SGGG Business Simulation FAQ

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

Please feel welcome to email me (Rose4256@ignmail.com) 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:

Okay, 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.

Every once in a while, the manager will leave his seat to come talk to you 
about what direction you want to take. He'll ask his question and give you 3 
choices. The first answer will tell him to put an emphasis on getting the 
game completed, the second tells him to balance game completion with quality, 
and the 3rd tells him to work on quality. If you choose the 3rd, he'll ask 
another question and give you 2 more choices. Choosing the top seems to 
cancel your previous answer, while choosing the bottom response 
("somethingsomething!") will say "go ahead and concentrate on making a 
quality game."

After you follow these guidelines, you'll notice the top 2 of the 3 %'s on 
the left increase accordingly. If you want to change directions again (say, 
if Christmas is coming soon and you want to speed things up to release it 
before 12/21), choose the bottom menu screen (from the "+" icon in the lower 
left) and choose the first or second option.  One of those will get the 
manager back up to the front to ask you the same series of questions. 

Another option from that bottom "+" menu gives you access to some of the 
goodies acquired from the shop or RPG portion. Especially noteworthy is the 
"?" icon (price=30,000 in the shop). Selecting this will unleash a picture of 
a girl holding a can of soda pop, which somehow in turn makes all the gamers 
happy and especially diligent and bright. Now those percentages will start 
increasing like crazy! ...Or at least now faster than a turtle's pace... 

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). There are plenty other options in this top "+" 
menu to help individual employees if they need it... 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. 

The left "+" option brings you to the employee status menu where you can 
replace people with your backups you have 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 
hired accidentally by selecting someone's name from the list and then going 
to the right screen, 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 they're gone, they're now gone for good; therefore, if a 
star employee leaves, you'll be temporarily handicapped if you want them to 
come back.

Each employee has 4 statistics.  I assume two of the top three numbers refer 
to creativity and intelligence/programming skills.  However, I am certain 
that speed/diligence is the fourth quality listed.

Finally, the right "+" menu lets you see some 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. 

Well, that's about it for now. I need help in a more general way: every time 
I release a game, it looks like the same one with the naked-New-Year's-baby 
type of cover art. I need to know how to make the quality stuff (and I wonder 
if getting the second % up past 150% would help?)... 
 
