History of SEGA SAMMY Group

SEGA SAMMY HOLDINGS INC.

  • 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

    • Acquired North American developer Relic Entertainment Inc. and intellectual properties related to titles under development (SEGA).

    • Acquired casino facility, Paradise Casino Incheon, through PARADISE SEGA SAMMY (SEGA SAMMY HOLDINGS).

    • Assumed Index Corporation's game business and contents and solutions business (SEGA).

    • Established SEGA SAMMY CREATION INC., which develops, manufactures, and sells casino machines (SEGA SAMMY HOLDINGS).

  • 2014

    • Executed company split to establish Index Corporation's game business as ATLUS. CO., LTD (SEGA).

    • Began construction of integrated resort PARADISE CITY through PARADISE SEGASAMMY Co., Ltd. (SEGA SAMMY HOLDINGS).

  • 2015

    • Reorganized the Group through an incorporation-type demerger, which designated SEGA CORPORATION as transferor and established SEGA Holdings Co., Ltd., SEGA Interactive Co., Ltd., and SEGA LIVE CREATION Inc. (currently CA Sega Joypolis Ltd.) (SEGA).

    • Changed SEGA CORPORATION's name to SEGA Games Co., Ltd., after merging SEGA CORPORATION with SEGA Networks, Ltd. (SEGA).

  • 2016

    • Established joint venture with Universal Entertainment Corporation (Sammy).

    • Renovated Sheraton Grande Ocean Resort (Phoenix Resort).

  • 2017

    • Opened South Korea's first integrated resort, PARADISE CITY, through PARADISE SEGASAMMY Co., Ltd. (SEGA SAMMY HOLDINGS).

    • SEGA SAMMY CREATION INC. and Sega Sammy Creation USA Inc., a wholly owned subsidiary of SEGA SAMMY CREATION, received Manufacturer licenses and Distributor licenses for the manufacture, sale and distribution of gaming machines in the State of Nevada. (SEGA SAMMY CREATION)

  • 2018

    • Relocated head office to Osaki. (SEGA SAMMY Group)

  • 2019

    • Launched Mario & Sonic at the Olympic Games Tokyo 2020™ for home video game consoles. (SEGA)

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