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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. -
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. -
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. -
El Tratamiento Del Videojuego: De La Prensa Generalista a Las Revistas
UNIVERSIDAD DE SEVILLA Facultad de Comunicación Departamento de Periodismo II Tesis Doctoral EL TRATAMIENTO DEL VIDEOJUEGO: DE LA PRENSA GENERALISTA A LAS REVISTAS ESPECIALIZADAS Análisis comparativo de las ediciones impresas y digitales de El País, El Mundo, Público y 20 Minutos Sevilla, julio de 2012 Tesis Doctoral realizada por: Isaac López Redondo Director: Dr. Antonio López Hidalgo A Ana, indudablemente, por todo el tiempo que le robé. Sin su apoyo, comprensión y cariño, este trabajo nunca habría sido una realidad. 0. Índice 1. Introducción………………………………………………………………… 8 1.1. Objetivos de la investigación………………………………………… 9 1.2. Justificación del estudio……………………………………………… 10 1.3. Acotación del objeto de estudio……………………………………… 12 1.4. Hipótesis de partida………………………………………………..… 14 1.5. Metodología de la investigación……………………………………... 15 1.5.1. Análisis de contenido……………………………………... 17 1.5.2. Entrevistas en profundidad………………………………... 24 1.6. Estructura del trabajo de investigación……………………………..... 27 2. Una primera aproximación al mundo del videojuego…………………..... 29 2.1. En busca de una definición………………………………………….. 30 2.2. Antecedentes del videojuego………………………………………… 33 2.3. La interactividad: un elemento distintivo…………………………..... 36 2.4. Las claves del éxito…………………………………………………... 38 2.5. Dentro del videojuego. Estructura y elementos que lo componen…... 40 2.6. ¿Quién juega a los videojuegos?.......................................................... 46 2.7. Géneros y tipos de videojuegos…………………………………….... 49 2.7.1. Clasificación de Diego Levis……………………………... 50 2.7.2. Clasificación de Michael Scholand……………………….. 54 2.7.3. Clasificación de Juan Alberto Estallo…………………….. 57 2.7.4. Clasificación de James Newman…………………………. 61 2.7.5. La propuesta de la prensa especializada………………….. 62 2.7.6. La dificultad de establecer una clasificación única………. -
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. -
1)This Card Can Be Compatible with 3DS/3DSLL/DS/Dsixl/Dsi/DSL/Dsill
1)This card can be compatible with 3DS/3DSLL/DS/DSiXL/DSi/DSL/DSiLL (2)Will disable if consoles(DS/DSiXL/DSi/DSL/DSiLL) upgraded to higher system than V1.4.4 (3)Will disable if consoles(3DS/3DSLL) upgraded to higher system than 4.4.0-10 (4)Before you insert this card, please make sure the WiFi is closed, or your system will update automatically which may make the card unusable. (5)Our Combo Games Cards are Third-party Products, NOT Nintendo Original Ones. (6)Each game CARDS will test before delivery, so please don't worry it can not play. This 587 in 1 game card is compatible with 3DS/DSi XL/DSi/DSL/DS, the game card includes: 'Ctrl+F' Search Games... 001 New Super Mario Bros. 295 7 Wonders of the Ancient World 002 Mario Kart DS 296 Postman Pat 003 Mario Party DS 297 Anno 1701 : Dawn of Discovery 004 Yoshi's Island DS 298 Mr. Bean 005 Mario vs. Donkey Kong Mini-Land Mayhem 299 Tabaluga:Grünland In Gefahr 006 Yoshi Touch & Go 300 Namco Museum DS 007 Super Mario 64 DS 301 TigerZ 008 Pokemon Mystery Dungeon: Blue Rescue 302 Beetle King Team 009 Pokemon Dash 303 Tootuff's World 010 Nintendogs: Chihuahua & Friends 304 Nadia's World 011 Nintendogs - Labrador & Friends (E) 305 Ed, Edd & Eddy: Scam of the Century 012 Nintendogs - Dachshund & Friends (E) 306 Master of Illusion 013 Animal Crossing: Wild World 307 Jenga: World Tour 014 Super Princess Peach 308 La Licorne Magique 015 Diddy Kong Racing(E) 309 Orcs & Elves 016 FIFA 2011 310 Kid Paddle: Blorks Invasion 017 Power Rangers Samurai 311 Happy Hippos on Tour 018 Barbie: Groom and Glam -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for Fiscal Year Ended March 2012 (Briefing Date: 4/27/2012) 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 FY3/2008 FY3/2009 FY3/2010 FY3/2011 FY3/2012 Net sales 1,672,423 1,838,622 1,434,365 1,014,345 647,652 Cost of sales 972,362 1,044,981 859,131 626,379 493,997 Gross profit 700,060 793,641 575,234 387,965 153,654 (Gross profit ratio) (41.9%) (43.2%) (40.1%) (38.2%) (23.7%) Selling, general and administrative expenses 212,840 238,378 218,666 216,889 190,975 Operating income 487,220 555,263 356,567 171,076 -37,320 (Operating income ratio) (29.1%) (30.2%) (24.9%) (16.9%) (-5.8%) Non-operating income 48,564 32,159 11,082 8,602 9,825 (of which foreign exchange gains) ( - ) ( - ) ( - ) ( - ) ( - ) Non-operating expenses 94,977 138,727 3,325 51,577 33,368 (of which foreign exchange losses) (92,346) (133,908) (204) (49,429) (27,768) Ordinary income 440,807 448,695 364,324 128,101 -60,863 (Ordinary income ratio) (26.4%) (24.4%) (25.4%) (12.6%) (-9.4%) Extraordinary income 3,934 339 5,399 186 84 Extraordinary loss 10,966 902 2,282 353 98 Income before income taxes and minority interests 433,775 448,132 367,442 127,934 -60,877 Income taxes 176,532 169,134 138,896 50,262 -17,659 Income before minority interests - - - 77,671 -43,217 Minority interests in income -99 -91 -89 50 -13 Net income 257,342 279,089 228,635 77,621 -43,204 (Net income ratio) (15.4%) (15.2%) (15.9%) (7.7%) (-6.7%) - 1 - Nintendo Co., Ltd. -
Corporate Management Policy Briefing for the Fiscal Year Ending
Corporate Management Policy Briefing for Fiscal Year Ending March 2021 Nintendo Co., Ltd. Q & A Summary If you quote any or all of this Q&A, please display the URL of this website or insert a link to this website. Q1 Mario Kart Live: Home Circuit looks like it will be a unique integrated hardware-software entertainment title. Can you talk a little about the concept and how it was developed? Also, what is your approach to the Nintendo Switch software lineup going forward? A1 Shuntaro Furukawa (Representative Director and President): We recently announced our software lineup for the second half of this fiscal year (ending March 2021). It starts with the release of Super Mario 3D All-Stars on September 18, followed by Mario Kart Live: Home Circuit in October. Koei Tecmo Games will also release Hyrule Warriors: Age of Calamity in November. (Nintendo will publish this title in overseas markets.) And then next year, we have more titles slated for release, including Super Mario 3D World + Bowser's Fury. Nintendo Switch is just now entering what we consider the middle of its lifecycle, so there are many more titles currently under development to be released in the next fiscal year (ending March 2022) and beyond. Shinya Takahashi (Director, Senior Managing Executive Officer): Mario Kart Live: Home Circuit is based on the concept of using a game console to control an RC kart equipped with a camera. The concept was proposed by a U.S. company, Velan Studios, whose founders were involved with us during development of a Wii U title. -
Nintendo Wi-Fi Connection Presentation #3
Nintendo Wi-Fi Connection (WFC) • Game publisher Nintendo’s first official entry in the world of online video gaming • Play against close friends or random players around the world over IEEE 802.11b • Series of public Wi-Fi hubs and residential wireless broadband connections provide access • Master servers maintained by Nintendo • Service architecture maintained by IGN Entertainment • For use with Nintendo DS and Nintendo Revolution game systems Why Study Nintendo WFC? • Chance to explore a service from first public announcement to launch date and beyond • Familiar topics take on new features • Service has potential to reinvent online portable and console gaming • Potential for free service and accessible technology to expand gaming demographic • Firsthand experience and developer access •Nostalgia Service Types and Fees • Three levels of service – Play against random players chosen by the system based on skill level or geographic location – Play against known friends through an approved “Friends List” – Download game content (new levels, new items, etc.) • Gameplay access is free for Nintendo-published titles; third-party publishers may charge a fee • Downloadable content to be available for a fee • Aims for transparent access; most users need not configure Nintendo DS manually by default WFC-enabled Titles • Nintendo DS – Mario Kart DS (Now) – Tony Hawk’s American Sk8land (Now) – Animal Crossing: Wild World (December 2005) – Metroid Prime Hunters (March 2006) • Nintendo Revolution – Super Smash Bros. 3 (working title; TBD 2006) – Nintendo