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%%Similar to Bandai Namco, Sega Sammy doesn't produce any media under their corporate banner, media adaptations for Sega franchises should go on the Sega page while shows produced by TMS Entertainment or its subsidiaries should go on their page. Do not add any pages related to media they produced there, thank you.

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%%Similar to Bandai Namco, Sega Sammy Group doesn't produce any media under their corporate banner, media adaptations for Sega franchises should go on the Sega page while shows produced by TMS Entertainment or its subsidiaries should go on their page. Do not add any pages related to media they produced there, thank you.



[[caption-width-right:350:[[{{Slogan}} Beyond the Status Quo.]]]]

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[[caption-width-right:350:[[{{Slogan}} Beyond the Status Quo.Constantly Creating, Forever Captivating.]]]]

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** Marza Animation Planet



*** Marza Animation Planet
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Sammy isn't a "video gaming giant"


[[https://www.segasammy.co.jp Sega Sammy Holdings Inc.]] (also known as the Sega Sammy Group) is a Japanese conglomerate formed in 2004 after video game and gambling company Sammy completed its takeover with fellow video game giant Creator/{{Sega}}.

to:

[[https://www.segasammy.co.jp Sega Sammy Holdings Inc.]] (also known as the Sega Sammy Group) is a Japanese conglomerate formed in 2004 after video game and gambling company Sammy completed its takeover with fellow of video game giant Creator/{{Sega}}.
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** Sega Fave

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** Sega FaveCreator/SegaFave

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[[/index]]
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* Creator/Dimps (former majority stake)

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* Creator/Dimps Creator/{{Dimps}} (former majority stake)

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!!Assets owned by Sega Sammy Group:

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!!Assets owned by Sega Sammy Group:! Subsidiaries




!! Current Subsidiaries



** Creator/{{ENGI}} (minority stake)

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**
!! Former Subsidiaries
* Sammy Studios (now High Moon Studios)

! Affiliates

!! Current Affiliates
*
Creator/{{ENGI}} (minority stake)stake)
* Creator/{{Sanrio}} (minority stake)

!! Former Affiliates

* Creator/Dimps (former majority stake)
* Spike (former subsidiary of Sammy; now Creator/SpikeChunsoft)

Changed: 8354

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Fact checking and some rewrites. Hiding the post-merger history info for being too long and too hard to read; we should split them into their independent company pages.


The history of this company traces back to 1975, when Sammy Industry was founded by Hajime Satomi (who is nicknamed "Sammy", hence the company's name), the son of food mandate Osamu Satomi, as an affiliate company of the Satomi conglomerate . That group would go bust two years later, and Sammy inherited all of Satomi's amusement assets (including the Sammy name). By 1978, the company entered the video game market, but by 1982, the company entered into the gambling market. In 1988 the company entered the US video game market and in 1992, after years of publishing games from other companies, the company released ''Viewpoint'' the company's first internally-developed and published game in the company's heyday.

In 1997, Sammy Industry rebranded itself to Sammy Corporation to represent the company's growth beyond video games including pachinko and pachislot games. In 2001, the company established Sammy Entertainment (folding American Sammy into that company as a result) to continue publishing and localizing Sammy titles (and titles from other studios) for the American market.

to:

The Sammy's history of this company traces back to Satomi Corporation, a food company originally founded in 1947. In 1965, Satomi ventured into the amusement business, and "Sammy" (a nickname of "Satomi") was one of its crane game brands. In 1975, when Sammy Industry was formally founded by Hajime Satomi (who is nicknamed "Sammy", hence the company's name), the son of food mandate Osamu Satomi, as an affiliate company of the Satomi conglomerate . That group would go bust two years later, and Sammy inherited all by Hajime Satomi, the son of Satomi's amusement assets (including the president Haruo Satomi. After Satomi went bankrupt in 1977, Sammy name). By 1978, picked up the reins and rebuilt the company entered from the ground up, now focused on amusement, video gaming (since 1978), and gambling (since 1982). Sammy Industry was renamed to Sammy Corporation in 1997.

Though Sammy is best remembered for being a pachinko/pachislot company (most notably with the ''Fist of the North Star'' pachislot, the best-selling pachislot machine in the world), it was also a legitimate
video game market, but by 1982, the company entered into the gambling market. In 1988 the company entered the US publisher. Notable Sammy video game market and in 1992, after years of publishing games from other companies, the company released include ''Viewpoint'' and the company's first internally-developed and published game in the company's heyday.

In 1997, Sammy Industry rebranded itself to Sammy Corporation to represent the company's growth beyond video games including pachinko and pachislot games. In 2001, the company established Sammy Entertainment (folding American Sammy into that company as a result) to continue publishing and localizing Sammy titles (and titles from other studios) for the American market.
early ''VideoGame/GuiltyGear'' games.



The company began streamlining operations during its first few months of operations (during late-2004 to 2005) such as consolidating Sega's Japanese development studios back into the Sega fold, Sammy's non-gambling operations being folded into Sega, the acquisition of [[Creator/CreativeAssembly The Creative Assembly]] and their purchase of a majority of Creator/TMSEntertainment among many others. In 2010, the company made TMS Entertainment, alongside Sammy Networks and Sega Toys wholly-owned subsidiaries. In 2013, Sega purchased the assets of Index Corporation (including Creator/{{Atlus}}), which would be reincorporated as a studio bearing the Atlus name under Sega the following year, with Index's other assets being transferred to another company with the Index name. Sega later took over Atlus' publishing duties in both Japan and North America, while beginning to publish Atlus' titles in Europe, Australia and East Asia.

In 2015, after a year of massive losses for the group (most of those losses coming from Sega), Sega Sammy restructured their businesses to a three-segment unit. With that restructuring, the changes affected Sega. Sega would be split into two companies, one focusing on video games (Sega Games) and one focusing on arcade games (Sega Interactive). Sega also gained oversight of Sega Sammy's animation studios, TMS Entertainment (alongside Telecom Animation Film) and Marza Animation Planet as well as Sega Toys while establishing Sega Live Creation, to handle Sega's theme parks. This division would become Sega Holdings. The other divisions (Sammy Corporation and Sega Sammy's resort business) would see minor restructuring which would include separate divisions to handle Sammy's services for their machines. That same year, Index was sold to investment firm Sawada Holdings.

In 2017, Sega Live Creation was purchased by China Animations, while oversight of Marza was transferred to TMS. In 2018, the company received a new logo to represent its new direction. 2020, Sega Games and Sega Interactive were merged to become a single company under the Sega name, Sega took over all operations that were previously under Sega Holdings (such as arcade facilities, animation studios and Sega Toys). That same year, the group experienced financial success with Sega and Creator/{{Paramount}}'s ''[[Film/SonicTheHedgehog2020 Sonic the Hedgehog]]'' film, which led to a sequel being greenlit. But, Sega had to let go of their arcade facilities to Genda, due to the COVID-19 pandemic impacting said businesses. In 2021, a ''Sonic'' series for Creator/{{Netflix}} was greenlit, which later became ''WesternAnimation/SonicPrime''. In 2022, the success of ''Film/{{Sonic the Hedgehog 2|2022}}'' led to another sequel and a spin-off TV show starring Series/{{Knuckles}} for Creator/ParamountPlus being greenlit.

In 2023, Sega would buy Creator/RovioEntertainment, gaining the rights to the ''Franchise/AngryBirds'' franchise in the process which had multiple animated adaptations done in the past. That same year, Sega debuted a new initiative that would revive most of their dormant franchises with new entries. With the massive success of the ''Sonic'' adaptations, Sega thought it would take their other franchises to other mediums. As part of this move, Sega's amusement machine was demerged from Sega and transferred over to Sega Toys and renaming itself to Sega Fave in the process, which took effect the following year.

to:

The %%
%%The
company began streamlining operations during its first few months of operations (during late-2004 to 2005) such as consolidating Sega's Japanese development studios back into the Sega fold, Sammy's non-gambling operations being folded into Sega, the acquisition of [[Creator/CreativeAssembly The Creative Assembly]] and their purchase of a majority of Creator/TMSEntertainment among many others. In 2010, the company made TMS Entertainment, alongside Sammy Networks and Sega Toys wholly-owned subsidiaries. In 2013, Sega purchased the assets of Index Corporation (including Creator/{{Atlus}}), which would be reincorporated as a studio bearing the Atlus name under Sega the following year, with Index's other assets being transferred to another company with the Index name. Sega later took over Atlus' publishing duties in both Japan and North America, while beginning to publish Atlus' titles in Europe, Australia and East Asia.

In
Asia.
%%
%%In
2015, after a year of massive losses for the group (most of those losses coming from Sega), Sega Sammy restructured their businesses to a three-segment unit. With that restructuring, the changes affected Sega. Sega would be split into two companies, one focusing on video games (Sega Games) and one focusing on arcade games (Sega Interactive). Sega also gained oversight of Sega Sammy's animation studios, TMS Entertainment (alongside Telecom Animation Film) and Marza Animation Planet as well as Sega Toys while establishing Sega Live Creation, to handle Sega's theme parks. This division would become Sega Holdings. The other divisions (Sammy Corporation and Sega Sammy's resort business) would see minor restructuring which would include separate divisions to handle Sammy's services for their machines. That same year, Index was sold to investment firm Sawada Holdings.

In
Holdings.
%%
%%In
2017, Sega Live Creation was purchased by China Animations, while oversight of Marza was transferred to TMS. In 2018, the company received a new logo to represent its new direction. 2020, Sega Games and Sega Interactive were merged to become a single company under the Sega name, Sega took over all operations that were previously under Sega Holdings (such as arcade facilities, animation studios and Sega Toys). That same year, the group experienced financial success with Sega and Creator/{{Paramount}}'s ''[[Film/SonicTheHedgehog2020 Sonic the Hedgehog]]'' film, which led to a sequel being greenlit. But, Sega had to let go of their arcade facilities to Genda, due to the COVID-19 pandemic impacting said businesses. In 2021, a ''Sonic'' series for Creator/{{Netflix}} was greenlit, which later became ''WesternAnimation/SonicPrime''. In 2022, the success of ''Film/{{Sonic the Hedgehog 2|2022}}'' led to another sequel and a spin-off TV show starring Series/{{Knuckles}} for Creator/ParamountPlus being greenlit.

In
greenlit.
%%
%%In
2023, Sega would buy Creator/RovioEntertainment, gaining the rights to the ''Franchise/AngryBirds'' franchise in the process which had multiple animated adaptations done in the past. That same year, Sega debuted a new initiative that would revive most of their dormant franchises with new entries. With the massive success of the ''Sonic'' adaptations, Sega thought it would take their other franchises to other mediums. As part of this move, Sega's amusement machine was demerged from Sega and transferred over to Sega Toys and renaming itself to Sega Fave in the process, which took effect the following year.
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* Sammy Networks
* Taiyo Elec
* Rodeo
* GINZA (majority stake)
* Creator/{{ENGI}} (minority stake)

to:

* ** Sammy Networks
* ** Taiyo Elec
* ** Rodeo
* ** GINZA (majority stake)
* ** Creator/{{ENGI}} (minority stake)
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Added DiffLines:

* Sammy
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[[AC:Sega Corporation (Video games, animation and toys)]]

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[[AC:Sega Corporation [[AC:Entertainment Contents Business (Video games, animation and toys)]]



[[AC:Sammy Corporation (Pachinko/Pachislot games)]]

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[[AC:Sammy Corporation (Pachinko/Pachislot games)]][[AC:Pachislot and Pachinko Machine Business (Gambling)]]
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[[AC:Sega Corporation (Video games, animation and toys)]]

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[[AC:Sega Corporation [[AC:Entertainment Contents Business (Video games, animation and toys)]]



[[AC:Sammy Corporation (Pachinko/Pachislot games)]]

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[[AC:Sammy Corporation (Pachinko/Pachislot games)]][[AC:Pachislot and Pachinko Machine Business (Gambling)]]

Added: 4294

Changed: 4300

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The history of this company traces back to 1975, when Sammy Industry was founded by Hajime Satomi (who is nicknamed "Sammy", hence the company's name), the son of food mandate Osamu Satomi, as an affiliate company of the Satomi conglomerate . That group would go bust two years later, and Sammy inherited all of Satomi's amusement assets (including the Sammy name). By 1978, the company entered the video game market, but by 1982, the company entered into the gambling market. In 1988 the company entered the US video game market and in 1992, after years of publishing games from other companies, the company released ''Viewpoint'' the company's first internally-developed and published game in the company's heyday. In 1997, Sammy Industry rebranded itself to Sammy Corporation to represent the company's growth beyond video games including pachinko and pachislot games. In 2001, the company established Sammy Entertainment (folding American Sammy into that company as a result) to continue publishing and localizing Sammy titles (and titles from other studios) for the American market. On February 13, 2003, Creator/{{Sega}} announced its plans to merge with Sammy. But following a counteroffer from none other than Creator/{{Namco}}, Sega canned their merger plans with Sammy and Namco's plan to takeover Sega fell through, until December of that year, when Sammy began a plan B, they bought out a stake in Sega from controlling shareholder CSK. Sammy would later have their controlling shares in Sega increase until October 1st, when Sega Sammy Holdings was formed. The company began streamlining operations during its first few months of operations (during late-2004 to 2005) such as consolidating Sega's Japanese development studios back into the Sega fold, Sammy's non-gambling operations being folded into Sega, the acquisition of [[Creator/CreativeAssembly The Creative Assembly]] and their purchase of a majority of Creator/TMSEntertainment among many others. In 2010, the company made TMS Entertainment, alongside Sammy Networks and Sega Toys wholly-owned subsidiaries. In 2013, Sega purchased the assets of Index Corporation (including Creator/{{Atlus}}), which would be reincorporated as a studio bearing the Atlus name under Sega the following year, with Index's other assets being transferred to another company with the Index name. Sega later took over Atlus' publishing duties in both Japan and North America, while beginning to publish Atlus' titles in Europe, Australia and East Asia. In 2015, after a year of massive losses for the group (most of those losses coming from Sega), Sega Sammy restructured their businesses to a three-segment unit. With that restructuring, the changes affected Sega. Sega would be split into two companies, one focusing on video games (Sega Games) and one focusing on arcade games (Sega Interactive). Sega also gained oversight of Sega Sammy's animation studios, TMS Entertainment (alongside Telecom Animation Film) and Marza Animation Planet as well as Sega Toys while establishing Sega Live Creation, to handle Sega's theme parks. This division would become Sega Holdings. The other divisions (Sammy Corporation and Sega Sammy's resort business) would see minor restructuring which would include separate divisions to handle Sammy's services for their machines. That same year, Index was sold to investment firm Sawada Holdings. In 2017, Sega Live Creation was purchased by China Animations, while oversight of Marza was transferred to TMS. In 2018, the company received a new logo to represent its new direction. 2020, Sega Games and Sega Interactive were merged to become a single company under the Sega name, Sega took over all operations that were previously under Sega Holdings (such as arcade facilities, animation studios and Sega Toys). That same year, the group experienced financial success with Sega and Creator/{{Paramount}}'s ''[[Film/SonicTheHedgehog2020 Sonic the Hedgehog]]'' film, which led to a sequel being greenlit. But, Sega had to let go of their arcade facilities to Genda, due to the COVID-19 pandemic impacting said businesses. In 2021, a ''Sonic'' series for Creator/{{Netflix}} was greenlit, which later became ''WesternAnimation/SonicPrime''. In 2022, the success of ''Film/{{Sonic the Hedgehog 2|2022}}'' led to another sequel and a spin-off TV show starring Series/{{Knuckles}} for Creator/ParamountPlus being greenlit. In 2023, Sega would buy Creator/RovioEntertainment, gaining the rights to the ''Franchise/AngryBirds'' franchise in the process which had multiple animated adaptations done in the past. That same year, Sega debuted a new initiative that would revive most of their dormant franchises with new entries. With the massive success of the ''Sonic'' adaptations, Sega thought it would take their other franchises to other mediums. As part of this move, Sega's amusement machine was demerged from Sega and transferred over to Sega Toys and renaming itself to Sega Fave in the process, which took effect the following year.

to:

The history of this company traces back to 1975, when Sammy Industry was founded by Hajime Satomi (who is nicknamed "Sammy", hence the company's name), the son of food mandate Osamu Satomi, as an affiliate company of the Satomi conglomerate . That group would go bust two years later, and Sammy inherited all of Satomi's amusement assets (including the Sammy name). By 1978, the company entered the video game market, but by 1982, the company entered into the gambling market. In 1988 the company entered the US video game market and in 1992, after years of publishing games from other companies, the company released ''Viewpoint'' the company's first internally-developed and published game in the company's heyday. heyday.

In 1997, Sammy Industry rebranded itself to Sammy Corporation to represent the company's growth beyond video games including pachinko and pachislot games. In 2001, the company established Sammy Entertainment (folding American Sammy into that company as a result) to continue publishing and localizing Sammy titles (and titles from other studios) for the American market. market.

On February 13, 2003, Creator/{{Sega}} announced its plans to merge with Sammy. But following a counteroffer from none other than Creator/{{Namco}}, Sega canned their merger plans with Sammy and Namco's plan to takeover Sega fell through, until December of that year, when Sammy began a plan B, they bought out a stake in Sega from controlling shareholder CSK. Sammy would later have their controlling shares in Sega increase until October 1st, when Sega Sammy Holdings was formed. formed.

The company began streamlining operations during its first few months of operations (during late-2004 to 2005) such as consolidating Sega's Japanese development studios back into the Sega fold, Sammy's non-gambling operations being folded into Sega, the acquisition of [[Creator/CreativeAssembly The Creative Assembly]] and their purchase of a majority of Creator/TMSEntertainment among many others. In 2010, the company made TMS Entertainment, alongside Sammy Networks and Sega Toys wholly-owned subsidiaries. In 2013, Sega purchased the assets of Index Corporation (including Creator/{{Atlus}}), which would be reincorporated as a studio bearing the Atlus name under Sega the following year, with Index's other assets being transferred to another company with the Index name. Sega later took over Atlus' publishing duties in both Japan and North America, while beginning to publish Atlus' titles in Europe, Australia and East Asia. Asia.

In 2015, after a year of massive losses for the group (most of those losses coming from Sega), Sega Sammy restructured their businesses to a three-segment unit. With that restructuring, the changes affected Sega. Sega would be split into two companies, one focusing on video games (Sega Games) and one focusing on arcade games (Sega Interactive). Sega also gained oversight of Sega Sammy's animation studios, TMS Entertainment (alongside Telecom Animation Film) and Marza Animation Planet as well as Sega Toys while establishing Sega Live Creation, to handle Sega's theme parks. This division would become Sega Holdings. The other divisions (Sammy Corporation and Sega Sammy's resort business) would see minor restructuring which would include separate divisions to handle Sammy's services for their machines. That same year, Index was sold to investment firm Sawada Holdings. Holdings.

In 2017, Sega Live Creation was purchased by China Animations, while oversight of Marza was transferred to TMS. In 2018, the company received a new logo to represent its new direction. 2020, Sega Games and Sega Interactive were merged to become a single company under the Sega name, Sega took over all operations that were previously under Sega Holdings (such as arcade facilities, animation studios and Sega Toys). That same year, the group experienced financial success with Sega and Creator/{{Paramount}}'s ''[[Film/SonicTheHedgehog2020 Sonic the Hedgehog]]'' film, which led to a sequel being greenlit. But, Sega had to let go of their arcade facilities to Genda, due to the COVID-19 pandemic impacting said businesses. In 2021, a ''Sonic'' series for Creator/{{Netflix}} was greenlit, which later became ''WesternAnimation/SonicPrime''. In 2022, the success of ''Film/{{Sonic the Hedgehog 2|2022}}'' led to another sequel and a spin-off TV show starring Series/{{Knuckles}} for Creator/ParamountPlus being greenlit. greenlit.

In 2023, Sega would buy Creator/RovioEntertainment, gaining the rights to the ''Franchise/AngryBirds'' franchise in the process which had multiple animated adaptations done in the past. That same year, Sega debuted a new initiative that would revive most of their dormant franchises with new entries. With the massive success of the ''Sonic'' adaptations, Sega thought it would take their other franchises to other mediums. As part of this move, Sega's amusement machine was demerged from Sega and transferred over to Sega Toys and renaming itself to Sega Fave in the process, which took effect the following year.
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[[AC:Sega Corporation]]

to:

[[AC:Sega Corporation]]Corporation (Video games, animation and toys)]]



[[AC:Sammy Corporation]]

to:

[[AC:Sammy Corporation]]Corporation (Pachinko/Pachislot games)]]
Is there an issue? Send a MessageReason:
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The history of this company traces back to 1975, when Sammy Industry was founded by Hajime Satomi (who is nicknamed "Sammy", hence the company's name), the son of food mandate Osamu Satomi, as an affiliate company of the Satomi conglomerate . That group would go bust two years later, and Sammy inherited all of Satomi's amusement assets (including the Sammy name). By 1978, the company entered the video game market, but by 1982, the company entered into the gambling market. In 1988 the company entered the US video game market and in 1992, after years of publishing games from other companies, the company released ''Viewpoint'' the company's first internally-developed and published game in the company's heyday. In 1997, Sammy Industry rebranded itself to Sammy Corporation to represent the company's growth beyond video games including pachinko and pachislot games. In 2001, the company established Sammy Entertainment (folding American Sammy into that company as a result) to continue publishing and localizing Sammy titles (and titles from other studios) for the American market. On February 13, 2003, Creator/{{Sega}} announced its plans to merge with Sammy. But following a counteroffer from none other than Creator/{{Namco}}, Sega canned their merger plans with Sammy and Namco's plan to takeover Sega fell through, until December of that year, when Sammy began a plan B, they bought out a stake in Sega from controlling shareholder CSK. Sammy would later have their controlling shares in Sega increase until October 1st, when Sega Sammy Holdings was formed. The company began streamlining operations during its first few months of operations (during late-2004 to 2005) such as consolidating Sega's Japanese development studios back into the Sega fold, Sammy's non-gambling operations being folded into Sega, the acquisition of [[Creator/CreativeAssembly The Creative Assembly]] and their purchase of a majority of Creator/TMSEntertainment among many others. In 2010, the company made TMS Entertainment, alongside Sammy Networks and Sega Toys wholly-owned subsidiaries. In 2013, Sega purchased the assets of Index Corporation (including Creator/{{Atlus}}), which would be reincorporated as a studio bearing the Atlus name under Sega the following year, with Index's other assets being transferred to another company with the Index name. Sega later took over Atlus' publishing duties in both Japan and North America, while beginning to publish Atlus' titles in Europe, Australia and East Asia. In 2015, after a year of massive losses for the group (most of those losses coming from Sega), Sega Sammy restructured their businesses to a three-segment unit. With that restructuring, the changes affected Sega. Sega would be split into two companies, one focusing on video games (Sega Games) and one focusing on arcade games (Sega Interactive). Sega also gained oversight of Sega Sammy's animation studios, TMS Entertainment (alongside Telecom Animation Film) and Marza Animation Planet as well as Sega Toys while establishing Sega Live Creation, to handle Sega's theme parks. This division would become Sega Holdings. The other divisions (Sammy Corporation and Sega Sammy's resort business) would see minor restructuring which would include separate divisions to handle Sammy's services for their machines. That same year, Index was sold to investment firm Sawada Holdings. In 2017, Sega Live Creation was purchased by China Animations, while oversight of Marza was transferred to TMS. In 2018, the company received a new logo to represent its new direction. 2020, Sega Games and Sega Interactive were merged to become a single company under the Sega name, Sega took over all operations that were previously under Sega Holdings (such as arcade facilities, animation studios and Sega Toys). That same year, the group experienced financial success with Sega and Creator/{{Paramount}}'s ''[[Film/SonicTheHedgehog2020 Sonic the Hedgehog]]'' film, which led to a sequel being greenlit. But, Sega had to let go of their arcade facilities to Genda, due to the COVID-19 pandemic impacting said businesses. In 2021, a ''Sonic'' series for Creator/{{Netflix}} was greenlit, which later became ''WesternAnimation/SonicPrime''. In 2022, the success of ''Film/{{Sonic the Hedgehog 2|2022}}'' led to another sequel and a spin-off TV show starring Series/{{Knuckles}} for Creator/{{Paramount+}} being greenlit. In 2023, Sega would buy Creator/RovioEntertainment, gaining the rights to the ''Franchise/AngryBirds'' franchise in the process which had multiple animated adaptations done in the past. That same year, Sega debuted a new initiative that would revive most of their dormant franchises with new entries. With the massive success of the ''Sonic'' adaptations, Sega thought it would take their other franchises to other mediums. As part of this move, Sega's amusement machine was demerged from Sega and transferred over to Sega Toys and renaming itself to Sega Fave in the process, which took effect the following year.

to:

The history of this company traces back to 1975, when Sammy Industry was founded by Hajime Satomi (who is nicknamed "Sammy", hence the company's name), the son of food mandate Osamu Satomi, as an affiliate company of the Satomi conglomerate . That group would go bust two years later, and Sammy inherited all of Satomi's amusement assets (including the Sammy name). By 1978, the company entered the video game market, but by 1982, the company entered into the gambling market. In 1988 the company entered the US video game market and in 1992, after years of publishing games from other companies, the company released ''Viewpoint'' the company's first internally-developed and published game in the company's heyday. In 1997, Sammy Industry rebranded itself to Sammy Corporation to represent the company's growth beyond video games including pachinko and pachislot games. In 2001, the company established Sammy Entertainment (folding American Sammy into that company as a result) to continue publishing and localizing Sammy titles (and titles from other studios) for the American market. On February 13, 2003, Creator/{{Sega}} announced its plans to merge with Sammy. But following a counteroffer from none other than Creator/{{Namco}}, Sega canned their merger plans with Sammy and Namco's plan to takeover Sega fell through, until December of that year, when Sammy began a plan B, they bought out a stake in Sega from controlling shareholder CSK. Sammy would later have their controlling shares in Sega increase until October 1st, when Sega Sammy Holdings was formed. The company began streamlining operations during its first few months of operations (during late-2004 to 2005) such as consolidating Sega's Japanese development studios back into the Sega fold, Sammy's non-gambling operations being folded into Sega, the acquisition of [[Creator/CreativeAssembly The Creative Assembly]] and their purchase of a majority of Creator/TMSEntertainment among many others. In 2010, the company made TMS Entertainment, alongside Sammy Networks and Sega Toys wholly-owned subsidiaries. In 2013, Sega purchased the assets of Index Corporation (including Creator/{{Atlus}}), which would be reincorporated as a studio bearing the Atlus name under Sega the following year, with Index's other assets being transferred to another company with the Index name. Sega later took over Atlus' publishing duties in both Japan and North America, while beginning to publish Atlus' titles in Europe, Australia and East Asia. In 2015, after a year of massive losses for the group (most of those losses coming from Sega), Sega Sammy restructured their businesses to a three-segment unit. With that restructuring, the changes affected Sega. Sega would be split into two companies, one focusing on video games (Sega Games) and one focusing on arcade games (Sega Interactive). Sega also gained oversight of Sega Sammy's animation studios, TMS Entertainment (alongside Telecom Animation Film) and Marza Animation Planet as well as Sega Toys while establishing Sega Live Creation, to handle Sega's theme parks. This division would become Sega Holdings. The other divisions (Sammy Corporation and Sega Sammy's resort business) would see minor restructuring which would include separate divisions to handle Sammy's services for their machines. That same year, Index was sold to investment firm Sawada Holdings. In 2017, Sega Live Creation was purchased by China Animations, while oversight of Marza was transferred to TMS. In 2018, the company received a new logo to represent its new direction. 2020, Sega Games and Sega Interactive were merged to become a single company under the Sega name, Sega took over all operations that were previously under Sega Holdings (such as arcade facilities, animation studios and Sega Toys). That same year, the group experienced financial success with Sega and Creator/{{Paramount}}'s ''[[Film/SonicTheHedgehog2020 Sonic the Hedgehog]]'' film, which led to a sequel being greenlit. But, Sega had to let go of their arcade facilities to Genda, due to the COVID-19 pandemic impacting said businesses. In 2021, a ''Sonic'' series for Creator/{{Netflix}} was greenlit, which later became ''WesternAnimation/SonicPrime''. In 2022, the success of ''Film/{{Sonic the Hedgehog 2|2022}}'' led to another sequel and a spin-off TV show starring Series/{{Knuckles}} for Creator/{{Paramount+}} Creator/ParamountPlus being greenlit. In 2023, Sega would buy Creator/RovioEntertainment, gaining the rights to the ''Franchise/AngryBirds'' franchise in the process which had multiple animated adaptations done in the past. That same year, Sega debuted a new initiative that would revive most of their dormant franchises with new entries. With the massive success of the ''Sonic'' adaptations, Sega thought it would take their other franchises to other mediums. As part of this move, Sega's amusement machine was demerged from Sega and transferred over to Sega Toys and renaming itself to Sega Fave in the process, which took effect the following year.
Is there an issue? Send a MessageReason:
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The history of this company traces back to 1975, when Sammy Industry was founded by Hajime Satomi (who is nicknamed "Sammy", hence the company's name), the son of food mandate Osamu Satomi, as an affiliate company of the Satomi conglomerate . That group would go bust two years later, and Sammy inherited all of Satomi's amusement assets (including the Sammy name). By 1978, the company entered the video game market, but by 1982, the company entered into the gambling market. In 1988 the company entered the US video game market and in 1992, after years of publishing games from other companies, the company released ''Viewpoint'' the company's first internally-developed and published game in the company's heyday. In 1997, Sammy Industry rebranded itself to Sammy Corporation to represent the company's growth beyond video games including pachinko and pachislot games. In 2001, the company established Sammy Entertainment (folding American Sammy into that company as a result) to continue publishing and localizing Sammy titles (and titles from other studios) for the American market. On February 13, 2003, Creator/{{Sega}} announced its plans to merge with Sammy. But following a counteroffer from none other than Creator/{{Namco}}, Sega canned their merger plans with Sammy and Namco's plan to takeover Sega fell through, until December of that year, when Sammy began a plan B, they bought out a stake in Sega from controlling shareholder CSK. Sammy would later have their controlling shares in Sega increase until October 1st, when Sega Sammy Holdings was formed. The company began streamlining operations during its first few months of operations (during late-2004 to 2005) such as consolidating Sega's Japanese development studios back into the Sega fold, Sammy's non-gambling operations being folded into Sega, the acquisition of [[Creator/CreativeAssembly The Creative Assembly]] and their purchase of a majority of Creator/TMSEntertainment among many others. In 2010, the company made TMS Entertainment, alongside Sammy Networks and Sega Toys wholly-owned subsidiaries. In 2013, Sega purchased the assets of Index Corporation (including Creator/{{Atlus}}), which would be reincorporated as a studio bearing the Atlus name under Sega the following year, with Index's other assets being transferred to another company with the Index name. Sega later took over Atlus' publishing duties in both Japan and North America, while beginning to publish Atlus' titles in Europe, Australia and East Asia. In 2015, after a year of massive losses for the group (most of those losses coming from Sega), Sega Sammy restructured their businesses to a three-segment unit. With that restructuring, the changes affected Sega. Sega would be split into two companies, one focusing on video games (Sega Games) and one focusing on arcade games (Sega Interactive). Sega also gained oversight of Sega Sammy's animation studios, TMS Entertainment (alongside Telecom Animation Film) and Marza Animation Planet as well as Sega Toys while establishing Sega Live Creation, to handle Sega's theme parks. This division would become Sega Holdings. The other divisions (Sammy Corporation and Sega Sammy's resort business) would see minor restructuring which would include separate divisions to handle Sammy's services for their machines. That same year, Index was sold to investment firm Sawada Holdings. In 2017, Sega Live Creation was purchased by China Animations, while oversight of Marza was transferred to TMS. In 2018, the company received a new logo to represent its new direction. 2020, Sega Games and Sega Interactive were merged to become a single company under the Sega name, Sega took over all operations that were previously under Sega Holdings (such as arcade facilities, animation studios and Sega Toys). That same year, the group experienced financial success with Sega and Creator/{{Paramount}}'s ''[[Film/SonicTheHedgehog2020 Sonic the Hedgehog]]'' film, which led to a sequel being greenlit. But, Sega had to let go of their arcade facilities to Genda, due to the COVID-19 pandemic impacting said businesses. In 2021, a ''Sonic'' series for Creator/{{Netflix}} was greenlit, which later became ''WesternAnimation/SonicPrime''. In 2022, the success of ''Film/{{Sonic the Hedgehog 2|2022}}'' led to another sequel and a spin-off TV show starring Series/{{Knuckles}} for Creator/Paramount+ being greenlit. In 2023, Sega would buy Creator/RovioEntertainment, gaining the rights to the ''Franchise/AngryBirds'' franchise in the process which had multiple animated adaptations done in the past. That same year, Sega debuted a new initiative that would revive most of their dormant franchises with new entries. With the massive success of the ''Sonic'' adaptations, Sega thought it would take their other franchises to other mediums. As part of this move, Sega's amusement machine was demerged from Sega and transferred over to Sega Toys and renaming itself to Sega Fave in the process, which took effect the following year.

to:

The history of this company traces back to 1975, when Sammy Industry was founded by Hajime Satomi (who is nicknamed "Sammy", hence the company's name), the son of food mandate Osamu Satomi, as an affiliate company of the Satomi conglomerate . That group would go bust two years later, and Sammy inherited all of Satomi's amusement assets (including the Sammy name). By 1978, the company entered the video game market, but by 1982, the company entered into the gambling market. In 1988 the company entered the US video game market and in 1992, after years of publishing games from other companies, the company released ''Viewpoint'' the company's first internally-developed and published game in the company's heyday. In 1997, Sammy Industry rebranded itself to Sammy Corporation to represent the company's growth beyond video games including pachinko and pachislot games. In 2001, the company established Sammy Entertainment (folding American Sammy into that company as a result) to continue publishing and localizing Sammy titles (and titles from other studios) for the American market. On February 13, 2003, Creator/{{Sega}} announced its plans to merge with Sammy. But following a counteroffer from none other than Creator/{{Namco}}, Sega canned their merger plans with Sammy and Namco's plan to takeover Sega fell through, until December of that year, when Sammy began a plan B, they bought out a stake in Sega from controlling shareholder CSK. Sammy would later have their controlling shares in Sega increase until October 1st, when Sega Sammy Holdings was formed. The company began streamlining operations during its first few months of operations (during late-2004 to 2005) such as consolidating Sega's Japanese development studios back into the Sega fold, Sammy's non-gambling operations being folded into Sega, the acquisition of [[Creator/CreativeAssembly The Creative Assembly]] and their purchase of a majority of Creator/TMSEntertainment among many others. In 2010, the company made TMS Entertainment, alongside Sammy Networks and Sega Toys wholly-owned subsidiaries. In 2013, Sega purchased the assets of Index Corporation (including Creator/{{Atlus}}), which would be reincorporated as a studio bearing the Atlus name under Sega the following year, with Index's other assets being transferred to another company with the Index name. Sega later took over Atlus' publishing duties in both Japan and North America, while beginning to publish Atlus' titles in Europe, Australia and East Asia. In 2015, after a year of massive losses for the group (most of those losses coming from Sega), Sega Sammy restructured their businesses to a three-segment unit. With that restructuring, the changes affected Sega. Sega would be split into two companies, one focusing on video games (Sega Games) and one focusing on arcade games (Sega Interactive). Sega also gained oversight of Sega Sammy's animation studios, TMS Entertainment (alongside Telecom Animation Film) and Marza Animation Planet as well as Sega Toys while establishing Sega Live Creation, to handle Sega's theme parks. This division would become Sega Holdings. The other divisions (Sammy Corporation and Sega Sammy's resort business) would see minor restructuring which would include separate divisions to handle Sammy's services for their machines. That same year, Index was sold to investment firm Sawada Holdings. In 2017, Sega Live Creation was purchased by China Animations, while oversight of Marza was transferred to TMS. In 2018, the company received a new logo to represent its new direction. 2020, Sega Games and Sega Interactive were merged to become a single company under the Sega name, Sega took over all operations that were previously under Sega Holdings (such as arcade facilities, animation studios and Sega Toys). That same year, the group experienced financial success with Sega and Creator/{{Paramount}}'s ''[[Film/SonicTheHedgehog2020 Sonic the Hedgehog]]'' film, which led to a sequel being greenlit. But, Sega had to let go of their arcade facilities to Genda, due to the COVID-19 pandemic impacting said businesses. In 2021, a ''Sonic'' series for Creator/{{Netflix}} was greenlit, which later became ''WesternAnimation/SonicPrime''. In 2022, the success of ''Film/{{Sonic the Hedgehog 2|2022}}'' led to another sequel and a spin-off TV show starring Series/{{Knuckles}} for Creator/Paramount+ Creator/{{Paramount+}} being greenlit. In 2023, Sega would buy Creator/RovioEntertainment, gaining the rights to the ''Franchise/AngryBirds'' franchise in the process which had multiple animated adaptations done in the past. That same year, Sega debuted a new initiative that would revive most of their dormant franchises with new entries. With the massive success of the ''Sonic'' adaptations, Sega thought it would take their other franchises to other mediums. As part of this move, Sega's amusement machine was demerged from Sega and transferred over to Sega Toys and renaming itself to Sega Fave in the process, which took effect the following year.
Is there an issue? Send a MessageReason:
None


The history of this company traces back to 1975, when Sammy Industry was founded by Hajime Satomi (who is nicknamed "Sammy", hence the company's name), the son of food mandate Osamu Satomi, as an affiliate company of the Satomi conglomerate . That group would go bust two years later, and Sammy inherited all of Satomi's amusement assets (including the Sammy name). By 1978, the company entered the video game market, but by 1982, the company entered into the gambling market. In 1988 the company entered the US video game market and in 1992, after years of publishing games from other companies, the company released ''Viewpoint'' the company's first internally-developed and published game in the company's heyday. In 1997, Sammy Industry rebranded itself to Sammy Corporation to represent the company's growth beyond video games including pachinko and pachislot games. In 2001, the company established Sammy Entertainment (folding American Sammy into that company as a result) to continue publishing and localizing Sammy titles (and titles from other studios) for the American market. On February 13, 2003, Creator/{{Sega}} announced its plans to merge with Sammy. But following a counteroffer from none other than Creator/{{Namco}}, Sega canned their merger plans with Sammy and Namco's plan to takeover Sega fell through, until December of that year, when Sammy began a plan B, they bought out a stake in Sega from controlling shareholder CSK. Sammy would later have their controlling shares in Sega increase until October 1st, when Sega Sammy Holdings was formed. The company began streamlining operations during its first few months of operations (during late-2004 to 2005) such as consolidating Sega's Japanese development studios back into the Sega fold, Sammy's non-gambling operations being folded into Sega, the acquisition of [[Creator/CreativeAssembly The Creative Assembly]] and their purchase of a majority of Creator/TMSEntertainment among many others. In 2010, the company made TMS Entertainment, alongside Sammy Networks and Sega Toys wholly-owned subsidiaries. In 2013, Sega purchased the assets of Index Corporation (including Creator/{{Atlus}}), which would be reincorporated as a studio bearing the Atlus name under Sega the following year, with Index's other assets being transferred to another company with the Index name. Sega later took over Atlus' publishing duties in both Japan and North America, while beginning to publish Atlus' titles in Europe, Australia and East Asia. In 2015, after a year of massive losses for the group (most of those losses coming from Sega), Sega Sammy restructured their businesses to a three-segment unit. With that restructuring, the changes affected Sega. Sega would be split into two companies, one focusing on video games (Sega Games) and one focusing on arcade games (Sega Interactive). Sega also gained oversight of Sega Sammy's animation studios, TMS Entertainment (alongside Telecom Animation Film) and Marza Animation Planet as well as Sega Toys while establishing Sega Live Creation, to handle Sega's theme parks. This division would become Sega Holdings. The other divisions (Sammy Corporation and Sega Sammy's resort business) would see minor restructuring which would include separate divisions to handle Sammy's services for their machines. That same year, Index was sold to investment firm Sawada Holdings. In 2017, Sega Live Creation was purchased by China Animations, while oversight of Marza was transferred to TMS. In 2018, the company received a new logo to represent its new direction. 2020, Sega Games and Sega Interactive were merged to become a single company under the Sega name, Sega took over all operations that were previously under Sega Holdings (such as arcade facilities, animation studios and Sega Toys). That same year, the group experienced financial success with Sega and Creator/{{Paramount}}'s ''[[Film/SonicTheHedgehog2020 Sonic the Hedgehog]]'' film, which led to a sequel being greenlit. But, Sega had to let go of their arcade facilities to Genda, due to the COVID-19 pandemic impacting said businesses. In 2021, a ''Sonic'' series for Creator/{{Netflix}} was greenlit, which later became ''WesternAnimation/SonicPrime''. In 2022, the success of ''Film/{{Sonic The Hedgehog 2|2022}}'' led to another sequel and a spin-off TV show starring Series/{{Knuckles}} for Creator/Paramount+ being greenlit. In 2023, Sega would buy Creator/RovioEntertainment, gaining the rights to the ''Franchise/AngryBirds'' franchise in the process which had multiple animated adaptations done in the past. That same year, Sega debuted a new initiative that would revive most of their dormant franchises with new entries. With the massive success of the ''Sonic'' adaptations, Sega thought it would take their other franchises to other mediums, which led to a restructuring in the following year with Sega's amusement machine business being transferred to Sega Toys and renaming itself to Sega Fave in the process.

to:

The history of this company traces back to 1975, when Sammy Industry was founded by Hajime Satomi (who is nicknamed "Sammy", hence the company's name), the son of food mandate Osamu Satomi, as an affiliate company of the Satomi conglomerate . That group would go bust two years later, and Sammy inherited all of Satomi's amusement assets (including the Sammy name). By 1978, the company entered the video game market, but by 1982, the company entered into the gambling market. In 1988 the company entered the US video game market and in 1992, after years of publishing games from other companies, the company released ''Viewpoint'' the company's first internally-developed and published game in the company's heyday. In 1997, Sammy Industry rebranded itself to Sammy Corporation to represent the company's growth beyond video games including pachinko and pachislot games. In 2001, the company established Sammy Entertainment (folding American Sammy into that company as a result) to continue publishing and localizing Sammy titles (and titles from other studios) for the American market. On February 13, 2003, Creator/{{Sega}} announced its plans to merge with Sammy. But following a counteroffer from none other than Creator/{{Namco}}, Sega canned their merger plans with Sammy and Namco's plan to takeover Sega fell through, until December of that year, when Sammy began a plan B, they bought out a stake in Sega from controlling shareholder CSK. Sammy would later have their controlling shares in Sega increase until October 1st, when Sega Sammy Holdings was formed. The company began streamlining operations during its first few months of operations (during late-2004 to 2005) such as consolidating Sega's Japanese development studios back into the Sega fold, Sammy's non-gambling operations being folded into Sega, the acquisition of [[Creator/CreativeAssembly The Creative Assembly]] and their purchase of a majority of Creator/TMSEntertainment among many others. In 2010, the company made TMS Entertainment, alongside Sammy Networks and Sega Toys wholly-owned subsidiaries. In 2013, Sega purchased the assets of Index Corporation (including Creator/{{Atlus}}), which would be reincorporated as a studio bearing the Atlus name under Sega the following year, with Index's other assets being transferred to another company with the Index name. Sega later took over Atlus' publishing duties in both Japan and North America, while beginning to publish Atlus' titles in Europe, Australia and East Asia. In 2015, after a year of massive losses for the group (most of those losses coming from Sega), Sega Sammy restructured their businesses to a three-segment unit. With that restructuring, the changes affected Sega. Sega would be split into two companies, one focusing on video games (Sega Games) and one focusing on arcade games (Sega Interactive). Sega also gained oversight of Sega Sammy's animation studios, TMS Entertainment (alongside Telecom Animation Film) and Marza Animation Planet as well as Sega Toys while establishing Sega Live Creation, to handle Sega's theme parks. This division would become Sega Holdings. The other divisions (Sammy Corporation and Sega Sammy's resort business) would see minor restructuring which would include separate divisions to handle Sammy's services for their machines. That same year, Index was sold to investment firm Sawada Holdings. In 2017, Sega Live Creation was purchased by China Animations, while oversight of Marza was transferred to TMS. In 2018, the company received a new logo to represent its new direction. 2020, Sega Games and Sega Interactive were merged to become a single company under the Sega name, Sega took over all operations that were previously under Sega Holdings (such as arcade facilities, animation studios and Sega Toys). That same year, the group experienced financial success with Sega and Creator/{{Paramount}}'s ''[[Film/SonicTheHedgehog2020 Sonic the Hedgehog]]'' film, which led to a sequel being greenlit. But, Sega had to let go of their arcade facilities to Genda, due to the COVID-19 pandemic impacting said businesses. In 2021, a ''Sonic'' series for Creator/{{Netflix}} was greenlit, which later became ''WesternAnimation/SonicPrime''. In 2022, the success of ''Film/{{Sonic The the Hedgehog 2|2022}}'' led to another sequel and a spin-off TV show starring Series/{{Knuckles}} for Creator/Paramount+ being greenlit. In 2023, Sega would buy Creator/RovioEntertainment, gaining the rights to the ''Franchise/AngryBirds'' franchise in the process which had multiple animated adaptations done in the past. That same year, Sega debuted a new initiative that would revive most of their dormant franchises with new entries. With the massive success of the ''Sonic'' adaptations, Sega thought it would take their other franchises to other mediums, which led to a restructuring in the following year with mediums. As part of this move, Sega's amusement machine business being was demerged from Sega and transferred over to Sega Toys and renaming itself to Sega Fave in the process.
process, which took effect the following year.
Is there an issue? Send a MessageReason:
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The history of this company traces back to 1975, when Sammy Industry was founded by Hajime Satomi (who is nicknamed "Sammy", hence the company's name), the son of food mandate Osamu Satomi, as an affiliate company of the Satomi conglomerate . That group would go bust two years later, and Sammy inherited all of Satomi's amusement assets (including the Sammy name). By 1978, the company entered the video game market, but by 1982, the company entered into the gambling market. In 1988 the company entered the US video game market and in 1992, after years of publishing games from other companies, the company released ''Viewpoint'' the company's first internally-developed and published game in the company's heyday. In 1997, Sammy Industry rebranded itself to Sammy Corporation to represent the company's growth beyond video games including pachinko and pachislot games. In 2001, the company established Sammy Entertainment (folding American Sammy into that company as a result) to continue publishing and localizing Sammy titles (and titles from other studios) for the American market. On February 13, 2003, Creator/{{Sega}} announced its plans to merge with Sammy. But following a counteroffer from none other than Creator/{{Namco}}, Sega canned their merger plans with Sammy and Namco's plan to takeover Sega fell through, until December of that year, when Sammy began a plan B, they bought out a stake in Sega from controlling shareholder CSK. Sammy would later have their controlling shares in Sega increase until October 1st, when Sega Sammy Holdings was formed. The company began streamlining operations during its first few months of operations (during late-2004 to 2005) such as consolidating Sega's Japanese development studios back into the Sega fold, Sammy's non-pachinko/pachislot operations being folded into Sega, the acquisition of [[Creator/CreativeAssembly The Creative Assembly]] and their purchase of a majority of Creator/TMSEntertainment among many others. In 2010, the company made TMS Entertainment, alongside Sammy Networks and Sega Toys wholly-owned subsidiaries. In 2013, Sega purchased the assets of Index Corporation (including Creator/{{Atlus}}), which would be reincorporated as a studio bearing the Atlus name under Sega the following year, with Index's other assets being transferred to another company with the Index name. Sega later took over Atlus' publishing duties in both Japan and North America, while beginning to publish Atlus' titles in Europe, Australia and East Asia. In 2015, after a year of massive losses for the group (most of those losses coming from Sega), Sega Sammy restructured their businesses to a three-segment unit. With that restructuring, the changes affected Sega. Sega would be split into two companies, one focusing on video games (Sega Games) and one focusing on arcade games (Sega Interactive). Sega also gained oversight of Sega Sammy's animation studios, TMS Entertainment (alongside Telecom Animation Film) and Marza Animation Planet as well as Sega Toys while establishing Sega Live Creation, to handle Sega's theme parks. This division would become Sega Holdings. The other divisions (Sammy Corporation and Sega Sammy's resort business) would see minor restructuring which would include separate divisions to handle Sammy's services for their machines. That same year, Index was sold to investment firm Sawada Holdings. In 2017, Sega Live Creation was purchased by China Animations, while oversight of Marza was transferred to TMS. In 2018, the company received a new logo to represent its new direction. 2020, Sega Games and Sega Interactive were merged to become a single company under the Sega name, Sega took over all operations that were previously under Sega Holdings (such as arcade facilities, animation studios and Sega Toys). That same year, the group experienced financial success with Sega and Creator/{{Paramount}}'s ''[[Film/SonicTheHedgehog2020 Sonic the Hedgehog]]'' film, which led to a sequel being greenlit. But, Sega had to let go of their arcade facilities to Genda, due to the COVID-19 pandemic impacting said businesses. In 2021, a ''Sonic'' series for Creator/{{Netflix}} was greenlit, which later became ''WesternAnimation/SonicPrime''. In 2022, the success of ''Film/{{Sonic The Hedgehog 2|2022}}'' led to another sequel and a spin-off TV show starring Series/{{Knuckles}} for Creator/Paramount+ being greenlit. In 2023, Sega would buy Creator/RovioEntertainment, gaining the rights to the ''Franchise/AngryBirds'' franchise in the process which had multiple animated adaptations done in the past. That same year, Sega debuted a new initiative that would revive most of their dormant franchises with new entries. With the massive success of the ''Sonic'' adaptations, Sega thought it would take their other franchises to other mediums, which led to a restructuring in the following year with Sega's amusement machine business being transferred to Sega Toys and renaming itself to Sega Fave in the process.

to:

The history of this company traces back to 1975, when Sammy Industry was founded by Hajime Satomi (who is nicknamed "Sammy", hence the company's name), the son of food mandate Osamu Satomi, as an affiliate company of the Satomi conglomerate . That group would go bust two years later, and Sammy inherited all of Satomi's amusement assets (including the Sammy name). By 1978, the company entered the video game market, but by 1982, the company entered into the gambling market. In 1988 the company entered the US video game market and in 1992, after years of publishing games from other companies, the company released ''Viewpoint'' the company's first internally-developed and published game in the company's heyday. In 1997, Sammy Industry rebranded itself to Sammy Corporation to represent the company's growth beyond video games including pachinko and pachislot games. In 2001, the company established Sammy Entertainment (folding American Sammy into that company as a result) to continue publishing and localizing Sammy titles (and titles from other studios) for the American market. On February 13, 2003, Creator/{{Sega}} announced its plans to merge with Sammy. But following a counteroffer from none other than Creator/{{Namco}}, Sega canned their merger plans with Sammy and Namco's plan to takeover Sega fell through, until December of that year, when Sammy began a plan B, they bought out a stake in Sega from controlling shareholder CSK. Sammy would later have their controlling shares in Sega increase until October 1st, when Sega Sammy Holdings was formed. The company began streamlining operations during its first few months of operations (during late-2004 to 2005) such as consolidating Sega's Japanese development studios back into the Sega fold, Sammy's non-pachinko/pachislot non-gambling operations being folded into Sega, the acquisition of [[Creator/CreativeAssembly The Creative Assembly]] and their purchase of a majority of Creator/TMSEntertainment among many others. In 2010, the company made TMS Entertainment, alongside Sammy Networks and Sega Toys wholly-owned subsidiaries. In 2013, Sega purchased the assets of Index Corporation (including Creator/{{Atlus}}), which would be reincorporated as a studio bearing the Atlus name under Sega the following year, with Index's other assets being transferred to another company with the Index name. Sega later took over Atlus' publishing duties in both Japan and North America, while beginning to publish Atlus' titles in Europe, Australia and East Asia. In 2015, after a year of massive losses for the group (most of those losses coming from Sega), Sega Sammy restructured their businesses to a three-segment unit. With that restructuring, the changes affected Sega. Sega would be split into two companies, one focusing on video games (Sega Games) and one focusing on arcade games (Sega Interactive). Sega also gained oversight of Sega Sammy's animation studios, TMS Entertainment (alongside Telecom Animation Film) and Marza Animation Planet as well as Sega Toys while establishing Sega Live Creation, to handle Sega's theme parks. This division would become Sega Holdings. The other divisions (Sammy Corporation and Sega Sammy's resort business) would see minor restructuring which would include separate divisions to handle Sammy's services for their machines. That same year, Index was sold to investment firm Sawada Holdings. In 2017, Sega Live Creation was purchased by China Animations, while oversight of Marza was transferred to TMS. In 2018, the company received a new logo to represent its new direction. 2020, Sega Games and Sega Interactive were merged to become a single company under the Sega name, Sega took over all operations that were previously under Sega Holdings (such as arcade facilities, animation studios and Sega Toys). That same year, the group experienced financial success with Sega and Creator/{{Paramount}}'s ''[[Film/SonicTheHedgehog2020 Sonic the Hedgehog]]'' film, which led to a sequel being greenlit. But, Sega had to let go of their arcade facilities to Genda, due to the COVID-19 pandemic impacting said businesses. In 2021, a ''Sonic'' series for Creator/{{Netflix}} was greenlit, which later became ''WesternAnimation/SonicPrime''. In 2022, the success of ''Film/{{Sonic The Hedgehog 2|2022}}'' led to another sequel and a spin-off TV show starring Series/{{Knuckles}} for Creator/Paramount+ being greenlit. In 2023, Sega would buy Creator/RovioEntertainment, gaining the rights to the ''Franchise/AngryBirds'' franchise in the process which had multiple animated adaptations done in the past. That same year, Sega debuted a new initiative that would revive most of their dormant franchises with new entries. With the massive success of the ''Sonic'' adaptations, Sega thought it would take their other franchises to other mediums, which led to a restructuring in the following year with Sega's amusement machine business being transferred to Sega Toys and renaming itself to Sega Fave in the process.
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%%Like Bandai Namco, Sega Sammy doesn't produce any media under their corporate banner, media adaptations for Sega franchises should go on the Sega page while shows produced by TMS Entertainment or its subsidiaries should go on their page. Do not add any pages related to media they produced there, thank you.

to:

%%Like %%Similar to Bandai Namco, Sega Sammy doesn't produce any media under their corporate banner, media adaptations for Sega franchises should go on the Sega page while shows produced by TMS Entertainment or its subsidiaries should go on their page. Do not add any pages related to media they produced there, thank you.
Is there an issue? Send a MessageReason:
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Added DiffLines:

%%Like Bandai Namco, Sega Sammy doesn't produce any media under their corporate banner, media adaptations for Sega franchises should go on the Sega page while shows produced by TMS Entertainment or its subsidiaries should go on their page. Do not add any pages related to media they produced there, thank you.
Is there an issue? Send a MessageReason:
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Added DiffLines:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/1920px_sega_sammy_holdings_logosvg.png]]
[[caption-width-right:350:[[{{Slogan}} Beyond the Status Quo.]]]]
[[https://www.segasammy.co.jp Sega Sammy Holdings Inc.]] (also known as the Sega Sammy Group) is a Japanese conglomerate formed in 2004 after video game and gambling company Sammy completed its takeover with fellow video game giant Creator/{{Sega}}.

The history of this company traces back to 1975, when Sammy Industry was founded by Hajime Satomi (who is nicknamed "Sammy", hence the company's name), the son of food mandate Osamu Satomi, as an affiliate company of the Satomi conglomerate . That group would go bust two years later, and Sammy inherited all of Satomi's amusement assets (including the Sammy name). By 1978, the company entered the video game market, but by 1982, the company entered into the gambling market. In 1988 the company entered the US video game market and in 1992, after years of publishing games from other companies, the company released ''Viewpoint'' the company's first internally-developed and published game in the company's heyday. In 1997, Sammy Industry rebranded itself to Sammy Corporation to represent the company's growth beyond video games including pachinko and pachislot games. In 2001, the company established Sammy Entertainment (folding American Sammy into that company as a result) to continue publishing and localizing Sammy titles (and titles from other studios) for the American market. On February 13, 2003, Creator/{{Sega}} announced its plans to merge with Sammy. But following a counteroffer from none other than Creator/{{Namco}}, Sega canned their merger plans with Sammy and Namco's plan to takeover Sega fell through, until December of that year, when Sammy began a plan B, they bought out a stake in Sega from controlling shareholder CSK. Sammy would later have their controlling shares in Sega increase until October 1st, when Sega Sammy Holdings was formed. The company began streamlining operations during its first few months of operations (during late-2004 to 2005) such as consolidating Sega's Japanese development studios back into the Sega fold, Sammy's non-pachinko/pachislot operations being folded into Sega, the acquisition of [[Creator/CreativeAssembly The Creative Assembly]] and their purchase of a majority of Creator/TMSEntertainment among many others. In 2010, the company made TMS Entertainment, alongside Sammy Networks and Sega Toys wholly-owned subsidiaries. In 2013, Sega purchased the assets of Index Corporation (including Creator/{{Atlus}}), which would be reincorporated as a studio bearing the Atlus name under Sega the following year, with Index's other assets being transferred to another company with the Index name. Sega later took over Atlus' publishing duties in both Japan and North America, while beginning to publish Atlus' titles in Europe, Australia and East Asia. In 2015, after a year of massive losses for the group (most of those losses coming from Sega), Sega Sammy restructured their businesses to a three-segment unit. With that restructuring, the changes affected Sega. Sega would be split into two companies, one focusing on video games (Sega Games) and one focusing on arcade games (Sega Interactive). Sega also gained oversight of Sega Sammy's animation studios, TMS Entertainment (alongside Telecom Animation Film) and Marza Animation Planet as well as Sega Toys while establishing Sega Live Creation, to handle Sega's theme parks. This division would become Sega Holdings. The other divisions (Sammy Corporation and Sega Sammy's resort business) would see minor restructuring which would include separate divisions to handle Sammy's services for their machines. That same year, Index was sold to investment firm Sawada Holdings. In 2017, Sega Live Creation was purchased by China Animations, while oversight of Marza was transferred to TMS. In 2018, the company received a new logo to represent its new direction. 2020, Sega Games and Sega Interactive were merged to become a single company under the Sega name, Sega took over all operations that were previously under Sega Holdings (such as arcade facilities, animation studios and Sega Toys). That same year, the group experienced financial success with Sega and Creator/{{Paramount}}'s ''[[Film/SonicTheHedgehog2020 Sonic the Hedgehog]]'' film, which led to a sequel being greenlit. But, Sega had to let go of their arcade facilities to Genda, due to the COVID-19 pandemic impacting said businesses. In 2021, a ''Sonic'' series for Creator/{{Netflix}} was greenlit, which later became ''WesternAnimation/SonicPrime''. In 2022, the success of ''Film/{{Sonic The Hedgehog 2|2022}}'' led to another sequel and a spin-off TV show starring Series/{{Knuckles}} for Creator/Paramount+ being greenlit. In 2023, Sega would buy Creator/RovioEntertainment, gaining the rights to the ''Franchise/AngryBirds'' franchise in the process which had multiple animated adaptations done in the past. That same year, Sega debuted a new initiative that would revive most of their dormant franchises with new entries. With the massive success of the ''Sonic'' adaptations, Sega thought it would take their other franchises to other mediums, which led to a restructuring in the following year with Sega's amusement machine business being transferred to Sega Toys and renaming itself to Sega Fave in the process.

!!Assets owned by Sega Sammy Group:
%%NOTE THAT: Sega holds the entertainment side of things and Sammy holds the pachinko/pachislot side of things.
[[index]]
[[AC:Sega Corporation]]
* Creator/{{Sega}}
**Creator/{{Atlus}}
**Creator/SonicTeam
**Creator/RyuGaGotokuStudio
**Creator/CreativeAssembly
**Creator/RovioEntertainment
**Sports Interactive
**Two Point Studios
**Amplitude Studios
** Sega Fave
*** Dartslive
** Creator/TMSEntertainment
***Telecom Animation Film
*** Marza Animation Planet
[[AC:Sammy Corporation]]
* Sammy Networks
* Taiyo Elec
* Rodeo
* GINZA (majority stake)
* Creator/{{ENGI}} (minority stake)

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