Sammy Corporation
Japanese manufacturer and operator in pachinko, pachislot, arcade entertainment, and video games.
Last updated October 14, 2026
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Overview
Sammy Corporation is a Japanese entertainment company whose principal businesses have centered on pachinko and pachislot machines, arcade amusement equipment, amusement facilities, and, during part of its history, video-game development and publishing. It is headquartered in Shinagawa, Tokyo, and operates as a subsidiary of Sega Sammy Holdings. The company is distinct from Sega, although the two businesses became part of the same corporate group after Sammy acquired control of Sega in 2004. The business began on November 1, 1975, under the name Sammy Industry Co., Ltd. It was created through the separation of Satomi Corporation's manufacturing and marketing operations for amusement arcade machines. Sammy initially concentrated on slot machines, arcade cabinets, and related equipment for Japan's expanding amusement market. In 1978, it established a factory in Itabashi, Tokyo, and began developing game machines during the rapid growth of arcade video games. Its early activities gave the company experience in hardware manufacturing, distribution, and the operation of entertainment venues. Sammy entered the pachislot market in 1982, beginning with products such as Empire. Pachinko and pachislot subsequently became the company's most strategically important fields. During the 1980s and 1990s, Sammy expanded its sales organization, opened regional offices and amusement facilities, and developed recognizable machine lines including Aladdin, CR Gold, Ultra Seven, Ultra Man Club 3, and GeGeGe no Kitaro. The company also introduced character licensing, LCD displays, and other features intended to differentiate its machines in a competitive Japanese market. Alongside its machine businesses, Sammy repeatedly explored software and interactive entertainment. It marketed video-game software from the late 1980s, created Japan Soft Technology in 1990, and developed or published arcade and console-related titles during the 1990s. Games associated with its video-game activities included Viewpoint, Survival Arts, and The Rumble Fish. Sammy also created overseas operations, including American and European subsidiaries, and invested in or partnered with companies such as Spike, Dimps, and RODEO. Its North American publishing and development activities later included Sammy Studios, which was subsequently associated with High Moon Studios. The company changed its corporate name from Sammy Industry to Sammy Corporation in 1997. It continued to build its pachinko and pachislot portfolio while developing distribution alliances, OEM arrangements, digital services, and technical capabilities such as three-dimensional graphics systems. In 2001, Sammy was listed on the First Section of the Tokyo Stock Exchange. It also launched the Sammy 777 Town mobile and online service and introduced Juoh, described in the reference history as its first pachislot machine using AT functions. Sammy's relationship with Sega became the defining corporate turning point of the early 2000s. After discussions about closer cooperation, Sammy purchased a 22.4 percent interest in Sega from CSK in 2003. In 2004, Sammy acquired a controlling interest in Sega in a transaction reported at approximately 1.1 billion U.S. dollars, and the two companies were reorganized under Sega Sammy Holdings. Sega and Sammy continued to operate as separate subsidiaries, while selected executive and corporate functions were integrated. Sammy transferred its video-game and arcade business to Sega and concentrated more heavily on pachinko and pachislot. Sega owns the copyrights to Sammy's earlier video-game catalog. Sammy remains associated with the Sega Sammy group and with Japan's regulated amusement and gaming-machine sector. Its historical importance lies in combining hardware manufacturing, machine entertainment, venue operations, licensed characters, software experimentation, and corporate investment. The company's later identity is more strongly connected to pachinko and pachislot than to st…
History
Sammy Corporation originated in the manufacturing and marketing divisions of Satomi Corporation's amusement-arcade business. It was established as Sammy Industry Co., Ltd. on November 1, 1975. The company initially produced and distributed arcade cabinets and slot-related entertainment equipment for the Japanese market. In 1978, it built a factory in Itabashi, Tokyo, and began developing game machines as arcade video games became increasingly popular. The company entered pachislot manufacturing and sales in 1982 with products including Empire. This business became central to Sammy's long-term development. During the following years, the company built sales and marketing capabilities in Japan, established an Osaka sales subsidiary, and expanded overseas. An American subsidiary was created in 1988 to distribute video games and later redemption games. Sammy relocated its main operations to Sayama, Saitama, in 1989 and promoted the Aladdin single-bonus pachislot machine. Sammy continued to reorganize during the early 1990s. It established Japan Soft Technology in 1990 as a software-development and marketing division, formed Nippon Eicom, and later absorbed Japan Soft Technology. It also developed pachinko products, including CR Gold in 1995, and created Techno Sammy to support pachinko-machine sales and marketing. In 1996, Sammy USA Corporation was established in Illinois. The following year, Techno Sammy was absorbed and Sammy opened an amusement arcade in Sagamihara. In 1997, Sammy Industry adopted the name Sammy Corporation. Its pachinko and pachislot products increasingly used licensed characters and electronic features. Ultra Seven became an early character-based pachinko product, while Ultra Man Club 3 used CT functions. In 1998, Sammy expanded logistics and amusement operations, opening a distribution center in Sapporo and establishing Sammy Amusement Service activities in Japan and South Korea. The company also operated venues including Sammy's Street 118 in Tokyo. Sammy diversified further in 1999. It took a capital position in Spike, formed the Vaill joint venture with Spike, and created Underground Liberation Force to explore music-related activities. Its GeGeGe no Kitaro machine was notable for using an LCD screen. Sammy also registered its stock on the Japanese OTC market. In 2000, it expanded its domestic sales network, formed a pachislot distribution alliance with K. K. Aristocrat Technologies, invested in RODEO, and acquired a stake in video-game developer Dimps. It also helped establish Joyco Systems for pachinko and pachislot equipment development. The early 2000s saw a substantial international and software push. Sammy established Sammy Europe in London and Sammy Entertainment in Los Angeles, created Sammy Design, began operating the Sammy 777 Town service, and launched Juoh, identified in the reference history as its first AT-function pachislot machine. In 2001, Sammy began OEM supply to K. K. Aristocrat Technologies and became listed on the First Section of the Tokyo Stock Exchange. Its American operation was renamed Sammy Studio and moved to San Diego in 2002. Sammy also developed three-dimensional graphics technology for pachinko and pachislot systems. Corporate relations with Sega culminated in a major restructuring. In 2003, Sammy acquired a 22.4 percent stake in Sega from CSK after earlier discussions about combining the companies. In 2004, Sammy purchased a controlling interest in Sega in a transaction reported at approximately 1.1 billion U.S. dollars. Sega and Sammy then became operating subsidiaries of the newly created Sega Sammy Holdings. Sammy transferred its video-game and arcade operations to Sega and refocused on pachinko and pachislot. The rights to Sammy's earlier video-game catalog are held by Sega. Sammy's offices were relocated to Shinagawa, Tokyo, in 2018.
- 2018
Tokyo offices relocated to Shinagawa
[1]Sammy relocated its offices to Shinagawa, Tokyo.
- 2004
Sega Sammy Holdings is formed
[1]Sammy acquired control of Sega and the two companies became subsidiaries of the newly established Sega Sammy Holdings.
- 2003
Stake acquired in Sega
[1]Sammy purchased a 22.4 percent interest in Sega from CSK, beginning the process that led to the Sega Sammy combination.
- 2001
Tokyo Stock Exchange First Section listing
[1]Sammy became listed on the First Section of the Tokyo Stock Exchange.
- 1997
Corporate name changes to Sammy Corporation
[1]Sammy Industry adopted the Sammy Corporation name and introduced character-based pachinko products such as Ultra Seven.
- 1982
Entry into pachislot
[1]Sammy began marketing and selling pachislot machines, including the Empire machine.
- 1978
Arcade-machine development begins
[1]Sammy built a factory in Itabashi, Tokyo, and began developing game machines during the expansion of arcade video games.
- 1975
Sammy Industry is established
[1]Sammy Industry Co., Ltd. was founded on November 1 after the separation of Satomi Corporation's amusement-machine manufacturing and marketing operations.
Products and positioning
A Japanese amusement and gaming-machine company with roots in arcade hardware and a long-standing focus on pachinko and pachislot, complemented historically by video-game development, publishing, licensing, and entertainment-facility operations.
Pachinko · 1982
Pachinko machines
Pachinko machines formed one of Sammy's core businesses. The company developed machines using licensed characters and increasingly sophisticated electronic presentation, including the Ultra Seven line and CR Gold. These products were designed for Japan's regulated amusement-machine venues and were supported by Sammy's domestic sales, logistics, and service network.
Pachislot · 1982
Pachislot machines
Sammy entered pachislot in 1982 and later developed a broad portfolio that included Empire, Aladdin, Ultra Man Club 3, GeGeGe no Kitaro, and Juoh. The machines incorporated features such as character licenses, LCD screens, CT functions, and AT functions. Pachislot became the company's principal strategic focus after its video-game and arcade businesses were transferred to Sega.
Arcade entertainment · 1975
Arcade machines and equipment
Sammy was founded around the manufacture, marketing, and distribution of amusement-arcade machines. It developed cabinets and game machines, operated sales and service subsidiaries, and managed amusement facilities in Japan. Arcade activities were an important part of Sammy's early identity before the company concentrated more strongly on pachinko and pachislot.
Video games · 1988
Video games
Sammy expanded into video-game software during the late 1980s and 1990s. Its associated catalog included Viewpoint, Survival Arts, and The Rumble Fish. The company also established overseas publishing and development operations and invested in studios and partners. In 2004, Sammy transferred its video-game and arcade business to Sega, and Sega subsequently held the rights to Sammy's back catalog.
Online and mobile entertainment · 2001
Sammy 777 Town
Sammy 777 Town was an official i-mode-era digital service associated with the company's pachinko and pachislot activities. It represented Sammy's effort to extend its machine-entertainment portfolio into online and mobile distribution.
Brand decisions
2004
Control of Sega acquired and Sega Sammy Holdings formedM&ABackground
Sammy pursued control of Sega as part of a broader entertainment-group strategy.
Action taken
Sammy acquired a controlling share in Sega, creating Sega Sammy Holdings. Sammy and Sega retained separate operating identities under the new holding company.
Aftermath
Sammy transferred its video-game and arcade business to Sega and concentrated on pachinko and pachislot, while Sega became the holder of the Sammy video-game back catalog.
Reported acquisition cost. Approximately US$1.1 billion (2004)
2003
Sammy acquires a strategic stake in SegaM&ABackground
After discussions about closer corporate ties, Sammy acquired a 22.4 percent interest in Sega from Sega's former parent company, CSK.
Action taken
Sammy became Sega's major shareholder and publicly left open the possibility of acquiring further control.
Aftermath
The transaction preceded Sammy's acquisition of control of Sega and the creation of Sega Sammy Holdings in 2004.
Sources1 sources
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