SGGG Business Simulation FAQ (version 2.0)

This is the second version of a hopefully helpful FAQ for the business sim
portion of Segagaga (SGGG)...

Please feel welcome to email me (rose4256@hotmail.com - ignmail is down and 
I
no longer use it) with corrections and additions, as I am a native English
speaker and have no knowledge of written or spoken Japanese.  I will add 
your
name to a future credits/contributions section.  Please do not copy or post
this as your own elsewhere without my permission.

Brief RPG portion tips:

Anybody who has played SGGG knows that the RPG portion is fairly
straightforward.  Even employee contract negotiations are easy, as you just
choose random answers quickly and wait for the time to run out when the 
meter
rises above the threshold.   I currently have progressed to the 3rd floor of
R&D C (shortly after answering the 9-question pep talk in which the correct
responses are: 2,5,4,2,1,3,1,7,8).  I can only guess that I'm now required 
to
have my market share % higher than it is (fluctuates between 3-11%) in order
to progress further.  Remember, if you think you're stuck in the RPG part, 
go
look for a small DC on a desk. You need to eventually find them in each R&D
house to advance.

Now on with the business-sim FAQ:

To access the game development mode, return to an R&D division that you
recently defeated in the RPG mode.

During the game development, there are 3 percentages along the left-hand
side. I'm inferring that these mean (1) % game completed, (2) % game 
quality,
and (3) % funds used.  When the top percentage reaches 100%, you can release
your game (release/dont release).  The key to producing a top seller is to
get the second percentage as high as possible (e.g. >100%) before the first
reaches 100%.

In the lower right corner of the screen, you will see a "+" menu that
corresponds to commands you can imput with the control pad.


TOP + MENU: EMPLOYEES NEEDS
Pressing the up button will access a sub menu layed out in a grid like this:
(i)   Trumpet - work faster   (iv) "Aaaah..." - get rid of skulls
(ii)  "Ya-koo-ka-lai-oh!" - ? (v)  Childrens laughter - brightens color
(iii) Whip - wake up!         (vi) Roulette - random effect?

Each employee has his/her own needs. If you want them to work faster, select
the top "+" menu, then the top left choice (trumpet sounds, as in a 
foxhunt).
The selected employee will now start bouncing up & down very fast, 
simulating
diligent/productive work.  However, if they keep up that pace too long, 
their
color will dim or they'll get sick (skulls flying around their heads). To
help soothe their ills, go back to the top "+" menu, and choose the top 
right
("ooooh ahhhh" effect-- gets rid of skulls) or ("yeeeeeay!" children cheer
effect--brightens them up).  The bottom left option will create a whip
cracking sound and wake up a sleeping employee (i.e. flip a side-ways worker
right side up).  There are 2 other options in this top "+" menu to help
individual employees if they need it... I havent figured those out yet, so
mess around with it to see what works.  One last observation for the top
menu: I noticed that if I start monkeying with the crew (for example, 
telling
them to hurry up) before the 2nd statistic on the left is 100%, there's
little chance it will reach 100 before the top statistic.


LEFT + MENU: EMPLOYEE STATUS
This menu will only allow you to view the current health and salary
statistics.

Each employee has 4 stats that are gradually reduced during work.
Substituting or giving employees a vacation/break might allow the numbers to
recover.  I assume that the top number is stamina, the next two are
creativity and intelligence/programming skills (not necessarily in that
order), and the last is work speed/diligence.


RIGHT + MENU: GAME PROGRESS OVERVIEW
The right "+" menu lets you overview info including the expected release 
date
(in RED) for the game you're currently producing. Use this right menu in
conjunction with the top "+" menu (see "trumpet" above) and managerial
instructions to get employees on the correct pace to release the game when
you want.


BOTTOM + MENU: MULTIPLE OPTIONS
The bottom menu will bring up a sub-menu with 9 more options

1) Access to goodies
This option gives you access to some of the goodies acquired from the shop 
or
RPG portion. Especially noteworthy is the "?" icon (price=30,000, 50,000, or
80,000 in the 3 respective shops). Selecting this will unleash a picture of
an anime girl holding a can of soda pop (maybe this simulates
advertisement?), which will give all the game developers a temporary (?)
boost/replenishment of their stats.  Now those top 2 percentages will start
increasing like crazy! -Or at least now faster than a turtle's pace...

2) Call the manager to the front
Every once in a while, the manager will leave his seat to come talk to you
about what direction you want to take.  Alternatively, you can call him to
the front with this second option.  He'll ask his question and give you 3
choices. The answers should affect game production in this manner:
a) Emphasize game completion (e.g. to rush out a game before December 21).
b) Balance game progress with quality.
c) Emphasize game quality/creativity - sets back estimated game release 
date.
(cancel / CONFIRM!)

3) Date of expected release (view only)

4) Funds???

5) Employee management (Y: sort by position; L<->R: toggle between screens;
Right screen, bottom buttons: left = put employee into reserve pool; right =
fire? Y/N.)

This fifth option brings you to a list of employees, where you can replace
people with your ones in reserve (I usually keep ONLY 1 extra at the 
designer
and programmer levels--carrying excessive positions will accumulate as
burdensome salaries). In this menu you can fire anyone you've accidentally
hired by selecting someone's name from the list and then going to the right
screen (press R), bottom button. Click left (yes) and "boom-thud" they're
canned.  Finally, sometimes an employee may become distraught over his/her
personal/love-life and will leave his/her post for about a week.  If you
replace them while theyre gone, theyre now gone for good; therefore, if a
star employee leaves, youll be temporarily handicapped if you want them to
come back.

Do NOT replace head managers (orange) in the middle of your project unless
you really want to completely trash the game you had started.

6) More funds???

7) Salary adjustment
Give your employees a pay cut or raise.

8) ???

9) Exit the business mode
Allows you to save, go back to the stores, or go to R&D RPG parts if you
wish.  Game development will resume upon your return.


Well, that's it for now.  Enjoy your new job as a video game producer!

