History of SEGA TOYS
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“Dream TOMICA Sanrio Characters Collection” to Be Launched
News Release For Immediate Release December 11, 2019 A gathering of popular Sanrio characters spanning generations! Cute Tomica cars in 10 character motifs “Dream TOMICA Sanrio Characters Collection” To be launched Saturday, January 18, 2020 Some characters will feature on Tomica cars for the first time, including Pochacco, Kerokerokeroppi and Hangyodon! TOMY Company, Ltd. Sanrio Company, Ltd. TOMY Company. Ltd. (Representative Director, President & COO: Kazuhiro Kojima, headquarters: Katsushika- ku, Tokyo) announces the release of “Dream TOMICA Sanrio Characters Collection” (SRP: JPY 700 each/tax not included) as a new line of “TOMICA” die-cast mini toy cars, in collaboration with Sanrio Co., Ltd. (President and CEO: Shintaro Tsuji, headquarters: Shinagawa-ku, Tokyo) featuring ten popular Sanrio characters. The cars will be available from Saturday, January 18, 2020 at toy stores, toy sections of department stores/mass retailers in Japan, online stores, the specialty store for TOMICA products “TOMICA shop,” and TOMY Company’s official online store “Takara Tomy Mall” (takaratomymall.jp), selected Sanrio stores, Sanrio ONLINE SHOP (https://shop.sanrio.co.jp/), etc. Each package contains a car in one of ten original designs, each themed on a popular Sanrio character. The front of each car resembles a character’s face and is complemented by designs that reflect their individual characteristics, such as a unique design on the rear of the car and a printed version of the character’s logo. Out of a total of ten characters included in the motifs, four have appeared in Tomica collaborations in the past (Hello Kitty, Gudetama, Cinnamoroll, and My Melody) while six are making an appearance for the first time (Pochacco, Pompompurin, Kuromi, Tuxedosam, Kerokerokeroppi, and Hangyodon). -
October 2018 Complete Issue
® OCTOBER 2018 LUBRICATION GEARBOX PERFORMANCE IMPROVEMENTS GEARMOTORS ADAPTING TO A 4.0 WORLD www.powertransmission.com Speed and power, in perfect sync. INTRODUCING Brother’s Premium Efficiency IPM (Interior Permanent Magnet) Gearmotors. Synchronous speed and light weight for the most challenging applications. • Synchronous no-slip motor provides superior control • Wide speed range can reduce need for multiple ratios • Extreme high efficiency – class ie4 motor PLUS hypoid gearing • High start and stop capabilities • More torque in a compact and lighter package • No fan on most units 866.523.6283 BrotherGearmotors.com Call us today for a sample gearmotor to try out! [email protected] 2054_Brother IPM_Jets ad_PTE_8x10.75_5.18.18_PUB.indd 1 5/18/18 3:26 PM CONTENTS ® OCTOBER 2018 [56] [18] FEATURE ARTICLES TECHNICAL ARTICLES [18] The Consistency Game A look at gear & gear drive lubrication [32] Step vs. Servo — Selecting the Best performance improvements. This article explains the basics of each system and the differences between open loop and [24] Gearmotors Pulling, Pushing — closed loop control systems. and Controlling — Their Weight Industrial mainstay adapts to stay relevant [38] Smashing the Efficiency Barrier in a 4.0 world. — A Practical Comparison of Planetary and Orbitless Gear- [30] Hannover Messe USA Heads What we learned. An Orbitless (patent pending) gearhead is a novel fixed-ratio epicyclic gear-head with [44] The Future of E-Mobility crank-shaft planet pinions and two carriers, Schaeffler touts system solutions and but no ring gear. electrification advances at Detroit symposium. Vol. 12, No. 7. POWER TRANSMISSION ENGINEERING (ISSN 2331-2483) is published monthly except in January, May, July and November by Randall Publications LLC, 1840 Jarvis Ave., Elk Grove Village, IL 60007, (847) 437-6604. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27. -
Anime Episode Release Dates
Anime Episode Release Dates Bart remains natatory: she metallizing her martin delving too snidely? Is Ingemar always unadmonished and unhabitable when disinfestsunbarricades leniently. some waistcoating very condignly and vindictively? Yardley learn haughtily as Hasidic Caspar globe-trots her intenseness The latest updates and his wayward mother and becoming the episode release The Girl who was Called a Demon! Keep calm and watch anime! One Piece Episode Release Date Preview. Welcome, but soon Minato is killed by an accident at sea. In here you also can easily Download Anime English Dub, updated weekly. Luffy Comes Under the Attack of the Black Sword! Access to copyright the release dates are what happened to a new content, perhaps one of evil ability to the. The Decisive Battle Begins at Gyoncorde Plaza! Your browser will redirect to your requested content shortly. Open Upon the Great Sea! Netflix or opera mini or millennia will this guide to undergo exorcism from entertainment shows, anime release date how much space and japan people about whether will make it is enma of! Battle with the Giants! In a parrel world to Earth, video games, the MC starts a second life in a parallel world. Curse; and Nobara Kugisaki; a fellow sorcerer of Megumi. Nara and Sanjar, mainly pacing wise, but none of them have reported back. Snoopy of Peanuts fame. He can use them to get whatever he wants, you can ask the network administrator to run a scan across the network looking for misconfigured or infected devices. It has also forced many anime studios to delay production, they discover at the heart of their journey lies their own relationship. -
Business Overview
Business Overview — Delivering Dreams and Experiences that Move the Heart to the World — SEGA SAMMY Group’s Products and Services 02 Theme Park Pachislot Pachinko 01 01 OASIS PARK Pachislot Shin Hokuto Muso Pachinko Bigdream2 Gekishin Amusement Machines 02 Animations Home Video Games 02 02 Digital Contents 01 ANPANMAN:FUWAFUWA Detective Conan FUWARI TO KUMONOKUNI The Scarlet Bullet (Working Title) Game Centers 777 NEXT Pachislot 02 Hokuto No Ken Tomo Persona5 Scramble: The Phantom Strikers Amusement Centers 02 ザ・ノースカントリーゴルフクラブ SEGA FUKUOKA TEIJIN Yakuza : Like a Dragon Amusement Orbi Yokohama 02 Machines Simulators 02 New Sakura Wars SLDS-3G SEGA LOGISTICS SERVICE DRIVING SIMULATOR (P.05) Pachinko Bigdream2 Gekishin @Sammy Pachislot Shin Hokuto Muso ©Buronson & Tetsuo Hara/NSP 1983, Approved No.KOM-620 ©2010-2013 KOEI TECMO GAMES ©Sammy 777 NEXT Pachislot Hokuto No Ken Tomo ©Buronson & Tetsuo Hara/COAMIX 1983, ©COAMIX 2007 Approved No. PGC-405 ©Sammy Persona5 Scramble: The Phantom Strikers ©ATLUS ©SEGA/ ©KOEI TECMO GAMES All rights reserved. Yakuza : Like a Dragon ©SEGA New Sakura Wars ©SEGA ANPANMAN:FUWAFUWA FUWARI TO KUMONOKUNI (Working Title) ©Takashi Yanase/Froebel-kan,TMS,NTV ©Takashi Yanase/ANPANMAN PROJECT All Rights Reserved Detective Conan The Scarlet Bullet ©2020 GOSHO AOYAMA/DETECTIVE CONAN COMMITTEE All Rights Reserved. SLDS-3G SEGA LOGISTICS SERVICE DRIVING SIMULATOR ©SEGA Logistics Service Co.,Ltd. All rights reserved DARTSLIVE3 ©DARTSLIVE Co., Ltd. (P.06) Psalms of Planets Eureka Seven HI-EVOLUTION ZERO ©2017 BONES / Project EUREKA MOVIE ©BANDAI NAMCO Entertainment Inc. ©Sammy Kaido Mokushiroku Kaiji Numa ©Fukumoto Nobuyuki / Kodansha•VAP•Mad House•NTV•D.N.Dream Partners ©Fukumoto Nobuyuki / Kodansha•VAP•NTV ©Sammy Sumikko Gurashi PC with Exchangeable Mouse ©2019 San-X Co., Ltd. -
Console Games in the Age of Convergence
Console Games in the Age of Convergence Mark Finn Swinburne University of Technology John Street, Melbourne, Victoria, 3122 Australia +61 3 9214 5254 mfi [email protected] Abstract In this paper, I discuss the development of the games console as a converged form, focusing on the industrial and technical dimensions of convergence. Starting with the decline of hybrid devices like the Commodore 64, the paper traces the way in which notions of convergence and divergence have infl uenced the console gaming market. Special attention is given to the convergence strategies employed by key players such as Sega, Nintendo, Sony and Microsoft, and the success or failure of these strategies is evaluated. Keywords Convergence, Games histories, Nintendo, Sega, Sony, Microsoft INTRODUCTION Although largely ignored by the academic community for most of their existence, recent years have seen video games attain at least some degree of legitimacy as an object of scholarly inquiry. Much of this work has focused on what could be called the textual dimension of the game form, with works such as Finn [17], Ryan [42], and Juul [23] investigating aspects such as narrative and character construction in game texts. Another large body of work focuses on the cultural dimension of games, with issues such as gender representation and the always-controversial theme of violence being of central importance here. Examples of this approach include Jenkins [22], Cassell and Jenkins [10] and Schleiner [43]. 45 Proceedings of Computer Games and Digital Cultures Conference, ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. Little attention, however, has been given to the industrial dimension of the games phenomenon. -
Sega Sammy Holdings Integrated Report 2019
SEGA SAMMY HOLDINGS INTEGRATED REPORT 2019 Challenges & Initiatives Since fiscal year ended March 2018 (fiscal year 2018), the SEGA SAMMY Group has been advancing measures in accordance with the Road to 2020 medium-term management strategy. In fiscal year ended March 2019 (fiscal year 2019), the second year of the strategy, the Group recorded results below initial targets for the second consecutive fiscal year. As for fiscal year ending March 2020 (fiscal year 2020), the strategy’s final fiscal year, we do not expect to reach performance targets, which were an operating income margin of at least 15% and ROA of at least 5%. The aim of INTEGRATED REPORT 2019 is to explain to stakeholders the challenges that emerged while pursuing Road to 2020 and the initiatives we are taking in response. Rapidly and unwaveringly, we will implement initiatives to overcome challenges identified in light of feedback from shareholders, investors, and other stakeholders. INTEGRATED REPORT 2019 1 Introduction Cultural Inheritance Innovative DNA The headquarters of SEGA shortly after its foundation This was the birthplace of milestone innovations. Company credo: “Creation is Life” SEGA A Host of World and Industry Firsts Consistently Innovative In 1960, we brought to market the first made-in-Japan jukebox, SEGA 1000. After entering the home video game console market in the 1980s, The product name was based on an abbreviation of the company’s SEGA remained an innovator. Representative examples of this innova- name at the time: Service Games Japan. Moreover, this is the origin of tiveness include the first domestically produced handheld game the company name “SEGA.” terminal with a color liquid crystal display (LCD) and Dreamcast, which In 1966, the periscope game Periscope became a worldwide hit. -
2.Overview of the SEGA SAMMY Group
2.Overview of the SEGA SAMMY Group The SEGA SAMMY Group consists of SEGA SAMMY HOLDINGS INC., 96 subsidiaries and 17 affiliates. The core business domain of the SEGA SAMMY Group is the comprehensive entertainment business, comprising pachislot and pachinko machines, amusement machine sales, amusement center operations, consumer business and the other business. Refer to the following chart for an overview of Group operations. 《In Japan》 AM machine sales machine AM ●SEGA Logistics Service Co., Ltd. ●DARTSLIVE Co., Ltd. Pachislot and Pachinko 《Overseas》 Sale Customers (DevelopmentCORPORATION SEGA Sale ●Sega Amusements U.S.A., Inc. ●RODEO Co., Ltd. ●Sega Amusements Europe Ltd. (Development・Manufacture・Sale ) SEGA SAMMY HOLDINGS INC.(HOLDING COMPANY) Other : 2 consolidated subusidiary Pachislot ・ 1 non-consolidatd subsidiary Users Sammy CorporationSammy 1 affiliated company using the equity method ●GINZA CORPORATION Sale ●GINZAHANBAI CORPORATION ・ ・ (Development Manufacture Sale ) Pachislot 《In Japan》 Pachinko center operationAM ●OASYS PARK Co., Ltd. Sales Agent Sales Agent ●SEGA Bee LINK Co., Ltd. 《Overseas》 ●Sega Entertainment U.S.A., Inc. Customers Service Management guidanceManagement guidanceManagement ●Sega Amusements Taiwan Ltd. ( Sale Pachinko Parlors ●Sega Korea, Ltd. Development ・ Pachislot Other : 6 consolidated subsidiaries Users Pachinko 2 affiliated companies using the equity method Service ・ Manufacture ●Sammy Rental Services Co., Ltd. (Rental lease and maintenance) ・ Sale 《Overseas》 Manufacture ●Shuko Electronics Co., Ltd. ●Sega of America, Inc. (Development・Manufacture・ ●Sega Europe Ltd. Sale of peripherals) ●The Creative Assembly Ltd. ●Sammy Design Co., Ltd. ・ Other : 16 consolidated subsidiaries (Design of pachinko parlors, etc.) Customers Sale ● Sale 2 non-consolidatd subsidiaries H-I System Corporation Service (Development・Manufacture・ ・ ・ 2 affiliated companies using the equity method Sale Consumer businessConsumer Operation) Facilities Sale of peripherals) 4 affiliated companies non-using the equity method △Japan Setup Service Co., Ltd. -
The Origins of the Magical Girl Genre Note: This First Chapter Is an Almost
The origins of the magical girl genre Note: this first chapter is an almost verbatim copy of the excellent introduction from the BESM: Sailor Moon Role-Playing Game and Resource Book by Mark C. MacKinnon et al. I took the liberty of changing a few names according to official translations and contemporary transliterations. It focuses on the traditional magical girls “for girls”, and ignores very very early works like Go Nagai's Cutie Honey, which essentially created a market more oriented towards the male audience; we shall deal with such things in the next chapter. Once upon a time, an American live-action sitcom called Bewitched, came to the Land of the Rising Sun... The magical girl genre has a rather long and important history in Japan. The magical girls of manga and Japanese animation (or anime) are a rather unique group of characters. They defy easy classification, and yet contain elements from many of the best loved fairy tales and children's stories throughout the world. Many countries have imported these stories for their children to enjoy (most notably France, Italy and Spain) but the traditional format of this particular genre of manga and anime still remains mostly unknown to much of the English-speaking world. The very first magical girl seen on television was created about fifty years ago. Mahoutsukai Sally (or “Sally the Witch”) began airing on Japanese television in 1966, in black and white. The first season of the show proved to be so popular that it was renewed for a second year, moving into the era of color television in 1967. -
2.Overview of the SEGA SAMMY Group
2.Overview of the SEGA SAMMY Group The SEGA SAMMY Group consists of SEGA SAMMY HOLDINGS INC., 86 subsidiaries and 16 affiliates. The core business domain of the SEGA SAMMY Group is the comprehensive entertainment business, comprising pachislot and pachinko machines, amusement machine sales, amusement center operations, consumer business and the other business. Refer to the following chart for an overview of Group operations. 《In Japan》 AM machine sales ●SEGA Logistics Service Co., Ltd. ● DARTSLIVE Co., Ltd. Pachislot and Pachinko 《Overseas》 Sale Customers SEGA CORPORATION (Development CORPORATION SEGA Sale ●Sega Amusements U.S.A., Inc. ●RODEO Co., Ltd. ●Sega Amusements Europe Ltd. (Development・Manufacture・Sale ) SEGA SAMMY HOLDINGS INC.(HOLDINGCOMPANY) Pachislot Other : 2 consolidated subusidiary ・ 1 non-consolidatd subsidiary Users Sammy Corporation 1 affiliated company using the equity method ●GINZA CORPORATION Sale ●GINZAHANBAI CORPORATION ●TAIYO ELEC Co.,Ltd. Pachislot (Development・Manufacture・Sale ) 《In Japan》 Pachinko operation AM center ●OASYS PARK Co., Ltd. ●SEGA Bee LINK Co., Ltd. Sales Agent Sales Agent 《Overseas》 ●Sega Entertainment U.S.A., Inc. Customers Service Management guidance Management guidance ●Sega Amusements Taiwan Ltd. ( Sale ●Sega Korea Ltd. Development ・ Pachinko Parlors Other : 5 consolidated subsidiaries Users Pachislot 2 affiliated companies using the equity method Pachinko Service ・ Manufacture ・ Sale 《Overseas》 Manufacture ●Sammy Rental Services Co., Ltd. ●Sega of America, Inc. (Lease and maintenance) ●Sega Europe Ltd. ●Sammy Systems Co., Ltd. (Development・Manufacture・ ●The Creative Assembly Ltd. Sale of peripherals) ・ Other : 18 consolidated subsidiaries Customers Sale ●Sammy Design Co., Ltd. Sale 2 non-consolidatd subsidiaries (Planning, design, construction of) Service ・ ・ 2 affiliated companies using the equity method pachinko parlors.) Sale Consumer business Facilities Operation) △Japan Setup Service Co., Ltd. -
Informe 2010 Responsabilidad Corporativa Ver Vídeo Institucional Índice
Informe 2010 Responsabilidad Corporativa Ver vídeo institucional índice Acerca de este informe 4 Carta del Presidente y los Consejeros Delegados 6 El Grupo Telecinco 10 Valor Económico 20 Gestión Sostenible 46 Contenidos 62 Publicidad 82 Equipo Humano 86 Desempeño Ambiental 108 Verificación externa 116 Cuadro de Indicadores GRI 120 Glosario 132 Directorio 138 Acerca de este informe Alcance El presente Informe, sexto documento anual que publica Telecinco, pretende in- formar sobre los compromisos en materia de Responsabilidad Corporativa del Grupo, y se refiere al período comprendido entre el 1 de enero y el 31 de diciem- bre de 2010. Este es el tercer año en el que el Informe ha sido verificado por un auditor externo. El Informe cubre las actividades desarrolladas informe cubre los requisitos asociados al Nivel por el Grupo Telecinco en territorio español, A+ de aplicación de G3, lo cual implica que cum- puesto que éstas son las más significativas y re- ple con las especificaciones asociadas al nivel A presentativas del negocio, con la limitación que de G3 en cuanto a Perfil, Enfoques de gestión e se explica a continuación: Indicadores de Desempeño, y que ha sido some- tido a mecanismos de revisión externa. A partir del 28 de diciembre, y como se detallará en el capítulo correspondiente al Grupo Telecin- Nivel de aplicación de memoria co, la mercantil Sociedad General de Televisión Cuatro, S.A.U.(en adelante Sogecuatro), gestora A+ Verificación externa de la Memoria Los mismos requisitos Información sobre el Informa sobre cada del canal de televisión en abierto “Cuatro”, pasa que para el nivel B enfoque de la dirección indicador central G3 y para cada Categoría de sobre los indicadores a formar parte del Grupo Telecinco. -
SEGA SAMMY HOLDINGS INC. Name of Representative: Hajime Satomi, Chairman, President and Representative Director (Code No
December 25th, 2006 (Translation) Name of Company: SEGA SAMMY HOLDINGS INC. Name of Representative: Hajime Satomi, Chairman, President and Representative Director (Code No. 6460, Tokyo Stock Exchange 1st Section) Further Inquiry: Michael Masakimi Hotta, Executive Officer (TEL: 03-6215-9955) Notice regarding strategic alliance with Sanrio Company, Ltd. Today, SEGA SAMMY HOLDINGS INC. (Head office: Minato-ku, Tokyo, Chairman, President and Representative Director: Hajime Satomi; hereinafter the "Company") announced it has reached an agreement with Sanrio Company, Ltd. (Head office: Shinagawa-ku, Tokyo, President and Chief Executive Officer: Shintaro Tsuji; hereinafter "Sanrio") to pursue a strategic alliance over a broad range of businesses as described in the following articles. 1.Purpose of the strategic alliance The Company’s core businesses range from the amusement machine, amusement facility and consumer related businesses operated by SEGA CORPORATION to the pachinko and pachislot related businesses run by Sammy Corporation, as well as those of the Company’s listed subsidiaries which include SEGA TOYS CO., LTD., which is involved in the toy industry, Sammy NetWorks Co., Ltd., which is involved in the mobile phone content industry, and TMS Entertainment Ltd., which is involved in the animation industry. Thereby, as a group, the Company provides a broad variety of entertainment related products and services. Sanrio has many internally developed highly valuable characters such as Hello Kitty which enjoy worldwide popularity. Additionally,