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#sega of america
ghostindeedee · 1 year
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Sega is unionizing
Tumblr refuses to show links, so I'll reblog with a link to their tweet, but Sega is unionizing and they need all the help they can get.
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congrats sega of america workers
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thesonicstadium · 10 months
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The AEGIS-CWA organisation, which has been campaigning for establishing a formal workers' union at SEGA of America, has won its union election! That means SOA is now officially unionized!
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iww-gnv · 10 months
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Workers at Sega of America, representing multiple departments, have voted to form a union. With 91 employees voting yes out of a total number of 212 eligible employees, the Allied Employees Guild Improving SEGA (also known as AEGIS-CWA) becomes the fifth video game union in the United States and its largest multi-department video game union. The AEGIS union drive was announced in April but was a year in coming for the workers at Sega of America’s Burbank and Irvine, California, offices. AEGIS-CWA is the US’s fifth video game union overall, joining groups at Raven Software, Blizzard Albany, ZeniMax, and VR / AR game developer Tender Claws. In addition to being among the first video game unions in the country, AEGIS-CWA will also represent workers across a multitude of departments including brand marketing, games as a service, localization, marketing services, product development operations, product development, sales, quality assurance teams, and more, making it the largest multi-discipline video game union in the United States.
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tailschannel · 1 year
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SEGA of America workers vote to organize, becoming the largest video game union in the United States
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In a historic move in the video game industry, a supermajority of workers at SEGA of America announced their intention to unionize.
The Allied Employees Guild Improving SEGA, or AEGIS (a spin on SEGA's promotional tagline, "it takes AGES"), will represent 144 employees across numerous departments at SEGA of America's office in Irvine, California.
In association with the Communications Workers of America, the newly-formed video game union will have the unique distinction to become the largest of its kind in the United States.
In a statement, the union's goals are the following:
Higher base pay for all, following industry standards, with raises tied to the cost of living and inflation.
Improved, stable benefits for all, including healthcare, retirement, remote work opportunities, and more.
Increased, clearly outlined opportunities for advancement.
Balanced workloads and schedules, and defined responsibilities for all positions.
Adequate staffing of departments to end patterns of overwork.
A motion to vote has been filed with the United States Labor Relations Board, as workers await for SEGA of America to voluntarily recognize the labour organization.
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thelvadams · 11 months
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since i see some people talking about this, nobody is asking you to boycott the new sonic/persona/yakuza games - but you should sign the petition telling SoA to remain neutral during unionisation efforts
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shinigami-striker · 26 days
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IHop X Sonic Collaboration | Monday, 04.01.24
This just in: IHop is officially collaborating with Sega to bring Sonic the Hedgehog-themed delectable breakfast items between now through Sunday, May 5, 2024!
Plus, you can use this opportunity to get that "Modern Amy" DLC skin for Amy in Sonic Superstars, as well as full game downloads for selected Sonic titles for your home console or PC of your choice!
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coziroses · 10 months
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•NiGHTS 27th anniversary
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♥ Also please credit me if using it ♥
♥ Jun 29 to Jul 4 ♥
♥ ibisPaint ♥
♥ 18:45:11 ♥
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《 Ignore tags 》
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yaoiprinter · 1 year
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SEGA of America employees building a new Sonic statue for the U.S. office lobby in December 2009
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farsight-the-char · 1 year
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Interesting.
I wish them well.
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honoka-marierose · 17 days
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youtube
Fearless
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ghostindeedee · 1 year
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Sega of America is unionizing, and you can help!
Tumblr hides links so I'll reblog this post with a link, but the workers of Sega of America have a petition fans can sign in support!
I've already signed and I encourage you all to as well.
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revolvius · 1 year
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VOTE FOR THE FINAL ROUND OF THE GAME AWARDS!
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Bro, I don't care if you like Sonic or not. But I just can't see GI winning the player's vote as IT'S NOT EVEN A 2022 GAME.
How is it even there?! IT'S NOT RELEASED IN 2022!!!
Either way, I'm going off pure spite for the other MORE deserving games that CAME out this year. I'm fine if Sonic loses to God of War or Elden Ring BUT NOT FUCKING GENSHIN MANNN BRUHH
VOTE for Sonic Frontiers PLEASE! Even if you don't play or even like Sonic we can't fucking let Genshin win man!
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gstdaisuki · 28 days
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Part 2: A Discovery with Paul Hutchinson
In the middle of asking some questions via email, Paul discovered the source files for several modules that we had both assumed were lost. This was quite an exciting moment, so I wanted to share it separately.
the previous interview was formatted to remove the interleaved blocks of quoted text. this is presented in a more raw format, as I think that shows the discovery process better.
from anosci, Mar 11, 2024, 7:01PM
I had some more music questions.
The first two X-Men games had 33 and 45 RPM options for all of the music. Do you remember how that made it into the game? Because after hearing your tales of pirate radio and record shop digging, I feel pretty confident that this speed-select design was your idea!
Also, you previously shared the Amiga modules from X-Men 3, before the conversion to Game Gear data. I believe that X-Men 3 was your final Game Gear game. Was the "Amiga -> MIDI data" technique a new process, or did you do that for every preceding Game Gear game?
from Paul Hutchinson, Mar 11, 2024, 8:51PM
Yes, the 33/45 rpm option was my idea. :) Ed liked it. He keeps saying we should do a game together again, "before we die". And he said it should have a retro flavour, and have weird dance music in it. Maybe one day we will do that, I am up for it. (I am considering doing a Pico-8 title at some point here.)
Hmm. I don't think X-Men 3 was the only Amiga to MIDI data music I did. However, I don't remember when the cross-over was. I would have to go back and check over everything. I'll have a quick look and let you know if I actually find out, eh.
from Paul Hutchinson, Mar 11, 2024, 9:12PM
Ok, so I checked the ASM files. X-Men 1-3 all have music derived from Amiga MOD files. There is text denoting the MOD title, and names of the samples which were used in the MOD. If you are interested in more on that I can dig a bit more, and get you those names. They are samples from records I had at the time (Art Of Noise, Linx, etc.). Obviously, the Game Gear instruments were not the same sound.
from anosci, Mar 11, 2024, 10:12PM
I'm curious, at least! I'd love to hear the original MODs but I assume you were only able to find X-Men 3
from Paul Hutchinson, Mar 12, 2024, 9:04AM
Music! …
Ok, this is getting interesting. I see "babybeat" in the list of MODs used in X-Men 1. I found a playlist on YT with 10 tracks. In the menu of the game there are 8 tracks to preview. Track 10 on the playlist is 08 on the menu. Given the heartbeat type sound I hear, that is the most likely candidate for "babybeat". Obviously, since there are 10 tracks in the playlist, and there are 10 references to MOD in the code, all of the tunes in the code were used in the game. Now I am not certain about the connection of this particular tune to "Midnight (Live)" by Orbital. It could be that it is another track that I posted, because I posted quite a few. Hmm. It's what my memory says, but I could be wrong? In any case, it means that "babybeat" as a MOD was transferred from Amiga to PC. There is a chance I have it on the CD from 1999. I just need to find that, again. The MODs do sound quite different from the GG tunes, because it is samples vs sound-chip noises. I just tried to make something that sounded good enough when converted to GG format. There are no samples, for one thing, and the tempo is different. I had made some tunes on my Amiga, and then decided to present them as potential tracks for X-Men 1, and they were accepted (for subsequent X-Men titles I made tracks specifically, as denoted by the titles of the MODs). Normally, Sega would have a musician compose tracks for a game (in MIDI).
In-browser play of X-Men https://archive.org/details/gg_X-Men_1993_Sega Key 1 to start, arrow keys to navigate, and left-CTRL to play tune
Silence = 00
X-Men playlist, 10 tracks, (at 45 RPM?) https://www.youtube.com/watch?v=BUmRxFtMhfI&list=PLw5ZGhvK7sSLqfx4HdldmkLPdFpM3pqFY Track 1 = 01 Track 4 = 02 Track 6 = 03 Track 5 = 04 Track 7 = 05 Track 3 = 06 Track 2 = 07 Track 10 = 08
So, Track 8 and Track 9 (in the playlist) are not playable via the GG menu. Hmm. Title Screen and Ending Theme. Maybe we left off the Ending Theme because it was supposed to be a reward for finishing? Unless you just get it anyway, at Game Over (I do not recall). The Title Screen theme is just there. Oh, well.
In X-Men 1 … ;MOD Title is: renaissancegg Samples = adamski2.raw ;chahihat.raw ;ahh.raw ;drum7 ;19hat ;tr909snare ;bassdeep.raw ;minor4 ;MOD Title is: babybeat Samples = shaker ;animate-bass ;aon-bongo1.raw ;GGbdrum.raw ;AoN-drm3.raw ;moog2 ;drumwack.raw ;SoSbass1.raw ;SoSstring2.raw ;SRdrm2.raw ;CHAhihat.raw ;MOD Title is: outgg Samples = drum7 ;BHbass1.raw ;BHbass2.raw ;cymbal-crash ;chahihat.raw ;crash.raw ;jb-hhmed.raw ;hypnobass.raw ;BHacid1.raw ;BHacid2.raw ;BHacid3.raw ;out_there.raw ;MOD Title is: itchgg Samples = linxvox.raw ;AoN-perc1.raw ;AoN-drm5.raw ;AoN-drm3.raw ;dancer-vox.raw ;dancer-synth1.raw ;scratch.raw ;KRAYScratch.raw ;cymbalong.raw ;hihat1 ;organ.raw ;drumanvil.raw ;MOD Title is: fishgg Samples = Freq5.raw ;crash.raw ;DT4AAdrum2.raw ;DT4AAdrum.raw ;Freq1.raw ;SBpiano2.raw ;cymbalong.raw ;model500-cymop.raw ;futuresnare2 ;wavehi.raw ;N-JOImindflux.raw ;MOD Title is: trouzgg Samples = DT4AAdrum.raw ;hihat1 ;DT4AAbass2.raw ;2U-4.raw ;hihatop1 ;DT4AA6.raw ;zoo7.raw ;where'smytrousers.raw ;zoo8.raw ;ere.raw ;yaseenem.raw ;theretheyare.raw ;MOD Title is: joygg Samples = N-JOImf1.raw ;N-JOI-5.raw ;N-JOIph1.raw ;N-JOI-2.raw ;JBdrum2.raw ;N-JOIrz1.raw ;N-JOIrz2.raw ;N-JOIrz3.raw ;jb-hhmed.raw ;MOD Title is: ramgg Samples = N-JOIph1.raw ;aon-drm5.raw ;model500-cymop.raw ;model500-cymcl.raw ;model500-clap.raw ;drumwack.raw ;2U-6.raw ;hold ;hold (offset tone) ;MOD Title is: turbogg Samples = beep1.raw ;beep2.raw ;beep3.raw ;beep4.raw ;gunshot ;2U-3.raw ;chahihat3.raw ;spliffclap2 ;snare ;stick.raw ;zoo1.raw ;2U-2.raw ;DT4AA6.raw ;MOD Title is: xravegg Samples = EBputv.raw ;JBhitme.raw ;shamen-guitar1.raw ;shamen-guitar2.raw ;SoSbass2.raw ;s&pcots.raw ;mtxpling.raw ;orch.hit ;bassdrum16 ;bassdrum7 ;breaksnareclap ;closehihat ;cymbal-crash ;tap.raw
Naming of samples … Adamski, CHA = Crown Heights Affair, AoN = Art Of Noise, BH = Bassheads, JB = James Brown, Linx (David Grant), KRAYScratch is a sample from "The Krays" film ("Stop all that scratchin', you're making me bloody itch!", "Where's my trousers?" is another sample from same, I think), N-Joi, Model 500, Shamen, SoS = S.O.S. Band, zoo = "Zoo Rave" compilation CD, 2U = 2Unlimited, DT4AA = "Don't Techno For An Answer" compilation CD
Bassheads - Is There Anybody Out There Adamski - NRG Model 500 - Sound Of Stereo
In X-Men 2 … ;MOD Title is: level1b Samples = akaiclosedhh ;bassdrum ;snare1 ;hihat-2ud2 ;808synth.raw ;amaski1.raw ;N-JOIph1.raw ;MOD Title is: level1 Samples = akaiclosedhh ;bassdrum7 ;snare1 ;hihat-2ud2 ;aon-vox6.raw ;amaski1.raw ;N-JOIph1.raw ;MOD Title is: level2 Samples = akaiclosedhh ;bassdrum7 ;snare1 ;hihat-2ud2 ;808synth.raw ;amaski1.raw ;N-JOIph1.raw ;BHacid1.raw ;MOD Title is: level3 Samples = akaiclosedhh ;bassdrum7 ;snare1 ;hihat-2ud2 ;808synth.raw ;amaski1.raw ;N-JOIph1.raw ;BHacid1.raw ;MOD Title is: level4 Samples = akaiclosedhh ;bassdrum ;snare1 ;hihat-2ud2 ;808synth.raw ;amaski1.raw ;N-JOIph1.raw ;BHacid1.raw ;MOD Title is: level5 Samples = akaiclosedhh ;bassdrum7 ;snare1 ;hihat-2ud2 ;808synth.raw ;amaski1.raw ;N-JOIph1.raw ;BHacid1.raw ;MOD Title is: level6 Samples = akaiclosedhh ;bassdrum7 ;snare1 ;hihat-2ud2 ;808synth.raw ;amaski1.raw ;N-JOIph1.raw ;BHacid1.raw ;MOD Title is: level7 Samples = akaiclosedhh ;bassdrum7 ;snare1 ;hihat-2ud2 ;808synth.raw ;amaski1.raw ;N-JOIph1.raw ;BHacid1.raw ;MOD Title is: level8 Samples = akaiclosedhh ;bassdrum7 ;snare1 ;hihat-2ud2 ;808synth.raw ;amaski1.raw ;N-JOIph1.raw ;BHacid1.raw ;MOD Title is: level9 Samples = akaiclosedhh ;bassdrum7 ;snare1 ;hihat-2ud2 ;808synth.raw ;amaski1.raw ;N-JOIph1.raw ;BHacid1.raw ;MOD Title is: level10 Samples = bassdrum28 ;animate-bass ;koto ;closedhi ;hihat-2ud2 ;snare25
In X-Men 3 … ;MOD Title is: x3l1 Samples = akaiclosedhh ;bassdrum7 ;snare1 ;hihat-2ud2 ;BHbass2.raw ;amaski1.raw ;eurostring.raw ;MOD Title is: x3l2 Samples = akaiclosedhh ;bassdrum7 ;snare1 ;hihat-2ud2 ;BHbass2.raw ;amaski1.raw ;eurostring.raw ;MOD Title is: x3l3 Samples = 909.ophi ;hip.snare ;breakdrum ;cymbal1 ;polysynth ;strings6 ;tubestring ;tricky.raw ;MOD Title is: x3l4 Samples = 909.ophi ;hip.snare ;breakdrum ;cymbal1 ;shamen-keys.raw ;tttt-bass1.raw ;goodpling ;inner ;funbass ;MOD Title is: x3l5 Samples = 909.ophi ;hip.snare ;breakdrum ;cymbal1 ;animate-bass ;sequencer ;pizza2 ;N-JOIph1.raw ;tricky.raw ;MOD Title is: x3l6 Samples = 909.ophi ;hip.snare ;breakdrum ;cymbal1 ;bassguitar.funk ;digdug ;exbells ;reflex ;MOD Title is: x3l7 Samples = 909.ophi ;hip.snare ;breakdrum ;cymbal1 ;polysynth ;strings6 ;bell11 ;digdug ;growl2 ;MOD Title is: x3l8 Samples = 909.ophi ;drum7 ;comadrum ;cymbal1 ;comasynth1 ;comasynth2 ;ex800bass ;hitbass ;MOD Title is: x3l9 Samples = 909.ophi ;hip.snare ;breakdrum ;cymbal1 ;dang ;dbassic.raw ;dbassic2.raw ;d-50.res1 ;d-50.res2 ;d-50.res3 ;d-50.res4 ;d-50.res5 ;junob3 ;sequencer ;synth1 ;MOD Title is: x3l10 Samples = 909.ophi ;hip.snare ;breakdrum ;cymbal1 ;koto07 ;bass37 ;Sample10_04 ;perco ;hitbass ;licks ;MOD Title is: x3l11 Samples = hip.snare ;breakdrum ;cymbal1 ;strings3majfl ;sinecz ;shamus ;pling ;tinewave ;synbrass
Probably more info than was necessary, eh. But I learned something! :D
from anosci, Mar 12, 2024, 4:57PM
this is interesting!
First of all, it's rare that game music has titles! They're not quite matched up with the order of the songs in the sound test, but that's still neat to know.
plus it confirms my interpretation that these were rave / dance inspired tunes!
I could believe that 08 in the sound test menu is "babybeat". It has a pretty soft melody, befitting of the title and theme, I think.
This also paints an interesting picture. Tell me if this lines up with your memories:
You had to write the music for Spiderman vs The Kingpin, so you hunkered down and used whatever tools you had.
Then when you learned you had to do the music for X-Men as well, you wanted something easier to work with, 
so you proposed converting the MODs you'd already written.
...and then you stuck with that process for the next two games
>  Unless you just get it anyway, at Game Over (I do not recall).
I checked, and you get the the (presumed?) "babybeat" track at Game Over
from Paul Hutchinson, Mar 12, 2024, 8:41PM
Yes, that's about it, as best as I can remember. I got pretty used to ProTracker.
Yes, at Game Over.
I listened to both tracks to try and compare. It's difficult, because the tempo is very different, the waveforms are very different, and the instruments are totally different. I really need to find that disc, because if I can hear my original MOD it will help clarify if my memory is correct.
from anosci, Mar 13, 2024, 12:31PM
I suppose the obvious follow-up question would be: do you remember how you wrote the tunes for Spiderman vs. The Kingpin?
from Paul Hutchinson, Mar 13, 2024, 3:07PM
Joergen Bech wrote the sound subroutines, we worked together at Inner Prise (I think he is Swedish). I am pretty sure that the music was just composed using those subroutines. As in, just typing it all up, into the assembler file. It was a bit laborious to say the least. There are no other tools to write the music. I looked at the code, and there is no mention of anything other than the code itself. Less than ideal, eh. But then, I am the type of programmer that will convert a C64 loading screen to an Amstrad loading screen, by typing in all the numbers defining each pixel (and getting it right). I did that for Druid (or Druid II, I forget which). Just brute forced it. I got Firebird to provide a print out of all the numbers for the C64 screen, and I converted them myself, and typed in the Amstrad equivalent. I think I got 250 quid for that, it was not fun, but maybe worth the cash, eh.
For Chakan, there was a composer who provided MIDI files. I wrote a conversion program to convert the MIDI into the format that the sound subroutines could use. Much easier, and I did not have to come up with the music myself.
Then for X-Men I added a MOD to MIDI converter, I think. Then ran that through the MIDI to sound subroutine format.
I am looking through the code some more ...
Breaking news ... I just found a bunch of MOD files inside the Sega > TC > Prog folder. OMG! Stand by for those ... (BabyBeat!)
from anosci, Mar 13, 2024, 6:17PM
Typing music straight into an ASM file was shockingly common back then, so I believe it.
> I just found a bunch of MOD files inside the Sega > TC > Prog folder.
!!!!
excitedly but patiently waiting to hear these!
from Paul Hutchinson, Mar 13, 2024, 7:43PM
Hallelujah! :D
Okay, we have the original pre-conversion MOD files for X-Men 1 & 2. They are not the original MOD files. These have been modified to fit the conversion process, in order to get a decent sounding composition on the Game Gear. I have removed some samples from being played, even though they are probably still included in the sample set. I have substituted some samples for others, in order to get a better result. However, you do get a decent idea of how it all worked. This might be as close as we can get, but I will keep looking, eh. I also included some MODs that were in the same folder, but are not mine. A couple from the "Jesus On E's" Amiga demo, as well as the "Coma" demo. Figured you might find them interesting too. I might have borrowed samples from those MODs to make my own.
I have to say I was quite emotional when I saw those MODs in the Turbo-C++ folder. Never expected them to be there this whole time. Hearing "Babybeat" again after all these years. Man. Thanks for getting me to look into all this, I would not have known they were there otherwise. Cheers! :)
3 attachments:
Xmen-Extras.7z
Xmen2MODs.7z
XmenMODs.7z
from anosci, Mar 13, 2024, 9:52PM
I cross-referenced the songs with the titles as they appear in smspower.com (here and here)
X-Men baby    -> Mandripoor fishgg  -> Brood Cave itchgg  -> The Savage Land joygg   -> Boss outgg   -> Morlock Tunnel ramgg   -> Game Over renaiss -> The Hellfire Club trouzgg -> Avalon turbogg -> Ending xravegg -> Title
X-Men 2 level1 -> Arctic level1b-> The Danger Room level2 -> The Hellfire Club level3 -> Genosha level4 -> Avalon level5 -> Egyptian Base Part 1 level6 -> Egyptian Base Part 2 level7 -> Stryfe's Moon Base level8 -> Boss level9 -> Ending level10-> Title
critically speaking, I think most of these start with a solid idea that then gets a bit buried. but it's an amazing piece of context. a lot of the rave timbre was lost in the gamegear conversion. it's amazing to hear it put back, so to speak!
I can see why you fondly remembered babybeat. I think that might be your strongest tune here. that and "OUTGG" (or at least, those two are my favorites)
I love seeing that you got something cool out of my barrage of questions and curiosity, too :)
digging around some more... "JOYGG" is an odd one: the pitch bends didn't transfer to the Game Gear. though I'm not sure my own playback is accurate... there's a lot of out-of-key samples that sound fine after the Game Gear conversion. Strange.
comparing babybeat to orbital's "Midnight (Live)"... the two have a similar push-pull rhythm rhythm in the bass, but I wouldn't call them the same. 
though I could easily imagine the similarities causing a fan of one song to raise their eyebrow at the other. 
from Paul Hutchinson, Mar 14, 2024, 8:26AM
Cool.
Yeah, the "missing link" MODs do not sound as good as either the originals, or the final GG version.
Oh, and I actually wrote a Pro-Tracker to GG format conversion program (DOS), no in-between conversion. I think there was, at some point, a dual set up, but I decided to make it simpler. The dual set up would have been a legacy from when I had to write a MIDI to GG format, for Chakan. I only have the final set of tools in my Turbo-C++ directory, none of the tools I used previously.
I agree with your assessment of the tune similarity. I think at some point I got it into my head they were more similar, and then that just became what I remembered. I am getting older too, so that is a factor. I am only human after all.
from anosci, Mar 14, 2024, 7:02PM
Never let the truth get in the way of a good story, right? ;)
from Paul Hutchinson, Mar 14, 2024, 8:39PM
Well, I am kind of big on telling the truth, tbh. I do acknowledge that I can (and do) get things wrong though. I remember when I was a kid, I swore that the words on a TV advert were "It's full of peppery goodness", when in fact, it was "It's full of Cadbury goodness" (the ad was for Cadbury's Finger of Fudge). I really believed that was what it said, and it did not matter what everyone else said it was. I was honest about my position, I was just completely and totally wrong. :D
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tailschannel · 9 months
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"Fast Friends Forever" initiative announced by SEGA of America
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Announced by the official Sonic social media accounts, a new initiative under the name, "Fast Friends Forever" celebrates Sonic and his friends alongside their sense of teamwork, inclusiveness, and friendship.
According to a press statement from SEGA of America, the campaign begins in August throughout the end of the year with a "variety of exciting events and activities."
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Here's the first line of projects under the "Fast Friends Forever" initiative.
An official website at showcasing campaign activities, as well as character bios, spotlights, digital comics and more.
A 4-panel digital comic series drawn by talented artists from around the world. Out of a total of 15 issues, the first issue releases tomorrow, 9 August. The rest of the issues will be released in the upcoming months.
Season 2 of TailsTube will start soon, featuring new stories that are fun and educational.
(Article contributed by Spectre, MC, Dakiii and Scarlett for the Tails' Channel Newsfeed.)
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