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Factor 5
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==History== The programming group which would eventually become Factor 5 had originally formed in the 1980s, in what cofounder [[Julian Eggebrecht]] described as a culture of [[Hacker (programmer subculture)|hacking]] and multimedia programming on the local [[demoscene|demo scene]]. Eggebrecht attended the Filmhochschule in Munich to become a movie director{{Citation needed|date=May 2017}}, and all the other members studied [[computer science]].<ref name="F5 Interview Pt1"/> While its founders were still university students, Factor 5 started out in game development as a part-time activity under partnership with [[Rainbow Arts]] for the [[Amiga]] computer. There, they had their earliest moderate success with ''[[Katakis]]'', an ''[[R-Type]]'' clone of impressive technical performance.{{citation needed|date=January 2015}} Due to the game's obvious similarity to ''R-Type'', rights holder Activision Europe delivered an ultimatum: either Factor 5 accept a contract to perform the official ''R-Type'' conversion for the [[Amiga]] home computer, or receive a lawsuit for rights infringement. According to Julian Eggebrecht, this was because "Activision couldn't find any programmers" however the opportunity was "a dream come true".<ref name="F5 Interview Pt1">{{cite interview | title=Factor 5 Interview (Part I) | date=February 23, 1998 |first=Julian | last=Eggebrecht | subject-link=Julian Eggebrecht | interviewer=Peer Schneider | url=http://www.ign.com/articles/1998/02/24/factor-5-interview-part-i | access-date=January 13, 2015}}</ref> Their first important success, however, came with ''[[Turrican]]'',<ref name="F5 Interview Pt1"/> a game designed by Rainbow Arts designer [[Manfred Trenz]]. Factor 5 handled the Amiga and [[Atari ST]] versions of the game; and together with the original [[Commodore 64]] version and several others, ''Turrican'' was a major hit across Europe in 1990.{{citation needed|date=May 2017}} 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."<ref name="F5 Interview Pt1"/> 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 Genesis|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 (console)|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 [[Game Middleware|middleware]] tools for the latter. During that time, the studio gained considerable critical and commercial praise for its technical proficiency{{citation needed|date=May 2017}}, 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|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 Entertainment]] (Factor 5's publisher of their current project) would close at the end of the month after encountering financial problems. This sudden interruption in funding left Factor 5 with their own funding difficulties, eventually causing its closure in May 2009.<ref name="Factor 5 Closed" /> Factor 5 had been involved in litigation with its former employees in the defunct North American Factor 5 company. The suit alleges that Factor 5 did not pay its employees for work during November and December, that employees were laid off without the required notice by law, that employees did not receive their vacation pay, and that the company misled the employees.<ref>{{cite web | title=Ex-Factor 5 Employees Cry Fraud | date=June 17, 2009 | first=Mike | last=Fahey | url=https://kotaku.com/ex-factor-5-employees-cry-fraud-5293867 | access-date=June 15, 2009}}</ref> The suit was filed in Marin Superior Court.{{citation needed|date=September 2013}}
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