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The first day of work at a new job can be very stressful. The unfamiliar surroundings and onslaught of new material can cause new hires some degree of discomfort. But sometimes the atmosphere at the new company can be welcoming and can help counteract the stress.
Different companies have their own traditions to help make this transition period more comfortable and memorable for new hires. Some of these traditions include:
Usually, only employees can experience these traditions. But there’s one new-hire tradition that has become extremely popular and often highly publicized: the “welcome kit”.
Welcome kits usually contain a hodgepodge of items that employees will need on the job (pens, notebooks, books, etc.) and things to make employees feel welcome (clothing, stickers, water bottles, or more unusual items — often with the company name or logo on them).
To get a sense of how different companies handle their kits, we talked to four successful startups about their welcome kits in the article below, followed by our look at a dozen more:
This article is based on the personal welcome kit collection of Vladimir Polo, founder of AcademyOcean. AcademyOcean is a tool for interactive onboarding and training (and Vladimir Polo is a fan of welcome kits).
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The official Sega Genesis Mini is coming in September and hopes to capitalize on some of the retro gaming hype that turned the Super Nintendo and NES Mini Classic editions into best-sellers. But there’s already a modern piece of hardware out there capable of playing Sega Genesis games on your HDTV — plus Mega Drive, Master System and Sega CD, too.
The Analogue Mega Sg is the third in a series of reference-quality, FPGA-based retro consoles from Analogue, a company that prides itself on accuracy in old-school gaming. It provides unparalleled, non-emulated gameplay with zero lag and full 1080p output to work with your HD or even 4K TV in a way no other old-school gaming hardware can.
For $189.99 (which is just about double the asking price of the Sega Genesis Mini), you get the console itself, an included Master System cartridge adapter, an HDMI cable and a USB cable for power supply (plus a USB plug, though, depending on your TV, you might be able to power it directly). The package also includes a silicon pad should you want to use it with original Sega CD hardware, which plugs into the bottom of the SG hardware just like it did with the original Genesis. It includes two ports that support original wired Genesis controllers, or you can also opt to pick up an 8bitdo M30 wireless Genesis controller and adapter, which retails for $24.99.
Like the Nt mini did for NES, and the Super Nt did for SNES before it, the Mega Sg really delivers when it comes to performance. Games look amazing on my 4K LG OLED television, and I can choose from a variety of video output settings to tune it to my liking, including adding simulated retro scaliness and more to make it look more like your memory of playing on an old CRT television.
Sound is likewise excellent — those opening notes of Ecco the Dolphin sounded fantastic rendered in 48KHz 16-bit stereo coming out of my Sonos sound system. Likewise, Sonic’s weird buzzsaw razor whine came through exactly as remembered, but definitely in higher definition than anything that actually played out of my old TV speakers as a kid.
Even if you don’t have a pile of original Sega cartridges sitting around ready to play (though I bet you do if you’re interested in this piece of kit), the Mega Sg has something to offer: On board, you get a digital copy of the unreleased Sega Genesis game “Hardcore,” which was nearly complete in 1994 but which went unreleased. It’s been finished and renamed “Ultracore,” and you can run it from the console’s main menu as soon as you plug it in and fire it up.
Analogue plans to add more capabilities to the Mega Sg in the future, with cartridge adapters that will allow it to run Mark III, Game Gear, Sega MyCard, SG-1000 and SC-3000 games, too. These will all be supported by the FPGA Analogue designed for the Mega Sg, too, so they’ll also be running natively, not emulated, for a true recreation of the original gaming experience.
If you’re really into classic games, and care a lot about accuracy, this is definitely the best way to play Sega games on modern TVs — and it’s also just super fun.
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In 2006, New Line Cinema added five days of reshoots for Snakes on a Plane, six months after principal filming had wrapped. The new shoots helped change the film’s rating from PG-13 to R, courtesy of, among other things, the addition of the line “I have had it with these motherf****** snakes on this motherf****** plane!”
It was an early and still one of the best known instances of a film being altered in post-production over internet consensus. The forthcoming Sonic the Hedgehog is likely still gunning for a family friendly rating.
Of course, the bizarre CGI take on the 90s character was one of dozens of glaring issues with the two-and-a-half-minute trailer, but it may well be the easiest to address without extensive reshoots. Certainly social media had no shortage of suggestions for how Sega and company could firmly remove Sonic’s feet from the furcanny valley — and hey, what’s a little post-production on top of a $90 million budget?
Jeff Fowler, who is making his feature film directorial debut with Sonic, took to Twitter to address the issue, noting, “Thank you for the support. And the criticism. The message is loud and clear… you aren’t happy with the design & you want changes. It’s going to happen.”
Thank you for the support. And the criticism. The message is loud and clear… you aren’t happy with the design & you want changes. It’s going to happen. Everyone at Paramount & Sega are fully committed to making this character the BEST he can be… #sonicmovie #gottafixfast
— Jeff Fowler (@fowltown) May 2, 2019
Paramount has yet to offer an official statement on the matter, including whether such a move might impact release date. On the upside, there’s still some time, with the film not scheduled to arrive until November. And besides, the internet had plenty of suggestions on how Sonic could be improved. It always does.
Left is original screenshot. Right is my rework to make #Sonic more stylized. pic.twitter.com/IhXeAZYlQI
— Edward Pun (@EdwardPun1) April 30, 2019
The old adage among online writers is “never read the comments.” It’s a bit of self-preservation of one’s own sanity. And certainly it’s possible to be too responsive to an online fan base when creating a work of art, or whatever Sonic purports to be. But in the case of a decades-late film adaptation of a video, honestly, it might be for the best.
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Whether you call it the Genesis or the Mega Drive, Sega’s 16 bit system holds a special place in the hearts of many a gamer who came of age in the 80s and 90s. Like the NES and Super Nintendo before it, the console that gave us a ring-hoarding hedgehog is about to get miniaturized.
Sega announced the Genesis/Mega Drive Mini last year, only to delay sales in order to fine tune the retro console. This week at Sega Fest, however, the once-mighty game maker firmed up the machine’s release date — and game selection. The Mini is due out just ahead of the holidays on September 19, carrying 40 pre-installed titles.
Along with the release date, the company announced a quarter of the titles, carrying some familiar names like Sonic the Hedgehog, Ecco the Dolphin, Altered Beats and ToeJam and Earl (full list below).
When it hits, the system will run $80 here in the States, the same price as the SNES Classic.
The full game selection (so far) is as follows:
Ecco the Dolphin
Castlevania: Bloodlines
Space Harrier II
Shining Force
Dr. Robotnik’s Mean Bean Machine
ToeJam & Earl
Comix Zone
Sonic the Hedgehog
Altered
Beast Gunstar Heroes
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Retro video games have been a useful platform for machine learning research for years, and the systems created have been creeping through the classics, mastering them as they go. Sonic the Hedgehog may be the next to fall: OpenAI has announced a competition to apply machine learning to the classic Sega game.
It’s not vastly different from what’s been attempted before, things like playing Super Mario Bros or Space Invaders, or even the likes of Doom. But the rules are a bit different here.
A very basic summary of how AIs learn to play something like Mario is this: an algorithm is set up with some basic capabilities like recognizing objects on screen and monitoring the in-game score. It’s then set free on the game itself and allowed access to the controls, with the sole goal of maximizing its score.
Over millions of tries the machine learns that in order to score, it needs to hit start first, then that it needs to move to the right, then that goombas kill it (and stop it from scoring more), coins give it points and so on. It does this all basically from recognizing the shapes on the screen or, in some cases, from accessing the game geometry and system memory directly — it doesn’t care about the Princess, and it may develop strange behaviors that result from its single-minded pursuit of incrementing its score integer.
This one, for example, learned that it can glitch through the walls to get ahead quickly:
Great job!
Another thing the OpenAI folks point out is that these systems often learn on the games and levels on which they are evaluated. It’s a sort of “teaching to the test” situation. So in the new competition, not only are the systems more complicated than Mario’s (as anyone who’s played Sonic can tell you), but the systems created will be tested on levels to which they’ve had limited exposure.
They won’t be going in blind — the risk of an AI breaking from the first is too high. But while researchers will have all the time in the world to design a training and learning mechanism based on a selection of Sonic levels, the test will involve applying that training mechanism to a new set of levels, under a strict time limit (18 hours of game time).
This means you have to create an agent that understands not just one level of Sonic, but Sonic as a gestalt. If your AI knows all the shortcuts in Green Valley Zone, it may excel there, but when sent to the Chemical Zone, it’ll choke (like me) when it encounters the scary underwater parts.
You don’t jump like normal! It’s a lot of pressure with the stuff coming up!
It also means your algorithm has to train efficiently, which may involve all kinds of techniques and shortcuts. Minimizing training time means minimizing lazy learning and paying attention to multiple sources of information at once.
There are also different control methods, gimmicks and physics in each game, so it may be that identifying those before making the run could be critical to success. Really, there are all kinds of things to consider. (It’s making me want to go back and play these great games.)
Contestants will be using OpenAI’s Gym Retro platform, which essentially wraps an emulator playing Sonic (and a set of other Sega games) in the tools developers need to extract data, map inputs and so on.
Winners don’t get any cash or anything, but first through third place will get trophies and will have the opportunity to co-author a report on the contest. OpenAI’s reports are interesting and widely read, so it sounds like a good opportunity if you have the time and inclination — although, of course, “it’s great exposure” is the classic payment avoidance strategy.
There are lots more games in the package of games OpenAI is using — I’d like to see an AI take on Gunstar Heroes, or Golden Axe III.
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The history of console gaming is littered with high-profile flops, middling also-rans and vaporware never-weres. In fact, the stories of console failures are perhaps even more compelling than the tales of those companies that crossed the finish line. So join us as we celebrate some of the most colorful and fascinating console failures of the last three decades. Read More
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Sega’s making good on its promise to continue adding titles to its Sega Forever library of mobile games – the latest is the Dreamcast classic Virtua Tennis Challenge. The Sega Forever model sees the game maker releasing games from its previous console generations as free-to-play ad supported mobile games, with an optional in-app purchase to get rid of the adds permanently. The… Read More
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SEGA is bringing some of your favorite games to mobile in new, free-to-play formats that include ads as a way to drive revenue, support offline play and other more modern features like cloud saves. The games can also be rendered ad-free with a one-time $1.99 purchase, which is a really good deal given the pedigree of some of these titles, and what you might pay elsewhere to get re-released… Read More
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Wonder, the incredibly stealthy new gaming company, has quietly created a signup page for information and perks related to its plans for global domination of the gaming market from its Los Angeles headquarters. The company is calling its new campaign the “Alpha Program”, and folks that are interested can get updates on Wonder’s product, provide feedback, and get perks and… Read More
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