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Sega Sammy Holdings Inc
2014 summer Contents SEGA SAMMY P 1 Key Points of Financial Results by the Numbers REPORT SEGA SAMMY in 2013 A Message from P 3 Management Segment P 5 Information Looking back with a “Key Person” P9 Review of Activities Launch of pachinko and pachislot game for Bakemonogatari Making of ATLUS.CO.,LTD into a subsidiary P12 Latest News P13 Group Information Business Report for the fiscal Summer year ended March 31, 2014 Edition From April 1, 2013 to March 31, 2014 SEGA SAMMY HOLDINGS INC. Stock Code 6460 010_0324402982606.indd 2 2014/06/13 21:17:31 Key Points of Financial Results by the Numbers FY2014 (Fiscal year ended March 31, 2014) SEGA SAMMY in 2013 Net sales Unit of pachislot machines sold Due to strong sales of mainstay titles in the Pachislot and Pachinko Machine Business and strong performance in the digital areas in the Fiscal year ended billion Consumer Business, both sales and operating income increased March 31, 2013 units year on year significantly. However, due to effects of a delay in the 202,221 ¥378.0 sales schedule for some pachislot titles and the weak perfor- (up 18% year on year) mance of the Amusement Machine Sales Business, net sales and operating income fell short of initial forecasts. The Fiscal year ended Operating income Company recorded extraordinary income of approxi- March 31, 2014 mately ¥15.7 billion due to factors including a gain on 301,575 units sales of investment securities, while an extraordi- nary loss of approximately ¥8.7 billion resulting While the initial forecast was not achieved due to the revision of the sales from factors including a loss on liquidation of schedule for multiple titles including Pachislot SOUTEN-NO-KEN 2, subsidiaries and affiliates from the comple- particularly for the mainstay titles of the Sammy brand such as tion of the liquidation of some of the Pachislot Hokuto No Ken Chapter of Resurrection, Pachislot billion subsidiaries in the U.S. -
A Neuroevolution Approach to Imitating Human-Like Play in Ms
A Neuroevolution Approach to Imitating Human-Like Play in Ms. Pac-Man Video Game Maximiliano Miranda, Antonio A. S´anchez-Ruiz, and Federico Peinado Departamento de Ingenier´ıadel Software e Inteligencia Artificial Universidad Complutense de Madrid c/ Profesor Jos´eGarc´ıaSantesmases 9, 28040 Madrid (Spain) [email protected] - [email protected] - [email protected] http://www.narratech.com Abstract. Simulating human behaviour when playing computer games has been recently proposed as a challenge for researchers on Artificial Intelligence. As part of our exploration of approaches that perform well both in terms of the instrumental similarity measure and the phenomeno- logical evaluation by human spectators, we are developing virtual players using Neuroevolution. This is a form of Machine Learning that employs Evolutionary Algorithms to train Artificial Neural Networks by consider- ing the weights of these networks as chromosomes for the application of genetic algorithms. Results strongly depend on the fitness function that is used, which tries to characterise the human-likeness of a machine- controlled player. Designing this function is complex and it must be implemented for specific games. In this work we use the classic game Ms. Pac-Man as an scenario for comparing two different methodologies. The first one uses raw data extracted directly from human traces, i.e. the set of movements executed by a real player and their corresponding time stamps. The second methodology adds more elaborated game-level parameters as the final score, the average distance to the closest ghost, and the number of changes in the player's route. We assess the impor- tance of these features for imitating human-like play, aiming to obtain findings that would be useful for many other games. -
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lllllllllllllllllllllllllllIllllllllllllllIllllllllllllllllllllIlllllllllll USOO5221083A United States Patent [19] [11] Patent Number: 5,221,083 Dote [45] Date of Patent: Jun. 22, 1993 [54] MEDAL GAME MACHINE OTHER PUBLICATIONS [75] Inventor: Singo Dote, Tokyo, Japan Stephen D. Bristow, The History of Video Games, [73] Assignee: Sega Enterprises, Ltd., Tokyo, Japan IEEE Tranactions on Consumer Electronics, Feb. [21] Appl. No.: 593,696 1977, pp. 58-68. Ed Edelson, Popular Science, 3-D optical blender, [22] Filed: Oct. 5, 1990 Nov. 1983, pp. 98-99. [30] Foreign Application Priority Data Primary Examiner-V. Millin Oct. 17, 1989 [JP] Japan ................................ .. l-27l025 Assistant Examiner—-Steven B. Wong Attorney, Agent, or Firm-Price, Gess & Ubell [51] 1111. (:1.5 .............................................. .. A63F 1/00 [52] us. 01. ........................... .. 273/85 CP; 273/85 G; [57] ABSTRACT ' ‘ 273/D1G. 28; 353/37 A medal game machine adapted to use a multiplicity of [58] Field of Search ...... .. 273/85 CP, 85 o, DIG. 28, medals and to apportion them to the player who bet 273/161, 138 A, 313, 316, 355, 358; 353/28, 30, 37, 74, 77, 94; 248/917-924 medals and won in a game. The machine comprises an enclosure having an open central portion on its front [56] References Cited side, a display unit mounted in the center of the head U.S. PATENT DOCUMENTS portion of the enclosure, a ?at half mirror located below the display unit, a georama forming a back 3,790,172 2/1974 Nakamura ......................... 1. 273/313 4,189,l45 2/1980 Stubben et a1. .. 272/DIG 28 ground, illuminators equipped with dimmers for illumi 4,265,449 5/1981 Reineretal. -
Nintendo's Third Quarter Profit Jumps on Pokemon Game Sales 31 January 2017, by Yuri Kageyama
Nintendo's third quarter profit jumps on Pokemon game sales 31 January 2017, by Yuri Kageyama earned the previous fiscal year. It kept its sales forecast unchanged at 470 billion yen ($4.1 billion). Nintendo's quarterly sales slipped 21 percent to 174.3 billion yen ($1.5 billion). Nintendo's bottom line also was helped by a relatively weak yen, which lifts the overseas revenue for Japanese companies like Nintendo that do much of their business abroad. Nintendo has a lot riding on the Switch, the new game system that combines a portable hand-held device with a dock to use at home, and comes with In this Friday, Jan. 13, 2017 file photo, journalists wait detachable controllers. Although new machines outside the venue for the presentation of the new tend to sell briskly at first, it's difficult to maintain Nintendo Switch in Tokyo. Japanese video game maker sales momentum. Nintendo Co. is reporting third quarter profit more than doubled from a year earlier on healthy sales of Pokemon game software. Nintendo, which makes Super Mario games and will start selling the Switch console March 3, reported Tuesday, Jan. 31, a better-than-expected October-December profit of 64.7 billion yen ($569 million), up from 29.1 billion yen in the same period of 2015. (AP Photo/Koji Sasahara, File) Japanese video game maker Nintendo Co.'s third- quarter profit more than doubled from a year earlier on healthy sales of Pokemon game software, the company said Tuesday. Nintendo, which makes Super Mario games and will start selling the Switch console March 3, In this Friday, Jan. -
Financial Results Briefing for Fiscal Year Ended March 2019
Financial Results Briefing for Fiscal Year Ended March 2019 Thank you for making time to attend. I am Shuntaro Furukawa, President of Nintendo. Mr. Takahashi, Senior Fiscal Year Ended March 2019 Executive Officer, has just presented our financial results for the period. Now, I will cover the current Financial Results Briefing business situation, as well as the business outlook for April 26, 2019 Nintendo Co., Ltd. the new fiscal year. Director and President Shuntaro Furukawa I’ll start with the current state of the Nintendo Switch business. Nintendo Switch has continued to gain momentum after January subsequent to the holiday Current State of the season. Business is going well, and we expect continued Nintendo Switch Business growth. Let me discuss these points in order. Nintendo Switch Console Sell-Through (JP/NA/EU) As mentioned at the February corporate management 8 FY Ended March 2019 policy briefing, sales of the Nintendo Switch system 7 FY Ended March 2018 6 were strong during the holiday season, and sell-through 5 4 +35% has continued to be solid through the start of this year. 3 2 This slide shows combined sell-through for the 1 Japanese, North American, and European markets. As 0 April July October January (million through through through through units) June September December March Source: Nintendo , Media Create you can see, sell-through from January to March was 35% higher than the same period of the previous year. Note: Sell-through refers to units sold by retailers to consumers. 1 Financial Results Briefing for Fiscal Year Ended March 2019 Nintendo Switch Console Sell-Through (JP/NA/EU) This graph shows cumulative sell-through trends 16 throughout the full fiscal year combined for Japan, North 14 FY Ended March 2019 +23% 12 America, and Europe. -
240 CASE STUDY of NINTENDO AS TRADITIONAL COMPANY in JAPAN KHAIRI MOHAMED OMAR Applied Science University, Bahrain ABSTRACT
Qualitative and Quantitative Research Review, Vol 3, Issue 1, 2018 ISSN No: 2462-1978 eISSNNo: 2462-2117 CASE STUDY OF NINTENDO AS TRADITIONAL COMPANY IN JAPAN KHAIRI MOHAMED OMAR Applied science University, Bahrain ABSTRACT Each nation has own corporate issues that relates to nation’s corporate style. According to research by OECD, Mexico is the highest rate of average working hours annually in the world (“Hour worked,” 2017). It is 2,255 hours per worker in annual. Since hour in a year is 8,760, people in Mexico are working about a fourth part of a year. Assuming that workers do not need to work on weekend, then hours in a year that workers need work should be around 6,240 hours that it flexibly changes by the year. People in Mexico are working at least 8 hours daily. Claire (2015) stated that long working hours will lead to inadequate sleeping hours, and it causes insufficient working performance in research. For Japan, Japanese corporate management is sometimes argued as an issue. For example, workers in Japan increase their salary based on their seniority. It is not sometimes considered their actual ability, instead of that; company more considers their career and experience. This kind of Japanese traditional working system more tends to be applied by old company in Japan. Since Nintendo has an old history, these management implications are more applicable. Therefore, this case will be about Japanese-traditional-style management strategy of Nintendo. NINTENDO BACKGROUND Nintendo is one of the market leaders in a gaming industry. In particular, it is known as gaming hardware manufacturing corporation. -
Card, Board, Or Roulette Games; Indoor Games Using
A63F CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; MISCELLANEOUS GAMES (data-processing equipment characterised by a specific application for game playing G06F 17/00, G06F 19/00; [N: coin-freed apparatus for games G07F 17/32 ]) Definition statement This subclass/group covers: • Games including card games, board games, roulette games, indoor games using small moving playing bodies, e.g. pinball games, miscellaneous games, e.g. puzzle games. • Video games, i.e. games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game. References relevant to classification in this subclass This subclass/group does not cover: Casino chips A44C 21/00 Sport games A63B Bowling games, games of pins, A63D billiards Video games, online or networked A63F 13/00 video games Guns (laser guns, water guns, etc.), F41A,F41B,F41C, F41J, F42B targets, darts Vending machines G07F Data-processing equipment G06F 17/00 characterised by a specific application for game playing Casino gaming machines, slot G07F 17/32 machines, medal game machines, coin pushers, online or networked gaming systems Educational games, i.e. games G09B 1 having educative or pedagogical purpose Informative references Attention is drawn to the following places, which may be of interest for search: Animal toys A01K 15/025 Nursery furniture A47D Household or table equipment A47G Toys A63H Robots B25J Cards in general (trading cards, B42D postcards, etc.) Ornamental bodies B44C -
RUSQ Vol. 58, No. 4
THE ALERT COLLECTOR Mark Shores, Editor Kristen Nyitray began her immersion in video games with an Atari 2600 and ColecoVision console and checking out Game On to games from her local public library. Later in life, she had the opportunity to start building a video game studies col- lection in her professional career as an archivist and special Game After collections librarian. While that project has since ended, you get the benefit of her expansive knowledge of video game sources in “Game On to Game After: Sources for Video Game Sources for Video History.” There is much in this column to help librarians wanting to support research in this important entertainment Game History form. Ready player one?—Editor ideo games have emerged as a ubiquitous and dominant form of entertainment as evidenced by statistics compiled in the United States and pub- lished by the Entertainment Software Association: V60 percent of Americans play video and/or computer games daily; 70 percent of gamers are 18 and older; the average age of a player is 34; adult women constitute 33 percent of play- ers; and sales in the United States were estimated in 2017 at $36 billion.1 What constitutes a video game? This seemingly simple question has spurred much technical and philosophical debate. To this point, in 2010 I founded with Raiford Guins (professor of cinema and media studies, the Media School, Kristen J. Nyitray Indiana University) the William A. Higinbotham Game Studies Collection (2010–2016), named in honor of physi- Kristen J. Nyitray is Director of Special Collections cist Higinbotham, developer of the analog computer game and University Archives, and University Archivist at Tennis for Two (as it is most commonly known).2 This game Stony Brook University, State University of New York. -
New Joysticks Available for Your Atari 2600
May Your Holiday Season Be a Classic One Classic Gamer Magazine Classic Gamer Magazine December 2000 3 The Xonox List 27 Teach Your Children Well 28 Games of Blame 29 Mit’s Revenge 31 The Odyssey Challenger Series 34 Interview With Bob Rosha 38 Atari Arcade Hits Review 41 Jaguar: Straight From the Cat’s 43 Mouth 6 Homebrew Review 44 24 Dear Santa 46 CGM Online Reset 5 22 So, what’s Happening with CGM Newswire 6 our website? Upcoming Releases 8 In the coming months we’ll Book Review: The First Quarter 9 be expanding our web pres- Classic Ad: “Fonz” from 1976 10 ence with more articles, games and classic gaming merchan- Lost Arcade Classic: Guzzler 11 dise. Right now we’re even The Games We Love to Hate 12 shilling Classic Gamer Maga- zine merchandise such as The X-Games 14 t-shirts and coffee mugs. Are These Games Unplayable? 16 So be sure to check online with us for all the latest and My Favorite Hedgehog 18 greatest in classic gaming news Ode to Arcade Art 20 and fun. Roland’s Rat Race for the C-64 22 www.classicgamer.com Survival Island 24 Head ‘em Off at the Past 48 Classic Ad: “K.C. Munchkin” 1982 49 My .025 50 Make it So, Mr. Borf! Dragon’s Lair 52 and Space Ace DVD Review How I Tapped Out on Tapper 54 Classifieds 55 Poetry Contest Winners 55 CVG 101: What I Learned Over 56 Summer Vacation Atari’s Misplays and Bogey’s 58 46 Deep Thaw 62 38 Classic Gamer Magazine December 2000 4 “Those who cannot remember the past are condemned to Issue 5 repeat it” - George Santayana December 2000 Editor-in-Chief “Unfortunately, those of us who do remember the past are Chris Cavanaugh condemned to repeat it with them." - unaccredited [email protected] Managing Editor -Box, Dreamcast, Play- and the X-Box? Well, much to Sarah Thomas [email protected] Station, PlayStation 2, the chagrin of Microsoft bashers Gamecube, Nintendo 64, everywhere, there is one rule of Contributing Writers Indrema, Nuon, Game business that should never be X Mark Androvich Boy Advance, and the home forgotten: Never bet against Bill. -
Building a Music Rhythm Video Game Information Systems and Computer
Building a music rhythm video game Ruben Rodrigues Rebelo Thesis to obtain the Master of Science Degree in Information Systems and Computer Engineering Supervisor: Prof. Rui Filipe Fernandes Prada Examination Committee Chairperson: Nuno Joao˜ Neves Mamede Supervisor: Prof. Rui Filipe Fernandes Prada Member of the Committee: Carlos Antonio´ Roque Martinho November 2016 Acknowledgments I would like to thank my supervisor, Prof. Rui Prada for the support and for making believe that my work in this thesis was not only possible, but also making me view that this work was important for myself. Also I want to thank Carla Boura Costa for helping me through this difficult stage and clarify my doubts that I was encountered this year. For the friends that I made this last year. Thank you to Miguel Faria, Tiago Santos, Nuno Xu, Bruno Henriques, Diogo Rato, Joana Condec¸o, Ana Salta, Andre´ Pires and Miguel Pires for being my friends and have the most interesting conversations (and sometimes funny too) that I haven’t heard in years. And a thank you to Vaniaˆ Mendonc¸a for reading my dissertation and suggest improvements. To my first friends that I made when I entered IST-Taguspark, thank you to Elvio´ Abreu, Fabio´ Alves and David Silva for your support. A small thank you to Prof. Lu´ısa Coheur for letting me and my origamis fill some of the space in the room of her students. A special thanks for Inesˆ Fernandes for inspire me to have the idea for the game of the thesis, and for giving special ideas that I wish to implement in a final version of the game. -
The History of Nintendo: the Company, Consoles and Games
San Jose State University SJSU ScholarWorks ART 108: Introduction to Games Studies Art and Art History & Design Departments Fall 12-2020 The History of Nintendo: the Company, Consoles And Games Laurie Takeda San Jose State University Follow this and additional works at: https://scholarworks.sjsu.edu/art108 Part of the Computer Sciences Commons, and the Game Design Commons Recommended Citation Laurie Takeda. "The History of Nintendo: the Company, Consoles And Games" ART 108: Introduction to Games Studies (2020). This Final Class Paper is brought to you for free and open access by the Art and Art History & Design Departments at SJSU ScholarWorks. It has been accepted for inclusion in ART 108: Introduction to Games Studies by an authorized administrator of SJSU ScholarWorks. For more information, please contact [email protected]. The history of Nintendo: the company, consoles and games Introduction A handful of the most popular video games from Mario to The Legend of Zelda, and video game consoles from the Nintendo Entertainment System to the Nintendo Switch, were all created and developed by the same company. That company is Nintendo. From its beginning, Nintendo was not a video gaming company. Since the company’s first launch of the Nintendo Entertainment System, or NES, to the present day of the latest release of the Nintendo Switch from 2017, they have sold over 5 billion video games and over 779 million hardware units globally, according to Nintendo UK (Nintendo UK). As Nintendo continues to release new video games and consoles, they have become one of the top gaming companies, competing alongside Sony and Microsoft. -
A Rhizomatic Reimagining of Nintendo's Hardware and Software
A Rhizomatic Reimagining of Nintendo’s Hardware and Software History Marilyn Sugiarto A Thesis in The Department of Communication Studies Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts at Concordia University Montreal, Quebec, Canada April 2017 © Marilyn Sugiarto, 2017 CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By Marilyn Sugiarto Entitled A Rhizomatic Reimagining of Nintendo’s Hardware and Software History and submitted in partial fulfillment of the requirements for the degree of Master of Arts in Media Studies complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final Examining Committee: __________________________________ Chair Dr. Maurice Charland __________________________________ Examiner Dr. Fenwick McKelvey __________________________________ Examiner Dr. Elizabeth Miller __________________________________ Supervisor Dr. Mia Consalvo Approved by __________________________________________________ Chair of Department or Graduate Program Director __________________________________________________ Dean of Faculty Date __________________________________________________ iii Abstract A Rhizomatic Reimagining of Nintendo’s Hardware and Software History Marilyn Sugiarto Since 1985, the American video game market and its consumers have acknowledged the significance of Nintendo on the broader development of the industry; however, the place of Nintendo in the North American