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Sakura Wars (video game)

Sakura Wars[b] is a cross-genre video game developed by Sega and Red Company and published by Sega in 1996. It is the first installment in the Sakura Wars series, created by Oji Hiroi. Originally released for the Sega Saturn, it was later ported to other systems including the Dreamcast, and had a remake for the PlayStation 2. Defined by Sega as a "dramatic adventure" game, Sakura Wars combines overlapping tactical role-playing, dating sim, and visual novel gameplay elements.

Sakura Wars
Cover art for the original Sega Saturn release, featuring protagonist Sakura Shinguji
Developer(s)
Publisher(s)
Director(s)
  • Tomoyuki Ito
  • Yasushi Takeuchi
Producer(s)
  • Yoji Ishii
  • Noriyoshi Ohba
  • Tatsuo Yamada
Programmer(s)Shuichi Katagi
Artist(s)
Writer(s)Satoru Akahori
Composer(s)Kohei Tanaka
SeriesSakura Wars
Platform(s)
Release
September 27, 1996
  • Sega Saturn
    • JP: September 27, 1996
    Dreamcast
    • JP: May 25, 2000
    Microsoft Windows
    • JP: August 18, 2000
    • JP: March 20, 2003 (Windows XP)
    • JP: January 25, 2007(PC-DVD)
    • RUS: January 11, 2006
    PlayStation Portable
    • JP: March 9, 2006
Genre(s)Tactical role-playing, dating sim, visual novel
Mode(s)Single-player

Set in a fictionalized version of 1923 in the Taishō era, the game follows the exploits of the Imperial Combat Revue, a military unit dedicated to fighting supernatural threats against Tokyo while maintaining their cover as a theater troupe. Imperial Japanese Navy Ensign Ichiro Ogami is assigned leader of its all-female Flower Division, a group of women with magical abilities that defend Tokyo against demon attacks using steam-powered armor called Kobus. He becomes embroiled in both the group's latest conflict with the Hive of Darkness and the personal lives of its members.

Hiroi created the concept for what would become Sakura Wars in 1990. In 1993, his small team in the Planning Department of Red Company began elaborating on his concept, with full development beginning the following year after being approved by Sega. Several prominent figures were brought on board the project including writer Satoru Akahori, composer Kohei Tanaka, and character designer Kōsuke Fujishima. Although the game was only published in Japan, an English-language fan translation was released in 2019. The game was a critical and commercial success, becoming one of the highest-selling titles for the Saturn, and spawned many successful sequels and supplementary titles in the form of the Sakura Wars series. A direct sequel, Sakura Wars 2: Thou Shalt Not Die, was released in 1998.

Gameplay edit

 
 
The two main gameplay modes of Sakura Wars are social interaction with characters using LIPS, and turn-based strategic battles directly influenced by LIPS interactions.

Sakura Wars is a cross-genre video game in which the player controls Ichiro Ogami and the all-female Flower Division of the Imperial Combat Revue, who must save Tokyo from the Hive of Darkness. Dubbed a "dramatic adventure" game and taking place across 10 episodes, the gameplay segments incorporate tactical role-playing, dating sim, and visual novel elements.[1][2] It has two gameplay modes: an adventure mode and a battle mode. The adventure mode is divided between periods where Ogami navigates the Grand Imperial Theater and interacts with various characters, while the battle mode is governed by a turn-based battle system on a tilted grid-based battlefield.[3][4][5] Progress is saved at the end of each episode, and the player may also save the game during intermissions.[6]

In the adventure mode, Ogami navigates the theater during limited time sequences between battles. This game introduces the Live & Interactive Picture System (LIPS). When Ogami is faced with critical choices during conversations with both members of the Flower Division and supporting characters within the combat revue, dialogue trees are displayed with a time limit for the player to input. Depending on the type of response, the character may respond positively or negatively, impacting their relationship with Ogami and future interactions. Other actions within LIPS include holding the cursor over parts of a character's portrait to trigger internal monologues and varying responses from the characters.[3][7] Each main heroine has different personality quirks that must be taken into consideration while talking with them, with correct responses raising their "Trust".[8][9]

In the battle mode, the Flower Division fights demons using machines called Kobus. Each unit has its own turn, with each turn allowing two actions. These actions include "Attack", "Defend", "Move", "Deathblow" (a critical strike that can kill a normal enemy in one hit), Charge (store energy for a more powerful action during the next turn), and Heal (which restores health points (HP) to a chosen unit). Different units specialize in different skills such as support actions, melee attacks, or ranged attacks. Units have varying movement abilities based on available space and unit statistics, as well as a separate attack range based on their weapon type.[3][8][10] Actions taken during LIPS sequences with members of the Flower Division directly impact battles; raised trust during LIPS segments grant statistic increases and subsequently improve combat ability.[9] The game ends when certain conditions, such as winning a battle, are not met or if the HP on Ogami's Kobu reaches zero, although the player can continue by selecting "Rematch".[5] The game also contains animated cutscenes[11] and musical numbers.[12]

Synopsis edit

In 1923, Imperial Japanese Navy Ensign Ichiro Ogami is transferred to the Imperial Combat Revue, a secret combat unit based in Tokyo. Meanwhile, swordswoman Sakura Shinguji arrives from Sendai as the Assault Force's latest recruit and meets Ogami at Ueno Park. Traveling to the Grand Imperial Theater together, Ogami meets the team's main actresses: Sumire Kanzaki, Maria Tachibana, Iris Chateaubriand, Kanna Kirishima, and Kohran Ri. The theater's manager Ikki Yoneda tells Ogami he has been assigned as an usher. Initially bemused and hurt by his assignment, it turns out to be a bluff to decide his worth. The Imperial Combat Revue also functions as a theater troupe called the Imperial Revue. Central to the unit is the Flower Division, the Imperial Revue's main actresses, who use their spirit powers to defend Tokyo against demon attacks using steam-powered armor called Kobu.

The current wave of attacks is being controlled by the Hive of Darkness, a group of black magicians led by Tenkai and his powerful subordinates the Lords of Death. Tenkai's goal is to restore the shogunate and banish the growing Western influences from Japan, with the Hive of Darkness destroying magical seals around Tokyo that keep a powerful demonic horde at bay. As the Flower Division battles the Hive of Darkness, each member must confront their personal problems to function as an effective combat unit. Ogami also becomes involved in the running of the theater and is witness to on-stage incidents including Sakura bringing down the stage during one performance through her clumsiness, and Kanna and Sumire clashing on stage during another.

The Flower Division are unsuccessful in preventing the Hive of Darkness from destroying the seals, allowing Tenkai to summon a magical fortress from which he intends to conquer Japan. The Flower Division storm the fortress and destroy Tenkai and the fortress. During these events, Ogami becomes close to each member and can pursue a romantic relationship. The city recovers as the group relaxes, but a surviving Hive of Darkness member Kuroki Satan launches a fresh attack, renaming himself "Aoi Satan". He is actually Shinnosuke Yamazaki, a former comrade of Yoneda who was presumed killed with Sakura's father Kazuma when creating the original seals. Yamazaki survived and was possessed by the true Satan, being responsible for controlling the demons and resurrecting Tenkai.

Yoneda's deputy, Ayame Fujieda, is turned into a demon using her suppressed feelings for Ogami. Satan summons a great fortress called the Seima Castle from the sea near Tokyo, intent on releasing the population of Hell to overrun humanity. Using the airship Mikasa, the Imperial Combat Revue launch a concentrated attack on the castle. They successfully unite their spiritual power to banish Satan back to Hell. Ayame's demon form is destroyed at the cost of her life, and after bidding farewell she ascends to Heaven as an angel named Michael. After Aoi Satan's defeat, the final scene varies depending on whether Ogami romanced a member of the Flower Division and which member he chose.

Production edit

Concept and development edit

Oji Hiroi created the concept for what would become Sakura Wars in 1990. He saw a Japanese stage production of the play Shanghai Rhapsody and was impressed by the spectacle of the acting troop he saw on stage.[13] In 1993, Hiroi and anime composer Kohei Tanaka worked together on an original video animation (OVA) adaptation of the video game Tengai Makyou: Ziria.[14] Hiroi was highly impressed by Tanaka's music, to the point where he wanted him to create a musical set to it. This concept evolved into his wish for Tanaka to score a video game focused on the theater.[13][12] Later in 1993, a small team in the Planning Department of Red Company (now Red Entertainment) led by Hiroi began promoting his concept and planning the game's basic concepts. At this stage, the project was titled "Sakura" () to connect it with Japan. It was described as an "example plan" rather than a practical project. While distinct from the final Sakura Wars the proposal shared an alternate historical setting with steampunk technology, a female lead and mecha combat.[15][16] In addition to Hiroi, the team included Ryoma Kaneko and Naoki Morita, who would later work on Sakura Wars proper.[15] While developing the "Sakura" proposal, Hiroi and his team created two tabletop role-playing games dubbed "Sakura 1" and "Sakura 2". This resulted in the strategy elements almost overriding the game's other aspects.[15][16][17] Inspired by the combination of tactical combat and the story used in the Fire Emblem series, Hiroi steered the project more in that direction. Influences from contemporary anime were also added to bring depth to the story and characters. With the basic elements defined, the team continued refining the project for between half a year and a year. Convinced of the project's potential to become a video game, Hiroi presented "Sakura" to multiple game companies, but none of them had confidence in the project. Despite his determination to see the project realized, Hiroi put the project aside with no expectation that it would be produced.[15][16][18]

In 1994, following Hiroi's decision to put Sakura aside, Shoichiro Irimajiri—then vice president of Sega—contacted him about the possibility of developing a game with a popular mascot character for Sega's in-development Sega Saturn home console. Irimajiri wanted a unique video game property for the system and had heard positive feedback about Hiroi's work. Hiroi was initially reluctant but eventually accepted Irimajiri's offer, inviting him and other potential contributors to spend a fortnight's holiday in Saipan.[19][20][21] Hiroi later said the decision to work on a game for the Saturn was a hard one, as he had previously worked on games for rival unspecified home console systems. It was Sega's favorable response to his pitch that persuaded him to develop Sakura Wars on the Saturn.[22] Hiroi pitched his old concept for Sakura to Irimajiri during their stay on Saipan. While Hiroi harbored doubts as to whether such an ambitious and unusual project would be accepted, Irimajiri was convinced. On their return to Japan, Sega and Red Company began development on Hiroi's project.[13][19][20][21][23] That October, it was given the title Sakura Wars. Due to problems trademarking the kanji version of Sakura because it is the native name for cherry blossom, the word "Sakura" was written in katakana instead.[17][21][24]

The inclusion of adventure segments alongside the strategic simulation elements was contentious early on, with some fearing Sakura Wars would turn into a bishōjo game.[19] The strategic segments were designed to feel like interactive anime battles, with everyone getting a chance to attack as in many anime fight sequences of the time. The wish for an anime style also came through in the adventure segments with LIPS, turning conversations into a kind of confrontation to be won.[19] LIPS was born out of staff frustration with the adventure game tradition of time freezing while the player decided which response to select in a tense situation. By implementing a time limit, the team made Sakura Wars more interactive and removed this frustration. The "LIPS" name was chosen for its distinct sound rather than any special meaning.[15] Full development of LIPS began after running a test using a scene where Ogami could choose whether to look inside a shower cubicle.[12] The battle sequences were inspired by similar scenes found in the Kamen Rider and Ultraman television shows. The two shows' combat elements were actively referenced during the last battle with the combined final attack of the entire Flower Division. Each battle sequence was hand-crafted by one member of staff to simplify production.[25] The game's "Trust" system was a means of incorporating simulation elements without utilizing role-playing elements such as experience points. The decision to remove experience points entirely proved controversial within the team.[26] According to director Tomoyuki Ito, the process of creating "Trust" and associated systems was based on trial and error, mainly around how best to express it.[27]

Development of Sakura Wars lasted for approximately three years—double the original estimate.[12][15] Hiroi acted as the general producer,[28][29] while Ito acted as a director.[27] Buildup Entertainment and Neverland developed the computer-generated imagery (CGI) segments,[11] and the anime cinematics were directed by Shunji Oga and produced by Sega-owned studio Kyokuichi Tokyo Movie (later TMS Entertainment).[11][30] Sega initially outsourced programming to an unnamed external company. By 1995 it had already developed one or two chapters of the game's combat-based content before Hiroi objected to the direction the game was taking. It was becoming a generic simulation game that deviated from his vision. Red Company refused to continue development of the prototype, and it was removed from development. Sega's CS Research & Development No. 2 (CS2 R&D) division desired the game's completion, so they co-developed it with Red Company.[12] The conflicting gameplay elements needed to be divided between different teams within CS2 R&D, only bringing the two parts together at the end of development.[25] Because of this development technique, none of the elements could be effectively tested until the game was close to completion.[27][31] As a result of these difficulties, the Sega team found production difficult.[32] Sega stated that Sakura Wars was their most expensive video game production to date, although no exact budget was given.[33]

Art design edit

 
The main cast of Sakura Wars as portrayed in later original video animation adaptations. Each character was designed around a particular theme, with battle outfits modelled on tuxedos.[34][35]

Manga artist Kōsuke Fujishima, who at the time was working on the long-running manga series Oh My Goddess!, designed the main cast.[12] Before Fujishima joined the project, the characters had placeholder designs created by Red Company staff.[36] His editors resisted letting him do the designs due to his heavy workload, including his commitment to Oh My Goddess!.[12] Sakura Wars was the first time Fujishima had worked with Sega or been associated with a Sega property. He was skeptical of the project because of the state it was in when he was first approached. It was in a very early stage of development and neither the story nor gameplay mechanics had been finalized. Red Company's placeholder character designs were in place at a time when it was uncertain whether Fujishima would join, but Hiroi was adamant he would be the character designer. Fujishima eventually joined the project in late 1994. His first design was for Sakura.[37] The first sketches for Sakura moved Hiroi to tears and fully convinced both Red Company and Sega that Fujishima was the right designer.[31][37][38] The positive reception to Fujishima's work, together with his understanding of the project's goals, helped raise staff morale for the entire project.[35]

Fujishima was responsible for designing eight characters including Ogami and Sakura, along with formal and casual clothes, and accessories.[36] Hidenori Matsubara designed the supporting cast and helped with general animation.[12][36] Fujishima found it easy to design the characters as their concepts had been firmly established before he created the first drafts and moved on to the final designs. The designs were meant to communicate the characters' inner thoughts and had to be understandable for players. Due to the game's Taishō period setting, he needed to stop himself adding anachronistic elements like fasteners.[39] Hiroi made detailed character sheets for Fujishima to use when designing the cast. An example was Sumire, whose personality was communicated through her clothes.[21][40] Each character had distinct traits, such as a ponytail and hakama kimono for Sakura. Fujishima combined these elements with his own design ideas for the final artwork.[41] The Taishō period meant he could combine traditional Japanese clothing with Western accessories such as shoes, allowing the female characters an otherwise improbable range of movement.[40] His design for each main protagonist—from Ogami to the Flower Division members—directly mirrored Hiroi's concepts for them.[42][43] The Flower Division's battle dress was modeled after the tuxedo, and Fujishima compared them with the costumes of the Takarazuka Revue.[35][44]

Futoshi Nagata created the Kobu mecha designs, along with the game's CGI sequences.[45][46] His initial design outline from Hiroi was the basic concept of using steampunk technology within the Taishō period.[47] When designing the Kobu, Nagata was guided by Morita, who showed him photographs of both steam-powered trains and early deep-sea diving suits—specifically those made of spherical segments. Nagata did extensive research on the Second Industrial Revolution in the United Kingdom and consciously avoided the trope of anachronistic near-future technology while creating the designs.[45][48] The concept of a diving suit was integrated into the concept for the Kobu being reinforced armor rather than robots. Its front was designed after the steam trains that ran on the Aji Express Line.[46] For each Flower Division member's Kobu armor, Nagata designed them to mirror their traits and beauty so they would be unique. Since the Kobu were meant to be armor, they were not given faces.[45] Because Nagata was brought on early in the game's production, he had considerable freedom when submitting and adjusting his designs.[49] When the designs were finalized, Nagata began working full-time on CGI, finishing the first Kobu model in five days.[45]

Scenario and characters edit

When Hiroi was creating the original concept for Sakura Wars, he had trouble picking the exact era in which the story would take place. He initially considered using the Shōwa period, with a focus on the post-war black market.[50] He also considered setting it shortly before and during World War II.[51] Hiroi eventually abandoned this idea as there was too much documentation about the Shōwa period making its use as a fantasy setting complicated.[50][52] He next considered using the Meiji period, which was a time of turbulence after the fall of the isolationist Tokugawa Shogunate that saw Western Culture introduced into Japan. Hiroi also abandoned this idea as Meiji-era Japan could not allow for the "modern" feeling he wanted.[52] With this in mind, Hiroi settled on using the Taishō period as the setting for Sakura Wars. The Taishō period involved Japan integrating Western culture into its own, allowing for political changes and the emancipation of women after a prolonged feudal period.[52][53] In the original draft, the story was much darker, with a key event being the Great Kantō earthquake and the resultant breakdown of the Taishō period. This version was almost entirely discarded.[54]

Hiroi wanted to create a version of the Taishō period where the social advances and freedoms the Japanese began exploring continued without being brought to an end by the Great Kantō earthquake and the subsequent shift to militarism before World War II.[12][32][55] Another reason for using the Taishō period was the lack of documentation about it and Tokyo's development because the Great Kantō earthquake destroyed much of it.[21][56] Originally Hiroi wanted to distinguish the Sakura Wars Taishō from the historical Taishō by modifying the kanji slightly. He did not do this because his staff wanted a world that blended real and fictional events.[57] To further distinguish it, Hiroi made use of steampunk technology in the game's world.[28] Despite it being a fantastic version of the Taishō period, Hiroi did his best to incorporate realistic elements.[21][52] The world's general setting, while conceived by Hiroi, was further developed and fleshed out by Kaneko and Morita.[58]

Author and screenwriter Satoru Akahori wrote the main script and branching storylines.[58] Hiroi felt the script would lose entertainment value if he wrote it himself as the setting was based on family stories.[39] He had previously worked with Akahori on other projects. When Akahori first heard the concept before talking with Hiroi he was highly skeptical, but Hiroi convinced him to come on board.[59] When he was first pitched the project, all that had been finalized was that the story would involve young girls and mecha.[60] Akahori was unsure how to approach the project as he had never written for a video game. Hiroi told him to write the story like an anime television series.[59] When Akahori first joined the team, the story was still unfinished. The only points that had been finalized were its setting, the overall theme of steampunk mecha combat, and a cast of five or six characters. Akahori's early work was focused on expanding the narrative and characters based on Hiroi's draft.[39][61] Due to the deep connection to Hiroi's family history, Akahori could not work on the script by himself and needed to consult frequently with Hiroi. Hiroi also insisted on making frequent changes if Akahori's work did not fall in line with his vision.[59] Akahori wrote a thirteen-episode storyline for the game, with the final battle taking place across three episodes. After talks with staff, the final battle was condensed into a single chapter, bringing the game to its current ten-episode length.[13][62] Kaneko and Morita created the additional dialogue around Akahori's main scenario, and worked on script editing and debugging.[58]

Creating strong representative characters was part of Sega's request for a new mascot character for their Saturn system.[19][20][52] A major element of the cast was taking advantage of the game's setting. It could allow for characters from countries outside Japan—like Russia and France—to be part of the Imperial Combat Revue.[17] During early planning, Hiroi produced character concepts for the Flower Division, imitating character archetypes commonly found in high school manga. Using this inspiration, he created a gentle yet strong-willed woman (Sakura), a rival character with a negative first impression (Sumire), a cold leader figure (Maria), a small cute character who would be jealous of the other members (Iris), a woman who would be good at athletics (Kanna) and an oddball character who wore glasses (Kohran).[34] The role of the male protagonist was given initially to a young man named Kusaku Kanuma, a member of the Tokyo Metropolitan Police Department who inherits a blade forged by the Japanese swordsmith Muramasa and must work with Sakura to pilot a two-person mech. As with most of the draft scenario, the male character underwent major alterations.[63] Most of the protagonist's development into Ichiro Ogami happened after Akahori joined the team. He created Ogami's role as an avatar for the player who could be friends with every member of the Flower Division. The Japanese word for "wolf" "Okami" (), referring to his energetic personality traits, inspired his name.[62][64]

Audio edit

Casting edit

When casting actors to voice the game's characters, Hiroi needed people who could both act and sing the musical numbers.[12] To this end, he required potential voice actors to have experience with live stage performance and be able to sing.[65] Hiroi personally approached each of the voice actresses who played members of the Imperial Combat Revue based on their acting and singing abilities before they were pitched the concept of Sakura Wars. Staff members recommended several actresses to Hiroi.[12] Bringing together the voice cast for a video game at such an early stage was unheard of at the time. Because of this, the cast recorded their lines and songs as the game was developed.[66]

  • Chisa Yokoyama voiced Sakura. Hiroi chose Yokoyama, who had appeared in notable anime series including Tenchi Muyo!, based on his wish to create a compelling final deathblow line.[12] She was originally cast in the role of Iris but was recast in the role of Sakura after Iris' final voice actress was cast.[67] Yokoyama was used to recording strong characters, so portraying Sakura as a "normal" girl made the role difficult for her to perform.[68]
  • Urara Takano voiced Maria. Hiroi offered her the role because of her positive working experiences with Yokoyama.[69] Takano was performing in a concert when Hiroi first approached her. Although the project was in the early stages of development, she was intrigued by Maria's character and agreed to take the role.[70]
  • Michie Tomizawa voiced Sumire. Hiroi first approached her in late 1994 during a Christmas concert on the recommendation of a mutual friend. Hiroi pitched his concept for Sumire, and after seeing Tomizawa's performance offered her the role.[71]
  • Mayumi Tanaka voiced Kanna. Hiroi selected her for the role based on her experience performing the comedic "handsome man" archetype in kabuki stage performances.[12][72] Tanaka was instructed to play Kanna as a tomboyish character unconcerned by her true gender.[73]
  • Yuriko Fuchizaki voiced Kohran. Fujishima recommended her to Hiroi. She was approached in mid-1995 when recording was being planned for the opening and ending themes, and questions were still being asked by the cast about how to portray the characters.[12][74]
  • Kumiko Nishihara voiced Iris. After hearing Nishihara's performance as Sakura, Yokoyama, who was originally given the role of Iris, suggested they switch roles and Nishihara became Iris' voice actress.[67]
  • Ai Orikasa voiced Ayame. She was planning a fan club concert when Hiroi approached her about Sakura Wars on Yokoyama's recommendation. After seeing Ayame's performance, Hiroi offered her the role.[75] While recording her part, Orikasa encountered difficulties portraying the three different versions of Ayame's character.[76]
  • Akio Suyama voiced Ogami. At the time, Suyama had little to no voice acting experience and was working part-time at Red Company while training as a voice actor.[77] Hiroi was still looking for a voice actor for Ogami but had a limited budget. On hearing of Hiroi's situation, Suyama offered to take on the role, despite there being only a few notable lines. Faced with his budget and time limitations, Hiroi accepted his offer.[29] Ogami was the last main character to be cast.[12]

Once selected, Hiroi and Tanaka gathered the cast and told them about the project. They were given pictures of their respective characters.[78] The recording sessions were overseen by noted anime and feature film sound director Toshio Sato. He followed Hiroi's request that the characters be portrayed as real people.[12][79] Sato was initially shocked at being given four script books and told they were just one-third of the script.[80] Sato told the cast voices would be the characters' main emotive force, as the faces of character portraits would be mostly static.[77] Sakura was the last character to be recorded so Sato could focus on how to bring out her heroine status alongside the other characters. One of the elements Sato concentrated on was portraying the fractious relationship between newcomer Sakura and established star Sumire.[81]

Music edit

Sakura Wars Soundtrack: Steam Gramophone
Soundtrack album by
ReleasedMay 2, 1997
GenreVideo game soundtrack
Length21:25 (disc one)
74:30 (disc two)
LabelBMG Japan/Lipop Record

The score for Sakura Wars was Kohei Tanaka's first successful video game music composition.[82] He was among the first people to offer support for Hiroi's vision, as few people believed the project would come to fruition.[83] Tanaka was also among the first brought on board for production and served as a teacher figure to the rest of the development team.[16] In a later interview, he stated that he felt like his composing career was at risk while supporting the game.[84] When he began composing the score in 1995, rhythm and percussion dominated Japanese popular music rather than melody. Both Tanaka and Hiroi wanted to reintroduce younger Japanese to beautiful melodies.[85] While thinking about how he could construct the music, Tanaka looked at popular music from the game's time period and worked to re-create its melodies and structure using the popular music styles of the 1990s.[86] Because of the setting and Tanaka's goals, he was able to incorporate multiple music genres including jazz, rumba, and samba alongside more traditional Japanese musical styles.[32]

Tanaka initially planned 50 songs, but this was too many to record and fit into the game within the allotted time and budget. The number was reduced to 24, then to seven. Hiroi was upset by the proposed cuts, so Tanaka asked how much music the team could manage and was told that one CD's worth of content was enough. Tanaka eventually settled on between eleven and twelve songs which made it into the final game.[33][87] Hiroi wrote the lyrics for all the songs, despite repeatedly protesting that he was not a professional lyricist.[52] Because of his self-professed inexperience, Tanaka ended up being a teacher figure for him.[83] As part of his training, Hiroi went to karaoke sessions, studied the work of famous songwriter Yū Aku, and bought old records of vintage songs. It took between one and two months before Hiroi felt competent enough at writing song lyrics.[52][85] Sakura Wars' songs all began with Hiroi creating the lyrics and then handing his work to Tanaka for polishing and to be set to music.[88]

Tanaka composed the main theme, "Geki! Teikoku Kagekidan"[c], based on Hiroi's instruction to combine the music of a Super Sentai opening theme with the vocal style of the title song for the film Aoi sanmyaku (1949).[32] The main theme was composed and approved in a very short time[89] and Yokoyama sang it. Because of the structure of the song, and the variations in style and vocal strength it required, the recording sessions was a strenuous experience for her and required several takes.[90] One of Tanaka's favorite pieces to compose was the ending theme "Blooming Maidens"[d], which represented the strong will of the Imperial Combat Revue.[85] Yokoyama was the main vocalist, with backing and chorus work from the rest of the main female cast. The recording took an hour and proved to be an emotional experience for both singers and staff.[91] As the songs were completed very early in the game's development, the rest of the development staff were able to work with them and use them as references when creating other parts of the game and storyline.[92]

The 1997 soundtrack album Sakura Wars Soundtrack: Steam Gramophone contains 51 tracks of music from Sakura Wars. It was published by BMG Japan.[93] In addition to the original soundtrack album, a vocal collection was published by BMG Japan in 1996.[94] Music for the 2003 remake, which features remastered versions of the original soundtrack, was also composed by Tanaka. The soundtrack for the 2003 remake was released by Avex Mode as an album, titled Sakura Wars: In Hot Blood Teigeki Complete Music Collection, shortly after the game's release in February 2003.[95]

Release edit

Sakura Wars was first announced at a special Sega presentation in 1995 for release in April 1996.[33] The game's unique blend of genres and styles resulted in it being labelled as a new genre dubbed "dramatic adventure" in its marketing.[96] Because of the greatly increased amount of content—particularly the amount of voice acting Hiroi wanted to include—the release date was delayed several months at his insistence, and the game was expanded from a single disc to a two-disc release.[97] To meet the new release date, the developers worked long hours and sometimes through the night.[96] Several pieces of finished content needed to be cut to make the release date.[12] Sakura Wars was released on September 27, 1996. It was reprinted on June 20, 1997, and released as a budget title on February 11, 1998.[98]

A port for the Dreamcast was released on May 25, 2000 and was developed by M2, and a version for i-mode mobile devices was released on December 18, 2006.[98] It was ported with its sequel to the PlayStation Portable (PSP) and released on March 9, 2006.[99] The game was also ported to multiple Microsoft Windows operating platforms. It was released for Windows 95 and Windows 98 systems on August 18, 2000, and for Windows ME and Windows 2000 on February 20, 2003.[98] Because of the game's size, these versions were released on multiple CD-ROMs.[100] A DVD-ROM version was released for Windows 2000, Windows XP and Windows Vista on January 25, 2007.[98][100]

ASCII Corporation also published two companion guide books for the Saturn release: Sakura Wars Official Guide: Battle Story on December 6, 1996, and Sakura Wars Official Guide: Romance Story on January 9, 1997; both were revised for the Dreamcast release and published by Enterbrain on June 3, 2000.[101][102]

While Hiroi wanted a Western release for the game, Sakura Wars was not released in English regions.[103][104] The game's PSP port was scheduled for the North American market, but it was cancelled after Sony classified it as a text novel.[105] Efforts at localizing the series were not undertaken due to Sega's uncertainty over whether the game's blend of genres would find a large enough audience in the West to be profitable.[103] The PC version was twice licensed for release outside Japan; a Chinese version was released in Taiwan and mainland China by Dysin Interactive on August 17, 2001[106] and a Russian translation was published by Akella on January 11, 2006; it was the first Sakura Wars title to be localized into a European language.[107] In 2019, an English fan translation project for Sakura Wars led by C.J. Iwakura and Noah Steam was completed and made available on the internet as an unofficial patch.[108]

PlayStation 2 remake edit

In July 2002, a 3D remake of the game for the PlayStation 2 titled Sakura Wars: In Hot Blood[e][110] was announced as part of the Sakura Wars World Project,[111] Sega's effort to introduce the Sakura Wars series to a new worldwide audience.[112] Developed by Overworks, the successor to Sega's CS2 R&D division, the remake was directed by Takaharu Terada, who had been battle planner for later Sakura Wars titles.[111][112] The remake was conceived because unlike the sequels, the first game's previous versions seemed outdated. New CGI segments were created and the anime cinematics were produced by Production I.G.[112] The subtitle was taken from a tanka featured in Midaregami, a collection of tanka by the famous Japanese writer and poet, Akiko Yosano. Hiroi enjoyed her work, so he featured quotes from her poems as subtitles for Sakura Wars titles several times after the first game's release.[28][113]

The number of graphics and artwork pieces was increased greatly, more recent and new LIPS functions were incorporated, and the Active and Real-time Machine System (ARMS) battle system introduced in later Sakura Wars titles was incorporated with new improvements including special attacks with accompanying short movies. Two additional story episodes were added. One expanded the story of one of the supporting characters, while the other connected to the next entry in the Sakura Wars series.[112][113] New voice acting was recorded for the characters, with the original actresses returning; these included Tomizawa, who had previously announced her retirement from the role in the early 2000s. Terada positively noted the increased quality of voice recording compared to both the original version and the later Dreamcast titles.[112][114] The music was redone by Tanaka, mainly at the insistence of the original voice cast.[115]

In Hot Blood was released on February 22, 2003.[116] First print editions came with a special DVD which included a documentary detailing the development process of the Sakura Wars series to that point.[117] Mobile-based tie-in content related to the original mini-games was released later that year.[111] The content was initially going to be accessed through a direct cable connection, but due to driver capacity issues, Hiroi used a password system instead.[118]

Reception edit

Critical reviews edit

Due to its Japanese exclusivity, most of the English-language reviews for Sakura Wars were published years after the initial release. One contemporary English-language review was in 1996 by GameFan, which covered import games; a 2000 review rated the Dreamcast port of the game highly.[121] Famitsu and Sega Saturn Magazine gave the original version of Sakura Wars high praise.[119][128] The Dreamcast Magazine rated the Dreamcast port highly, though slightly lower than the Saturn release.[126]

Critics have also rated the game highly in retrospective reviews, most of which were published after the release of the 2000 Dreamcast port. Jake Alley of RPGamer was positive about the story and art design and its replay value but found the gameplay and aspects of its menu design lacking.[123] RPGFan's Nicole Kirk was highly positive about all aspects of the title, citing the artwork and voice acting as the main draw for players.[124] GameSpot's Peter Bartholow, reviewing the Dreamcast port, also praised the game's visuals and story, while noting a lack of real gameplay and the low degree of difficulty.[122]

Famitsu praised In Hot Blood, with reviewers noting that it was more like an entirely new game than a standard remake.[120] Chris Winkler of RPGFan praised the visual upgrade from earlier versions and the continued quality of the music and voice acting. He also positively noted the theme of the clash between Japan's Edo-era cultural isolation and the cosmopolitan attitude after the Meiji Restoration. He concluded the game "can only be wholeheartedly recommended" for both series veterans and newcomers.[125]

At the first CESA Awards in 1996, Sakura Wars won Grand Award, as well as awards in the Best Director, Best Main Character and Best Supporting Character categories.[129]

Sales edit

Several staff members were highly sceptical the game would be a commercial success, but Hiroi promised Sega that the game would sell at least 200,000 units.[130] Sakura Wars sold out in many stores within hours of its release.[12] According to Famitsu sales data, Sakura Wars sold an estimated 205,270 units in its first week, reaching the top of the sales charts[131] and selling through just over 57% of its stocks.[132] It was recorded as having the most sales of a Sega original title to that point.[133] It is considered a killer app for the Sega Saturn.[134] As of 2007, Sakura Wars for the Saturn has sold 359,485 units, becoming the 13th best-selling console title in Japan.[132] The Dreamcast port debuted with 71,123 units, selling through nearly 65% of its shipment. It eventually reached total sales of 109,686 units, becoming the 33rd best-selling game for the platform.[135] Sakura Wars: In Hot Blood debuted with sales of 142,351 units, reaching third place on Japanese gaming charts. Despite high anticipation, the remake was outsold by Star Ocean: Till the End of Time from Enix (second) and Dynasty Warriors 4 from Koei (first).[136][137] During 2003, the remake sold 235,622 units, becoming the 54th best-selling title of the year.[138] The Chinese PC version was apparently an unexpected success, with the first print selling out quickly.[139]

Legacy edit

Sakura Wars was an unexpected success for both Red Company and Sega, prompting the companies to develop further entries in the series. It spawned three direct sequels; Sakura Wars 2: Thou Shalt Not Die for the Saturn, and Sakura Wars 3: Is Paris Burning? and Sakura Wars 4: Fall in Love, Maidens for the Dreamcast.[1][12][98][133] A fourth sequel was developed for the PlayStation 2; known as Sakura Wars V: Farewell My Lovely in Japan, it was published overseas as Sakura Wars: So Long, My Love, becoming the first entry to release outside Japan.[1][98] Numerous spin-off titles covering multiple genres related to each entry have also been developed for multiple platforms.[1][140] The success of Sakura Wars led to a wave of games that combine role-playing and visual novel elements, including Thousand Arms, Riviera: The Promised Land, and Luminous Arc.[141]

Sakura Wars has remained popular in Japan since its release. It was rated as the 13th best game of all time in a 2006 Famitsu poll, with all the main entries then released also appearing in the list.[142] Sakura herself was rated in 2009 by Famitsu as the 17th best Japanese video game character.[143] In a poll published by Famitsu, Sakura Wars and its first sequel were both ranked among the ten most memorable games for the Saturn, while the Dreamcast port of Sakura Wars was also ranked among the most memorable for that platform.[144] Characters from Sakura Wars, Sakura Wars 3 and Sakura Wars: So Long, My Love were included as playable characters in the 2012 Nintendo 3DS crossover title Project X Zone and its 2015 sequel.[145][146]

Media adaptations edit

An OVA series dubbed Sakura Wars: The Gorgeous Blooming Cherry Blossoms was produced and released between 1997 and 1998. Created by Animate and Radix Ace Entertainment, it told a series of stories around events mentioned in Sakura Wars as well as origin stories for the Flower Division members.[147][148] An anime series of the same name was broadcast in 2000 over a six-month period.[149] Co-produced by Red Company, Madhouse and Studio Matrix, Ryutaro Nakamura directed the anime series. While following the basic plot of Sakura Wars and preserving Hiroi's original vision, several elements such as depictions of the main antagonist's past, Sakura's childhood memories and scenes within the Flower Division before Ogami's arrival were added. A major issue was being faithful to both the video game and OVAs while keeping within the restrictions of a television format.[150]

A manga adaptation written by Hiroi and illustrated by Ikku Masa, with cover illustrations by Fujishima, began serialization in 2002. The first series ended in December 2008, but its popularity led to a second ongoing series the following year.[151][152] The first manga was originally serialized in Monthly Magazine Z until it closed down in 2008, shifting to other publications. The manga has been released in tankōbon volumes since 2003 by the magazines' parent company Kodansha.[153][154]

Notes and references edit

Footnotes edit

  1. ^ Ported to the Dreamcast by M2 in cooperation with Sega.
  2. ^ Japanese: サクラ大戦, Hepburn: Sakura Taisen
  3. ^ Japanese: 激!帝国華撃団
  4. ^ Japanese: 花咲く乙女, Hepburn: Hanasaku Otome
  5. ^ サクラ大戦~熱き血潮に~, Sakura Taisen: Atsuki Chishio Ni

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Bibliography edit

  • Sega Staff (September 21, 1996). サクラ大戦 マニュアル [Sakura Wars Manual] (in Japanese). Sega. GS-9037.
  • サクラ大戦―原画&設定資料集 [Sakura Wars - Original Picture & Setting Material Collection] (in Japanese). SoftBank Creative. 1996. ISBN 4-7973-0128-7.
  • わたしが愛したゲームキャラ [Game Characters I Loved] (in Japanese). SoftBank Creative. 1999. ISBN 4-7973-0941-5.
  • サクラ大戦公式ガイド 戦闘篇 [Sakura Wars Official Guide: Battle Story] (in Japanese). Enterbrain. 2000. ISBN 4-7577-0091-1.
  • 広井王子の全仕事 [Complete Work of Oji Hiroi] (in Japanese). Everyday Communications. 2000. ISBN 4-8399-0259-3.
  • サクラ大戦4 ~恋せよ乙女~ 最終攻略&設定資料集 [Sakura Wars 4: Fall in Love, Maidens - Final Strategy & Setting Information Collection] (in Japanese). SoftBank Creative. July 25, 2002. ISBN 4-7973-2010-9.
  • サクラ大戦クロニクル [Sakura Wars Chronicle] (in Japanese). Mainichi Communications. July 28, 2003. ISBN 4-8399-0960-1.
  • サクラ大戦1~5イラストレーションズ 藤島康介のキャラクター仕事 [Sakura Wars 1 - 5 Character Illustrations: Work of Kosuke Fujishima] (in Japanese). Ikusha. January 26, 2006. ISBN 4-7580-1049-8.
  • サクラ大戦 15th Anniversary 太正浪漫グラフ [Sakura Wars 15th Anniversary Taisho Romantic Graph] (in Japanese). Enterbrain. September 30, 2011. ISBN 978-4-0472-7571-3.

External links edit

  • Official website (in Japanese) (Dreamcast)

sakura, wars, video, game, this, article, about, 1996, video, game, 2019, game, localized, with, same, name, sakura, wars, 2019, video, game, sakura, wars, cross, genre, video, game, developed, sega, company, published, sega, 1996, first, installment, sakura, . This article is about the 1996 video game For the 2019 game localized with the same name see Sakura Wars 2019 video game Sakura Wars b is a cross genre video game developed by Sega and Red Company and published by Sega in 1996 It is the first installment in the Sakura Wars series created by Oji Hiroi Originally released for the Sega Saturn it was later ported to other systems including the Dreamcast and had a remake for the PlayStation 2 Defined by Sega as a dramatic adventure game Sakura Wars combines overlapping tactical role playing dating sim and visual novel gameplay elements Sakura WarsCover art for the original Sega Saturn release featuring protagonist Sakura ShingujiDeveloper s Red CompanySega CS2 R amp D a Publisher s JP SegaRU AkellaCN Dysin InteractiveDirector s Tomoyuki ItoYasushi TakeuchiProducer s Yoji IshiiNoriyoshi OhbaTatsuo YamadaProgrammer s Shuichi KatagiArtist s Kōsuke FujishimaHidenori MatsubaraWriter s Satoru AkahoriComposer s Kohei TanakaSeriesSakura WarsPlatform s Sega SaturnDreamcastMicrosoft WindowsMobile phonePlayStation PortableReleaseSeptember 27 1996 Sega SaturnJP September 27 1996DreamcastJP May 25 2000Microsoft WindowsJP August 18 2000JP March 20 2003 Windows XP JP January 25 2007 PC DVD RUS January 11 2006PlayStation PortableJP March 9 2006Genre s Tactical role playing dating sim visual novelMode s Single player Set in a fictionalized version of 1923 in the Taishō era the game follows the exploits of the Imperial Combat Revue a military unit dedicated to fighting supernatural threats against Tokyo while maintaining their cover as a theater troupe Imperial Japanese Navy Ensign Ichiro Ogami is assigned leader of its all female Flower Division a group of women with magical abilities that defend Tokyo against demon attacks using steam powered armor called Kobus He becomes embroiled in both the group s latest conflict with the Hive of Darkness and the personal lives of its members Hiroi created the concept for what would become Sakura Wars in 1990 In 1993 his small team in the Planning Department of Red Company began elaborating on his concept with full development beginning the following year after being approved by Sega Several prominent figures were brought on board the project including writer Satoru Akahori composer Kohei Tanaka and character designer Kōsuke Fujishima Although the game was only published in Japan an English language fan translation was released in 2019 The game was a critical and commercial success becoming one of the highest selling titles for the Saturn and spawned many successful sequels and supplementary titles in the form of the Sakura Wars series A direct sequel Sakura Wars 2 Thou Shalt Not Die was released in 1998 Contents 1 Gameplay 2 Synopsis 3 Production 3 1 Concept and development 3 2 Art design 3 3 Scenario and characters 3 4 Audio 3 4 1 Casting 3 4 2 Music 4 Release 4 1 PlayStation 2 remake 5 Reception 5 1 Critical reviews 5 2 Sales 6 Legacy 6 1 Media adaptations 7 Notes and references 7 1 Footnotes 7 2 Citations 7 3 Bibliography 8 External linksGameplay edit nbsp nbsp The two main gameplay modes of Sakura Wars are social interaction with characters using LIPS and turn based strategic battles directly influenced by LIPS interactions Sakura Wars is a cross genre video game in which the player controls Ichiro Ogami and the all female Flower Division of the Imperial Combat Revue who must save Tokyo from the Hive of Darkness Dubbed a dramatic adventure game and taking place across 10 episodes the gameplay segments incorporate tactical role playing dating sim and visual novel elements 1 2 It has two gameplay modes an adventure mode and a battle mode The adventure mode is divided between periods where Ogami navigates the Grand Imperial Theater and interacts with various characters while the battle mode is governed by a turn based battle system on a tilted grid based battlefield 3 4 5 Progress is saved at the end of each episode and the player may also save the game during intermissions 6 In the adventure mode Ogami navigates the theater during limited time sequences between battles This game introduces the Live amp Interactive Picture System LIPS When Ogami is faced with critical choices during conversations with both members of the Flower Division and supporting characters within the combat revue dialogue trees are displayed with a time limit for the player to input Depending on the type of response the character may respond positively or negatively impacting their relationship with Ogami and future interactions Other actions within LIPS include holding the cursor over parts of a character s portrait to trigger internal monologues and varying responses from the characters 3 7 Each main heroine has different personality quirks that must be taken into consideration while talking with them with correct responses raising their Trust 8 9 In the battle mode the Flower Division fights demons using machines called Kobus Each unit has its own turn with each turn allowing two actions These actions include Attack Defend Move Deathblow a critical strike that can kill a normal enemy in one hit Charge store energy for a more powerful action during the next turn and Heal which restores health points HP to a chosen unit Different units specialize in different skills such as support actions melee attacks or ranged attacks Units have varying movement abilities based on available space and unit statistics as well as a separate attack range based on their weapon type 3 8 10 Actions taken during LIPS sequences with members of the Flower Division directly impact battles raised trust during LIPS segments grant statistic increases and subsequently improve combat ability 9 The game ends when certain conditions such as winning a battle are not met or if the HP on Ogami s Kobu reaches zero although the player can continue by selecting Rematch 5 The game also contains animated cutscenes 11 and musical numbers 12 Synopsis editSee also List of Sakura Wars characters In 1923 Imperial Japanese Navy Ensign Ichiro Ogami is transferred to the Imperial Combat Revue a secret combat unit based in Tokyo Meanwhile swordswoman Sakura Shinguji arrives from Sendai as the Assault Force s latest recruit and meets Ogami at Ueno Park Traveling to the Grand Imperial Theater together Ogami meets the team s main actresses Sumire Kanzaki Maria Tachibana Iris Chateaubriand Kanna Kirishima and Kohran Ri The theater s manager Ikki Yoneda tells Ogami he has been assigned as an usher Initially bemused and hurt by his assignment it turns out to be a bluff to decide his worth The Imperial Combat Revue also functions as a theater troupe called the Imperial Revue Central to the unit is the Flower Division the Imperial Revue s main actresses who use their spirit powers to defend Tokyo against demon attacks using steam powered armor called Kobu The current wave of attacks is being controlled by the Hive of Darkness a group of black magicians led by Tenkai and his powerful subordinates the Lords of Death Tenkai s goal is to restore the shogunate and banish the growing Western influences from Japan with the Hive of Darkness destroying magical seals around Tokyo that keep a powerful demonic horde at bay As the Flower Division battles the Hive of Darkness each member must confront their personal problems to function as an effective combat unit Ogami also becomes involved in the running of the theater and is witness to on stage incidents including Sakura bringing down the stage during one performance through her clumsiness and Kanna and Sumire clashing on stage during another The Flower Division are unsuccessful in preventing the Hive of Darkness from destroying the seals allowing Tenkai to summon a magical fortress from which he intends to conquer Japan The Flower Division storm the fortress and destroy Tenkai and the fortress During these events Ogami becomes close to each member and can pursue a romantic relationship The city recovers as the group relaxes but a surviving Hive of Darkness member Kuroki Satan launches a fresh attack renaming himself Aoi Satan He is actually Shinnosuke Yamazaki a former comrade of Yoneda who was presumed killed with Sakura s father Kazuma when creating the original seals Yamazaki survived and was possessed by the true Satan being responsible for controlling the demons and resurrecting Tenkai Yoneda s deputy Ayame Fujieda is turned into a demon using her suppressed feelings for Ogami Satan summons a great fortress called the Seima Castle from the sea near Tokyo intent on releasing the population of Hell to overrun humanity Using the airship Mikasa the Imperial Combat Revue launch a concentrated attack on the castle They successfully unite their spiritual power to banish Satan back to Hell Ayame s demon form is destroyed at the cost of her life and after bidding farewell she ascends to Heaven as an angel named Michael After Aoi Satan s defeat the final scene varies depending on whether Ogami romanced a member of the Flower Division and which member he chose Production editConcept and development edit Oji Hiroi created the concept for what would become Sakura Wars in 1990 He saw a Japanese stage production of the play Shanghai Rhapsody and was impressed by the spectacle of the acting troop he saw on stage 13 In 1993 Hiroi and anime composer Kohei Tanaka worked together on an original video animation OVA adaptation of the video game Tengai Makyou Ziria 14 Hiroi was highly impressed by Tanaka s music to the point where he wanted him to create a musical set to it This concept evolved into his wish for Tanaka to score a video game focused on the theater 13 12 Later in 1993 a small team in the Planning Department of Red Company now Red Entertainment led by Hiroi began promoting his concept and planning the game s basic concepts At this stage the project was titled Sakura 桜 to connect it with Japan It was described as an example plan rather than a practical project While distinct from the final Sakura Wars the proposal shared an alternate historical setting with steampunk technology a female lead and mecha combat 15 16 In addition to Hiroi the team included Ryoma Kaneko and Naoki Morita who would later work on Sakura Wars proper 15 While developing the Sakura proposal Hiroi and his team created two tabletop role playing games dubbed Sakura 1 and Sakura 2 This resulted in the strategy elements almost overriding the game s other aspects 15 16 17 Inspired by the combination of tactical combat and the story used in the Fire Emblem series Hiroi steered the project more in that direction Influences from contemporary anime were also added to bring depth to the story and characters With the basic elements defined the team continued refining the project for between half a year and a year Convinced of the project s potential to become a video game Hiroi presented Sakura to multiple game companies but none of them had confidence in the project Despite his determination to see the project realized Hiroi put the project aside with no expectation that it would be produced 15 16 18 In 1994 following Hiroi s decision to put Sakura aside Shoichiro Irimajiri then vice president of Sega contacted him about the possibility of developing a game with a popular mascot character for Sega s in development Sega Saturn home console Irimajiri wanted a unique video game property for the system and had heard positive feedback about Hiroi s work Hiroi was initially reluctant but eventually accepted Irimajiri s offer inviting him and other potential contributors to spend a fortnight s holiday in Saipan 19 20 21 Hiroi later said the decision to work on a game for the Saturn was a hard one as he had previously worked on games for rival unspecified home console systems It was Sega s favorable response to his pitch that persuaded him to develop Sakura Wars on the Saturn 22 Hiroi pitched his old concept for Sakura to Irimajiri during their stay on Saipan While Hiroi harbored doubts as to whether such an ambitious and unusual project would be accepted Irimajiri was convinced On their return to Japan Sega and Red Company began development on Hiroi s project 13 19 20 21 23 That October it was given the title Sakura Wars Due to problems trademarking the kanji version of Sakura because it is the native name for cherry blossom the word Sakura was written in katakana instead 17 21 24 The inclusion of adventure segments alongside the strategic simulation elements was contentious early on with some fearing Sakura Wars would turn into a bishōjo game 19 The strategic segments were designed to feel like interactive anime battles with everyone getting a chance to attack as in many anime fight sequences of the time The wish for an anime style also came through in the adventure segments with LIPS turning conversations into a kind of confrontation to be won 19 LIPS was born out of staff frustration with the adventure game tradition of time freezing while the player decided which response to select in a tense situation By implementing a time limit the team made Sakura Wars more interactive and removed this frustration The LIPS name was chosen for its distinct sound rather than any special meaning 15 Full development of LIPS began after running a test using a scene where Ogami could choose whether to look inside a shower cubicle 12 The battle sequences were inspired by similar scenes found in the Kamen Rider and Ultraman television shows The two shows combat elements were actively referenced during the last battle with the combined final attack of the entire Flower Division Each battle sequence was hand crafted by one member of staff to simplify production 25 The game s Trust system was a means of incorporating simulation elements without utilizing role playing elements such as experience points The decision to remove experience points entirely proved controversial within the team 26 According to director Tomoyuki Ito the process of creating Trust and associated systems was based on trial and error mainly around how best to express it 27 Development of Sakura Wars lasted for approximately three years double the original estimate 12 15 Hiroi acted as the general producer 28 29 while Ito acted as a director 27 Buildup Entertainment and Neverland developed the computer generated imagery CGI segments 11 and the anime cinematics were directed by Shunji Oga and produced by Sega owned studio Kyokuichi Tokyo Movie later TMS Entertainment 11 30 Sega initially outsourced programming to an unnamed external company By 1995 it had already developed one or two chapters of the game s combat based content before Hiroi objected to the direction the game was taking It was becoming a generic simulation game that deviated from his vision Red Company refused to continue development of the prototype and it was removed from development Sega s CS Research amp Development No 2 CS2 R amp D division desired the game s completion so they co developed it with Red Company 12 The conflicting gameplay elements needed to be divided between different teams within CS2 R amp D only bringing the two parts together at the end of development 25 Because of this development technique none of the elements could be effectively tested until the game was close to completion 27 31 As a result of these difficulties the Sega team found production difficult 32 Sega stated that Sakura Wars was their most expensive video game production to date although no exact budget was given 33 Art design edit nbsp The main cast of Sakura Wars as portrayed in later original video animation adaptations Each character was designed around a particular theme with battle outfits modelled on tuxedos 34 35 Manga artist Kōsuke Fujishima who at the time was working on the long running manga series Oh My Goddess designed the main cast 12 Before Fujishima joined the project the characters had placeholder designs created by Red Company staff 36 His editors resisted letting him do the designs due to his heavy workload including his commitment to Oh My Goddess 12 Sakura Wars was the first time Fujishima had worked with Sega or been associated with a Sega property He was skeptical of the project because of the state it was in when he was first approached It was in a very early stage of development and neither the story nor gameplay mechanics had been finalized Red Company s placeholder character designs were in place at a time when it was uncertain whether Fujishima would join but Hiroi was adamant he would be the character designer Fujishima eventually joined the project in late 1994 His first design was for Sakura 37 The first sketches for Sakura moved Hiroi to tears and fully convinced both Red Company and Sega that Fujishima was the right designer 31 37 38 The positive reception to Fujishima s work together with his understanding of the project s goals helped raise staff morale for the entire project 35 Fujishima was responsible for designing eight characters including Ogami and Sakura along with formal and casual clothes and accessories 36 Hidenori Matsubara designed the supporting cast and helped with general animation 12 36 Fujishima found it easy to design the characters as their concepts had been firmly established before he created the first drafts and moved on to the final designs The designs were meant to communicate the characters inner thoughts and had to be understandable for players Due to the game s Taishō period setting he needed to stop himself adding anachronistic elements like fasteners 39 Hiroi made detailed character sheets for Fujishima to use when designing the cast An example was Sumire whose personality was communicated through her clothes 21 40 Each character had distinct traits such as a ponytail and hakama kimono for Sakura Fujishima combined these elements with his own design ideas for the final artwork 41 The Taishō period meant he could combine traditional Japanese clothing with Western accessories such as shoes allowing the female characters an otherwise improbable range of movement 40 His design for each main protagonist from Ogami to the Flower Division members directly mirrored Hiroi s concepts for them 42 43 The Flower Division s battle dress was modeled after the tuxedo and Fujishima compared them with the costumes of the Takarazuka Revue 35 44 Futoshi Nagata created the Kobu mecha designs along with the game s CGI sequences 45 46 His initial design outline from Hiroi was the basic concept of using steampunk technology within the Taishō period 47 When designing the Kobu Nagata was guided by Morita who showed him photographs of both steam powered trains and early deep sea diving suits specifically those made of spherical segments Nagata did extensive research on the Second Industrial Revolution in the United Kingdom and consciously avoided the trope of anachronistic near future technology while creating the designs 45 48 The concept of a diving suit was integrated into the concept for the Kobu being reinforced armor rather than robots Its front was designed after the steam trains that ran on the Aji Express Line 46 For each Flower Division member s Kobu armor Nagata designed them to mirror their traits and beauty so they would be unique Since the Kobu were meant to be armor they were not given faces 45 Because Nagata was brought on early in the game s production he had considerable freedom when submitting and adjusting his designs 49 When the designs were finalized Nagata began working full time on CGI finishing the first Kobu model in five days 45 Scenario and characters edit When Hiroi was creating the original concept for Sakura Wars he had trouble picking the exact era in which the story would take place He initially considered using the Shōwa period with a focus on the post war black market 50 He also considered setting it shortly before and during World War II 51 Hiroi eventually abandoned this idea as there was too much documentation about the Shōwa period making its use as a fantasy setting complicated 50 52 He next considered using the Meiji period which was a time of turbulence after the fall of the isolationist Tokugawa Shogunate that saw Western Culture introduced into Japan Hiroi also abandoned this idea as Meiji era Japan could not allow for the modern feeling he wanted 52 With this in mind Hiroi settled on using the Taishō period as the setting for Sakura Wars The Taishō period involved Japan integrating Western culture into its own allowing for political changes and the emancipation of women after a prolonged feudal period 52 53 In the original draft the story was much darker with a key event being the Great Kantō earthquake and the resultant breakdown of the Taishō period This version was almost entirely discarded 54 Hiroi wanted to create a version of the Taishō period where the social advances and freedoms the Japanese began exploring continued without being brought to an end by the Great Kantō earthquake and the subsequent shift to militarism before World War II 12 32 55 Another reason for using the Taishō period was the lack of documentation about it and Tokyo s development because the Great Kantō earthquake destroyed much of it 21 56 Originally Hiroi wanted to distinguish the Sakura Wars Taishō from the historical Taishō by modifying the kanji slightly He did not do this because his staff wanted a world that blended real and fictional events 57 To further distinguish it Hiroi made use of steampunk technology in the game s world 28 Despite it being a fantastic version of the Taishō period Hiroi did his best to incorporate realistic elements 21 52 The world s general setting while conceived by Hiroi was further developed and fleshed out by Kaneko and Morita 58 Author and screenwriter Satoru Akahori wrote the main script and branching storylines 58 Hiroi felt the script would lose entertainment value if he wrote it himself as the setting was based on family stories 39 He had previously worked with Akahori on other projects When Akahori first heard the concept before talking with Hiroi he was highly skeptical but Hiroi convinced him to come on board 59 When he was first pitched the project all that had been finalized was that the story would involve young girls and mecha 60 Akahori was unsure how to approach the project as he had never written for a video game Hiroi told him to write the story like an anime television series 59 When Akahori first joined the team the story was still unfinished The only points that had been finalized were its setting the overall theme of steampunk mecha combat and a cast of five or six characters Akahori s early work was focused on expanding the narrative and characters based on Hiroi s draft 39 61 Due to the deep connection to Hiroi s family history Akahori could not work on the script by himself and needed to consult frequently with Hiroi Hiroi also insisted on making frequent changes if Akahori s work did not fall in line with his vision 59 Akahori wrote a thirteen episode storyline for the game with the final battle taking place across three episodes After talks with staff the final battle was condensed into a single chapter bringing the game to its current ten episode length 13 62 Kaneko and Morita created the additional dialogue around Akahori s main scenario and worked on script editing and debugging 58 Creating strong representative characters was part of Sega s request for a new mascot character for their Saturn system 19 20 52 A major element of the cast was taking advantage of the game s setting It could allow for characters from countries outside Japan like Russia and France to be part of the Imperial Combat Revue 17 During early planning Hiroi produced character concepts for the Flower Division imitating character archetypes commonly found in high school manga Using this inspiration he created a gentle yet strong willed woman Sakura a rival character with a negative first impression Sumire a cold leader figure Maria a small cute character who would be jealous of the other members Iris a woman who would be good at athletics Kanna and an oddball character who wore glasses Kohran 34 The role of the male protagonist was given initially to a young man named Kusaku Kanuma a member of the Tokyo Metropolitan Police Department who inherits a blade forged by the Japanese swordsmith Muramasa and must work with Sakura to pilot a two person mech As with most of the draft scenario the male character underwent major alterations 63 Most of the protagonist s development into Ichiro Ogami happened after Akahori joined the team He created Ogami s role as an avatar for the player who could be friends with every member of the Flower Division The Japanese word for wolf Okami 狼 referring to his energetic personality traits inspired his name 62 64 Audio edit Casting edit When casting actors to voice the game s characters Hiroi needed people who could both act and sing the musical numbers 12 To this end he required potential voice actors to have experience with live stage performance and be able to sing 65 Hiroi personally approached each of the voice actresses who played members of the Imperial Combat Revue based on their acting and singing abilities before they were pitched the concept of Sakura Wars Staff members recommended several actresses to Hiroi 12 Bringing together the voice cast for a video game at such an early stage was unheard of at the time Because of this the cast recorded their lines and songs as the game was developed 66 Chisa Yokoyama voiced Sakura Hiroi chose Yokoyama who had appeared in notable anime series including Tenchi Muyo based on his wish to create a compelling final deathblow line 12 She was originally cast in the role of Iris but was recast in the role of Sakura after Iris final voice actress was cast 67 Yokoyama was used to recording strong characters so portraying Sakura as a normal girl made the role difficult for her to perform 68 Urara Takano voiced Maria Hiroi offered her the role because of her positive working experiences with Yokoyama 69 Takano was performing in a concert when Hiroi first approached her Although the project was in the early stages of development she was intrigued by Maria s character and agreed to take the role 70 Michie Tomizawa voiced Sumire Hiroi first approached her in late 1994 during a Christmas concert on the recommendation of a mutual friend Hiroi pitched his concept for Sumire and after seeing Tomizawa s performance offered her the role 71 Mayumi Tanaka voiced Kanna Hiroi selected her for the role based on her experience performing the comedic handsome man archetype in kabuki stage performances 12 72 Tanaka was instructed to play Kanna as a tomboyish character unconcerned by her true gender 73 Yuriko Fuchizaki voiced Kohran Fujishima recommended her to Hiroi She was approached in mid 1995 when recording was being planned for the opening and ending themes and questions were still being asked by the cast about how to portray the characters 12 74 Kumiko Nishihara voiced Iris After hearing Nishihara s performance as Sakura Yokoyama who was originally given the role of Iris suggested they switch roles and Nishihara became Iris voice actress 67 Ai Orikasa voiced Ayame She was planning a fan club concert when Hiroi approached her about Sakura Wars on Yokoyama s recommendation After seeing Ayame s performance Hiroi offered her the role 75 While recording her part Orikasa encountered difficulties portraying the three different versions of Ayame s character 76 Akio Suyama voiced Ogami At the time Suyama had little to no voice acting experience and was working part time at Red Company while training as a voice actor 77 Hiroi was still looking for a voice actor for Ogami but had a limited budget On hearing of Hiroi s situation Suyama offered to take on the role despite there being only a few notable lines Faced with his budget and time limitations Hiroi accepted his offer 29 Ogami was the last main character to be cast 12 Once selected Hiroi and Tanaka gathered the cast and told them about the project They were given pictures of their respective characters 78 The recording sessions were overseen by noted anime and feature film sound director Toshio Sato He followed Hiroi s request that the characters be portrayed as real people 12 79 Sato was initially shocked at being given four script books and told they were just one third of the script 80 Sato told the cast voices would be the characters main emotive force as the faces of character portraits would be mostly static 77 Sakura was the last character to be recorded so Sato could focus on how to bring out her heroine status alongside the other characters One of the elements Sato concentrated on was portraying the fractious relationship between newcomer Sakura and established star Sumire 81 Music edit Sakura Wars Soundtrack Steam GramophoneSoundtrack album by Kohei TanakaReleasedMay 2 1997GenreVideo game soundtrackLength21 25 disc one 74 30 disc two LabelBMG Japan Lipop Record The score for Sakura Wars was Kohei Tanaka s first successful video game music composition 82 He was among the first people to offer support for Hiroi s vision as few people believed the project would come to fruition 83 Tanaka was also among the first brought on board for production and served as a teacher figure to the rest of the development team 16 In a later interview he stated that he felt like his composing career was at risk while supporting the game 84 When he began composing the score in 1995 rhythm and percussion dominated Japanese popular music rather than melody Both Tanaka and Hiroi wanted to reintroduce younger Japanese to beautiful melodies 85 While thinking about how he could construct the music Tanaka looked at popular music from the game s time period and worked to re create its melodies and structure using the popular music styles of the 1990s 86 Because of the setting and Tanaka s goals he was able to incorporate multiple music genres including jazz rumba and samba alongside more traditional Japanese musical styles 32 Tanaka initially planned 50 songs but this was too many to record and fit into the game within the allotted time and budget The number was reduced to 24 then to seven Hiroi was upset by the proposed cuts so Tanaka asked how much music the team could manage and was told that one CD s worth of content was enough Tanaka eventually settled on between eleven and twelve songs which made it into the final game 33 87 Hiroi wrote the lyrics for all the songs despite repeatedly protesting that he was not a professional lyricist 52 Because of his self professed inexperience Tanaka ended up being a teacher figure for him 83 As part of his training Hiroi went to karaoke sessions studied the work of famous songwriter Yu Aku and bought old records of vintage songs It took between one and two months before Hiroi felt competent enough at writing song lyrics 52 85 Sakura Wars songs all began with Hiroi creating the lyrics and then handing his work to Tanaka for polishing and to be set to music 88 Tanaka composed the main theme Geki Teikoku Kagekidan c based on Hiroi s instruction to combine the music of a Super Sentai opening theme with the vocal style of the title song for the film Aoi sanmyaku 1949 32 The main theme was composed and approved in a very short time 89 and Yokoyama sang it Because of the structure of the song and the variations in style and vocal strength it required the recording sessions was a strenuous experience for her and required several takes 90 One of Tanaka s favorite pieces to compose was the ending theme Blooming Maidens d which represented the strong will of the Imperial Combat Revue 85 Yokoyama was the main vocalist with backing and chorus work from the rest of the main female cast The recording took an hour and proved to be an emotional experience for both singers and staff 91 As the songs were completed very early in the game s development the rest of the development staff were able to work with them and use them as references when creating other parts of the game and storyline 92 The 1997 soundtrack album Sakura Wars Soundtrack Steam Gramophone contains 51 tracks of music from Sakura Wars It was published by BMG Japan 93 In addition to the original soundtrack album a vocal collection was published by BMG Japan in 1996 94 Music for the 2003 remake which features remastered versions of the original soundtrack was also composed by Tanaka The soundtrack for the 2003 remake was released by Avex Mode as an album titled Sakura Wars In Hot Blood Teigeki Complete Music Collection shortly after the game s release in February 2003 95 Release editSakura Wars was first announced at a special Sega presentation in 1995 for release in April 1996 33 The game s unique blend of genres and styles resulted in it being labelled as a new genre dubbed dramatic adventure in its marketing 96 Because of the greatly increased amount of content particularly the amount of voice acting Hiroi wanted to include the release date was delayed several months at his insistence and the game was expanded from a single disc to a two disc release 97 To meet the new release date the developers worked long hours and sometimes through the night 96 Several pieces of finished content needed to be cut to make the release date 12 Sakura Wars was released on September 27 1996 It was reprinted on June 20 1997 and released as a budget title on February 11 1998 98 A port for the Dreamcast was released on May 25 2000 and was developed by M2 and a version for i mode mobile devices was released on December 18 2006 98 It was ported with its sequel to the PlayStation Portable PSP and released on March 9 2006 99 The game was also ported to multiple Microsoft Windows operating platforms It was released for Windows 95 and Windows 98 systems on August 18 2000 and for Windows ME and Windows 2000 on February 20 2003 98 Because of the game s size these versions were released on multiple CD ROMs 100 A DVD ROM version was released for Windows 2000 Windows XP and Windows Vista on January 25 2007 98 100 ASCII Corporation also published two companion guide books for the Saturn release Sakura Wars Official Guide Battle Story on December 6 1996 and Sakura Wars Official Guide Romance Story on January 9 1997 both were revised for the Dreamcast release and published by Enterbrain on June 3 2000 101 102 While Hiroi wanted a Western release for the game Sakura Wars was not released in English regions 103 104 The game s PSP port was scheduled for the North American market but it was cancelled after Sony classified it as a text novel 105 Efforts at localizing the series were not undertaken due to Sega s uncertainty over whether the game s blend of genres would find a large enough audience in the West to be profitable 103 The PC version was twice licensed for release outside Japan a Chinese version was released in Taiwan and mainland China by Dysin Interactive on August 17 2001 106 and a Russian translation was published by Akella on January 11 2006 it was the first Sakura Wars title to be localized into a European language 107 In 2019 an English fan translation project for Sakura Wars led by C J Iwakura and Noah Steam was completed and made available on the internet as an unofficial patch 108 PlayStation 2 remake edit Sakura Wars In Hot BloodDeveloper s OverworksPublisher s SegaDirector s Takaharu TeradaProgrammer s Hisao Koba 109 Composer s Kohei TanakaSeriesSakura WarsPlatform s PlayStation 2ReleaseJP February 22 2003 In July 2002 a 3D remake of the game for the PlayStation 2 titled Sakura Wars In Hot Blood e 110 was announced as part of the Sakura Wars World Project 111 Sega s effort to introduce the Sakura Wars series to a new worldwide audience 112 Developed by Overworks the successor to Sega s CS2 R amp D division the remake was directed by Takaharu Terada who had been battle planner for later Sakura Wars titles 111 112 The remake was conceived because unlike the sequels the first game s previous versions seemed outdated New CGI segments were created and the anime cinematics were produced by Production I G 112 The subtitle was taken from a tanka featured in Midaregami a collection of tanka by the famous Japanese writer and poet Akiko Yosano Hiroi enjoyed her work so he featured quotes from her poems as subtitles for Sakura Wars titles several times after the first game s release 28 113 The number of graphics and artwork pieces was increased greatly more recent and new LIPS functions were incorporated and the Active and Real time Machine System ARMS battle system introduced in later Sakura Wars titles was incorporated with new improvements including special attacks with accompanying short movies Two additional story episodes were added One expanded the story of one of the supporting characters while the other connected to the next entry in the Sakura Wars series 112 113 New voice acting was recorded for the characters with the original actresses returning these included Tomizawa who had previously announced her retirement from the role in the early 2000s Terada positively noted the increased quality of voice recording compared to both the original version and the later Dreamcast titles 112 114 The music was redone by Tanaka mainly at the insistence of the original voice cast 115 In Hot Blood was released on February 22 2003 116 First print editions came with a special DVD which included a documentary detailing the development process of the Sakura Wars series to that point 117 Mobile based tie in content related to the original mini games was released later that year 111 The content was initially going to be accessed through a direct cable connection but due to driver capacity issues Hiroi used a password system instead 118 Reception editCritical reviews edit ReceptionReview scoresPublicationScoreFamitsu33 40 SS 119 35 40 PS2 120 GameFan78 SDC 121 GameSpot7 6 10 SDC 122 RPGamer7 10 123 RPGFan97 SS 124 88 PS2 125 Dreamcast Magazine JP 7 66 10 SDC 126 Gamers RepublicC SDC 127 Sega Saturn Magazine JP 8 33 10 SS 128 Due to its Japanese exclusivity most of the English language reviews for Sakura Wars were published years after the initial release One contemporary English language review was in 1996 by GameFan which covered import games a 2000 review rated the Dreamcast port of the game highly 121 Famitsu and Sega Saturn Magazine gave the original version of Sakura Wars high praise 119 128 The Dreamcast Magazine rated the Dreamcast port highly though slightly lower than the Saturn release 126 Critics have also rated the game highly in retrospective reviews most of which were published after the release of the 2000 Dreamcast port Jake Alley of RPGamer was positive about the story and art design and its replay value but found the gameplay and aspects of its menu design lacking 123 RPGFan s Nicole Kirk was highly positive about all aspects of the title citing the artwork and voice acting as the main draw for players 124 GameSpot s Peter Bartholow reviewing the Dreamcast port also praised the game s visuals and story while noting a lack of real gameplay and the low degree of difficulty 122 Famitsu praised In Hot Blood with reviewers noting that it was more like an entirely new game than a standard remake 120 Chris Winkler of RPGFan praised the visual upgrade from earlier versions and the continued quality of the music and voice acting He also positively noted the theme of the clash between Japan s Edo era cultural isolation and the cosmopolitan attitude after the Meiji Restoration He concluded the game can only be wholeheartedly recommended for both series veterans and newcomers 125 At the first CESA Awards in 1996 Sakura Wars won Grand Award as well as awards in the Best Director Best Main Character and Best Supporting Character categories 129 Sales edit Several staff members were highly sceptical the game would be a commercial success but Hiroi promised Sega that the game would sell at least 200 000 units 130 Sakura Wars sold out in many stores within hours of its release 12 According to Famitsu sales data Sakura Wars sold an estimated 205 270 units in its first week reaching the top of the sales charts 131 and selling through just over 57 of its stocks 132 It was recorded as having the most sales of a Sega original title to that point 133 It is considered a killer app for the Sega Saturn 134 As of 2007 Sakura Wars for the Saturn has sold 359 485 units becoming the 13th best selling console title in Japan 132 The Dreamcast port debuted with 71 123 units selling through nearly 65 of its shipment It eventually reached total sales of 109 686 units becoming the 33rd best selling game for the platform 135 Sakura Wars In Hot Blood debuted with sales of 142 351 units reaching third place on Japanese gaming charts Despite high anticipation the remake was outsold by Star Ocean Till the End of Time from Enix second and Dynasty Warriors 4 from Koei first 136 137 During 2003 the remake sold 235 622 units becoming the 54th best selling title of the year 138 The Chinese PC version was apparently an unexpected success with the first print selling out quickly 139 Legacy editSakura Wars was an unexpected success for both Red Company and Sega prompting the companies to develop further entries in the series It spawned three direct sequels Sakura Wars 2 Thou Shalt Not Die for the Saturn and Sakura Wars 3 Is Paris Burning and Sakura Wars 4 Fall in Love Maidens for the Dreamcast 1 12 98 133 A fourth sequel was developed for the PlayStation 2 known as Sakura Wars V Farewell My Lovely in Japan it was published overseas as Sakura Wars So Long My Love becoming the first entry to release outside Japan 1 98 Numerous spin off titles covering multiple genres related to each entry have also been developed for multiple platforms 1 140 The success of Sakura Wars led to a wave of games that combine role playing and visual novel elements including Thousand Arms Riviera The Promised Land and Luminous Arc 141 Sakura Wars has remained popular in Japan since its release It was rated as the 13th best game of all time in a 2006 Famitsu poll with all the main entries then released also appearing in the list 142 Sakura herself was rated in 2009 by Famitsu as the 17th best Japanese video game character 143 In a poll published by Famitsu Sakura Wars and its first sequel were both ranked among the ten most memorable games for the Saturn while the Dreamcast port of Sakura Wars was also ranked among the most memorable for that platform 144 Characters from Sakura Wars Sakura Wars 3 and Sakura Wars So Long My Love were included as playable characters in the 2012 Nintendo 3DS crossover title Project X Zone and its 2015 sequel 145 146 Media adaptations edit An OVA series dubbed Sakura Wars The Gorgeous Blooming Cherry Blossoms was produced and released between 1997 and 1998 Created by Animate and Radix Ace Entertainment it told a series of stories around events mentioned in Sakura Wars as well as origin stories for the Flower Division members 147 148 An anime series of the same name was broadcast in 2000 over a six month period 149 Co produced by Red Company Madhouse and Studio Matrix Ryutaro Nakamura directed the anime series While following the basic plot of Sakura Wars and preserving Hiroi s original vision several elements such as depictions of the main antagonist s past Sakura s childhood memories and scenes within the Flower Division before Ogami s arrival were added A major issue was being faithful to both the video game and OVAs while keeping within the restrictions of a television format 150 A manga adaptation written by Hiroi and illustrated by Ikku Masa with cover illustrations by Fujishima began serialization in 2002 The first series ended in December 2008 but its popularity led to a second ongoing series the following year 151 152 The first manga was originally serialized in Monthly Magazine Z until it closed down in 2008 shifting to other publications The manga has been released in tankōbon volumes since 2003 by the magazines parent company Kodansha 153 154 Notes and references editFootnotes edit Ported to the Dreamcast by M2 in cooperation with Sega Japanese サクラ大戦 Hepburn Sakura Taisen Japanese 激 帝国華撃団 Japanese 花咲く乙女 Hepburn Hanasaku Otome サクラ大戦 熱き血潮に Sakura Taisen Atsuki Chishio Ni Citations edit a b c d Lada Jenni April 24 2009 Important Importables Sakura Taisen GamerTell Archived from the original on May 9 2010 Retrieved May 7 2017 Title Introduction Sakura Taisen Red Entertainment Archived from the original on September 17 2008 Retrieved May 7 2017 a b c サクラ大戦 Special Report Sakura Wars Special Report Sega Saturn Magazine in Japanese 17 SoftBank Creative 37 41 October 11 1996 Sega 1996 p 12 a b Sega 1996 p 20 Sega 1996 p 8 9 Sega 1996 p 12 17 a b サクラ大戦 ゲーム解き方ヒント Sakura Wars Game Tips in Japanese Sakura Wars Official Website Archived from the original on May 7 2017 Retrieved May 7 2017 a b Sega 1996 p 19 Sega 1996 p 20 31 a b c Red Company Sega CS2 R amp D September 27 1996 Sakura Wars Sega Saturn in Japanese Sega Scene Credits a href Template Cite book html title Template Cite book cite book a CS1 maint numeric names authors list link a b c d e f g h i j k l m n o p q r s Project S The People Who Made Sakura Wars プロジェクトS サクラ大戦 を創った人々 Purojekuto S Sakura Taisen O Tsukutta Hitobito Red Entertainment Overworks February 27 2003 サクラ大戦 熱き血潮に プレミアムDVD Sakura Wars In Hot Blood Premium DVD Video in Japanese Sega a b c d サクラ大戦前夜 Eve of Sakura Wars in Japanese MediaWorks 1997 p 236 ISBN 4 0730 6199 2 サクラ大戦 帝国歌劇団 音楽のルーツに追る Follow the roots of the Sakura Wars Imperial Combat Revue s Music Sega Saturn Magazine in Japanese Vol 22 SoftBank Creative December 27 1996 a b c d e f Mainichi 2003 p 343 344 a b c d サクラ大戦 Sakura Wars Sega Saturn Magazine in Japanese Vol 6 SoftBank Creative April 12 1996 p 214 a b c サクラ大戦活動写真 サクラムービーロマンチカ Sakura Wars Activities Photo Sakura Movie Romantica in Japanese Kadokawa Shoten 2001 pp 121 122 ISBN 4 0485 3448 3 Enterbrain 2011 p 123 a b c d e Mainichi 2003 p 316 a b c Ikusha 2006 p 88 a b c d e f Oji Hiroi Interview ゲームセンター CX Game Center CX in Japanese Ohta Publishing December 1 2004 ISBN 4 8723 3907 X 初顔合わせ とっておきの対談広井王子 小島秀夫 My first meeting My favorite talk with Hiroi Oji Hideo Kojima Dorimaga in Japanese 12 SoftBank Creative June 13 2003 Everyday 2000 p 64 74 第3270000号 No 3270000 in Japanese Industrial Property Digital Library Archived from the original on May 18 2019 Retrieved February 15 2020 a b SoftBank 1996 p 114 Mainichi 2003 p 341 a b c Mainichi 2003 p 334 a b c 広井王子さん サクラ大戦には望郷の想いがあるんです サクラ大戦20周年記念 20年目の太正浪漫 帝劇スタアインタビュウ 第2回 Oji Hiroi I have nostalgial for Sakura Wars Sakura Wars 20th Anniversary 20 Years of Taisho Roman 2nd Star Interview in Japanese Animate Times September 23 2016 Archived from the original on April 11 2017 Retrieved May 7 2017 a b サクラ大戦 裏話を広井氏が大暴露 太正浪漫堂 Sakura Cafe 閉店イベント Hiroi s Sakura Wars Backstory Explosed Taisho Romando amp Sakura Cafe closing event in Japanese ITMedia March 10 2008 Archived from the original on June 1 2015 Retrieved May 7 2017 アニメ製作プロダクション トムス エンタテインメント 企業情報 会社沿革 TMS Entertainment Animation Production Corporate Information Company History in Japanese TMS Entertainment Archived from the original on December 3 2017 Retrieved April 25 2018 a b Enterbrain 2000 p 128 a b c d サクラ大戦 Sakura Wars Sega Saturn Magazine in Japanese Vol 21 SoftBank Creative November 22 1996 pp 191 193 a b c サクラ大戦 Sakura Wars Sega Saturn Magazine in Japanese Vol 11 SoftBank Creative October 7 1995 pp 86 88 a b SoftBank 1996 p 102 103 a b c サクラ大戦 Sakura Wars Sega Saturn Magazine in Japanese Vol 10 SoftBank Creative June 28 1996 pp 201 202 a b c Enterbrain 2000 p 128 131 a b Ikusha 2006 p 89 90 Mainichi 2003 p 342 a b c サクラ大戦 Sakura Wars Newtype in Japanese January 1998 Kadokawa Shoten 17 20 January 1 1998 a b Ikusha 2006 p 4 Mainichi 2003 p 319 Ikusha 2006 p 14 25 Enterbrain 2000 p 132 Ikusha 2006 p 79 a b c d SoftBank 1996 p 108 a b サクラ大戦 Sakura Wars Sega Saturn Magazine in Japanese Vol 5 SoftBank Creative March 22 1996 p 204 サクラ大戦 15th Anniversary 太正浪漫グラフ Sakura Wars 15th Anniversary Taisho Romantic Graph in Japanese Enterbrain September 30 2011 ISBN 978 4 0472 7571 3 サクラ大戦2 攻略ガイドブック for professional 天の巻 Sakura Wars 2 Strategy Guide Book For Professionals Heavenly Volume in Japanese ASCII Media Works 1998 p 176 ISBN 4 7572 0168 0 Enterbrain 2011 p 123 124 a b サクラ大戦 Sakura Wars Gemaga in Japanese May 2008 SoftBank Creative March 29 2008 リンゴの木の下で サクラ大戦の 原点 が舞台に 原案の広井王子さんに聞く Under the Apple Tree From Origin to Stage Listen to Oji Hiroi s draft Mainichi Shimbun in Japanese March 12 2008 Archived from the original on March 13 2008 Retrieved May 7 2017 a b c d e f g ぱちんこCRサクラ大戦2 COMPLETE WORKS Pachinko CR Sakura Wars 2 Complete Works in Japanese Shiraishi Shobo April 23 2010 pp 28 29 ISBN 978 4 8619 1615 1 サクラ大戦 広井王子インタビュー Sakura Wars Oji Hiroi Interview in Japanese Sakura Wars Anime Website August 1 2000 Archived from the original on January 14 2007 Retrieved May 7 2017 Enterbrain 2011 p 28 サクラ大戦 Sakura Wars Sega Saturn Magazine in Japanese Vol 16 SoftBank Creative May 29 1998 p 55 サクラ大戦 原画 amp 設定資料集 Sakura Wars Original Picture amp Setting Material Collection in Japanese SoftBank Creative 1996 ISBN 4 7973 0128 7 SoftBank 2002 p 209 a b c SoftBank 1996 p 112 113 a b c Everyday 2000 p 68 69 サクラ大戦 漫画版 COLLECTION Sakura Wars Cartoon Version Collection in Japanese Kodansha October 23 2006 p 248 ISBN 4 0637 2217 1 Enterbrain 2011 p 129 a b SoftBank 1996 p 102 Enterbrain 2011 p 28 31 Enterbrain 2000 p 135 Enterbrain 2011 p 125 SoftBank 1999 p 15 a b Enterbrain 2011 p 126 SoftBank 1996 p 116 SoftBank 2002 p 165 Mainichi 2003 p 352 Mainichi 2003 p 350 Mainichi 2003 p 376 Mainichi 2003 p 359 Mainichi 2003 p 356 SoftBank 2002 p 193 SoftBank 1999 p 40 41 a b SoftBank 2002 p 205 SoftBank 1999 p 14 Everyday 2000 p 65 66 サクラ大戦2 君 死にたもうことなかれ 原画 amp 設定資料集 Sakura Wars 2 Thou Shalt Not Die Original Picture amp Setting Material Collection in Japanese SoftBank Creative 1998 p 130 ISBN 4 7973 0755 2 SoftBank 1999 p 46 作家で聴く音楽 田中公平 A Composer Must Listen to Music Kohei Tanaka in Japanese Japanese Society for Rights of Authors Composers and Publishers Archived from the original on September 23 2016 Retrieved May 7 2017 a b シリーズ特集 サクラ大戦 Series feature Sakura Wars GameSide in Japanese 11 Micro Magazine 35 36 March 3 2003 Wong Alistair March 31 2019 Project Sakura Wars Introduces Its Fresh Cast Of Combat Revue Members Siliconera Curse LLC Archived from the original on April 2 2019 Retrieved April 15 2019 a b c Red Company Sega Sakura Wars Complete Song Box liner notes in Japanese Avex Mode December 11 2002 AVCA 14491 8 Retrieved on May 7 2017 Red Company Sega Sakura Wars 2 Complete Vocal Collection liner notes in Japanese Marvelous Entertainment April 29 1998 MJCA 00021 Retrieved on May 7 2017 Enterbrain 2011 p 133 Everyday 2000 p 126 127 Enterbrain 2000 p 138 SoftBank 1999 p 29 32 SoftBank 1999 p 20 26 SoftBank 1996 p 104 105 C Eve September 10 2002 Sakura Taisen Soundtrack Steam Gramophone RPGFan MIST Network Archived from the original on February 20 2020 Retrieved February 19 2020 C Eve September 10 2002 Sakura Taisen Songs Collection RPGFan MIST Network Archived from the original on February 20 2020 Retrieved February 19 2020 Jones Christopher July 4 2015 Sakura Wars In Hot Blood Complete Music Collection Video Game Music Online Archived from the original on April 23 2019 Retrieved February 19 2020 a b サクラ大戦 Sakura Wars Sega Saturn Magazine in Japanese Vol 9 SoftBank Creative June 14 1996 pp 154 159 SoftBank 1999 p 60 a b c d e f サクラ大戦 com ゲームタイトル紹介 サクラ大戦 SakuraWars com Game Title Introduction Sakura Wars in Japanese Sakura Wars Portal Site Archived from the original on April 4 2017 Retrieved May 7 2017 サクラ大戦 com ゲームタイトル紹介 サクラ大戦1 amp 2 SakuraWars com Game Title Introduction Sakura Wars 1 amp 2 in Japanese Sakura Wars Portal Site Archived from the original on April 4 2017 Retrieved May 7 2017 a b 豪華特典付き サクラ大戦 シリーズ4作品がDVD ROMで登場 With luxurious benefits 4 Sakura Wars series to be released on DVD ROM in Japanese Dengeki Online November 28 2006 Archived from the original on July 6 2016 Retrieved May 7 2017 サクラ大戦 公式ガイド 恋愛篇 改訂版 Sakura Wars Official Guide Romance Story lt revised version gt in Japanese Kadokawa Archived from the original on February 24 2020 Retrieved February 24 2020 サクラ大戦 公式ガイド 戦闘篇 改訂版 Sakura Wars Official Guide Battle Story lt revised version gt in Japanese Kadokawa Archived from the original on February 24 2020 Retrieved February 24 2020 a b Letter of the Month Sakura Sakura Sakura Official Dreamcast Magazine US 7 Dennis Publishing 12 September 2000 RPGamer Feature Sakura Wars So Long My Love Interview RPGamer MIST Network 2010 Archived from the original on December 20 2009 Retrieved October 20 2017 Yip Spencer June 29 2010 NIS America s President On Anime Crossovers Sakura Wars And More Siliconera Curse LLC Archived from the original on March 16 2017 Retrieved October 20 2017 TOPIC サクラ大戦2 がアジア進出 中国語版ウィンドウズ用ソフトを発表 TOPIC Sakura Wars 2 goes into Asia Chinese version of Windows software announced Famitsu in Japanese Enterbrain November 8 2001 Archived from the original on November 6 2007 Retrieved October 22 2018 Akella Igry Vojny Sakury Akella Games Sakura Wars in Russian Akella Archived from the original on October 28 2016 Retrieved May 7 2017 Wong Alistair December 15 2019 Sega Saturn Sakura Wars Fan Translation Is Completed And Now Available Siliconera Archived from the original on February 20 2020 Retrieved February 19 2020 Sakura Wars Developer Interview SEGA Careers Site Sega GE2 R amp D March 30 2010 Sakura Wars So Long My Love PlayStation 2 NIS America Accessed the game file of Sakura Wars In Hot Blood a href Template Cite book html title Template Cite book cite book a CS1 maint numeric names authors list link a b c Sakura Taisen World Project 7 New Sakura Taisen Games Announced RPGFan MIST Network July 1 2002 Archived from the original on March 3 2016 Retrieved May 7 2017 a b c d e 開発者インタビュー Creators Note 10 寺田 貴治 Developer Interview Creators Note 10 Takaharu Terada in Japanese Sega Archived from the original on March 23 2016 Retrieved May 7 2017 a b 東京ゲームショウ2002 閉幕 来場者数は約13万人各種イベントレポートをお届け Tokyo Game Show 2002 is over About 130 000 visitors delivered various event reports in Japanese Game Watch Impress September 22 2002 Archived from the original on March 4 2016 Retrieved May 7 2017 東京ゲームショウ2001秋 イベントレポート サクラ大戦4 にて神崎すみれ引退 Tokyo Game Show Autumn 2001 Event Report Sumire Kanzaki retires after Sakura Wars 4 in Japanese Game Watch Impress October 13 2001 Archived from the original on March 4 2016 Retrieved May 7 2017 サクラ アソボット 田中公平氏に直撃インタビュー Sakura Asobot Hit Interview with Kohei Tanaka in Japanese ITMedia February 12 2003 Archived from the original on January 17 2005 Retrieved May 7 2017 セガ PS2 サクラ大戦 熱き血潮に プロモーションムービーを公開 SEGA releases PS2 Sakura Wars In Hot Blood promotional movie in Japanese Game Watch Impress February 6 2003 Archived from the original on June 28 2013 Retrieved May 7 2017 帝国歌劇団 2003年新春歌謡ショウ 初笑い七福神 公開舞台稽古PS2 サクラ大戦 熱き血潮に 初回特典DVDの内容も明らかに Imperial Opera Company 2003 New Year Song Show First Laughter Seven Lucky Gods Public Preview of PS2 s Sakura Wars In Hot Blood reveals contents of first print DVDs in Japanese Game Watch Impress December 7 2002 Archived from the original on June 29 2013 Retrieved May 7 2017 サクラ大戦 熱き血潮に 発売記念イベントレポート Sakura Wars In Hot Blood Release Event Report in Japanese Sakura Wars Portal Site 2003 Archived from the original on April 4 2017 Retrieved May 7 2017 a b セガサターン サクラ大戦 Sega Saturn Sakura Wars Famitsu in Japanese No 407 Enterbrain October 4 1996 p 30 a b PS2 サクラ大戦 熱き血潮に PS2 Sakura Wars In Hot Blood Famitsu in Japanese Enterbrain Archived from the original on January 21 2015 Retrieved May 7 2017 a b Van Stone Matt September 2000 Sakura Wars GameFan 8 9 Shinno Media 99 ISSN 1092 7212 a b Bartholow Peter June 26 2000 Sakura Taisen Import Review GameSpot CBS Interactive Archived from the original on May 7 2017 Retrieved May 7 2017 a b Alley Jake 2002 Sakura Wars Import Review RPGamer MIST Network Archived from the original on September 23 2015 Retrieved May 7 2017 a b Kirk Nicole June 6 1999 RPGFan Reviews Sakura Taisen RPGFan MIST Network Archived from the original on March 3 2016 Retrieved May 7 2017 a b Winkler Chris March 28 2003 RPGFan Reviews Sakura Taisen Atsuki Chishio Ni RPGFan MIST Network Archived from the original on September 8 2015 Retrieved May 7 2017 a b Dreamcast Soft Review Dreamcast Magazine in Japanese Vol 19 SoftBank Publishing June 2 2000 p 28 Sakai Jun August 2000 World Republic Dreamcast Review Sakura Wars Game by Sega Gamers Republic No 27 Millennium Publishing p 98 a b Sega Saturn Soft Review Sega Saturn Magazine in Japanese Vol 17 SoftBank Publishing October 1996 p 235 CESA大賞 96 初の作品賞 大賞 はサクラ大戦が受賞 The CESA Grand Prize 96 s top award Grand Prize was won by Sakura Wars in Japanese Japan Game Awards 2017 Archived from the original on March 14 2018 Retrieved March 14 2018 Everyday 2000 p 180 ファミ通 Top 30 Famitsu Top 30 Famitsu in Japanese No 410 Enterbrain October 25 1996 p 16 a b Sega Saturn Japanese Ranking Japan Game Charts Archived from the original on September 24 2009 Retrieved July 14 2009 a b About Sakura Taisen Red Entertainment 2008 Archived from the original on December 21 2008 Retrieved February 2 2008 Sakura Wars Strikes the Dreamcast IGN October 19 1999 Sega Dreamcast Japanese Ranking in Japanese Japan Game Charts Archived from the original on September 24 2009 Retrieved May 5 2017 Winkler Chris March 6 2003 Weekly Japanese Sales Charts Update RPGFan MIST Network Archived from the original on March 4 2016 Retrieved May 7 2017 Winkler Chris March 1 2003 Newest Sales Numbers From Japan RPGFan MIST Network Archived from the original on September 5 2015 Retrieved May 7 2017 2003年テレビゲームソフト売り上げTOP300 2003 video game software sales TOP300 Geimin net in Japanese Archived from the original on October 24 2013 Retrieved May 7 2017 サクラ大戦2 のPC版が中国と台湾で発売 メッセージはすべて中国語に翻訳 PC version of Sakura Wars 2 is released in China and Taiwan All text translated into Chinese in Japanese Dengeki Online November 8 2001 Archived from the original on October 22 2018 Retrieved October 22 2018 サクラ大戦 com ゲームタイトル紹介 サクラ大戦 発売年表 SakuraWars com Game Title Introduction Sakura Wars Release Timeline in Japanese Sakura Wars Portal Site Archived from the original on April 5 2017 Retrieved May 7 2017 Jeremy Parish May 8 2009 Sakura Wars Comes to America But is it Too Late to Matter 1UP com Archived from the original on July 18 2012 Retrieved May 18 2011 Campbell Colin March 3 2006 Japan Votes on All Time Top 100 Edge Future plc Archived from the original on April 20 2006 Retrieved May 7 2017 Glifford Kevin February 10 2010 Snake Beats Mario Is Coolest Video Game Character Ever 1UP com Archived from the original on June 22 2011 Retrieved March 10 2010 Ashcraft Brian June 2 2016 Poll Japans Most Memorable Games on Each Console Kotaku G O Media Archived from the original on April 30 2017 Retrieved May 7 2017 Gantayat Anoop May 16 2012 Chun Li and Morrigan Join the Cast of Project X Zone Andriasang Archived from the original on March 3 2016 Retrieved August 12 2012 Eisenbeis Richard November 20 2015 The 58 Playable Characters in Project X Zone 2 Kotaku G O Media Archived from the original on October 23 2016 Retrieved May 7 2017 サクラ大戦 桜華絢爛 DVD COLLECTION Sakura Wars The Gorgeous Blooming Cherry Blossoms DVD Collection in Japanese Bandai Visual Archived from the original on May 7 2017 Retrieved May 7 2017 Sakura Wars Performances A D Vision Archived from the original on March 16 2005 Retrieved April 1 2018 サクラ大戦とは in Japanese Sakura Wars Portal Site Archived from the original on June 14 2001 Retrieved May 7 2017 サクラ大戦 潜入 アニメ制作現場 Sakura Wars Infiltrate Anime production site in Japanese Sakura Wars Anime Website 2000 Archived from the original on January 14 2007 Retrieved May 7 2017 今後の サクラ大戦 漫画版 第二部 について On the Future Sakura Wars Manga Part 2 in Japanese Sakura Wars Portal Site Archived from the original on November 11 2016 Retrieved March 28 2018 サクラ大戦 漫画版 第二部 連載開始 Sakura Wars Manga Part 2 Serliazation Begins in Japanese Sakura Wars Portal Site Archived from the original on August 20 2017 Retrieved March 28 2018 サクラ大戦 漫画版 既刊一覧 Sakura Wars Manga List in Japanese Kodansha Archived from the original on August 10 2014 Retrieved March 28 2018 サクラ大戦 漫画版第二部 既刊 関連作品一覧 Sakura Wars Manga Part 2 Published Related Works in Japanese Kodansha Archived from the original on March 28 2018 Retrieved March 28 2018 Bibliography edit Sega Staff September 21 1996 サクラ大戦 マニュアル Sakura Wars Manual in Japanese Sega GS 9037 サクラ大戦 原画 amp 設定資料集 Sakura Wars Original Picture amp Setting Material Collection in Japanese SoftBank Creative 1996 ISBN 4 7973 0128 7 わたしが愛したゲームキャラ Game Characters I Loved in Japanese SoftBank Creative 1999 ISBN 4 7973 0941 5 サクラ大戦公式ガイド 戦闘篇 Sakura Wars Official Guide Battle Story in Japanese Enterbrain 2000 ISBN 4 7577 0091 1 広井王子の全仕事 Complete Work of Oji Hiroi in Japanese Everyday Communications 2000 ISBN 4 8399 0259 3 サクラ大戦4 恋せよ乙女 最終攻略 amp 設定資料集 Sakura Wars 4 Fall in Love Maidens Final Strategy amp Setting Information Collection in Japanese SoftBank Creative July 25 2002 ISBN 4 7973 2010 9 サクラ大戦クロニクル Sakura Wars Chronicle in Japanese Mainichi Communications July 28 2003 ISBN 4 8399 0960 1 サクラ大戦1 5イラストレーションズ 藤島康介のキャラクター仕事 Sakura Wars 1 5 Character Illustrations Work of Kosuke Fujishima in Japanese Ikusha January 26 2006 ISBN 4 7580 1049 8 サクラ大戦 15th Anniversary 太正浪漫グラフ Sakura Wars 15th Anniversary Taisho Romantic Graph in Japanese Enterbrain September 30 2011 ISBN 978 4 0472 7571 3 External links editOfficial website in Japanese Dreamcast Retrieved from https en wikipedia org w index php title Sakura Wars video game amp oldid 1217128156, 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