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Mario's Legacy and Sonic's Heritage: Replays and Refunds of Console Gaming History
Mario’s legacy and Sonic’s heritage: Replays and refunds of console gaming history Jaakko Suominen University of Turku / Digital Culture P.O. Box 124 28101 Pori +35823338100 jaakko.suominen at utu.fi ABSTRACT In this paper, I study how three major videogame device manufacturers, Microsoft, Sony and Nintendo use gaming history within their popular console products, Microsoft Xbox 360, Sony PS 3 and Nintendo Wii. These enterprises do not only market new game applications and devices but also recycle classic game themes, game characters as well as classic games themselves. Therefore, these corporations are a part of the phenomenon which can be called retrogaming culture or digital retro economy. The paper introduces the different ways in which the corporations began to use history and how they constructed their digital game market strategies to be compatible with the current retrogaming trend. In addition, the paper introduces a model for different phases of uses of history. The paper is empirically based on literary reviews, recreational computing magazine articles, company websites and other online sources and participatory observation of retrogaming applications and product analyses. Sociological and cultural studies on nostalgia as well as history culture form the theoretical framework of the study. Keywords retrogaming, classic games, history management, uses of history, consoles INTRODUCTION When a game company utilizes its older products to make a new application, when the same company mentions the year it was established in a job advertisement or when it celebrates a game figure’s 20-year anniversary, the company uses history. The use of history can be a discursive act, which underlines continuity and in so doing, for example, the trustworthiness and stability of the firm. -
Nintendo Reports Loss on Shaky Wii U Sales 30 July 2014, by Yuri Kageyama
Nintendo reports loss on shaky Wii U sales 30 July 2014, by Yuri Kageyama (AP)—Nintendo Co. sank to a worse-than-expected But Wii U is not as popular as Nintendo had initially loss for the fiscal first quarter on lagging Wii U and hoped for, and it has missed earlier sales targets. 3DS video-game machine sales. Sales of the 3DS handheld have plunged, dropping But the Japanese company behind Super Mario to 820,000 for the latest quarter from 1.4 million and Pokemon games stuck to its annual forecasts units a year ago. Wednesday for a 20 billion yen ($196 million) profit on 590 billion yen ($5.8 billion) sales. Nintendo stuck to its latest target of selling 3.6 million Wii U and 12 million 3DS machines for the Kyoto-based Nintendo reported a 9.92 billion yen fiscal year through March 2015. ($97.3 million) April-June loss compared with an 8.62 billion yen profit a year earlier. Nintendo said it will start offering strong game software in the months ahead, such as "Super Quarterly sales totaled 74.695 billion yen ($732.3 Smash Bros. for Wii U." million), down 8 percent from a year earlier. The year-end and New Year's seasons are Nintendo has been fighting to maintain profits amid important sales periods for the company, practically competition from games and social media apps on determining its fortunes for the whole year. smartphones and other mobile devices. The company also faces competition from rivals Sony Nintendo is also launching "amiibo," which are Corp. -
E-Sports Rules
UCSF E-Sports Game-Specific Rules Super Smash Bros. Ultimate Mario Kart 8 Deluxe Rocket League League of Legends Among Us Super Smash Bros. Ultimate 1. Games will be played best 3 out of 5 a. Playoffs best 4 out of 7 2. Prior to each match, players should add each other as friends on their respective Nintendo Switch consoles. 3. Whoever is the “Home” player, person who is listed first, on the schedule is responsible for creating the lobby through the following screen selections: a. “Online” → “Smash” → “Battle Arenas” → “Create Arena” b. If there are any questions as to who the “Home” player is, contact your opponent via Discord to confirm match time as well as who will take responsibility for the “Home” player. 4. The following settings are required for all UCSF E-Sports Super Smash Bros Ultimate matches a. Type: All Skill Levels b. Visibility: Friends c. Format: 1-on-1 d. Rules: 1. Style: Stock 2. Stock: 3 3. Time Limit: 7:00 4. FS Meter: Off 5. Damage Handicap: Off 6. Items: Off and None 7. Click Advanced a. Stage Hazards: Off b. Team Attack: Off c. Launch Rate: 1.0x d. Score Display: Off e. Show Damage: Yes e. Click More Settings: 1. Max Players: 2 2. Stage Selection: Choice 3. Custom Stages: Off 4. amiibo: Off 5. Spirits: Off 6. Voice Chat: Off f. Arena Name: What week in the season it is (Ex: Week 1 or Week 2) 5. In the event an incorrect ruleset is used, the match should be stopped and reset with the correct ruleset. -
Distinctive Difference Game Titles Between Japanese Context And
What is “Japanese video game” • Kohler, Chris. "Power-up: how Japanese video games gave the world an extra life." (2004). • Picard, Martin. "The foundation of geemu: A brief history of early Japanese video games." Game Studies 13.2 (2013). • Pelletier-Gagnon, Jérémie. Video Games and Japaneseness: An analysis of localization and circulation of Japanese video games in North America. Diss. McGill University, 2011. What is “Japanese video game” • Some famous “Made in Japan” games is not famous in Japan. Ex : “Zaxxon”(1982), “Jet Grind Radio” (2000), “Cooking Mama”(2006) (C)SEGA 1982 (C)SEGA 2000 (C)TAITO 2006 Some famous Japanese game is not famous in English context. Ex : “moon”(1997) (C) ASCII 1997 (C) ASCII 1997 Japanese gamer don’t know famous game titles. • For example, most of Japanese video game players don’t know “Tempest”(1981), “Canabalt”(2009) (C)ATARI 1981 (C)Semi-Secret Software 2009 Do you know the game ? https://goo.gl/forms/ZJr4iQqam95p9kcC2 1.Purpose of the study A) Today Japanese video game context and English video game context, each context have much local bias. We want to know local game history. B) Developing method to know characteristic history in each area. 2.Significance of the study A) Making basic resource for local game history research, and area studies. B) Extended use case trial of Media Art DB. # Now, This DB don’t include work – version relation.(at 2016/8) Media ART DB / Game Domain(Published by Agency for Cultural Affairs Japan) 3.Method 1. Picking up video game titles from a. video game books, awards, exhibitions about video games, and sales data. -
Mario Kart Has Been a Major
THE TEA by Aiden Dowling ario Kart has been a major day and has continued to grow ever ier to play by spending money, users racing franchise since its since. Claiming the spot of Nintendo’s can still move up the stages to unlock !rst release and has con- biggest mobile game within the !rst the currency. #e game o"ers more Mtinued to be a family favorite for over week, Mario Kart beat Pokemon Go, challenging ways to attain the in-game 25 years. Nintendo has released the Super Mario Run, and Animal Cross- currency, so players can continue games on almost every one of their ing: Pocket Camp. playing for free. consoles, but Mario Kart Tour is the #e game is played with a simple Previously the Mario Kart series was game’s mobile debut. swipe of the !nger, used for dri$ing, available exclusively for Nintendo Mario Kart Tour takes a di"erent turning, and using items. Di"erent consoles. Now that it can be played on approach, o"ering a more select, from previous titles, the game also most mobile devices, more players are willing to give the game a try. While unlockable roster of characters. Along has a paid currency used to Mario Kart 8 Deluxe is available on with the transition to mobile, it lost spin for unlockable charac- the Nintendo Switch, Mario Kart a majority of its selection of char- ters and items. #is paid Tour provides a true, easy, and mobile acters such as Link and Rosalina feature is a staple of mobile experience. -
We Are Mario! Grand Opening February 4, 2021!
November 30, 2020 月 30 日 (月) WE ARE MARIO! SUPER NINTENDO WORLD AT UNIVERSAL STUDIOS JAPAN GRAND OPENING FEBRUARY 4, 2021! Guests will Unleash their Passion to Play at the World’s First*1 New Expansive Nintendo Theme Park Area Exclusive New Images and Video of the Land and a Sneak Peek of World’s First Interactive Mario Kart Theme Park Ride Revealed OSAKA - Universal Studios Japan will hold its grand opening of the world’s first SUPER NINTENDO WORLD on FEBRUARY 4, 2021 – bringing to life a highly themed and immersive land featuring Nintendo’s legendary worlds, characters and adventures where guests will be able to play inside their favorite Nintendo games. The grand opening of SUPER NINTENDO WORLD will kick off the park’s year-long 20th Anniversary Celebration. ©Nintendo SUPER NINTENDO WORLD will feature Mario Kart- and Yoshi-themed rides and attractions, as well as restaurants, shops and other experiences that can only be found at Universal Studios Japan. The colorful and interactive area offers a new theme park experience that lets guests immerse themselves in the world by wearing a Power-Up Band, an innovative technology to help bring gameplay to life and allow guests to keep score. Guests with a Power-Up Band can also punch ? Blocks, collect virtual coins and more to bring the experience of playing Super Mario games to the real world. Universal Studios Japan released exclusive new footage of the world’s first*2 Mario Kart theme park ride, Mario Kart: Koopa’s Challenge as well as new images of the land, rides and the interior of Bowser’s Castle. -
Mario Kart Ds
NTR-AMCP-UKV INSTRUCTION BOOKLET (CONTAINS IMPORTANT HEALTH AND SAFETY INFORMATION) [0610/UKV/NTR] WIRELESS DS SINGLE-CARD DOWNLOAD PLAY THIS GAME ALLOWS WIRELESS MULTI-PLAYER GAMES DOWNLOADED FROM ONE GAME CARD. This seal is your assurance that Nintendo 2–8 has reviewed this product and that it has met our standards for excellence WIRELESS DS MULTI-CARD PLAY THIS GAME ALLOWS WIRELESS MULTI-PLAYER GAMES in workmanship, reliability and WITH EACH NINTENDO DS SYSTEM CONTAINING A entertainment value. Always look 2–8 SEPARATE GAME CARD. for this seal when buying games and accessories to ensure complete com- patibility with your Nintendo Product. NINTENDO Wi-Fi CONNECTION THIS GAME IS DESIGNED TO USE NINTENDO Wi-Fi CONNECTION. Thank you for selecting the MARIO KART™ Game Card for Nintendo DS™ systems. IMPORTANT: Please carefully read the important health and safety information included in this booklet before using your Nintendo DS system, Game Card, Game Pak or accessory. Please read this Instruction Booklet thoroughly to ensure maximum enjoyment of your new game. Important warranty and hotline information can be found in the separate Age Rating, Software Warranty and Contact Information Leaflet. Always save these documents for future reference. This Game Card will work only with Nintendo DS systems. IMPORTANT: The use of an unlawful device with your Nintendo DS system may render this game unplayable. © 2005 NINTENDO. TM, ® AND THE NINTENDO DS LOGO ARE TRADEMARKS OF NINTENDO. © 2005 NINTENDO. This product uses the LC Font by Sharp Corporation, except some characters. LCFONT, LC Font and the LC logo mark are trademarks of Sharp Corporation. -
Super Mario 64 Was Proclaimed by Many As "The Greatest Video Game
The People Behind Mario: When Hiroshi Yamauchi, president of Nintendo Co., Ltd. (NCL), hired a young art student as an apprentice in 1980, he had no idea that he was changing video games forever. That young apprentice was none other than the highly revered Shigeru Miyamoto, the man behind Mario. Miyamoto provided the inspiration for each Mario game Nintendo produces, as he still does today, with the trite exception of the unrelated “Mario-based” games produced by other companies. Just between the years 1985 and 1991, Miyamoto produced eight Mario games that went on to collectively sell 70 million copies. By record industry standards, Miyamoto had gone 70 times platinum in a brief six years. When the Nintendo chairman Gunpei Yokoi was assigned to oversee Miyamoto when he was first hired, Yokoi complained that “he knows nothing about video games” (Game Over 106). It turned out that the young apprentice knew more about video games than Yokoi, or anyone else in the world, ever could. Miyamoto’s Nintendo group, “R&D4,” had the assignment to come up with “the most imaginative video games ever” (Game Over 49), and they did just that. No one disagrees when they hear that "Shigeru is to video gaming what John Lennon is to Music!" (www.nintendoland.com) As soon as Miyamoto and Mario entered the scene, America, Japan, and the rest of the world had become totally engrossed in “Mario Mania.” Before delving deeply into the character that made Nintendo a success, we must first take a look at Nintendo, and its leader, Hiroshi Yamauchi. -
STARTER GUIDE How to Drive
STARTER GUIDE How To Drive Following the fine tradition of the games that came before it, Mario Kart 8 Deluxe has a robust selection of single-player and multiplayer game modes for kart racing fans to test their skills on the track with their favorite Nintendo characters! 004-021_how_to_drive.indd 4 3/27/17 10:00 AM 004-021_how_to_drive.indd 5 3/27/17 10:00 AM GAME MODES Grand Prix VS Race With a whopping twelve cups with four tracks each, and with all speed classes open from the start to boot, Mario Kart 8 Deluxe pits twelve racers against each other in some of the wildest kart racing yet! Winning the cups and collecting Coins while racing will unlock new parts for vehicles. Completing Race the way you want to, all cups at the speed-demon-certified 200cc class will turn off items you don’t unlock a very special racer and kart. want to deal with, and set up your own cup to race Time Trial the computer racers or your friends! It’s just you, the track, and the clock in Time Trial mode! Complete the Multiplayer course of your choice as fast as possible, collecting Coins early to reach maximum speed while taking the most efficient racing lines you can. Time Trials don’t have Item Boxes, but you’ll start with Triple Mushrooms, a vital tool for using shortcuts to shave seconds off in the quest for new records. Compete against your own times and ghost data, upload your data for others to see, battle ghost data straight from the pros at Nintendo, and against ghost data from friends online. -
Global Sales of Nintendo's Wii Top 50 Million 26 March 2009
Global sales of Nintendo's Wii top 50 million 26 March 2009 (AP) -- Japanese game maker Nintendo Co. said Thursday global sales of its popular Wii video game console have topped 50 million since it went on sale worldwide in late 2006. Nearly 50 percent of the total sales of the Wii machine were in the United States and Canada, with Europe accounting for about 40 percent and Japan taking much of the rest, said the maker of Pokemon and Super Mario games. The Wii hit stores first in the United States in November 2006, and went on sale in Japan and Europe in early December of the same year. The Wii game console has quickly become a smash hit, in large part due to its unique wireless controller. The wand-like controller is equipped with motion sensors that allow users to control game action by jabbing and swinging it through the air. Wii games, including "Wii Fit," "Wii Play," and "Mario Kart Wii," have all become global best sellers. Apart from the Wii console, Nintendo has sold more than 100 million Nintendo DS portable handheld game machines worldwide in just four years and 3 months - a milestone reached at the quickest pace for any video game console. Compared to Sony, which has long appealed to hard-core gamers with its PlayStation series, Nintendo has scored hits with easier-to-play games that attract newcomers to gaming, including the elderly. Nintendo's DS comes with a touch panel, making it possible to play some games without dealing with complex button-pushing. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Earnings Release for the Three-Month Period Ended June 2010 Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2007 FY3/2008 FY3/2009 FY3/2010 FY3/2011 Apr.-June'06 Apr.-June'07 Apr.-June'08 Apr.-June'09 Apr.-June'10 Net sales 130,919 340,439 423,380 253,498 188,646 Cost of sales 67,876 201,336 243,691 161,940 118,298 Gross profit 63,043 139,103 179,688 91,558 70,348 (Gross profit ratio) (48.2%) (40.9%) (42.4%) (36.1%) (37.3%) Selling, general, and administrative expenses 34,241 48,471 60,496 51,156 47,005 Operating income 28,802 90,631 119,192 40,401 23,342 (Operating income ratio) (22.0%) (26.6%) (28.2%) (15.9%) (12.4%) Non-operating income 7,708 41,144 58,251 24,761 2,169 (of which foreign exchange gains) ( - ) (29,032) (47,844) (20,088) ( - ) Non-operating expenses 3,840 326 551 338 71,567 (of which foreign exchange losses) (3,462) ( - ) ( - ) ( - ) (70,594) Ordinary income 32,670 131,449 176,892 64,824 -46,055 (Ordinary income ratio) (25.0%) (38.6%) (41.8%) (25.6%) (-24.4%) Extraordinary income 6 649 3,625 5,227 134 Extraordinary loss 123 15 52 2,308 17 Income before income taxes and minority interests 32,553 132,084 180,464 67,743 -45,938 Income taxes 17,012 51,898 73,101 25,367 -20,687 Income before minority interests - - - - -25,250 Minority interests in income -10 -66 96 58 -33 Net income 15,551 80,251 107,267 42,316 -25,216 (Net income ratio) (11.9%) (23.6%) (25.3%) (16.7%) (-13.4%) - 1 - Nintendo Co., Ltd. -
Thank You Nintendo Finish.Pdf
Dear Nintendo, If you didn’t exist I would not have met the love of my life. You’re probably thinking, “So you bumped into someone and realised you both liked Nintendo, who doesn’t? Cool story…” Not even close. The year was 2008, a year I’m sure many hold dear in their hearts. The year Mario Kart Wii was released. I don’t know about yours, but my days were filled with holding that wheel (of the plastic kind). MKWii was basically the air I breathed, I still remember my very first online race as crisp as a freshly cut lawn (Grumble Volcano before people realised that glitch existed). After playing the other Mario Kart games over the years against item-lucky computers (and the rare actual person), this blew my mind. However this is barely relevant to the story. The point is, people. There were people out there, just like you and me, casually sitting on the couch with a wheel imprint (perhaps 3.5% of the racing population) left in our hands and soul. Many hours (days, weeks, months), races (thousands, easily), blood sweat and tears went into this game and we all got something out of it I’m sure; fun, frustration, and friends. Living in that piece of country people may often forget even exists (if it weren’t for the fact we use kangaroos as transport, especially after we realised emus don’t fly nor reverse), the option to play continental was such a blessing as we would often bump into the same people and you’d have that unspoken connection.