Dinosaur King
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Dinosaur King
DKing DS case front

DS Game case front

DKing DS case back

DS Game case back

Main title screen DS

Opening title screen

DS Game Poster

Promotional poster from the Japanese DS Game guidebook

Dinosaur King (Japanese title Ancient Ruler Dinosaur King - The 7 Fragments 古代王者恐竜キング 7つのかけら) is a video game for the Nintendo DS that is based on the Dinosaur King arcade game and likely has crossed influences with the anime's development, and was released in November 2007 for Japan and September 2008 for America and Europe. It features a very different storyline than either, battle mechanics and graphics very similar to the arcade game, and other overall mechanics reminiscent of the Pokémon games, such as a chibi sprite overworld interspersed by 1v1 battles triggered by both boss confrontation and random encounter, though has many different or absent stats and mechanics compared to that franchise, such as how new dinosaurs are acquired and the lack of stat variance between individuals.

Plot[]

Reese has used recently discovered Stone Fragments to create dinosaur-summoning DinoShots, letting fossils live once again. Suddenly, the Alpha Gang attacks and steals one, the nefarious Dr. Z beginning a global crusade to use dinosaurs for world domination! Max and Rex of the D-Team must use dinosaurs of their own to stop the Alpha Gang, their robot army, and their sinister schemes at fossil sites across the continents in a race to acquire all the Stone Fragments, all as an even bigger unseen danger approaches…

See: DS Game Walkthrough
See also: DS Game Battles
See also: DS Game Locations

Characters[]

D-Lab[]

Recurring[]

Guests[]

  • Europe
    • Master Excavator
    • Euro Town Mayor
    • Don the Gardener
    • Tom
  • Asia
    • Woodcutter
    • Gobi Village Elder
    • Pair of Bandits
  • North America
    • Sheriff Watt
    • Fossil Bandit Holiday
    • Detective Dory
  • Africa
    • the Straw Man
  • Other
    • Shu

Dinosaurs[]

Enemies[]

Alpha Gang[]

  • Alpha Droids (5 variants in each of three colors; both static and random)
  • Laura (boss, Wind)
  • Ed (boss, Earth)
  • Rod (boss, Lightning)
  • Zander (boss, Fire)
  • Ursula (boss, Grass)
  • Seth (boss, Water)
  • Dr. Z (final boss, Fire)

Mechanics[]

Note also: DS Game Unused Elements (in progress)
Main Menu DS

Main Menu

The DS game features many old and new battle mechanics compared to the arcade. Players may carry up to three Dinosaurs in their DinoShot at a time, each with up to three (later four) compatible Move Cards (with default Moves filling unassigned slots). The DinoShot's Customize Dinosaurs menu is used to assign Moves, check stats, and reorder Dinosaurs.

Being a story-based RPG, it also features new out-of-battle mechanics not needed for the arcade or TCG, such as a money system. The currency is called "chell" and uses the euro symbol "€". Small amounts are received after every battle won (including random battles) or by selling various valuable items found by drilling, and can be used to buy healing or field effect items at Item Shops.

As the game lets one collect multiples of dinosaur species, the Send Back option exists to send any Dinosaur back to its original time period to remove clutter in the D-Site's Dino Room (which lists dinosaurs in acquisition order and cannot otherwise be sorted or reordered), losing it from the game forever; this cannot be done to a Dinosaur currently loaded into the player's DinoShot. Players can also use their DinoShots to teleport back to the current continent's D-Site from anywhere in the field, and can teleport between D-Sites they have already visited. Players can contact the D-Lab from anywhere using the DinoShot to be prompted on the latest story beat they should be pursuing if they forget.

Battling[]

Battle menu UI

Battle menu UI

Battle screen UI

Battle screen UI

Battles can be initiated either by random overworld encounters on (nearly) any tile outside of towns with Alpha Droid opponents controlling a single random Dinosaur from the area's set encounter table, or by interacting with a visible Alpha Droid (some can be avoided, others can't) or Alpha Gang member who use predetermined Dinosaurs and Moves (warnings are given before encountering a boss battle, allowing a player to back out if they are not prepared). Opposing dinosaurs often differ from those available to the player through that continent's Fossils.

In battle, players must choose one move button (Rock, Paper, Scissors) to attack with, the result of the turn determined by how it matches to their opponent's choice (as in the arcade). Only one Dinosaur, the Rock-Paper-Scissors winner, will attack each turn and deal damage (letting good move choice potentially lead to flawless victory regardless of Attribute or level deficiency). Tying with the same Sign will result in each Dinosaur taking a hit of ~0.6x the base Attack Power of the slot their foe tied with, meaning Critical Moves deal more than non-Critical Moves but the foe's Battle Type plays no effect (Attack Types still deal the same tie damage as others). Unlike in the arcade game, tying counts as a full turn. Many enemies on many turns will give some dialogue hint as to what their play will or might be, which get more vague and less frequent as the player progresses. Most random Alpha Droids follow one of several predictable patterns on most turns, reacting in specific ways to losses, Critical losses, and ties, and though Alpha Gang bosses can have more strategies available for their personal patterns which at least start consistently, they must be read turn by turn to win without luck; static Alpha Droids often follow unique personal patterns too, but can also become less consistent than Alpha Gang bosses later in the game.

The battle screen options are Fight, Change, and Escape. "Fight" is used to select a move button, as described above (see also the MP section below). "Change" is used to switch one battling Dinosaur for another, though doing so counts as not attacking and gives the opponent a free hit (this differs from the arcade's switching mechanics). The Change menu lets you see your other Dinosaurs' HP and MP meters, and their Moves if the slot buttons are hit (through the touch screen only); it is unavailable if only one healthy Dinosaur remains. Unlike the arcade game, there are no Partner Effects from sidelined Dinosaurs. "Escape" is used for fleeing random encounters and is unavailable in static and boss battles. Fleeing is not guaranteed, however, and a failed attempt counts as not attacking and gives the opponent a free hit; the exact mechanic is unclear, as fleeing can both fail at many levels above the opponent and succeed at many levels below them, but appears to be chance-based, as a player can fail to flee and then succeed the next turn. Though healing items exist, there is no Bag menu during battle, so healing there is impossible outside of Move effects.

If a player's Dinosaur runs out of HP (labeled "Disabled" in the Change menu), the next Dinosaur in line in the DinoShot is automatically sent out without player input, so choosing a good order ahead of battle is helpful, such as one with an advantage over the Attribute strong against the Dinosaur ahead of it; if a player had switched mid-battle, the Dinosaur after the switch-in is sent out, not the earliest remaining in the party. Disabled Dinosaurs do not gain EXP no matter their degree of participation in the battle, as EXP is only rewarded at the end of a battle, not after each opponent's Dinosaur is defeated; all Disabled Dinosaurs are revived with 1 HP after each battle. If the player's only Dinosaur to battle loses on the turn the opponent is defeated (such as from tie damage), the next Dinosaur in line gains EXP; all Dinosaurs gaining EXP gain full EXP, it is not divided. If all of a player's Dinosaurs run out of HP and the player loses the battle, they are returned to the nearest D-Site and their party's HP is restored (but their Radar is not recharged). They do not lose any money and, if it was a static battle (Droid or boss), it is available to be triggered again, the same dialogue replaying as if it were the first attempt.

Status Effects[]

There are seven status afflictions that can be imposed upon a Dinosaur by a select few Move Cards, one status per Attribute: Poison (Normal), Burn (Fire), Suffocation (Water), Paralysis (Lightning), Pressure (Earth), Sleep (Grass), and Confusion (Wind), with an Alpha Move for {all/at least most} of them; only Poison is shared with the arcade. A status animation plays at the end of each turn the status was in effect, and plays what seems to be Power Drain's burping sound effect twice; this does not mean a stat change will be active in the next turn, only that it was in this one. All but one status has a set duration. The same Dinosaur can have multiple statuses at once. A Dinosaur can have its current status reapplied, extending its duration (likely by erasing the old copy and starting another). Statuses are retained if switched {(unclear if the turn counter is paused or not while not on the field)}, but vanish once the battle ends.

Poison damages for 5% HP (rounded down) at the end of the turn for 4 turns; it cannot defeat a Dinosaur, always leaving them on at least 1 HP. Burn damages for 8% HP (rounded down) at the end of the turn for 3 turns; it cannot defeat a Dinosaur, always leaving them on at least 1 HP. Suffocation cuts Technique in half for {at least 3} turns. Paralysis drops Attack Power by 20% for this turn to no effect plus the next 2 turns; though its status animation plays at the end of three turns, it is not in effect on the turn after the third animation. Pressure cuts Attack Power in half for this turn to no effect plus the next 2 turns; though its status animation plays at the end of three turns, it is not in effect on the turn after the third animation. Sleep renders a Dinosaur unable to act until after it receives damage from a foe {(unclear if Poison/Burn count)}, though MP still recharges; it will not end on its own, though few events will allow it to last more than the first turn; if a Sleeping Dinosaur's foe switches, neither side choosing an attack will trigger a tie and end Sleep. Confusion gives the Dinosaur a ~25% chance to miss its opponent if it attacks, resulting in no damage dealt or effects triggered, lasting for 3 turns whether it manages to attack or not. The main Moves inflicting a Status have different likelihoods to do so depending on Attribute, likely justifying seemingly weaker statuses as being more likely than their stronger counterparts (for example, Paralysis is almost always inflicted, while Sleep almost never is).

Fossils[]

Minmi screen

Minmi at a D-Site instructing the player

See also: DS Item Tables
For revival levels, see: D-Site

Dinosaur Fossils are one of the possible items discovered through drilling, and are kept in a separate Bag pocket. New radar and drill upgrades are needed on each continent to find its respective fossils at a new lower depth, though other items are still available with older equipment before unlocking the upgrades.

Fossils must be taken to a D-Site to clean them, a process overseen by Minmi, who repeats the cleaning instructions every time. Players must use the DS's touch screen (stylus recommended) to etch away the rock covering the fossil, using up their pick's durability as they go; the cleaning is done when either the fossil is "fully" uncovered (some point above 95% seems to be sufficient) or the pick breaks. The quality of the fossil cleaning job determines the level the Dinosaur will be revived at, also influenced greatly by story progress and to some degree by Dinosaur Encyclopedia completion, though these factors vanish in the postgame (see also Level below). Clearing the rock also produces dust which partially covers the surrounding area and which can be blown away using the DS microphone, but this is merely a visual distraction and does not affect the quality of the clean. There are at least eight standard fossil skeletons, each of which can be found flipped or rotated along the cardinal axes, and each of which revives as any skeletally similar dinosaurs of the same Element: generic theropod (Wind), iguanodont (Grass), seemingly Stegosaurus (Earth), ankylosaurid (Earth), seemingly Protoceratops (Lightning), seemingly Camarasaurus (Water), spinosaurid (Water), and tyrannosaurid (Fire); reports indicate Eoraptor possesses a unique fossil formed piecewise from the others (unconfirmed). Fossils are named after the continent they are found on (European Fossil, Asian Fossil, etc.), with no identifying features until the cleaning process begins.

Some valuable items are also fossils (Knightia, Conodont, etc.), but belong to non-dinosaurs and can only be sold.

Dinosaur Cards[]

For the list of available Dinosaur Cards, see DS Game Dinosaur Cards.
For a disambiguation of in-depth stats, see DS Stat Tables.

In order on the stat display screen: Attribute, Sign, Level, HP, Rarity, Battle Type, Critical Move (repeat of Sign), Attack Power, Technique, Experience.

As Dinosaurs level up, their numerical stats (HP, Attack Power, and Technique) will increase according to preset curves. All Dinosaurs of a given species at the same level will be identical in every way (with limited exceptions for Battle Type), with no factors being influenced by prior situations or activities. All Dinosaur species of the same Rarity will share most of the same numerical stat curves, though other factors may vary.

Attribute[]

See also: Attributes

Much like other media, Dinosaurs are assigned to one of 7 Attributes (sometimes termed "elemental attribute"): Fire, Water, Lightning, Earth, Grass, Wind, or Secret (here uniquely termed "Mystery"). The first six form a ring of effectivenesses, where each Attribute is good against the previous but bad against the next (in the order listed), and neutral to all others, including themselves; Secret appears to be neutral when attacking all others, but is a bad match-up for all others attacking it (unclear about Secret vs. itself). Considering only the Attributes of the attacking and target Dinosaurs, using any Move (Normal or Super) will result in 80% damage to a bad match-up (e.g. Fire attacking Water) and 120% damage to a good match-up (e.g. Fire attacking Wind). Dinosaurs can only be assigned Super Moves that match their Attribute, but Normal Moves ("no attribute") and Alpha Moves can be given to any Dinosaur. A Secret Dinosaur’s personal Secret Moves can only be given to it, though it’s unclear if they can be given other Moves like in the arcade and TCG (it's claimed they can use Alpha Moves); lacking personal Moves, Eoraptor can be given any Super Move, briefly becoming a silhouette matching that Attribute to use it.

Sign[]

See also: Signs

Like the arcade game, Sign (termed as "hand sign" in the DS) quickly identifies the Dinosaur's Critical Move, its strongest Attack Power slot, which is given a jagged edge on battle screens. The Critical Move determines what Sign of Move Cards they will usually create while leveling up (though some at certain levels will be of other Signs), and many enemies will give hints to their upcoming move in reference to either their or the player's Critical Move. On the stat display screen, a Dinosaur's Critical Move is listed twice, once by Attribute (also visible from team overview menus) and once by Attack Power (only on the full stat screen).

Level[]

Unique to the DS game in this manner (compare TCG#Level). A Dinosaur's level increases as they reach experience milestones and increases their HP, Attack Power, and Technique. A Dinosaur's level upon being revived from a fossil is determined by how good a cleaning job the player did, but the maximum revival level is set by game progress and gradually rises, usually by collecting more Stone Fragments, though greatly complete/incomplete Dinosaur Encyclopedias can stretch the range by some amount. For example, revives are around level 1 (finish cleaning in red pick durability or broken pick) or level 3 (finish in green durability) a ways into Chapter 1 and increase to levels 5, 6, and 7 with Chapter 2 story progress. After completing the main story by beating Dr. Z (2) in Chapter 4, the maximum revival level caps out at 16 for the entire Postgame. The starting Triceratops or Carnotaurus is always at level 1, as is any Stone Circle Dinosaur collected from the Ancient Shrine. The maximum level a Dinosaur can reach is level 99 (not 100).

HP[]

See: Strength#DS Game
In-Depth: DS Stat Tables/HP

HP indicates a Dinosaur's health and how much damage they can take. Outside of select Move Card effects, there is no Defense stat, and the damage formula involves only Attack Power, Move and various effect multipliers, and HP, with no passive hidden values. Health bars are green from (approximately) 100-61%, yellow from 60-26%, and slowly flashing red from 25% to 1 HP. An opponent's current and max HP are visible in battle in addition to the health bar. For every step a player takes outside of battle, each of their Dinosaurs' HPs replenish by 1 point. All Dinosaurs which faint in battle are revived after the battle with 1 HP. When a Dinosaur levels up and their max HP increases, their current HP does not increase to match, leaving them with the same numerical HP as before but which is now less than 100%. HP is fully restored upon entering a D-Site. HP curves increase with higher Rarity.

Rarity[]

A system of 1-6 stars indicating how rare a Dinosaur's fossil is to be discovered; most 5-6 star Dinosaurs are only available through special or static means, or in later areas. Rarity and Battle Type combine to determine which stat curve group a Dinosaur belongs to, higher Rarity usually implying higher stats. All Dinosaurs of the same Rarity have the same Technique curve, and most Battle Types also share HP and Attack Power curves; Attack Types have higher Attack Power and Defense Types have higher HP than other Types within the same Rarity. Secret Dinosaurs feature a Rarity of 6 question marks instead of stars, and have a very different set of stats also shared with the anime main dinosaurs who are 4-star Super Types.

Battle Type[]

Main article: Types, spec. DS Battle Types

Much like the arcade, each Dinosaur has one of several Battle Types: Attack, Blitz, Crisis, Counterstrike, Defense, and Tie (with special Dinosaurs having Super versions), seemingly being shared with the arcade's 2006 and 2007 editions, though for slightly different effects. Certain Battle Types simply indicate stat differences among Dinosaurs of the same Rarity (Attack Type indicates an inherently ~1.1x higher Attack Power curve, Defense Type indicates an inherently ~1.05x higher HP curve), while other Types (Tie, Crisis, Blitz, and Counterstrike) belong to Dinosaurs who all have identical stats, but possess unique passive effects. Blitz Types get x1.2 boosted Attack Power on the first 3 turns of a battle, whether they're on the field or not; Counterstrike Types get x1.3 boosted Attack Power on the turn immediately after a loss (not after a tie or an ally's loss); Crisis Types get x1.4 boosted Attack Power while at 31% or less HP; and Tie Types take ~90% damage during a tie. The Super Type variations exhibit more extreme versions of these effects; there are only Super Types for 4- and 6-star Rarity Dinosaurs, and the 4-star Super Type Dinosaurs feature very different stats from regular 4-stars instead shared with Secret Dinosaurs.

Most Dinosaur species have only one Battle Type, though some (Iguanodon, Allosaurus, etc.) can have 2 or even 3 Battle Type-differing variants available from different locations, though all still the same Rarity.

Attack Power[]

See: Attack#DS Game
In-Depth: DS Stat Tables/Attack Power

Attack Power determines how much damage a Dinosaur deals. Each Dinosaur has three Attack Power stats: two identical and a higher Critical Move (always ~1.22-1.23x higher), based on their Sign. A rough total is also displayed for quick reference, but is not used for any calculations. Most damage modifiers impose a direct percentage/decimal factor on Attack Power to increase or decrease it. Attack Power curves increase with higher Rarity.

Technique[]

See: Technique#DS Game
In-Depth: DS Stat Tables/Technique

Technique determines how much a Dinosaur's MP meters refill at the end of each turn: by 1 for 0-299 Technique, by 2 for 300-599, etc. by reaching multiples of 300. Technique is the only stat whose curves scale inversely to Rarity, being highest when the other stats are lowest and vice versa, and no Battle Type signifies an increased Technique.

Experience[]

In-Depth: DS Stat Tables/Experience

Dinosaurs gain experience for defeating opponents, and the stat page shows how much is needed to reach the next level, but does not indicate how much has been gained. All Dinosaurs have the same Experience curve regardless of Rarity, and reaching each level requires a sometimes inconsistent amount more experience than reaching the previous level. Every Dinosaur who both participated in and survived a battle will gain the same experience payout; it is not divided if multiple Dinosaurs gain experience, each gets the maximum. Experience is only awarded at the end of the battle, and any Dinosaurs who are defeated before that will gain none, even if they defeated a Dinosaur during the middle. The experience payout is determined by the opponent, being 10 times the level of a random encounter opponent, or a set amount often less than twice the expected payout for static and boss battles, though it varies inconsistently. Various Book items can temporarily influence the gaining of experience points.

Move Cards[]

For the list of available Move Cards, see DS Game Move Cards.
For the lists of Moves learned by continent, see DS Move Lists.

Upon reaching certain levels universal to all Dinosaurs from a given continent (Mystery Fossils are sometimes exceptions), a Dinosaur will create a Move Card which usually matches their Critical Move sign (and sometimes the Sign weak to it). The Normal Moves are the same for all dinosaurs of the same Sign, and Super Moves appear at the same levels though vary by Attribute. The specific levels and Moves also vary by the continent the fossils can be found on, with later continents' Dinosaurs not learning any Moves until a level closer to their initial maximum revival level. Once created, Move Cards are kept in the DinoShot and can be assigned to the corresponding move slot of any Attribute-compatible Dinosaur rather than being locked to only the Dinosaur which created it; however, they must be manually assigned outside of battle through the DinoShot menu. Each card can only be assigned to one Dinosaur at a time, making players train multiple Dinosaurs of the same Sign to get multiple copies of the same Move. Leaving a Dinosaur in a D-Site will automatically remove all Moves from it, making them available again.

Players begin with 9 copies of each of the base-level Moves for each Sign (Tail, Ram, and Throw), even though only 3 (later 6) could ever be in use at once. These Moves are automatically assigned to any Dinosaur added to the DinoShot until the player replaces them, and will be reassigned if they leave the Move selection menu while a Dinosaur still has empty Move slots. While Dinosaur and Move Cards can be traded between players, these default Moves cannot. In the DinoShot menu, Moves are listed in a preset order regardless of acquisition order, and are sorted into successive nested folders by Sign and then Attribute.

Upon reaching North America (Chapter 3), Reese upgrades the player's DinoShot to fit a fourth Move onto each Dinosaur at or above level 15; this Move can be of any Sign and either it or that Sign's main Move can be selected to indicate attacking with that Sign to the enemy’s AI, though the two slots have different MP meters, the advantage being that the player can assign a situational or high-cost Move but can instead use a substitute Move of the same Sign for bad-fit situations. Static enemies also gain this fourth Move at the same time, and random enemies a few stages in, but the Move' Sign is hidden from the player until it is first used (it is usually but not always their Critical Sign, sometimes merely a second copy of their main Move for that Sign).

Most Moves are part of a related trio, each Sign featuring its own version either being identical in all but animation or slightly varied in effect. However, these Moves are not learned at the same levels between Signs; for example, Serial Slash (Scissors), Double Deal (Rock), and Hack and Slash (Paper) are identical in effect, but learned at European levels 10, 12, and 17 respectively. Some trios are even divided between Dinosaurs from different continents, such as the identical All-Out Blow (Paper, level 7, Europe), All-Out Strike (Rock, level 11, Asia), and All-Out Slash (Scissors, level 17, North America).

Move Card Stats[]

Move Card statistics are listed in this order: MP, "color box", Sign, Attribute, and effect, which includes the Attack Power increase.

Each Move Card features a cost of MP (Move Points), draining its Sign's MP meter upon attempted use, whether successful or not. The meters have 10 MP and refill by at least 1 per turn (more with higher Technique). If a Move requires more MP than is available, that Sign cannot be selected until enough turns have passed to sufficiently refill the meter (though the fourth slot is counted separately). As enemies are restricted by MP just like players and their MP meters are visible, this can lead to player advantages when enemies have Moves with high MP costs. Higher MP Moves are usually better or feature stronger effects. MP meters are completely refilled after a battle ends.

Not featuring an obvious name, the "colored box" indicates something inherent about the Move. A red burst indicates a Damage Move, which lets the Dinosaur attack with a multiplier on their Attack Power for that Sign. A blue ring indicates an Effect Move, which lets the Dinosaur attack, typically with their unboosted Attack Power and the Sign's default Move animation, then trigger a stat boost or other extra effect, such as increasing their damage given going forward or healing them. A yellow spiral appears to indicate both an Attack Power multiplier and an added effect, though there is some overlap with certain blue ring Moves going by that definition, leaving the exact difference unclear. There are Normal and Super Moves with each color box.

Each Move Card has a Sign and Attribute, much like the arcade game. A Move's Sign determines what Dinosaurs can create it (usually those with the same Critical Move, always the same for Normal Moves) and which move slot it can be assigned to (the matching Sign); Dinosaurs create some Super Moves of the Sign weak to theirs at specific levels, giving them an advantage over foes who start by blocking the player's Critical Move. A Super Move's Attribute (Normal Moves are labeled as Attribute "None") also determines which Dinosaurs can use it, needing to match Attributes; they will only be created by Dinosaurs matching Attribute and (usually) Critical Move.

Instead of giving a numerical base increase like in the TCG, DS Move Cards boost the Dinosaur's Attack Power with a decimal multiplier (possibly like the arcade), sometimes giving a higher multiplier than normal if a special condition is met (similar to many TCG Moves).

Animations[]

Many of the DS game's battle animations are copied from the arcade game, but with minor changes in camera angles, and numerous "reskins" of a Move to make weaker, stronger, element-themed, or other variants (sometimes the same animation with a new camera angle is the only difference between several entire Move trios). Some new animations are also introduced, which are likewise augmented for use in many Moves each. Numerous stat-boosting or effect-driven Moves use a dinosaur's idle stance or the clip of them rising and roaring used during Super Move intros.

There are notably many quality issues with the animated dinosaur models while attacking, including clipping through opponents, not touching opponents when hitting them, mouths not being hinged at the right point on the skull (herbivores especially), and even separately rendered elements of a single dinosaur (back spine ridges, inner toes) sliding away from the rest of the model while moving, or limbs flattening when bent. Size discrepancies between dinosaurs are also common, such as many sauropods being far too small or select species (Fukuisaurus, Alioramus) being far too big.

DS Credits[]

English release, [sic] on all-caps text and name groupings; orange dinosaur trackways meander around in the background as the names scroll up.

DINOSAUR KING

  • Director: Hirotake Nakano
  • Production Manager: Atsushi Ishizuka
  • Game Designers: Masaru Kohayakawa, Tomoaki Fujisawa, Nobuyuki Yamashita, Norio Furuichi, Shinichi Ogasawara, Yoshiaki Takaoka, Masamune Tazoe
  • Programmers: Taisuke Araki, Ryo Abe, Tatsuya Nanaumi, Katsushi Yamamoto, Takashi Ogawa, Takayoshi Yarimizu, Tokuki Pan
  • Script: Satoru Ohashi, Takashi Marutsuji
  • Graphic Designers: Kazuma Ito, Junichi Kosugayama, Kunihiko Kojima, Sachiyo Nomura, Michinari Terada, Kenta Akagi, Miho Yamamoto, Shinsuke Suzuki, Akiko Yoshizumi, Nozomi Watabe, Toshiro Hara, Yoshihiro Takahashi, Kazumi Arakawa, Azusa Kinoshita, Rie Suzuki
  • Sound Supervision: Hiroshi Kawaguchi, Kentaro Koyama
  • Sound Production: Salamander Factory
  • Dinosaur Supervision: Kyoshi Ieizumi
  • OCB DEPT.: Tatsuya Shikata, Shinobu Shindo, Hiroshi Nagata
  • Product Testing: Junichi Shimizu, Akira Nishikawa, Akira Terasawa, Yuki Takahashi, Eisuke Hayashi, Sunao Murayama
  • Packaging/Manual: Yoshihiro Sakuta, Naohiko Iida, Makoto Ota

SEGA OF AMERICA

  • CEO: Naoya Tsurumi
  • President & COO: Simon Jeffery
  • EVP of Corporate Planning: Hitoshi Okuno
  • VP of Product Development: Dave Cobb
  • VP of Sales: Sue Hughes-Taigen
  • Localization Manager: John Merlino
  • Localization Producer: Patrick Riley
  • Associate Producer: Christopher Kaminski
  • Director of Marketing: Don Mesa
  • Associate Marketing Manager: Dan Gallardo
  • Director of Public Relations: Charles Scibetta
  • Public Relations Manager: Thu Nguyen
  • Creative Services Manager: Jen Groeling
  • CS Production Specialist: Heather Lucchetti
  • Development Ops Director: Luke Letizia
  • QA Supervisor: Shawn Dobbins, Demetrius Griffin
  • QA Lead: Kyle Uberman
  • QA Assistant Lead: Rick Imperial
  • QA Tester(s): Rocco Vienna, Alex Wills
  • SEGA Standards Supervisor: Stephen Akana
  • Standards Lead: Eduardo Camacho
  • Standards Specialists: Junior Sison, Christine Letheby, Lawrence Mann, John Belcher
  • Standards Testers: Kelly Robertson, Niroth Keo, Anthony Williams
  • Special Thanks: Kazuko Noguchi, Kakeru Someya, Nobuko Tokuue, Naoko Ofuji, Norio Satomi, Chiho Kobayashi, Masahito Imamura, Tadashi Takezaki, Emi Sasaki, Toshiki Izawa, Takeshi Moriguchi, Yuka Miyahana, Taku Sasahara, Kensaku Nishimura, Nao Kito, Kazuyuki Kimura, Kosuke Honma, Kaori Makino, Hiroaki Miyano, Jun Koshimizu, Yasutake Ito, Noritaka Kobayashi, Kenta Hiroha, Yoko Fukada, Shinji Seno, Daisuke Gotoh, Isamu Kikuchi, Shun Takakuwa, Kan Naito, Shinpei Harada, Hirotada Kakusaka, Masayuki Ueda, Yohei Omori, Nobuyuki Miyoshi, Yuto Uchida, Yudai Ikeda, Shinya Ishikawa, Hikaru Yoshida, Takeshi Hodoshima, Takehiro Yamamoto, Osamu Shibamiya
  • Co-Producer: Marc Cellucci
  • Producer: Kenji Kanno

©SEGA

Presented by: SEGA®

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