in a supervisory role, and also wrote the theme song lyrics. Other developers worked on the series alongside Sega and Red Entertainment, including Idea Factory, who created the Wii port of So Long, My Love; Jupiter Corporation, producers of the Sakura Wars GB duology and the Pocket Sakura peripheral; and Neverland, who developed Dramatic Dungeon: Sakura Wars. A notable feature of the series is its FMV anime sequences. The first game's scenes were animated by Sega's animation subsidiary, Kyokuichi Tokyo Movie (now known as TMS Entertainment). From Thou Shalt Not Die to Fall in Love, Maidens, they were produced by Production I.G. For So Long, My Love, the scenes were primarily produced by M.S.C. In the 2019 Sakura Wars, the anime FMV sequences were produced by Sanzigen. Music The Sakura Wars series features a variety of music, and frequently reuses themes. Kohei Tanaka is the chief music composer of the series. Tanaka's first major work in the video game industry, it brought him widespread recognition. Tanaka was among the first to support Hiroi with Sakura Wars, having worked with him during work on an original video animation (OVA) of Tengai Makyou: Ziria. Tanaka acted as a teacher figure for the rest of the development team. At that time, rhythm and percussion dominated Japanese popular music rather than melody. Both Tanaka and Hiroi wanted to reintroduce younger Japanese to beautiful melodies. Tanaka has been involved to some degree in most of the Sakura Wars games, composing the music for all mainline entries, and several spin-off titles. A recurring theme in the series is a piece called "Geki! Teikoku Kagekidan". Tanaka wrote the theme based on Hiroi's request to combine the music of a Super Sentai opening theme with the vocal style of the title song for the film Aoi sanmyaku (1949). Versions of it were included in Sakura Wars 2, Sakura Wars 4, and the 2019 soft reboot of Sakura Wars. Localization While Hiroi wanted the series to be released worldwide, nearly all games in the Sakura Wars series remain exclusive to Asian territories. Early efforts at localizing the series were not undertaken because of Sega's uncertainty over whether the game's blend of genres would find a large enough audience outside Japan to be profitable. An unspecified attempt by Sega to localize the game stalled during the concept approval stage. No official reason was ever given. The PSP ports of Sakura