Video Game History & Genres
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The Fewest Clues Problem of Picross 3D
The Fewest Clues Problem of Picross 3D Kei Kimura1 Department of Computer Science and Engineering, Toyohashi University of Technology, 1-1 Hibarigaoka, Tempaku, Toyohashi, Aichi, Japan [email protected] Takuya Kamehashi Department of Computer Science and Engineering, Toyohashi University of Technology, 1-1 Hibarigaoka, Tempaku, Toyohashi, Aichi, Japan [email protected] Toshihiro Fujito2 Department of Computer Science and Engineering, Toyohashi University of Technology, 1-1 Hibarigaoka, Tempaku, Toyohashi, Aichi, Japan [email protected] Abstract Picross 3D is a popular single-player puzzle video game for the Nintendo DS. It is a 3D variant of Nonogram, which is a popular pencil-and-paper puzzle. While Nonogram provides a rectangular grid of squares that must be filled in to create a picture, Picross 3D presents a rectangular parallelepiped (i.e., rectangular box) made of unit cubes, some of which must be removed to construct an image in three dimensions. Each row or column has at most one integer on it, and the integer indicates how many cubes in the corresponding 1D slice remain when the image is complete. It is shown by Kusano et al. that Picross 3D is NP-complete. We in this paper show P that the fewest clues problem of Picross 3D is Σ2 -complete and that the counting version and the another solution problem of Picross 3D are #P-complete and NP-complete, respectively. 2012 ACM Subject Classification Theory of computation → Theory and algorithms for appli- cation domains Keywords and phrases Puzzle, computational complexity, fewest clues problem Digital Object Identifier 10.4230/LIPIcs.FUN.2018.25 Acknowledgements The authors are grateful to the reviewers for their valuable comments and suggestions. -
Folha De Rosto ICS.Cdr
“For when established identities become outworn or unfinished ones threaten to remain incomplete, special crises compel men to wage holy wars, by the cruellest means, against those who seem to question or threaten their unsafe ideological bases.” Erik Erikson (1956), “The Problem of Ego Identity”, p. 114 “In games it’s very difficult to portray complex human relationships. Likewise, in movies you often flit between action in various scenes. That’s very difficult to do in games, as you generally play a single character: if you switch, it breaks immersion. The fact that most games are first-person shooters today makes that clear. Stories in which the player doesn’t inhabit the main character are difficult for games to handle.” Hideo Kojima Simon Parkin (2014), “Hideo Kojima: ‘Metal Gear questions US dominance of the world”, The Guardian iii AGRADECIMENTOS Por começar quero desde já agradecer o constante e imprescindível apoio, compreensão, atenção e orientação dos Professores Jean Rabot e Clara Simães, sem os quais este trabalho não teria a fruição completa e correta. Um enorme obrigado pelos meses de trabalho, reuniões, telefonemas, emails, conversas e oportunidades. Quero agradecer o apoio de família e amigos, em especial, Tia Bela, João, Teté, Ângela, Verxka, Elma, Silvana, Noëmie, Kalashnikov, Madrinha, Gaivota, Chacal, Rita, Lina, Tri, Bia, Quelinha, Fi, TS, Cinco de Sete, Daniel, Catarina, Professor Albertino, Professora Marques e Professora Abranches, tanto pelas forças de apoio moral e psicológico, pelas recomendações e conselhos de vida, e principalmente pela amizade e memórias ao longo desta batalha. Por último, mas não menos importante, quero agradecer a incessante confiança, companhia e aceitação do bom e do mau pela minha Twin, Safira, que nunca me abandonou em todo o processo desta investigação, do meu caminho académico e da conquista da vida e sonhos. -
Vysoke´Ucˇenítechnicke´V Brneˇ
VYSOKE´ UCˇ ENI´ TECHNICKE´ V BRNEˇ BRNO UNIVERSITY OF TECHNOLOGY FAKULTA INFORMACˇ NI´CH TECHNOLOGII´ U´ STAV POCˇ ´ITACˇ OVY´ CH SYSTE´ MU˚ FACULTY OF INFORMATION TECHNOLOGY DEPARTMENT OF COMPUTER SYSTEMS PROGRAM PRO GENEROVA´ NI´ OBRA´ ZKOVY´ CH KRˇ ´IZˇ O- VEK BAKALA´ Rˇ SKA´ PRA´ CE BACHELOR’S THESIS AUTOR PRA´ CE ONDRˇ EJ NAVRA´TIL AUTHOR BRNO 2011 VYSOKE´ UCˇ ENI´ TECHNICKE´ V BRNEˇ BRNO UNIVERSITY OF TECHNOLOGY FAKULTA INFORMACˇ NI´CH TECHNOLOGII´ U´ STAV POCˇ ´ITACˇ OVY´ CH SYSTE´ MU˚ FACULTY OF INFORMATION TECHNOLOGY DEPARTMENT OF COMPUTER SYSTEMS PROGRAM PRO GENEROVA´ NI´ OBRA´ ZKOVY´ CH KRˇ ´IZˇ O- VEK PROGRAM FOR GENERATION OF THE IMAGE CROSSWORDS BAKALA´ Rˇ SKA´ PRA´ CE BACHELOR’S THESIS AUTOR PRA´ CE ONDRˇ EJ NAVRA´TIL AUTHOR VEDOUCI´ PRA´ CE Ing. JAN KASˇ TIL SUPERVISOR BRNO 2011 Abstrakt Ústředním tématem této práce jsou obrázkové křížovky, tedy hlavolamy podobné napø. známému sudoku èi criss cross. Pozorost je věnována zejména problematice automatického a poloautomatického generování těchto rébusù z digitálních obrázkù a otázce řešení, respek- tive øe¹itelnosti obrázkových křížovek. Zkoumané vlastnosti a postupy jsou demonstrovány v aplikaci picross, implementované jako souèást této bakaláøské práce. Abstract Main topic of this thesis is the picross, a puzzle similar to well-known sudoku or criss cross. Central questions discussed in the text are automatic and semi-automatic generation of the rebus from digital images and solving and solvability of the puzzle. Characteristics and procedures described are demonstrated in the aplication picross, which was implemented as a part of this bachelor's thesis. Klíčová slova Obrázková křížovka, malovaná křížovka, hlavolam, zpracování obrazu, prohledávání stavo- vého prostoru. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for the Six-Month Period Ended September 2010 (Briefing Date: 2010/10/29) 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. Semi-Annual Consolidated Statements of Income Transition million yen FY3/2007 FY3/2008 FY3/2009 FY3/2010 FY3/2011 Apr.-Sept.'06 Apr.-Sept.'07 Apr.-Sept.'08 Apr.-Sept.'09 Apr.-Sept.'10 Net sales 298,817 694,803 836,879 548,058 363,160 Cost of sales 162,974 413,048 469,831 341,759 214,369 Gross profit 135,842 281,754 367,048 206,298 148,791 (Gross profit ratio) (45.5%) (40.6%) (43.9%) (37.6%) (41.0%) Selling, general, and administrative expenses 68,730 92,969 114,864 101,937 94,558 Operating income 67,111 188,784 252,183 104,360 54,232 (Operating income ratio) (22.5%) (27.2%) (30.1%) (19.0%) (14.9%) Non-operating income 27,958 27,259 20,528 7,990 4,849 (of which foreign exchange gains) (10,057) (2,149) ( - ) ( - ) ( - ) Non-operating expenses 393 666 35,404 1,737 63,234 (of which foreign exchange losses) ( - ) ( - ) (33,584) (664) (62,175) Ordinary income 94,676 215,376 237,306 110,613 -4,152 (Ordinary income ratio) (31.7%) (31.0%) (28.4%) (20.2%) (-1.1%) Extraordinary income 253 3,885 1,959 4,311 190 Extraordinary loss 1 1,623 92 2,306 18 Income before income taxes and minority interests 94,929 217,639 239,172 112,618 -3,981 Income taxes 40,602 85,294 94,329 43,107 -1,960 Income before minority interests - - - - -2,020 Minority interests in income -18 -76 15 18 -9 Net income 54,345 132,421 144,828 69,492 -2,011 (Net income ratio) (18.2%) (19.1%) (17.3%) (12.7%) (-0.6%) - 1 - Nintendo Co., Ltd. -
Nintendo Eshop
Nintendo eShop Last Updated on October 2, 2021 Title Publisher Qty Box Man Comments #RaceDieRun QubicGames 1-2-Switch Nintendo 10-in-1: Arcade Collection Gamelion Studios 101 DinoPets 3D Selectsoft 2 Fast 4 Gnomz QubicGames 2048 Cosmigo 3D Fantasy Zone Sega 3D Fantasy Zone II Sega 3D Game Collection Joindots 3D MahJongg Joindots 3D Out Run Sega 3D Solitaire Zen Studios 3D Sonic The Hedgehog Sega 3D Sonic The Hedgehog 2 Sega 3D Thunder Blade Sega 80's Overdrive Insane Code A Short Hike Whippoorwill Limited A-Train 3D: City Simulator Natsume Abyss EnjoyUp Games ACA NeoGeo: Alpha Mission II Hamster ACA NeoGeo: Baseball Stars 2 Hamster ACA NeoGeo: Blazing Star Hamster ACA NeoGeo: Cyber-Lip Hamster ACA NeoGeo: Garou - Mark of the Wolves Hamster ACA NeoGeo: Gururin HAMSTER, Co. ACA NeoGeo: King of Fighters '98, The HAMSTER, Co. ACA NeoGeo: Last Resort Hamster ACA NeoGeo: Magical Drop II HAMSTER, Co. ACA NeoGeo: Magical Drop III HAMSTER, Co. ACA NeoGeo: Money Puzzle Exchanger Hamster ACA NeoGeo: Neo Turf Masters Hamster ACA NeoGeo: Ninja Combat Hamster ACA NeoGeo: Ninja Commando Hamster ACA NeoGeo: Prehistoric Isle 2 Hamster ACA NeoGeo: Pulstar Hamster ACA NeoGeo: Puzzle Bobble 2 HAMSTER, Co. ACA NeoGeo: Puzzled HAMSTER, Co. ACA NeoGeo: Sengoku Hamster ACA NeoGeo: Sengoku 2 Hamster ACA NeoGeo: Sengoku 3 Hamster ACA NeoGeo: Shock Troopers Hamster ACA NeoGeo: Top Hunter - Roddy & Cathy Hamster ACA NeoGeo: Twinkle Star Sprites Hamster ACA NeoGeo: Waku Waku 7 Hamster ACA NeoGeo: Zed Blade Hamster ACA NeoGeo: Zupapa! Hamster Advance Wars Nintendo Adventure Bar Story CIRCLE Ent. Adventure Labyrinth Story CIRCLE Entertainment Adventure Time: Hey Ice King! Why'd you steal our garbage?!! D3 Publisher Adventures of Elena Temple, The GrimTalin Adventures of Elena Temple, The: Definitive Edition: Switch Grimtalin Aero Porter Level-5 AeternoBlade Corecell Technology This checklist is generated using RF Generation's Database This checklist is updated daily, and it's completeness is dependent on the completeness of the database. -
Hand Controlled 3D Minesweeper
Hand controlled 3D minesweeper Nicolás Mendoza R. Pablo Figueroa F. Systems and computer engineering Systems and computer engineering Universidad de los Andes Universidad de los Andes Bogotá, Colombia Bogotá, Colombia [email protected] [email protected] Abstract —During the last six years, the gaming industry has the interfaces introduced in the seventh generation of gaming introduced nontraditional interfaces to play videogames. These consoles actually have been successful unlike the previous efforts had been done before but without reaching the success ones. Successful and popular games like Wii sports have been these new interfaces are experiencing in the last years. These new created with the new controllers in mind [4], showing a new interfaces use player movement rather than buttons or joysticks, trend towards game development using nontraditional control creating a more immersive environment for the player. These schemes. This trend opens new gameplay possibilities that can results open up a universe of new possibilities for developers to be exploited to create new entertainment experiences. create new ways to interact with games. In this article, a 3D minesweeper game is presented, using hand movement to interact In this article a game that attempts to use a nontraditional with the game. A user study was conducted to validate the results interface is presented. The game is a 3D minesweeper of the implementation. controlled using a glove. First, the motivation for creating this kind of game is presented. Then the game rules are described Keywords—Minesweeper, virtual hand, PhaseSpace, 3D and an explanation of how these rules are derived from the 2D interaction, videogames. -
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. -
NINTENDOWEBBEN AWARDS 2016 Bästa Grafik 2016
NINTENDOWEBBEN AWARDS 2016 Bästa grafik 2016 1. The Legend of Zelda: Twilight Princess HD (Wii U) 2. LEGO® Star Wars™: The Force Awakens™ (Wii U) 3. Super Mario Maker for Nintendo 3DS (3DS) 4. LEGO® Marvel Avengers (Wii U) 5. Minecraft: Wii U Edition (Disc Version) (Wii U) 6. Hyrule Warrios Legends (3DS) 7. SteamWorld Collection (Wii U) 8. Fire Emblem Fates - Birthright (3DS) 9. Fire Emblem Fates - Conquest (3DS) 10. Star Fox Zero (Wii U) Bästa ljud 2016 1. The Legend of Zelda: Twilight Princess HD (Wii U) 2. Super Mario Maker for Nintendo 3DS (3DS) 3. Hyrule Warrios Legends (3DS) 4. LEGO® Star Wars™: The Force Awakens™ (Wii U) 5. LEGO® Marvel Avengers (Wii U) 6. Minecraft: Wii U Edition (Disc Version) (Wii U) 7. SteamWorld Collection (Wii U) 8. Fire Emblem Fates - Birthright (3DS) 9. Fire Emblem Fates - Conquest (3DS) 10. Star Fox Zero (Wii U) Bästa action 2016 1. Monster Hunter™ Generations (3DS) 2. LEGO® Star Wars™: The Force Awakens™ (Wii U/3DS) 3. LEGO® Marvel Avengers (Wii U\/3DS) 4. Hyrule Warriors: Legends (3DS) 5. Minecraft: Wii U Edition (Disc Version) (Wii U) 6. Paper Mario: Color Splash (Wii U) 7. SteamWorld Collection (Wii U) 8. Star Fox Zero (Wii U) 9. Skylanders Imaginators (Wii U) 10. Mighty No. 9 (Wii U) Bästa äventyr 2016 1. The Legend of Zelda: Twilight Princess HD (Wii U) 2. LEGO® Star Wars™: The Force Awakens™ (Wii U/3DS) 3. LEGO® Marvel Avengers (Wii U/3DS) 4. Minecraft: Wii U Edition (Disc Version) (Wii U) 5. Minecraft: Story Mode - The Complete Adventure (Wii U) 6. -
2014-07 EFF Gaming Exempiton Comment
Before the U.S. COPYRIGHT OFFICE, LIBRARY OF CONGRESS In the Matter of Exemption to Prohibition on Circumvention of Copyright Protection Systems for Access Control Technologies Docket No. 2014-07 Comments of the Electronic Frontier Foundation 1. Commenter Information Electronic Frontier Foundation Kendra Albert Mitch Stoltz (203) 424-0382 Corynne McSherry [email protected] Kit Walsh 815 Eddy St San Francisco, CA 94109 (415) 436-9333 [email protected] The Electronic Frontier Foundation (EFF) is a member-supported, nonprofit public interest organization devoted to maintaining the traditional balance that copyright law strikes between the interests of copyright owners and the interests of the public. Founded in 1990, EFF represents over 25,000 dues-paying members, including consumers, hobbyists, artists, writers, computer programmers, entrepreneurs, students, teachers, and researchers, who are united in their reliance on a balanced copyright system that ensures adequate incentives for creative work while facilitating innovation and broad access to information in the digital age. In filing these comments, EFF represents the interests of gaming communities, archivists, and researchers who seek to preserve the functionality of video games abandoned by their manufacturer. 2. Proposed Class Addressed Proposed Class 23: Abandoned Software—video games requiring server communication Literary works in the form of computer programs, where circumvention is undertaken for the purpose of restoring access to single-player or multiplayer video gaming on consoles, personal computers or personal handheld gaming devices when the developer and its agents have ceased to support such gaming. We ask the Librarian to grant an exemption to the ban on circumventing access controls applied to copyrighted works, 17 U.S.C. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Earnings Release for the Six-Month Period Ended September 2016 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. Semi-Annual Consolidated Statements of Income Transition million yen FY3/2013 FY3/2014 FY3/2015 FY3/2016 FY3/2017 Apr.-Sept.'12 Apr.-Sept.'13 Apr.-Sept.'14 Apr.-Sept.'15 Apr.-Sept.'16 Net sales 200,994 196,582 171,399 204,182 136,812 Cost of sales 156,648 134,539 90,306 110,495 75,232 Gross profit 44,346 62,042 81,092 93,687 61,580 (Gross profit ratio) (22.1%) (31.6%) (47.3%) (45.9%) (45.0%) Selling, general, and administrative expenses 73,506 85,321 81,308 84,709 67,527 Operating income -29,159 -23,278 -215 8,977 -5,947 (Operating income ratio) (-14.5%) (-11.8%) (-0.1%) (4.4%) (-4.3%) Non-operating income 5,392 24,708 22,509 7,536 15,578 (of which foreign exchange gains) ( - ) (18,360) (15,587) (719) ( - ) Non-operating expenses 23,481 180 97 77 40,514 (of which foreign exchange losses) (23,273) ( - ) ( - ) ( - ) (39,911) Ordinary income -47,248 1,248 22,196 16,436 -30,883 (Ordinary income ratio) (-23.5%) (0.6%) (13.0%) (8.1%) (-22.6%) Extraordinary income - 1,421 3,466 6 62,953 Extraordinary losses 23 18 2,174 23 25 Income before income taxes and minority interests -47,271 2,651 23,488 16,419 32,043 Income taxes -19,330 2,065 9,190 4,966 -6,261 Profit -27,941 586 14,297 11,452 38,305 Profit attributable to non-controlling interests 55 -13 -3 -13 5 Profit attributable to owners of parent -27,996 600 14,300 11,466 38,299 (Profit attributable to (-13.9%) (0.3%) (8.3%) (5.6%) (28.0%) owners of parent ratio) - 1 - Nintendo Co., Ltd. -
What Makes Gêmu Different? a Look at the Distinctive De- Sign Traits of Japanese Video Games and Their Place in the Japanese Media Mix
Journal of Games Criticism Volume 2, Issue 1 What Makes Gêmu Different? A Look at the Distinctive De- sign Traits of Japanese Video Games and Their Place in the Japanese Media Mix Victor Navarro-Remesal & Antonio Loriguillo-López Abstract The popularity and influence enjoyed by Japanese video games is irrefutable. There is little doubt, for many scholars, that the Japanese video game industry has helped establish the standard procedures of production, distribution and localization for the global sector. However, beyond titles of overwhelming international repercussion— from Space Invaders (Taito, 1978) to Silent Hills (2015), without forgetting Super Mario Bros. (Nintendo, 1985)—very little has been published on the production of Japanese video games destined for the domestic market, where genres unpopular in the West, such as visual novels or dating sims, are the staples. This leads us to consider the effectiveness and necessity of the term gêmu (Picard, 2013) as a sepa- Author Biographies Víctor Navarro-Remesal (Guadalajara, 1983) is a researcher in Video Game Design Theory and a specialist in East Asia. His PhD dissertation presents the idea of “directed freedom” as the basis of the relationship between player and discourse. He teaches Videogames at CESAG (UP Comillas), in Palma de Mallorca (Spain) and his interests are Japanese games, player representation, agency, freedom, ludonarrative and game structure. [email protected]. | www.victornavarroremesal.com/research Antonio Loriguillo-López (Castellón de la Plana, 1989) holds a degree in Audiovisual Communication and a Master’s Degree in New Tendences and Processes of Innovation and Communication from the Universitat Jaume I at Castellón. -
Video Game History & Genres
Video Game History & Genres A Brief History of Video Game httpp//://www. games pot.com /games pot /features /video /hov /i ndex.html 456340-1 Fa ll 2010 9/6/2010 Kyoung Shin Park Multimedia Engineering Dankook University 2 Before the Games: 1889-1970 Before the Games: 1889-1970 1889 1951 FjiFusajiro YhiblihhYamauchi establishes the MfkMarufuku Company to RlhBRalph Baer, an engiineer w ith Lora l, a company tha t deve lops an d manufacture and distribute Hanafuda (flower cards), Japanese manufactures complex military airborne electronics, is instructed playing cards. 1951 – Changes name to The Nintendo Playing Card to "build the best TV set in the world." Baer suggests they add Company. "Nintendo" means "leave luck to heaven." some kind of interactive game to the TV set to distinguish it from other companies' TVs, but management ignores the idea. 1954 Former US Korean War veteran David Rosen starts Service Games to export coin-op machines to Japan. In the 1960s, Rosen made his own coin-oppgerated games, so he p urchases a Tok yjyo jukebox and slot-machine company. 1947 The name SEGA, short for "SErvice GAmes," is stamped on the games . Akio Morita and Masaru Ibuka establish Tokyo Telecommunications Engineering Company. Licensed transistor from Bell Labs in 1952. The transistor radio is a success in Japan, and Ibuka and Morita begggin looking at marketing gp their products in the United States and Europe. Sony was born (from Latin word sonus (sound)). 3 4 Before the Games: 1889-1970 Before the Games: 1889-1970 1958 1962 BkhNtilLbhiitBrookhaven National Lab physicist WillWilly HiHigi in bo tham NlNolan Bus hne ll enrolls in engi ineer ing sc hoo l at t he Un ivers ity o f invents interactive table-tennis-like game on an Utah, where he is first exposed to Russell's Spacewar.