In 1991, faced with the prospect of corporate formalities imposed by the video game console industry, the company founders quit school in favor of full-time corporate careers. Eggebrecht explained, "[t]he moment you go into console programming, you won't get a development system from Nintendo unless you have a reputable company." After they finished work on Turrican II: The Final Fight for the Amiga and Atari ST in 1991, Factor 5 built their own development kits and software environments for the Super Nintendo Entertainment System and Sega Mega Drive/Genesis, codenamed Pegasus SNES and Pegasus Mega Drive. Subsequently, they decided to focus their efforts towards console game development in 1992 with several projects for the SNES and Mega Drive/Genesis, including new Turrican games and other titles contracted by companies like LucasArts, Hudson Soft and Konami, the latter of which had also Game Boy development contracts with them. In 1993, Factor 5 produced their last Amiga effort, an Amiga conversion of Mega Turrican handled with programming support from fellow company Neon Studios. They would develop games for the SNES, Mega Drive/Genesis, and Game Boy until 1996, when they switched their efforts to the PlayStation. With the development of PlayStation games for LucasArts, the personnel located in Germany experienced communication difficulties in working with their North American partner due to the distance between both countries and the Internet speeds of that time being insufficient for the requirements of console development. This, together with legal assistance offered by LucasArts, resulted in a new Factor 5 branch in California. There, the core of the development team from Germany was established after they finished work on their PlayStation games in late 1996. For a long time, the North American branch of Factor 5 was an exclusive, prominent development partner with both LucasArts and Nintendo, developing both game titles for the former and middleware tools for the latter. During that time, the studio gained considerable critical and commercial praise for its technical proficiency, producing what are often cited as some of the most visually advanced titles on the Nintendo 64 and GameCube, all based on LucasArts properties. Two high-profile middleware tools were also developed by the company for Nintendo: MusyX, a sound system produced in cooperation with Dolby Laboratories; and the DivX For Games SDK, integrating the functionality of the popular video codec into Nintendo's development tools. In late December 2008, several online media outlets reported that Brash