We Define CSR As “Putting Smiles on the Faces of Everyone Nintendo Touches.” This CSR Report Is a Digest Version of the Acti

Total Page:16

File Type:pdf, Size:1020Kb

We Define CSR As “Putting Smiles on the Faces of Everyone Nintendo Touches.” This CSR Report Is a Digest Version of the Acti We define CSR as “Putting Smiles on the Faces of Everyone Nintendo Touches.” This CSR report is a digest version of the activities Nintendo has been working on to achieve our CSR goal. Please refer to the Nintendo Co., Ltd. website for more detailed information about our CSR activities. We welcome your opinions and comments about the CSR Report 2015 on our website. The cover Digest Version (this report) features the faces of Nintendo employees. Detailed Version (website) http://www.nintendo.co.jp/csr/en/ Reporting Scope Nintendo Overview The scope of this report covers the activities and data of the Nintendo Group (Nintendo Co., Ltd. and its main subsidiaries). Company Name Nintendo Co., Ltd. Any information not within this scope is explicitly identified as such. For the purposes of this report, the term “Nintendo” Location refers to the entire Nintendo Group. Nintendo Co., Ltd. is 11-1 Hokotate-cho, Kamitoba, Minami-ku, Kyoto, Japan referred to by its complete name. Founded September 1889 Reporting Period Incorporated This report mainly covers activities in fiscal year 2014 (from November 1947 April 2014 through March 2015), in addition to some recent Capital activities and some activities prior to fiscal year 2014. 10,065,400,000 yen Sales Publication Date 549,780,000,000 yen (fiscal year ended March 2015) Publication date of English report: July 2015 (The next English report will be published in July 2016) Number of Consolidated Employees 5,120 employees (as of the end of March 2015) Business Description Manufacture and sale of home leisure equipment President’s Message Smile Value Creation for the Future Using Intangible Assets Sharing Enduring Values take them beyond the game world through this new this belief, we revised our definition of entertainment as platform in the form of figures that are compatible with “improving people’s QOL (Quality of Life) in enjoyable Nintendo has been delivering smiles to consumers multiple games and create new play styles. We also ways.” through entertainment since its establishment. The hope they will bring smiles to the faces of consumers QOL refers to the quality of the content of each existence or nonexistence of hit products causes and connect them in a way that transcends the barriers individual’s life and lifestyle from a social perspective. inevitable fluctuations in the entertainment industry of language and culture in the real world. Our understanding of what it means to improve people’s because entertainment is not a daily necessity. amiibo has presented Nintendo with the opportunity QOL does not simply pertain to living a long life but Consumers always are seeking new surprises, and they to work with new production partners because it is our that, through living life in your own way, you will find eventually will become tired of even a highly rated first full-fledged production of figures. For these happiness. Many aspects of our lives require consistent product. Precisely for this reason, we must avoid a partnerships, we first confirm that we share the goals of effort and perseverance in order to improve QOL, but if short-term outlook and always think about how we can not only making high-quality products but also we can leverage our know-how in continuous enjoyment make not only consumers, but also everyone involved contributing to society and collaborating to make a that we have cultivated through video games, we can with Nintendo, smile over the mid-to-long term. better world through CSR procurement* efforts. In help people to improve their QOL without losing The key to achieving this goal is found in our three order to produce high-quality products, we believe it is interest. core values – originality, flexibility and sincerity – which imperative that we share an understanding with our QOL includes many themes such as good physical we define as Nintendo DNA. Since all Nintendo employees partners of the kind of business relationship we would health, healthy social relationships, fulfilling work, a fully share the Nintendo DNA and act based on these like to have, as well as the kinds of products we would comfortable living space, sufficient education, and unwavering values, we have been able to continue like to create. leisure time. Nevertheless, the first theme we will focus taking on new challenges and providing value to society. Our many IP assets, our strong relationships with our on is health in terms of “sleep and fatigue.” While sleep Nintendo has continued to offer entertainment business partners, and our employees, are not items and fatigue affect everyone throughout the world, products that can be enjoyed regardless of age or gender that appear on our financial statements. However, I many aspects have yet to be sufficiently clarified from a and, as a result, I hope that as signs of trust in the firmly believe that these intangible assets are essential scientific perspective, so I think there is great significance Nintendo brand, people feel safe letting their children for Nintendo to continue to achieve sustainable growth in taking on this challenge. In addition, if we are able to play with our products and know that these products and to enhance corporate value. make proposals incorporating systems that, for example, always make their families smile. enable people to check the sleep conditions of parents who live far away and watch over them, this theme Improving Quality of Life could provide something of great value to society. Nintendo’s Important Assets are Looking to the future, we hope to create value by Intangible Nintendo is a company that has innovated flexibly making the impossible a reality with Nintendo products, throughout its history to provide a variety of and bringing smiles and surprises to everyone. As a new challenge, we released “amiibo,” a new entertainment offerings. However, I feel that having the product line that uses the IP characters that appear video game business at our core for such a long time th * CSR Procurement President, Nintendo Co., Ltd. in our games. The year 2015 is the 30 anniversary has caused many people to put up an imaginary wall Our production partners are also required to be involved in of Super Mario Bros., and one of our goals for these that Nintendo is a company that should only make CSR and to encourage the promotion of CSR activities characters, which are loved by so many people, is to products related to video games. In order to overcome throughout the entire supply chain. 01 02 History of Nintendo Creating New Entertainment That Brings Smiles to People All Over the World Since its establishment in 1889, Nintendo has continued to innovate itself in order to deliver smiles to generations. At Nintendo, our goal is to provide entertainment products and services that everyone can play easily with peace of mind, and enjoy with many other 1989 2003 2011/2012 Game Boy Game Boy Advance SP Nintendo 3DS people. We will continue to seek out new potential for entertainment and put smiles on Nintendo 3DS XL the faces of everyone Nintendo touches. 1990 2004 2012 Super Famicon Nintendo DS Animal Crossing: New Leaf (1991 Super NES) 1968 Ultra Machine 1981 2005 Coin-operated arcade Brain Age: 1953 1970 video game machine 1996 Train Your Brain in 2012 Plastic playing cards Beam Gun series Donkey Kong Nintendo 64 Minutes a Day Wii U 1889 - Card Games 1966 - Toys 1980 - Video Games (One Hardware-One Software) 1983 - Video Game Platforms 2015 - QOL Platform 2008/2009 1980 1985 Nintendo DSi GAME & WATCH Super Mario Bros. Nintendo DSi XL 2014 1966 New Nintendo 3DS Ultra Hand 2001 New Nintendo 3DS XL Nintendo GameCube 1889 Hanafuda 1983 2001 2006 Family Computer (1985 NES) Game Boy Advance Wii * Launch dates appearing here are for the Japanese market. Birth of Nintendo - Aiming to be Becoming a Video Game Improving People’s Seeking Unique Toys Delivering Japanese Video Game Culture to the World a World Leader in Entertainment Company QOL in Enjoyable Ways Founded as a manufacturer of Japanese The company started developing original Based on technologies the company After the launch of the Family Computer home video game console (known as Nintendo Nintendo redefined entertainment playing cards, Hanafuda, in the Meiji era, products such as the Ultra Hand. In addition, developed for its electronic toys, it started Entertainment System outside Japan) in 1983, Nintendo integrated its hardware and software as “improving people’s QOL (Quality Nintendo became the first manufacturer in order to offer unique entertainment developing and selling arcade video game departments and began providing the world with new entertainment. The Super Mario Bros. of Life) in enjoyable ways,” and, now, of western playing cards in Japan in 1902, not offered by conventional toys, the machines. It created the arcade video side-scrolling game was released in 1985, and sold approx. 40 million units globally as home in addition to our core video game and became the first company to succeed company also incorporated electronic game Donkey Kong with a storyline, which video games spread around the world. Since 2004, Nintendo has focused on the basic platform business, we will expand in mass-producing plastic playing cards technology and launched a wide range was unusual for games at that time. In 1980, strategy of expanding the gaming population by offering products which can be enjoyed our business with the QOL-improving in 1953. The company provided a variety of electronic toys. the company developed and started by everyone regardless of age, gender or gaming experience. platform. With the first theme set of playing cards that everyone, including selling its first handheld game device as “Health,” we intend to connect families, could play and enjoy together.
Recommended publications
  • Manual-3DS-Animal-Crossing-Happy
    1 Important Information Basic Information 2 amiibo 3 Information-Sharing Precautions 4 Online Features 5 Note to Parents and Guardians Getting Started 6 Introduction 7 Controls 8 Starting the Game 9 Saving and Erasing Data Designing Homes 10 The Basics of Design 11 Placing Furniture 12 Unlockable Features Things to Do in Town 13 Nook's Homes 14 Visiting Houses and Facilities 15 Using amiibo Cards Internet Communication 16 Posting to Miiverse 17 Happy Home Network Miscellaneous 18 SpotPass 19 Paintings and Sculptures Troubleshooting 20 Support Information 1 Important Information Please read this manual carefully before using the software. If the software will be used by children, the manual should be read and explained to them by an adult. Also, before using this software, please select in the HOME Menu and carefully review content in "Health and Safety Information." It contains important information that will help you enj oy this software. You should also thoroughly read your Operations Manual, including the "Health and Safety Information" section, before using this software. Please note that except where otherwise stated, "Nintendo 3DS™" refers to all devices in the Nintendo 3DS family, including the New Nintendo 3DS, New Nintendo 3DS XL, Nintendo 3DS, Nintendo 3DS XL, and Nintendo 2DS™. CAUTION - STYLUS USE To avoid fatigue and discomfort when using the stylus, do not grip it tightly or press it hard against the screen. Keep your fingers, hand, wrist, and arm relaxed. Long, steady, gentle strokes work just as well as many short, hard strokes. Important Information Your Nintendo 3DS system and this software are not designed for use with any unauthorized device or unlicensed accessory.
    [Show full text]
  • Aguero E I Calciatori Appassionati Di Videogame,Sicurezza Nei Giochi
    Aguero e i calciatori appassionati di videogame È stata una delle immagini più iconiche e ricorrenti del mondo del calcio che è stato messo in pausa negli ultimi mesi. Parliamo, ovviamente, di quel Sergio Aguero in grande forma nei suoi live sul web nei quali si autoriprendeva mentre giocava alla console, consolandosi per la mancanza di allenamenti e di calcio giocato. L’attaccante argentino del Manchester City, il quale tra l’altro è il massimo goleador di sempre della squadra inglese, è un noto appassionato di vari videogiochi di ultima generazione, sia dei classici sparatutto sia di quelli di calcio come FIFA e PES, i due grandi colossi del gioco virtuale più amato del pianeta cheanche quest’anno si sono sfidati nel grande mercato. Il numero 10 della squadra di Pep Guardiola, che nella nazionale argentina sfida sempre Lionel Messi alla console, visto che dormono nella stessa stanza, è solo uno dei tanti giocatori di calcio che fanno dei videogiochi un’abitudine costante. Un altro grande esempio è quello di Paul Pogba. L’ex centrocampista della Juventus, la squadra con più opzioni per la vittoria dell’attuale campionato di Serie A secondo le quote scommesse online in questo momento, è da sempre un grande appassionato di videogame. Parliamo, infatti, di un calciatore che ovunque andasse portava con sé la sua console, dilettandosi soprattutto con giochi di calcio. Sono famose le grandi sfide durante la sua epoca in bianconero con il suo allora compagno Paulo Dybala, chiamato dal francese “quadrato R2”, in riferimento ai tasti da schiacciare con il joypad della Playstation per poter effettuare il tiro a giro.
    [Show full text]
  • List of Notable Handheld Game Consoles (Source
    List of notable handheld game consoles (source: http://en.wikipedia.org/wiki/Handheld_game_console#List_of_notable_handheld_game_consoles) * Milton Bradley Microvision (1979) * Epoch Game Pocket Computer - (1984) - Japanese only; not a success * Nintendo Game Boy (1989) - First internationally successful handheld game console * Atari Lynx (1989) - First backlit/color screen, first hardware capable of accelerated 3d drawing * NEC TurboExpress (1990, Japan; 1991, North America) - Played huCard (TurboGrafx-16/PC Engine) games, first console/handheld intercompatibility * Sega Game Gear (1991) - Architecturally similar to Sega Master System, notable accessory firsts include a TV tuner * Watara Supervision (1992) - first handheld with TV-OUT support; although the Super Game Boy was only a compatibility layer for the preceding game boy. * Sega Mega Jet (1992) - no screen, made for Japan Air Lines (first handheld without a screen) * Mega Duck/Cougar Boy (1993) - 4 level grayscale 2,7" LCD - Stereo sound - rare, sold in Europe and Brazil * Nintendo Virtual Boy (1994) - Monochromatic (red only) 3D goggle set, only semi-portable; first 3D portable * Sega Nomad (1995) - Played normal Sega Genesis cartridges, albeit at lower resolution * Neo Geo Pocket (1996) - Unrelated to Neo Geo consoles or arcade systems save for name * Game Boy Pocket (1996) - Slimmer redesign of Game Boy * Game Boy Pocket Light (1997) - Japanese only backlit version of the Game Boy Pocket * Tiger game.com (1997) - First touch screen, first Internet support (with use of sold-separately
    [Show full text]
  • Automatic 2.5D Cartoon Modelling
    Automatic 2.5D Cartoon Modelling Fengqi An School of Computer Science and Engineering University of New South Wales A dissertation submitted for the degree of Master of Science 2012 PLEASE TYPE THE UNIVERSITY OF NEW SOUTH WALES T hesis!Dissertation Sheet Surname or Family name. AN First namEY. Fengqi Orner namels: Zane Abbreviatlo(1 for degree as given in the University calendar: MSc School: Computer Science & Engineering Faculty: Engineering Title; Automatic 2.50 Cartoon Modelling Abstract 350 words maximum: (PLEASE TYPE) Declarat ion relating to disposition of project thesis/dissertation I hereby grant to the University of New South Wales or its agents the right to archive and to make available my thesis or dissertation in whole orin part in the University libraries in all forms of media, now or here after known, subject to the provisions of the Copyright Act 1968. I retain all property rights, such as patent rights. I also retain the right to use in future works (such as articles or books) all or part of thts thesis or dissertation. I also authorise University Microfilms to use the 350 word abstract of my thesis in Dissertation· Abstracts International (this is applicable to-doctoral theses only) .. ... .............. ~..... ............... 24 I 09 I 2012 Signature · · ·· ·· ·· ···· · ··· ·· ~ ··· · ·· ··· ···· Date The University recognises that there may be exceptional circumstances requiring restrictions on copying or conditions on use. Requests for restriction for a period of up to 2 years must be made in writi'ng. Requests for
    [Show full text]
  • NEW SUPER MARIO BROS.™ Game Card for Nintendo DS™ Systems
    NTR-A2DP-UKV INSTRUCTIONINSTRUCTION BOOKLETBOOKLET (CONTAINS(CONTAINS IMPORTANTIMPORTANT HEALTHHEALTH ANDAND SAFETYSAFETY INFORMATION)INFORMATION) [0610/UKV/NTR] WIRELESS DS SINGLE-CARD DOWNLOAD PLAY THIS GAME ALLOWS WIRELESS MULTIPLAYER GAMES DOWNLOADED FROM ONE GAME CARD. This seal is your assurance that Nintendo 2–4 has reviewed this product and that it has met our standards for excellence WIRELESS DS MULTI-CARD PLAY in workmanship, reliability and THIS GAME ALLOWS WIRELESS MULTIPLAYER GAMES WITH EACH NINTENDO DS SYSTEM CONTAINING A entertainment value. Always look SEPARATE GAME CARD. for this seal when buying games and 2–4 accessories to ensure complete com- patibility with your Nintendo Product. Thank you for selecting the NEW SUPER MARIO BROS.™ 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. © 2006 NINTENDO. ALL RIGHTS, INCLUDING THE COPYRIGHTS OF GAME, SCENARIO, MUSIC AND PROGRAM, RESERVED BY NINTENDO. TM, ® AND THE NINTENDO DS LOGO ARE TRADEMARKS OF NINTENDO. © 2006 NINTENDO. ALL RIGHTS RESERVED. 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.
    [Show full text]
  • 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.
    [Show full text]
  • Manual De Instrucciones
    MANUAL DE INSTRUCCIONES Este producto es un dispositivo de alta precisión que puede dañarse si sufre un impacto fuerte o si entra en contacto con polvo u otro material externo. El uso de una funda protectora (se vende por separado) puede ayudar a evitar que se dañe tu consola New Nintendo 3DS XL. Lee detenidamente este manual de instrucciones antes de configurar o utilizar la consola New Nintendo 3DS XL. Si después de leer todas las instrucciones sigues teniendo preguntas, visita la sección de atención al consumidor en support.nintendo.com o llama al 1-800-255-3700. Algunos programas tienen un manual de instrucciones integrado, el cual podrás acceder mediante el menú HOME (consulta la página 156). NOTA ACERCA DE LA COMPATIBILIDAD: la consola New Nintendo 3DS XL solo es compatible con programas de Nintendo 3DS, Nintendo Pantalla 3D DSi y Nintendo DS. Las tarjetas de Nintendo 3DS son solamente compatibles con las consolas New Nintendo 3DS XL, Nintendo 3DS, Imágenes 3D optimizadas con el Nintendo 3DS XL y Nintendo 2DS (referidas de ahora en adelante como “consolas de la familia Nintendo 3DS”). Puede que algunos estabilizador 3D (página 154). accesorios no sean compatibles con la consola. Incluye: Regulador 3D Ajusta la profundidad de las imágenes 3D • Consola New Nintendo 3DS XL (alimentación 4.6 Vcc 900mA) (página 155). • Lápiz de New Nintendo 3DS XL (dentro del hueco para el lápiz, consulta la página 148) • Tarjeta de memoria microSDHC (insertada dentro de la ranura para tarjetas microSD, consulta la página 186) • Tarjetas AR Card Botón deslizante • Manual de instrucciones Permite un control preciso de 360˚ en programas específicamente diseñados para su uso (página 147).
    [Show full text]
  • Dual-Forward-Focus
    Scroll Back The Theory and Practice of Cameras in Side-Scrollers Itay Keren Untame [email protected] @itayke Scrolling Big World, Small Screen Scrolling: Neural Background Fovea centralis High cone density Sharp, hi-res central vision Parafovea Lower cone density Perifovea Lowest density, Compressed patterns. Optimized for quick pattern changes: shape, acceleration, direction Fovea centralis High cone density Sharp, hi-res central vision Parafovea Lower cone density Perifovea Lowest density, Compressed patterns. Optimized for quick pattern changes: shape, acceleration, direction Thalamus Relay sensory signals to the cerebral cortex (e.g. vision, motor) Amygdala Emotional reactions of fear and anxiety, memory regulation and conditioning "fight-or-flight" regulation Familiar visual patterns as well as pattern changes may cause anxiety unless regulated Vestibular System Balance, Spatial Orientation Vestibulo-Ocular Reflex Natural image stabilizer Conflicting sensory signals (Visual vs. Vestibular) may lead to discomfort and nausea* * much worse in 3D (especially VR), but still effective in 2D Scrolling with Attention, Interaction and Comfort Attention: Use the camera to provide sufficient game info and feedback Interaction: Make background changes predictable, tightly bound to controls Comfort: Ease and contextualize background changes Attention The Elements of Scrolling Interaction Comfort Scrolling Nostalgia Rally-X © 1980 Namco Scramble © 1981 Jump Bug © 1981 Defender © 1981 Konami Hoei/Coreland (Alpha Denshi) Williams Electronics Vanguard
    [Show full text]
  • Openbsd Gaming Resource
    OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them.
    [Show full text]
  • Instruction Booklet 53920A
    OFFICIAL NINTENDO POWER PLAYER'S GUIDE AVAILABLE AT YOUR NEAREST RETAILER! WWW.NINTENDO.COM Nintendo of America Inc. P.O. Box 957, Redmond, WA 98073-0957 U.S.A. www.nintendo.com INSTRUCTION BOOKLET PRINTED IN USA 53920A PLEASE CAREFULLY READ THE SEPARATE HEALTH AND SAFETY PRECAUTIONS BOOKLET INCLUDED WITH THIS WARNING - Electric Shock ® PRODUCT BEFORE USING YOUR NINTENDO HARDWARE To avoid electric shock when you use this system: SYSTEM, GAME DISC OR ACCESSORY. THIS BOOKLET CONTAINS IMPORTANT HEALTH AND SAFETY INFORMATION. Do not use the Nintendo GameCube during a lightning storm. There may be a risk of electric shock from lightning. Use only the AC adapter that comes with your system. Do not use the AC adapter if it has damaged, split or broken cords or wires. IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING Make sure that the AC adapter cord is fully inserted into the wall outlet or WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES extension cord. Always carefully disconnect all plugs by pulling on the plug and not on the cord. Make sure the Nintendo GameCube power switch is turned OFF before removing the AC adapter cord from an outlet. WARNING - Seizures Some people (about 1 in 4000) may have seizures or blackouts triggered by CAUTION - Motion Sickness light flashes or patterns, such as while watching TV or playing video games, Playing video games can cause motion sickness. If you or your child feel dizzy or even if they have never had a seizure before. nauseous when playing video games with this system, stop playing and rest.
    [Show full text]
  • Consolidated Financial Highlights
    Nintendo Co., Ltd. CONSOLIDATED FINANCIAL HIGHLIGHTS January 30, 2020 Nintendo Co., Ltd. 11-1 Hokotate-cho, Kamitoba, Minami-ku, Kyoto 601-8501 Japan Consolidated Results for the Nine Months Ended December 31, 2018 and 2019 (1) Consolidated operating results (Amounts below one million yen are rounded down) Profit attributable Net sales Operating profit Ordinary profit to owners of parent million yen %%%million yen million yen million yen % Nine months ended December 31, 2019 1,022,668 2.5 262,930 19.5 273,841 14.0 196,389 16.4 Nine months ended December 31, 2018 997,295 16.4 220,029 40.6 240,268 23.5 168,785 24.9 [Note] Percentages for net sales, operating profit etc. show increase from the same period of the previous fiscal year. Profit per share yen Nine months ended December 31, 2019 1,648.61 Nine months ended December 31, 2018 1,405.08 (2) Consolidated financial positions Capital adequacy Total assets Net assets ratio million yen million yen % As of December 31, 2019 1,898,641 1,498,522 78.9 As of March 31, 2019 1,690,304 1,414,798 83.4 Dividends Dividend per share End of 1st quarter End of 2nd quarter End of 3rd quarter Year-end Annual yen yen yen yen yen Year ended March 31, 2019 - 170.00 - 640.00 810.00 Year ending March 31, 2020 - 270.00 - Year ending March 31, 2020 620.00 890.00 (forecast) [Notes] Revisions to previously announced dividend forecast: Applicable Consolidated Financial Forecast for the Fiscal Year Ending March 31, 2020 Profit attributable Net sales Operating profit Ordinary profit Profit per share to owners of parent million yen%%%% million yen million yen million yen yen Year ending March 31, 2020 1,250,000 4.1 300,000 20.1 300,000 8.2 210,000 8.2 1,762.87 [Notes] Percentages for net sales, operating profit etc.
    [Show full text]
  • Teddy Together
    Teddy Together 1 Important Information Basic Information 2 About amiibo Getting Started 3 Introduction 4 Starting the Game 5 Exiting the Game 6 Game Controls Playing the Game 7 Progressing Through the Game 8 Talking with Your Bear 9 Gratitude From Your Bear The Living Room 10 Living Room Screen 11 Changing Clothes 12 Feeding Your Bear ① 13 Feeding Your Bear ② 14 Bathing Your Bear 15 Communicating With Your Bear 16 Looking at Notebooks Going Outside 17 The Shops 18 The Garden Screen 19 Growing Plants 20 More Plant Varieties 21 Other Garden Menus 22 The Station Credits 23 Credits Support Information 24 How to Contact Us 1 Important Information Please read this manual carefully before using this software. If the software is to be used by young children, the manual should be read and explained to them by an adult. ♦ Unless stated otherwise, any references to "Nintendo 3DS" in this manual apply to all systems in the Nintendo 3DS™ family. ♦ When playing on a Nintendo 2DS™ system, features which require closing the Nintendo 3DS system can be simulated by using the sleep switch. IMPORTANT Important information about your health and safety is available in the Health and Safety Information application on the HOME Menu. You should also thoroughly read the Operations Manual, especially the "Health and Safety Information" section, before using Nintendo 3DS software. Language Selection The in-game language depends on the one that is set on the system. This title supports five different languages: English, German, French, Spanish and Italian. If your Nintendo 3DS system language is set to one of these, the same language will be displayed in the software.
    [Show full text]