalvo|first2=Mia|title=The Dreamcast, Console of the Avant-Garde |journal=Loading... The Journal of the Canadian Game Studies Association|volume=6|pages=82–99|number=9}} During the development of Shenmue, Nagoshi requested and was granted his own studio, leaving AM2.{{cite web|url=https://www.gamesradar.com/from-shenmue-to-yakuza-toshihiro-nagoshi-looks-back-on-an-illustrious-career-of-japanese-game-development/|title=From Shenmue to Yakuza, Toshihiro Nagoshi looks back on an illustrious career of Japanese game development|last=Brown|first=Nathan|date=December 28, 2018|website=GamesRadar+|access-date=March 31, 2020|url-status=live|archive-date=January 7, 2019|archive-url=https://web.archive.org/web/20190107015844/https://www.gamesradar.com/from-shenmue-to-yakuza-toshihiro-nagoshi-looks-back-on-an-illustrious-career-of-japanese-game-development/}}

AM2 developed what Sega hoped would be the Dreamcast's killer app in Shenmue, a "revenge epic in the tradition of Chinese cinema."{{cite web|url=https://ign.com/articles/1999/07/14/shenmue-the-history|title=Shenmue, the History|date=July 13, 1999|website=IGN|url-status=live|archive-url=https://web.archive.org/web/20141030003504/http://www.ign.com/articles/1999/07/14/shenmue-the-history|archive-date=October 30, 2014|access-date=October 26, 2014}} The action-adventure game involved the quest of protagonist Ryo Hazuki to avenge his father's murder,{{cite web|url=https://ign.com/articles/2007/08/08/shenmue-through-the-ages|title=Shenmue: Through the Ages|last=Kolan|first=Patrick|date=August 7, 2007|website=IGN|url-status=live|archive-url=https://web.archive.org/web/20141104113911/http://www.ign.com/articles/2007/08/08/shenmue-through-the-ages|archive-date=November 4, 2014|access-date=October 26, 2014}} but its main selling point was its rendition of the Japanese city of Yokosuka, which included a level of detail considered unprecedented for a video game.{{cite book|last=Mott|first=Tony|title=1001 Video Games You Must Play Before You Die|title-link=1001 Video Games You Must Play Before You Die|publisher=Universe Publishing|year=2013|isbn=978-0-7893-2090-2|location=New York City|pages=406}} Incorporating a simulated day/night cycle with variable weather, non-player characters with regular schedules, and the ability to pick up and examine detailed objects (also introducing the Quick-time event in its modern form{{cite web|url=http://www.escapistmagazine.com/articles/view/video-games/columns/waypoints/1310-On-Screen-Help-In-Game-Hindrance|title=On-Screen Help, In-Game Hindrance|last=Lamosca|first=Adam|date=June 24, 2007|work=The Escapist|url-status=live|archive-url=https://web.archive.org/web/20140502182342/http://www.escapistmagazine.com/articles/view/video-games/columns/waypoints/1310-On-Screen-Help-In-Game-Hindrance|archive-date=May 2, 2014|access-date=October 26, 2014}}), Shenmue went over budget and was rumored to have cost Sega over $50 million.{{sfn|Kent|2001|page=578}} Originally planned as the first installment in an 11-part saga, Shenmue was eventually downsized to a trilogy.{{cite web|url=http://www.polygon.com/2014/3/19/5527120/yu-suzuki-shenmue-gdc-2014-classic-game-postmortem|title=Creator Yu Suzuki shares the story of Shenmue's development|last=Corriea|first=Alexa Ray|date=March 19, 2014|work=Polygon|url-status=live|archive-url=https://web.archive.org/web/20150628071042/http://www.polygon.com/2014/3/19/5527120/yu-suzuki-shenmue-gdc-2014-classic-game-postmortem|archive-date=June 28, 2015|access-date=December 17, 2014}} According to Sega of America president Peter Moore, Shenmue sold "extremely well", but the game had no chance of making a profit due to the Dreamcast's limited installed base.{{sfn|Kent|2001|pages=587, 578}} The high amount Shenmue went over budget was also a factor in the game's lack of profitability. Its sequel, Shenmue II, "was completed for a much more reasonable sum".{{cite web|url=https://ign.com/articles/2010/09/10/ign-presents-the-history-of-dreamcast|title=IGN Presents the History of Dreamcast|last=Fahs|first=Travis|date=September 9, 2010|website=IGN|url-status=live|archive-url=https://web.archive.org/web/20140928201508/http://www.ign.com/articles/2010/09/10/ign-presents-the-history-of-dreamcast|archive-date=September 28, 2014|access-date=October 31, 2014}}{{sfn|Kent|2001|page=578}}File:Sega F355 Challenge.jpg, developed by AM2]]In addition to the mixed reception for Shenmue, IGN's Travis Fahs stated that "the [Dreamcast] era wasn't as kind to [AM2] as earlier years"—citing (among others) F355 Challenge as an "acclaimed" arcade game that "didn't do much at home", and Genki's port of Virtua Fighter 3 as inferior to the arcade version, "which was already a couple years old and never as popular as its predecessors."{{cite magazine|author=Matt|date=December 2000|title=F355 Challenge: Passione Rossa|magazine=Game Informer|volume=10|issue=92|page=124}}{{cite magazine|url=https://www.gameinformer.com/reviews/review_detail.cfm?ITEM_ID=3251|title=Virtua Fighter 3tb|date=October 25, 1999|magazine=Game Informer|url-status=dead|archive-url=https://web.archive.org/web/20000603210245/http://www.gameinformer.com/reviews/review_detail.cfm?ITEM_ID=3251|archive-date=June 3, 2000|access-date=October 26, 2014}} The Virtua Fighter series would experience a "tremendous comeback" with the universally acclaimed Virtua Fighter 4—which saw a console release exclusively on PlayStation 2.{{cite web|url=https://www.metacritic.com/game/virtua-fighter-4/critic-reviews/?platform=playstation-2|title=Virtua Fighter 4|website=Metacritic|url-status=live|archive-url=https://web.archive.org/web/20150117132701/http://www.metacritic.com/game/playstation-2/virtua-fighter-4/critic-reviews|archive-date=January 17, 2015|access-date=October 26, 2014}} In Japanese arcades, Virtua Fighter 4 proved to be highly influential with its VF.NET system, paving the way for arcade games with network features.{{cite web|url=http://www.1up.com/do/feature?cId=3149135|title=The Last Arcade Crusaders|last=James|first=Mielke|date=March 31, 2006|website=1up.com|url-status=live|archive-url=https://web.archive.org/web/20070914101054/http://www.1up.com/do/feature?cId=3149135|archive-date=September 14, 2007}} The quest mode of Virtua Fighter 4: Evolution on PlayStation 2, used AI mined from players in Japan playing through VF.NET.{{cite web|title=Virtua Fighter 4 – Hardcore Gaming 101|url=http://www.hardcoregaming101.net/virtua-fighter-4/|access-date=2021-06-24|language=en-US}}

In 2001, AM2 of CRI was renamed to SEGA-AM2 Co., Ltd.{{cite web|url=https://www.gamasutra.com/view/news/91644/CSK_Research_Institute_Becomes_SegaAM2_Co_Ltd.php|archive-url=https://web.archive.org/web/20210825052558/https://gamasutra.com/view/news/91644/CSK_Research_Institute_Becomes_SegaAM2_Co_Ltd.php|url-status=dead|archive-date=August 25, 2021|title=CSK Research Institute Becomes Sega-AM2 Co. Ltd.|date=August 1, 2001|website=Gamasutra|access-date=March 31, 2020}} After serving as a producer on Virtua Cop 3 and OutRun 2, Suzuki left AM2 on October 1, 2003, in order to start a new studio with Sega, called Digitalrex.{{cite web|url=http://archive.videogamesdaily.com/news/200307/037.asp|title=Sega Studio Mergers: Full Details|last=Doree|first=Adam|date=July 25, 2013|website=Kikizo|publisher=Superglobal |archive-url=https://web.archive.org/web/20150608223108/http://archive.videogamesdaily.com/news/200307/037.asp |archive-date=June 8, 2015|access-date=March 31, 2020|url-status=live}}{{cite web |url=https://blog.screenweek.it/2018/01/magic-2018-da-tite-kubo-a-yu-suzuki-a-bill-sienkiewicz-ospiti-e-programma-595315.php/|title=Magic 2018 – Da tite kubo a Yu Suzuki a Bill Sienkiewicz ospiti e programma|last=Vazzoler |first=Marlen|date=January 27, 2018|website=ScreenWeek|language=it|access-date=March 31, 2020}} He was promoted to non-executive board director. Hiroshi Kataoka was placed in charge of AM2.{{cite web|title=Sega-AM2 gets new president|url=https://www.gamespot.com/articles/sega-am2-gets-new-president/1100-6071115/|date=July 8, 2003|website=GameSpot|access-date=May 7, 2020}} Kataoka, who had led research and development at AM2 for a year, had worked on numerous projects for Sega and Yu Suzuki's division as old as Space Harrier to Virtua Fighter 4 Evolution.{{cite web|url=https://www.gamesindustry.biz/articles/sega-reshuffles-development-studios|title=Sega reshuffles development studios|last=Fahey|first=Rob|date=July 9, 2003|website=Gamesindustry.biz|access-date=March 31, 2020}} Makoto Osaki became AM2's head of development, reporting to Kataoka.{{cite web |url=http://archive.videogamesdaily.com/features/sega_am2_interview_june04.asp|title=Sega-AM2: The Kikizo Interview 2004|last=Doree|first=Adam|date=June 18, 2004|website=Kikizo|publisher=Superglobal |archive-url=https://web.archive.org/web/20190515155830/http://archive.videogamesdaily.com/features/sega_am2_interview_june04.asp|archive-date=May 15, 2019|access-date=March 31, 2020|url-status=live}} At the same time as the changes, a number of Sega's studios were merged. However, AM2 did not merge with any other studio.{{cite web|title=Sega reveals new development studio structure|url=https://www.gamespot.com/articles/sega-reveals-new-development-studio-structure/1100-6072725/|last=Niizumi|first=Hirohiko|date=July 30, 2003|website=GameSpot|access-date=May 7, 2020}}

= Merge into Sega and years since =

File:R-Tuned.jpg cabinet]]

During mid-2004, Sammy Corporation bought a controlling share in Sega and created the new company Sega Sammy Holdings, an entertainment conglomerate. Since then, Sega and Sammy became subsidiaries of the aforementioned holding company, with both companies operating independently, while the executive departments merged.{{cite web|url=http://www.gamespot.com/articles/sammy-reveals-new-logo-changes-at-sega/1100-6099624/|title=Sammy reveals new logo, changes at Sega|author=Hirohiko Niizumi|date=June 1, 2004|website=GameSpot|url-status=live|archive-url=https://web.archive.org/web/20180828001811/https://www.gamespot.com/articles/sammy-reveals-new-logo-changes-at-sega/1100-6099624/|archive-date=August 28, 2018|access-date=November 16, 2016}} Prior to the acquisition by Sammy, Sega began the process of re-integrating its subsidiaries into the main company,{{cite news|last=Fahey|first=Rob|url=https://www.gamesindustry.biz/articles/sega-development-studios-return-to-the-fold|title=Sega development studios return to the fold|date=June 29, 2004|work=GamesIndustry.biz|access-date=July 11, 2018|url-status=live|archive-url=https://web.archive.org/web/20180711093418/https://www.gamesindustry.biz/articles/sega-development-studios-return-to-the-fold|archive-date=July 11, 2018|publisher=Gamer Network|language=en}} which was completed by October 2004.{{cite web|url=https://www.gamesindustry.biz/articles/sega-and-sammy-complete-merger-new-holding-company-launched|title=Sega and Sammy complete merger, new holding company launched|last=Fahey|first=Rob|date=October 4, 2004|website=Gamesindustry.biz|url-status=live|archive-url=https://web.archive.org/web/20180612165251/https://www.gamesindustry.biz/articles/sega-and-sammy-complete-merger-new-holding-company-launched|archive-date=June 12, 2018|access-date=March 31, 2020}} Sega would also restructure the development studios again, consolidating the divisions further into the Global Entertainment, Amusement Software, and New Entertainment R&D divisions.{{Sfn|Horowitz|2018|pp=253-257}}

File:BorderBreak Controller.jpg

AM2 continued to develop games after the merger. Virtua Fighter 5 was released in 2007.{{cite web|url=http://archive.videogamesdaily.com/features/sega_am2_interview_mar07_p1.asp |title=Sega AM2: The Complete VF5 Interview|date=March 21, 2007|website=Kikizo|publisher=Superglobal|access-date=March 31, 2020|url-status=live|archive-date=September 9, 2018|archive-url=https://web.archive.org/web/20180909040036/http://archive.videogamesdaily.com/features/sega_am2_interview_mar07_p1.asp}} An upgrade, Virtua Fighter 5 R, was released the following year.{{cite web |url=http://archive.videogamesdaily.com/features/sega-am2-vf5r-interview-oct08-p1.asp |title=Virtua Fighter 5 R: The ONLY Interview|date=October 7, 2008|website=Kikizo|publisher=Superglobal|url-status=live|archive-url=https://web.archive.org/web/20190915075356/http://archive.videogamesdaily.com/features/sega-am2-vf5r-interview-oct08-p1.asp|archive-date=September 15, 2019|access-date=March 31, 2020}} The last release of the Virtua Fighter franchise was the console port of Virtua Fighter 5: Final Showdown, the final iteration of the game.{{cite web|title=Virtua Fighter 5 Final Showdown release date, price announced |url=https://www.eurogamer.net/articles/2012-05-14-virtua-fighter-5-final-showdown-release-date-price-announced |last=Robinson|first=Martin|date=14 May 2012|website=Eurogamer}} Ghost Squad, in the style of Virtua Cop, received an arcade and a Wii release in 2008.{{cite web |url=http://archive.videogamesdaily.com/reviews/wii/ghost_squad.asp|title=Wii Review: Ghost Squad|last=Dransfield|first=Ian|date=June 10, 2008|website=Kikizo|publisher=Superglobal|url-status=live|archive-url=https://web.archive.org/web/20160928053854/http://archive.videogamesdaily.com/reviews/wii/ghost_squad.asp|archive-date=September 28, 2016|access-date=March 31, 2020}}{{cite web|title=Ghost Squad Review |url=http://wii.ign.com/articles/836/836873p1.html|last=Bozon|date=November 20, 2007|website=IGN|url-status=dead|archive-url=https://web.archive.org/web/20111211212439/http://wii.ign.com/articles/836/836873p1.html |archive-date=December 11, 2011|access-date=June 18, 2011}} AM2 has developed games for the Hatsune Miku: Project DIVA series, as well as a number of free-to-play smartphone games in Japan,{{cite web |url=https://www.engadget.com/2019-08-23-sega-genesis-saturn-dreamcast-sequels-and-remasters.html?guccounter=1&guce_referrer=aHR0cHM6Ly93d3cuZ29vZ2xlLmNvbS8&guce_referrer_sig=AQAAAA2Ehzbj3wOVMqOhzBp9xImO6QgLInb6a7DRovkEYCgpCut30lhy8g9R9l6H8ynZ45VB4K-lt-13oDdLsF9EYdYn2v4uDqtU32_Nc3H6jIynkwQoS3gylXt62DLrRJbFv9AFJJ58hMyIwIv6D6F9d1zCV3pNNKuCecLUjrxHGW87|title=Sega is becoming its weird and wonderful self again|last=Souppouris|first=Aaron|date=August 23, 2019|website=Engadget |access-date=March 31, 2020}} such as Soul Reverse Zero.{{cite web|title=Sega · Interactive, announces new arrival RPG "SOUL REVERSE ZERO" of AM2 lab!|last=Fukuhara|first=Hiroyuki|date=October 21, 2016|website=GAME Watch|publisher=Impress Corporation |language=ja|url=https://game.watch.impress.co.jp/docs/news/1025758.html|url-status=live|archive-url=https://web.archive.org/web/20180704153231/https://game.watch.impress.co.jp/docs/news/1025758.html |archive-date=July 4, 2018|access-date=September 29, 2018}} Some titles have been developed for consoles as well, such as Hatsune Miku: Project Diva Mega 39’s for Nintendo Switch.{{cite web|url=https://www.siliconera.com/hatsune-miku-project-diva-mega-39s-to-sing-and-dance-on-nintendo-switch-in-early-2020/|title=Hatsune Miku: Project Diva Mega 39's To Sing And Dance On Nintendo Switch In Early 2020|last=Wong|first=Alistair|date=July 1, 2019|website=Siliconera|access-date=March 31, 2020}} AM2 became involved with the Hatsune Miku license with items for Virtua Fighter 5 R and the racing game R-Tuned: Ultimate Street Racing. When the PSP game Hatsune Miku: Project DIVA was in development, it was decided that AM2 would develop an arcade version as well as develop the holographic imagery for Hatsune Miku's live concerts. The visuals for these projects were based on the Virtua Fighter 5 engine. Makoto Osaki called this period the most stressful for him since Shenmue.{{cite magazine|title=『初音ミク』の10年と、『ディーヴァ』シリーズの歩みを振り返る。クリプトン佐々木氏&セガ大崎氏インタビュー(1/2)|date=December 11, 2017|magazine=Famitsu |language=ja |url=https://www.famitsu.com/news/201712/11146884.html|url-status=live|archive-url=https://web.archive.org/web/20190617154027/https://www.famitsu.com/news/201712/11146884.html|archive-date=June 17, 2019|access-date=April 5, 2020}}

File:Kan-Colle Arcade.jpg ]]

A major success for AM2 has been the Border Break franchise. The game was partly developed because the development team felt envious of the Virtua Fighter 5 team and wanted to develop a competitive game as well. The arcade release in 2009 was continuously updated, with releases Border Break Union in 2012, Border Break Scramble in 2015, and Border Break X in 2017—with a PlayStation 4 version released in 2018. In 2019, Border Break celebrated its 10th Anniversary.{{cite web|url=https://www.4gamer.net/games/406/G040661/20190902096/|title=「ボーダーブレイク」の10年を開発者とゲストが振り返る,「10周年だヨ!ボダりな祭」レポート。12月のPS4版アップデートも一部が明らかに|last=徹也|first=稲元|date=September 19, 2019|website=4gamer.net|url-status=live|archive-url=https://web.archive.org/web/20191204135153/https://www.4gamer.net/games/406/G040661/20190902096/|archive-date=December 4, 2019|access-date=April 5, 2020}} Other titles from AM2 to get long-term support in arcades are Quest of D,{{cite web|url=https://www.ign.com/articles/2003/11/13/new-from-sega-am2-quest-of-d|title=New from Sega-AM2: Quest of D|date=November 13, 2003|website=IGN|access-date=April 5, 2020}} Sega Network Taisen Mahjong MJ,{{cite web|url=http://www.sega-am2.co.jp/jp/games/index.html|title=Games|website=www.sega-am2.co.jp|publisher=Sega-AM2 Co.|language=ja|url-status=dead|archive-url=https://web.archive.org/web/20040630004045/http://www.sega-am2.co.jp/jp/games/index.html|archive-date=June 30, 2004|access-date=April 5, 2020}} and Shining Force Cross.{{cite web|url=https://game.watch.impress.co.jp/docs/series/pickupac/167941.html|title=シャイニング・フォース クロス|last=Kiharu|first=Taku|date=May 1, 2009|website=GAME Watch|language=ja|access-date=April 5, 2020}} Hiroshi Kataoka likened the basic enjoyability of these network-based arcade games to those of an MMO, but collectible cards and a community differentiated these from the usually solitary MMO experience on PC.{{cite web|url=http://www.1up.com/do/feature?cId=3149135|title=The Last Arcade Crusaders|last=James|first=Mielke|date=March 31, 2006|website=1Up.com|url-status=live|archive-url=https://web.archive.org/web/20070914101054/http://www.1up.com/do/feature?cId=3149135|archive-date=September 14, 2007|access-date=April 5, 2020}} According to Sega Amusement International CEO Paul Williams, these type of core games are only possible in Japan due to Sega owning their own chains and being able to kickstart an online infrastructure.{{cite web|url=https://www.t3.com/features/t3-interview-ceo-of-sega-amusements-international-paul-williams|title=T3 Interview: CEO of Sega Amusements International Paul Williams|last=Zangirolami|first=Marco|date=December 16, 2016|website=T3|url-status=live|archive-url=https://web.archive.org/web/20190428045122/https://www.t3.com/features/t3-interview-ceo-of-sega-amusements-international-paul-williams|archive-date=April 28, 2019}} The latest effort, Soul Reverse, was born out of the desire to create a fantasy version of Border Break.{{cite web |last=Muratani |first=Kenta |date=April 14, 2008 |title=アップデートで巻き返しを図る「SOUL REVERSE」クリエイターインタビュー。バランス調整が施されたVer.1.2の狙い……のその前に,苦戦の理由を聞いてみた |url=https://www.4gamer.net/games/361/G036113/20180412074/ |url-status=live |archive-url=https://web.archive.org/web/20200321085604/https://www.4gamer.net/games/361/G036113/20180412074/ |archive-date=March 21, 2020 |access-date=April 5, 2020 |website=4gamer.net |language=ja}} It lasted a year, launching in 2018 with its network features shutting down in 2019.{{cite web |date=October 12, 2018 |title=アーケード用対戦アクション「SOUL REVERSE」が2019年2月下旬でサービス終了 |url=https://www.4gamer.net/games/361/G036113/20181012111/ |url-status=live |archive-url=https://web.archive.org/web/20190803112836/https://www.4gamer.net/games/361/G036113/20181012111/ |archive-date=August 3, 2019 |access-date=April 5, 2020 |website=4gamer.net |language=ja}} The game was not well received by the Japanese arcade player base. It took four years to produce.{{Cite web |last=Inc |title=アップデートで巻き返しを図る「SOUL REVERSE」クリエイターインタビュー。バランス調整が施されたVer.1.2の狙い……のその前に,苦戦の理由を聞いてみた |url=https://www.4gamer.net/games/361/G036113/20180412074/ |access-date=2023-11-21 |website=4Gamer.net |language=ja}} Currently running arcade games with AM2 staff working on them are KanColle Arcade, Fate/Grand Order Arcade{{Cite web |title=『Fate/Grand Order Arcade』 「Amusement Journal」の「2020 Best Income Award 大型ビデオゲーム部門」にて2年連続大賞受賞 {{!}} 最新情報 {{!}} ディライトワークス株式会社 |url=https://www.delightworks.co.jp/news/20210120-6907 |access-date=2022-09-02 |website=www.delightworks.co.jp |language=ja}}{{Cite web |date=2023-05-29 |title=大人気アプリゲーム・FGOの世界観を徹底再現!Fate/GrandOrder Arcadeのマスターになろう! - マガポケベース |url=https://pocket.shonenmagazine.com/article/entry/fgo/arcade |access-date=2024-01-25 |archive-url=https://web.archive.org/web/20230529110842/https://pocket.shonenmagazine.com/article/entry/fgo/arcade |archive-date=May 29, 2023 }} as well as an updated version of Virtua Fighter 5, Virtua Fighter 5: Ultimate Showdown, co-developed with Ryu Ga Gotoku Studio.

As of 2014, Hiroshi Kataoka was still in charge of AM2.{{Cite web |date=2014-10-27 |title=バーチャファイター20周年記念特設サイト -株式会社セガ- |url=http://vf20th.sega.jp:80/interview140410A.html |access-date=2024-01-16 |archive-url=https://web.archive.org/web/20141027201030/http://vf20th.sega.jp:80/interview140410A.html |archive-date=October 27, 2014 }} Currently he is an executive for Sega supervising arcade engineers and the technology backend of games developed at the engineering division.{{Cite web |date=2024-01-10 |title=『Beep21』片岡洋特別インタビュー 〜クリエイター・リユニオン・ファイルVol.7〜|Beep21 |url=https://note.com/beep21/n/n48876f452c62 |access-date=2024-01-16 |website=note(ノート) |language=ja}}{{Cite web |title=技術本部インタビュー |url=https://www.sega.co.jp/recruit/episode/episode11/ |access-date=2024-02-28 |website=採用サイト|株式会社セガ -【SEGA CORPORATION】 |language=ja}}

Games

File:Virtuacop.JPG arcade cabinet]]

AM2 has several arcade and video game series they develop, including Daytona USA, Virtua Fighter, OutRun, Virtua Cop, Virtua Striker, Fighting Vipers, and Shenmue.{{Sfn|Horowitz|2018|pp=204-210}}{{Sfn|Horowitz|2018|pp=215-220, 233-240}} Other titles developed by the studio include Scud Race,{{cite magazine|date=April 1997|title=NG Alphas: Super GT|magazine=Next Generation|publisher=Imagine Media|issue=28|pages=60–64}} Sonic the Fighters,{{Sfn|Horowitz|2018|pp=215-220, 233-240}} 18 Wheeler: American Pro Trucker,{{cite web|url=http://www.allgame.com/game.php?id=24921&tab=review|title=18-Wheeler: American Pro Trucker (DC) - Review|last=Thompson|first=Jon|website=AllGame|publisher=All Media Network|archive-url=https://web.archive.org/web/20141206231148/http://www.allgame.com/game.php?id=24921&tab=review|archive-date=6 December 2014|access-date=6 December 2014}} F355 Challenge, Outtrigger (video game),{{cite magazine|last=Mathers|first=Martin|date=27 December 2001|title=Outtrigger|magazine=Dreamcast Magazine|publisher=Paragon Publishing|issue=30 |pages=34–37}} and Soul Reverse.{{cite web|title=セガ・インタラクティブ、AM2研の入魂の新作RPG「SOUL REVERSE ZERO」を発表!|date=October 21, 2016|website=GAME Watch|language=ja |url=http://game.watch.impress.co.jp/docs/news/1025758.html|url-status=live|archive-url=https://web.archive.org/web/20190331031340/https://game.watch.impress.co.jp/docs/news/1025758.html |archive-date=March 31, 2019|access-date=March 31, 2020}} AM2 has also developed smartphone games in Japan. Of AM2's games, the Virtua Fighter series is "the highest grossing game in Japan arcades." The Hatsune Miku: Project Diva series has sold over 6 million units as of 2018.{{cite web|url=https://gematsu.com/2018/10/sega-shares-updated-sales-numbers-for-persona-megami-tensei-yakuza-and-more-aiming-for-simultaneous-worldwide-releases|title=Sega shares updated sales numbers for Persona, Megami Tensei, Yakuza, and more; aiming for simultaneous worldwide releases|last=Romano|first=Sal|date=October 12, 2018|website=Gematsu|access-date=October 13, 2018|archive-url=https://web.archive.org/web/20181013093337/https://gematsu.com/2018/10/sega-shares-updated-sales-numbers-for-persona-megami-tensei-yakuza-and-more-aiming-for-simultaneous-worldwide-releases|archive-date=October 13, 2018|url-status=live}} As of March 2012, the game Border Break has grossed JP¥8.1 billion from arcade machine sales, equivalent to more than US$100 million.Fiscal year ended March 31, 2010: ¥3.3 billion ({{cite web|date=May 14, 2010|title=Appendix of Consolidated Financial Statements Year Ended March 31, 2010|publisher=Sega Sammy Holdings|page=3|access-date=April 13, 2012|url=http://www.segasammy.co.jp/english/pdf/release/1003hosoku_e_final.pdf#page=3|archive-date=June 17, 2013|archive-url=https://web.archive.org/web/20130617024202/http://www.segasammy.co.jp/english/pdf/release/1003hosoku_e_final.pdf#page=3|url-status=dead}})

Fiscal year ended March 31, 2011: ¥2.5 billion ({{cite web|date=May 13, 2011|title=Appendix of Consolidated Financial Statements Year Ended March 31, 2011|url=http://www.segasammy.co.jp/english/pdf/release/201003_3qhosoku_e__final.pdf#page=3|access-date=April 13, 2012|publisher=Sega Sammy Holdings|page=3|archive-date=January 20, 2013|archive-url=https://web.archive.org/web/20130120065401/http://www.segasammy.co.jp/english/pdf/release/201003_3qhosoku_e__final.pdf#page=3|url-status=dead}})

Six months ended March 31, 2012: ¥2.3 billion ({{cite web|date=May 11, 2012|title=Appendix of Consolidated Financial Statements: Year Ended March 31, 2012|url=http://www.segasammy.co.jp/english/pdf/release/20120511_hosoku_e_final.pdf#page=3|access-date=May 17, 2012|publisher=Sega Sammy Holdings|page=3|archive-date=May 22, 2012|archive-url=https://web.archive.org/web/20120522204341/http://www.segasammy.co.jp/english/pdf/release/20120511_hosoku_e_final.pdf#page=3|url-status=dead}})

{{cite web|title=Currency Conversion|url=http://www.xe.com/ucc/|access-date=April 13, 2012|publisher=XE.com}}

¥3.3 billion = $40.7317 million

¥2.5 billion = $30.8542 million

¥2.3 billion = $28.6371 million

Journalists have praised AM2 as having a "legendary" status in game development, in particular under Yu Suzuki. According to Aaron Souppouris of Engadget, AM2 in the past developed games that defined their genres, and called the department Sega's "most-storied division". While lamenting the changes in development focus in recent years, Souppouris called the Hatsune Miku series "admittedly excellent". In 1995, Edge called Suzuki "the legendary head of AM2, Sega's core coin-op operation". Also in 1995, Next Generation stated that AM2's unusual repeated success came from its ability to release high-quality games on a regular basis. IGN's Travis Fahs stated that "[f]or as long as SEGA has had internal studios, AM2 has been the favorite son of the arcade division... Without AM2, SEGA would not have been able to dominate the arcades the way that they did." Video game researcher Ken Horowitz has stated that AM2 became the most well-known of Sega's in-house development teams and that the studio produced "ground-breaking classics".{{Sfn|Horowitz|2018|pp=153-157}}

class="wikitable sortable mw-collapsible mw-collapsed"

|+List of games developed by Sega AM2

!Title

!Year released

!Platform

!{{Refh}}

Hang-On

| rowspan="2" |1985

|Sega Hang-On hardware

| rowspan="19" |{{cite web|date=2004-06-30|title=SEGA-AM2 - Games : 最新のAM2作品 -|url=http://www.sega-am2.co.jp/jp/games/index.html|archive-url=https://web.archive.org/web/20040630004045/http://www.sega-am2.co.jp/jp/games/index.html|url-status=dead|archive-date=2004-06-30|access-date=2021-06-25}}

Space Harrier

|Sega Space Harrier hardware

Out Run

|1986

|Sega OutRun hardware

After Burner

| rowspan="2" |1987

| rowspan="2" |Sega X Board

After Burner II
Power Drift

| rowspan="2" |1988

|Sega Y Board

Dynamite Düx

|Sega System 16

Turbo Outrun

| rowspan="2" |1989

|Sega OutRun hardware

Sword of Vermilion

|Sega Mega Drive

G-LOC: Air Battle

| rowspan="2" |1990

|Sega Y Board

GP Rider

|Sega X Board

Strike Fighter

| rowspan="2" |1991

|Sega Y Board

Rent a Hero

|Sega Mega Drive

F1 Exhaust Note

|1991

|Sega System 32

Arabian Fight

| rowspan="3" |1992

|Sega System 32

Virtua Racing

|Sega Model 1

Soreike Kokology

|Sega System 32

Burning Rival

| rowspan="2" |1993

|Sega System 32

Virtua Fighter

|Sega Model 1

Daytona USA

| rowspan="6" |1994

| rowspan="3" |Sega Model 2

|{{Sfn|Horowitz|2018|pp=199–204}}

Desert Tank

| rowspan="2" |

Virtua Cop
Virtua Fighter

|Sega Saturn

|{{cite web|date=2017-02-18|title=格闘ゲームの歴史はこう変わった。バーチャファイター、そして|url=https://tokyo.whatsin.jp/66036|access-date=2021-06-25|website=WHAT's IN? tokyo}}

Virtua Fighter 2

|Sega Model 2

| rowspan="2" |

Virtua Racing

|Sega Mega Drive

Daytona USA

| rowspan="6" |1995

| rowspan="3" |Sega Saturn

|{{cite news|last=Leadbetter|first=Rich|date=November 1995|title=Virtua Fighter: The Second Coming|pages=36–41|work=Sega Saturn Magazine|publisher=Emap International Limited|issue=1|url=https://archive.org/details/Official_Sega_Saturn_Magazine_001/page/n35}}{{cite news|date=December 1995|title=Virtua Fighter 2 Development Diary|page=46|work=Sega Saturn Magazine|publisher=Emap International Limited|issue=2}}

Virtua Fighter 2

|

Virtua Fighter Remix

|{{cite web|title=Amazon.co.jp: Sega Saturn Category: Virtua Fighter [Special Limited Edition] : Toys|url=https://www.amazon.co.jp/%E3%82%BB%E3%82%AC-%E3%82%BB%E3%82%AC-%E3%82%B5%E3%82%BF%E3%83%BC%E3%83%B3-%E3%83%90%E3%83%BC%E3%83%81%E3%83%A3%E3%83%95%E3%82%A1%E3%82%A4%E3%82%BF%E3%83%BC%E3%83%AA%E3%83%9F%E3%83%83%E3%82%AF%E3%82%B9%E3%80%90%E7%89%B9%E5%88%A5%E9%99%90%E5%AE%9A%E7%89%88%E3%80%91/dp/B004INU4GA|access-date=2021-06-25|website=www.amazon.co.jp}}

Virtua Striker

| rowspan="3" |Sega Model 2

|{{cite web|last=Inc|first=Aetas|title=ビデオゲームの語り部たち 第5部:「バーチャストライカー」を作り上げた三船 敏氏と中込博之氏の旅路|url=https://www.4gamer.net/games/999/G999905/20180418132/|access-date=2021-06-25|website=www.4gamer.net|language=ja}}

Virtua Cop 2

| rowspan="44" |

Fighting Vipers
Virtua Cop 2

| rowspan="8" |1996

| rowspan="2" |Sega Saturn

Virtua Fighter 2 CG Portrait Series
Virtua Fighter Kids

|Sega ST-V, Sega Saturn

Virtua Fighter 3

|Sega Model 3

Fighters Megamix

| rowspan="2" |Sega Saturn

Fighting Vipers
Scud Race

|Sega Model 3

Sonic the Fighters

|Sega Model 2

Digital Dance Mix Vol.1 Namie Amuro

| rowspan="3" |1997

|Sega Saturn

Scud Race Plus

| rowspan="5" |Sega Model 3

Virtua Fighter 3tb
Fighting Vipers 2

| rowspan="4" |1998

Daytona USA 2: Battle on the Edge
Daytona USA 2: Power Edition
Virtua Fighter 3tb

|Dreamcast

Ferrari F355 Challenge

| rowspan="4" |1999

|Sega NAOMI Multiboard

Outtrigger (video game)

|Sega NAOMI

18 Wheeler: American Pro Trucker

|Sega NAOMI

Shenmue

| rowspan="3" |Dreamcast

18 Wheeler: American Pro Trucker

| rowspan="2" |2000

Ferrari F355 Challenge
Beach Spikers

| rowspan="6" |2001

|Sega NAOMI

F355 Challenge 2 International Course Edition

|Sega NAOMI Multiboard

Fighting Vipers 2

| rowspan="3" |Dreamcast

Shenmue II
Outtrigger (video game)
Virtua Fighter 4

|Sega NAOMI 2

Aero Elite: Combat Academy

| rowspan="9" |2002

|PlayStation 2

Beach Spikers

|Gamecube

Ferrari F355 Challenge

|PlayStation 2

Sega Network Taisen Mahjong MJ

|Sega NAOMI 2

Shenmue II

|Xbox

The King of Route 66

|Sega NAOMI 2

Virtua Cop: Elite Edition

| rowspan="2" |PlayStation 2

Virtua Fighter 4
Virtua Fighter 4: Evolution

|Sega NAOMI 2

Choujikuu Yousai Macross

| rowspan="6" |2003

|PlayStation 2

Virtua Cop 3

| rowspan="2" |Sega Chihiro

Sega Network Taisen Mahjong MJ2
The King of Route 66

|PlayStation 2

OutRun 2

|Sega Chihiro

Virtua Fighter 4 Evolution

|PlayStation 2

Ghost Squad

| rowspan="7" |2004

| rowspan="2" |Sega Chihiro

|{{cite web|last=Bramwell|first=Tom|date=2007-05-11|title=Ghost Squad heading to Wii|url=https://www.eurogamer.net/articles/ghost-squad-heading-to-wii|access-date=2021-06-25|website=Eurogamer|language=en}}

Quest of D

|

Sega Ages 2500 Vol. 16: Virtua Fighter 2

|PlayStation 2

|{{cite web|title=SEGA VOICE|url=https://sega.jp/fb/segavoice/041014/01_2.html|access-date=2021-06-25|website=sega.jp}}

Sega Golf Club

| rowspan="2" |Sega Chihiro

|{{cite web|title=SEGA GOLFCLUB Network ProTourロケテストレポート|url=https://www.ariesu.com/locationtest/segagolf.htm|access-date=2021-06-25|website=www.ariesu.com}}{{cite web|date=2015-07-27|title=Noriyuki Shimoda {{!}} LinkedIn|url=https://www.linkedin.com/pub/noriyuki-shimoda/36/463/b76|archive-url=https://web.archive.org/web/20150727091056/https://www.linkedin.com/pub/noriyuki-shimoda/36/463/b76|url-status=dead|archive-date=2015-07-27|access-date=2021-06-25}}

OutRun 2 SP

| rowspan="3" |

Virtua Fighter 4 Final Tuned

|Sega NAOMI 2

Virtua Quest

|PlayStation 2, GameCube

Quest of D Ver. 2.0: Gofu no Keisyousya

| rowspan="4" |2005

|Sega Chihiro

|{{cite web|date=2009-04-25|title=アルバイト採用詳細 {{!}} ニュースリリース {{!}} 会社情報 {{!}} SEGA|url=http://sega.jp/corp/saiyo/parttime/20080423_1/|archive-url=https://web.archive.org/web/20090425234726/http://sega.jp/corp/saiyo/parttime/20080423_1/|url-status=dead|archive-date=2009-04-25|access-date=2021-06-25}}

Sega Ages 2500 Vol. 19: Fighting Vipers

|PlayStation 2

|{{cite web|title=SEGA AGES 2500 ファイティングバイパーズ|url=https://ages.sega.jp/fv/home.html|access-date=2021-06-25|website=ages.sega.jp}}

Sega Network Taisen Mahjong MJ3

|Sega Chihiro

|

Sonic Gems Collection (Sonic the Fighters)

|GameCube, PlayStation 2

|{{cite web|title=Sonic Gems Collection Credits|website = YouTube| date=February 25, 2007 |url=https://www.youtube.com/watch?v=ehGUrXtcpfE |archive-url=https://ghostarchive.org/varchive/youtube/20211212/ehGUrXtcpfE| archive-date=2021-12-12 |url-status=live|language=en|access-date=2021-06-25}}{{cbignore}}

After Burner: Climax

| rowspan="5" |2006

|Sega Lindbergh

|{{cite web|date=2009-02-27|title=19年を経て甦る爽快感!『アフターバーナー クライマックス』 {{!}} セガボイス {{!}} SEGA|url=http://sega.jp/segavoice/vol54/|archive-url=https://web.archive.org/web/20090227074102/http://sega.jp/segavoice/vol54/|url-status=dead|archive-date=2009-02-27|access-date=2021-06-25}}

Quest of D Ver 3.0: Oukoku no Syugosya

| rowspan="2" |Sega Chihiro

|

Sega Golf Club Ver. 2006

| rowspan="2" |

Miyazato San Kyoudai Naizou: Sega Golfclub

|PlayStation 3

Virtua Fighter 5

|Sega Lindbergh

|

Ghost Squad Evolution

| rowspan="5" |2007

|Sega Chihiro

| rowspan="2" |

Ghost Squad

|Wii

Quest of D: The Battle Kingdom

|Sega Chihiro

| rowspan="3" |

Sega Network Casino Club

|Sega Lindbergh

Virtua Fighter 5

|Xbox 360, PlayStation 3

R-Tuned: Ultimate Street Racing

| rowspan="4" |2008

| rowspan="4" |Sega Lindbergh

|{{cite web|title=Test Out SEGA-AM2's New Arcade Racer|url=https://kotaku.com/test-out-sega-am2s-new-arcade-racer-5020160|access-date=2021-06-26|website=Kotaku|date=June 27, 2008 |language=en-us}}

Sega Network Casino Club Ver. 2

| rowspan="3" |

Sega Network Taisen Mahjong MJ4
Virtua Fighter 5 R
Border Break

| rowspan="5" |2009

|Sega RingeEdge

|{{cite web|date=2011-12-28|title=アルバイト採用詳細 {{!}} ニュースリリース {{!}} 会社情報 {{!}} SEGA|url=http://sega.jp/corp/saiyo/parttime/20100805_1/|archive-url=https://web.archive.org/web/20111228015103/http://sega.jp/corp/saiyo/parttime/20100805_1/|url-status=dead|archive-date=2011-12-28|access-date=2021-06-25}}

Cyber Troopers Virtual-On Oratorio Tangram

|Xbox 360, PlayStation 3

|

Sega Racing Classic

|Sega RingWide

|{{cite web|title=Daytona USA (PSN) Credits and Records|website = YouTube| date=August 24, 2012 |url=https://www.youtube.com/watch?v=HZrh9TbQV_Q |archive-url=https://ghostarchive.org/varchive/youtube/20211212/HZrh9TbQV_Q| archive-date=2021-12-12 |url-status=live|language=en|access-date=2021-06-26}}{{cbignore}}

Sega Network Casino Club Ver. 3

|Sega Lindbergh

|

Shining Force Cross

|Sega RingEdge

|

After Burner: Climax

| rowspan="6" |2010

|Xbox 360, PlayStation 3

|

Border Break Airburst

|Sega RingEdge

|

Cyber Troopers Virtual-On Force

|Xbox 360

|

Hatsune Miku: Project DIVA Arcade

| rowspan="2" |Sega RingEdge

|

Shining Force Cross Raid

|

Virtua Fighter 5 Final Showdown

|Sega Lindbergh

|

Daytona USA

| rowspan="2" |2011

|Xbox 360, PlayStation 3

|

Sega Network Taisen Mahjong MJ5

| rowspan="2" |Sega RingEdge

| rowspan="2" |

Border Break Union

| rowspan="7" |2012

Fighting Vipers

|Xbox 360, PlayStation 3

|

Hatsune Miku and Future Stars: Project Mirai

|Nintendo 3DS

|{{cite web|last=株式会社インプレス|date=2015-05-28|title=3DS「初音ミク Project mirai でらっくす」発売、開発者囲みインタビュー 「1曲しか追加されてないという声もあるけど、PVを魂を込めて作ったので楽しんで!」|url=http://game.watch.impress.co.jp/docs/news/704238.html|access-date=2021-06-26|website=GAME Watch|language=ja}}

Shining Force Cross Elysion

|Sega RingEdge

|

Sonic the Fighters

| rowspan="3" |Xbox 360, PlayStation 3

| rowspan="3" |

Virtua Fighter 2
Virtua Fighter 5: Final Showdown
Hatsune Miku: Project DIVA Arcade Future Tone

| rowspan="7" |2013

|Sega Nu

|{{cite web|date=2018-12-29|title=片岡 洋【後編】|url=https://sega-interactive.co.jp/interview/5736/|archive-url=https://web.archive.org/web/20191224105921/https://sega-interactive.co.jp/interview/5736/|url-status=dead|archive-date=2019-12-24|access-date=2021-06-26|website=株式会社セガ・インタラクティブ|language=ja}}

Hatsune Miku: Project Mirai 2

|Nintendo 3DS

|

Sega Network Taisen Mahjong MJ

|Microsoft Windows

| rowspan="3" |

Sega Network Taisen Mahjong MJ5R

| rowspan="2" |Sega RingEdge

Shining Force Cross Elysion
Virtual On: Cyber Troopers

| rowspan="2" |Xbox 360, PlayStation 3

| rowspan="2" |

Virtua Striker
Border Break Scramble

| rowspan="3" |2014

| rowspan="2" |Sega RingEdge

| rowspan="4" |

Shining Force Cross Exlesia Zenith
Sega Network Taisen Mahjong MJ Mobile

|iOS, Android

Border Break X

| rowspan="4" |2016

|Sega RingEdge

Hatsune Miku: Project DIVA Future Tone

|PlayStation 4

|{{cite web|title=Hatsune Miku: Project DIVA Future Tone DX (Chinese/Japanese Ver.)|url=https://store.playstation.com/en-id/product/HP0177-CUSA08053_00-PROJECTDIVADX000|access-date=2021-06-26|website=store.playstation.com}}

Kancolle Arcade

|Sega Nu

| rowspan="4" |

Soul Reverse Zero

|iOS Android

Border Break X Zero

| rowspan="2" |2017

|Sega RingEdge

Sega Network Taisen Mahjong MJ Arcade

|Sega Nu

Border Break

| rowspan="3" |2018

|PlayStation 4

|{{cite web|last=Inc|first=Aetas|title=「ボーダーブレイク」の10年を開発者とゲストが振り返る,「10周年だヨ!ボダりな祭」レポート。12月のPS4版アップデートも一部が明らかに|url=https://www.4gamer.net/games/406/G040661/20190902096/|access-date=2021-06-26|website=www.4gamer.net|language=ja}}

Soul Reverse

| rowspan="2" |ALLS UX

|

Fate/Grand Order Arcade

|

Hatsune Miku: Project DIVA Mega Mix

|2020

|Switch

|{{cite web|title="初音ミク×セガ"新作『初音ミク Project DIVA MEGA39's』発表! Nintendo Switch向けに2020年初頭発売予定|url=https://www.famitsu.com/news/201907/02178932.html}}

Virtua Fighter 5 Ultimate Showdown{{efn|Co-developed with Ryu Ga Gotoku Studio}}

|2021

|ALLS UX, PlayStation 4

|{{cite web|date=2021-05-31|title=Virtua Fighter 5 Ultimate Showdown: Remaking a legend|url=https://blog.playstation.com/2021/05/31/virtua-fighter-5-ultimate-showdown-remaking-a-legend/|access-date=2021-06-26|website=PlayStation.Blog|language=en-US}}

Hatsune Miku: Project DIVA Mega Mix +

|2022

|Microsoft Windows

Virtua Fighter 3tb Online

|2023

|Arcade

Virtua Fighter 5 R.E.V.O.{{efn|Co-developed with Ryu Ga Gotoku Studio}}

|2025

|Microsoft Windows

|

Notes

{{Notelist}}

See also

Notes

{{notelist}}

References

{{Reflist}}