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Sega Sammy Holdings Inc. history, profile and corporate video

 Sega Sammy Holdings Inc. engages in the amusement and entertainment business. Its operations are carried out through the following segments: Pachislot and Pachinko Machines Business, Amusement Machine Sales Business, Amusement Center Operations Business, Consumer Business, and Others. The Pachislot and Pachinko Business segment includes the development, manufacture and sale of pachislot and pachinkomachines. The Amusement Machines Sales Business segment includes the development, manufacture, and sale of games for amusement facilities. The Amusement Center Operations Business segment includes the development, operation, rental, and maintenance of amusement facilities. The Consumer Business segment includes home video game software, mobile phone and personal computer content, toys, and video businesses. The Others segment provides information services. The company was founded on October 1, 2004 and is headquartered in Tokyo, Japan.”

“Sega Sammy Holdings History

1951

  • Founded

1960

  • Incorporated (Company name: Nihon Goraku Bussan Co., Ltd.)
  • Developed SEGA 1000, first domestically produced jukebox.

1964

  • Implemented absorption merger with Nihon Kikai Seizo Co., Ltd.
  • Started production of amusement arcade machines.

1965

  • Implemented absorption merger with Rosen Enterprises, Inc.
  • Started operation of amusement centers.
  • Changed company name to SEGA ENTERPRISES LTD.

1966

  • Periscope became a worldwide hit.

1969

  • Acquired by U.S. conglomerate Gulf & Western Industries Inc.

1983

  • Launched SG-1000 8-bit home video game platform.

1984

  • Became a member of the CSK Group following capital participation by the CSK Group.
  • Established Sega Europe Ltd. as a marketing base for amusement arcade machines in Europe.

1985

  • Established Sega Enterprises Inc. (U.S.A.) as a sales base for amusement arcade machines in the United States.
  • Launched Hang On, the world’s first force feedback game.
  • Launched UFO Catcher.

1986

  • SEGA of America, Inc., established as sales base for home video game platforms in the United States.
  • Registered stock on over-the-counter (OTC) market.

1988

  • Listed stock on the second section of Tokyo Stock Exchange.
  • Launched Mega Drive 16-bit home video game platform.

1990

  • Listed stock on the first section of Tokyo Stock Exchange.
  • Launched R-360, the world’s first amusement arcade machine that could rotate 360 degrees in all directions.

1991

  • Launched first title in the Sonic the Hedgehog series.

1992

  • Launched Virtua Racing, a full polygon amusement arcade machine.

1993

  • Launched Virtua Fighter, the world’s first amusement arcade 3D computer graphics fighting game.

1994

  • Launched SEGA Saturn 32-bit home video game platform.

1995

  • Launched Print Club with ATLUS Co., Ltd.
  • Split off logistics services division form SEGA to establish Sega Logistics Service Co., Ltd.

1996

  • Opened TOKYO JOYPOLIS rooftop theme park in Tokyo’s Odaiba area.
  • Launched first title in Sakura Taisen series of home video games.

1998

  • Launched Dreamcast home video game platform.

1999

  • Launched first title in DERBY OWNERS CLUB series of amusement arcade game machines.

2000

  • Changed company name to SEGA CORPORATION.
  • Launched Fantasy Star Online, the first networked role-playing game (RPG) for home video game platform.

2002

  • Opened first location for darts bar Bee SHIBUYA.

2003

  • Launched The King of Beetles “MUSHIKING”, the world’s first kids’ card game.
2004
  • Establishment of SEGA SAMMY HOLDINGS INC.
  • Launched All.Net network services (SEGA).
  • Launched LOVE AND BERRY Dress up and Dance! girls’ card game machine (SEGA).
2005
  • Launched CR Hokuto No Ken pachinko machine (Sammy).
  • Acquired all outstanding shares of The Creative Assembly Ltd. (SEGA).
  • Launched first title in the Ryu-Ga-Gotoku home video game series (SEGA).
  • Launched first title in the Sangokushi Taisen series of network-enabled trading card games (SEGA).
2006
  • Made SPORTS INTERACTIVE Ltd. a wholly owned subsidiary (SEGA).
  • Launched Pachislot Hokuto No Ken SE pachislot machine (Sammy).
  • Launched Hakushon Daimaoh, the Company’s first new-format pachislot machine (Sammy).
  • Entered strategic business alliance with Sanrio Company, Ltd. (SEGA SAMMY HOLDINGS).
2007
  • Launched Hokuto no Ken 2 Ranse Hao-Den Tenha no Sho-pachislot machine (Sammy).
  • Made TAIYO ELEC Co., Ltd., a subsidiary (Sammy).
2008
  • Reached agreement with Sanrio Company, Ltd., to jointly develop new character (SEGA SAMMY HOLDINGS).
  • Launched Pachinko CR Hokuto No Ken series of pachinko machines, which set a new record for sales of Sammy pachinko machines (Sammy).
2009
  • Made GINZA CORPORATION a subsidiary (Sammy).
  • Established SEGA SAMMY VISUAL ENTERTAINMENT INC. (Currently MARZA ANIMATION PLANET INC.) (SEGA SAMMY HOLDINGS).
  • Established Bakugan Limited Liability Partnership (Bakugan LLP) (SEGA SAMMY HOLDINGS and Group companies).
2010
  • Made Sammy Networks Co., Ltd., SEGA TOYS CO., LTD., and TMS ENTERTAINMENT, LTD., wholly owned subsidiaries (SEGA SAMMY HOLDINGS).
  • Cancelled 17 million shares of treasury stock (SEGA SAMMY HOLDINGS).
2011
  • Made TAIYO ELEC Co., Ltd., a wholly owned subsidiary (SEGA SAMMY HOLDINGS).
2012
  • Made Phoenix Resort Co., Ltd. a wholly owned subsidiary (SEGA SAMMY HOLDINGS).
  • Concluded agreement on establishment of joint venture with Paradise Group of South Korea (SEGA SAMMY HOLDINGS).
  • Established SEGA Networks, Ltd., through divestiture from SEGA (SEGA).
2013
  • Made successful bid in public offering in Busan, Republic of Korea, for project to develop Centum City, a multi-project urban development area (SEGA SAMMY HOLDINGS).
  • Acquired North America developer Relic Entertainment Inc. and intellectual properties related to titles under development(SEGA).”

*Information from Forbes.com and Segasammy.co.jp

**Video published on YouTube by “ SEGASAMMY CREATION