The History of Nintendo: the Company, Consoles and Games
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Nintendo 64 Product Overview
Nintendo 64 Product Overview ● Specifications ● Video games ● Accessories ● Variants Nintendo 64 Product Overview Table of Contents The Nintendo 64 System ................................................................................................................. 3 Specifications .................................................................................................................................. 3 List of N64 Games ........................................................................................................................... 4 Accessories ...................................................................................................................................... 6 Funtastic Series Variants ................................................................................................................. 7 Limited Edition Variants .................................................................................................................. 8 2 Nintendo 64 Product Overview The Nintendo 64 System The Nintendo 64 (N64) is a 64- bit video game entertainment system created by Nintendo. It was released in 1996 and 1997 in North America, Japan, Australia, France, and Brazil. It was discontinued in 2003. Upon release, the N64 was praised for its advanced 3D graphics, gameplay, and video game line-up. These video games included Super Mario 64, The Legend of Zelda: Ocarina of Time, GoldenEye 007, and Pokémon Stadium. The system also included numerous accessories that expanded play, including the controller -
The Nintendo 64: Nintendo’S Adult Platform? the Dichotomy of Nintendo And
THE NINTENDO 64: NINTENDO’S ADULT PLATFORM? THE DICHOTOMY OF NINTENDO AND CHILDREN’S VIDEO GAMES by Nicholas AshmorE, BA, TrEnt UnivErsity, 2016 A Major ResEarch ProjEct prEsEnted to RyErson UnivErsity in partial fulfillmEnt of thE rEquirEmEnts for thE dEgrEE of Master of Arts in thE English MA Program in LiteraturEs of ModErnity Toronto, Ontario, Canada, 2017 ©Nicholas AshmorE 2017 1 Contents Author’s DEclaration 2 Introduction 3 Toys, Or ElEctronics?: A BriEf History of Nintendo and ChildrEn’s EntertainmEnt 6 LEssons From Childhood StudiEs and Youth: ThE Adult Hand, Child PlayEr, and NostalgiA 11 Nintendo’s GamEs: ThE PowEr of ExclusivE SoftwarE 15 PhasE OnE: Launch, Super Mario 64, and ChildrEn’s VidEo GamEs 17 PhasE Two: 1998 and thE First Turning Point 22 PhasE ThrEE: ThE Dichotomy of MaturE GamEs: 2000 Onward 26 Conclusion 30 Works Cited 31 Video GAmEs Cited 33 Appendix 34 2 AUTHOR'S DECLARATION FOR ELECTRONIC SUBMISSION OF A MAJOR RESEARCH PROJECT I hereby declare that I am the sole author of this MRP. This is a true copy of the MRP, including any required final revisions. I authorize Ryerson University to lend this MRP to other institutions or individuals for the purpose of scholarly research. I further authorize Ryerson University to reproduce this MRP by photocopying or by other means, in total or in part, at the request of other institutions or individuals for the purpose of scholarly research. I understand that my MRP may be made electronically available to the public. 3 Introduction WhEn thE Nintendo 64 was rElEasEd in 1996, TIME Magazine gavE it thE distinction of “MachinE of thE YEar,” arguing that Nintendo had rEvitalized thE somEwhat stagnant vidEo gamE consolE markEt of thE 1990s, which had offErEd littlE morE than incrEmEntal hardwarE upgradEs and mostly unsuccEssful add-on dEvicEs. -
Nintendo 64 Architecture
Nintendo 64 Architecture Dan Chianucci and Peter Muller Agenda ● Background ● Architectural Overview o Computational Units o Memory o Input and Output ● End of N64 Lifespan 2 History ● Video games in 1996 ● Features ● Notable games ● Improvements ● Influences 3 The Nintendo 64 Source: http://www.freepatentsonline.com/y2001/0016517.html 4 Overview of Components ● MIPS R4300i 64-bit processor ● MIPS Reality Coprocessor (RCP) o Reality Drawing Processor (RDP) o Reality Signal Processor (RSP) ● Memory ● I/O o Video o Audio o Controllers 5 Diagram Source: http://www.freepatentsonline.com/y2001/0016517.html 6 Diagram Source: http://www.freepatentsonline.com/y2001/0016517.html 7 MIPS R4300i ● 32-bit interface ● Five-stage pipeline ● 16KB instruction cache ● 8KB data cache ● 64-bit integer and floating point units ● Multiple clock rates for slower peripherals 8 MIPS R4300i Diagram Source: http://n64.icequake.net/mirror/www.white-tower.demon.co.uk/n64/ 9 Diagram Source: http://www.freepatentsonline.com/y2001/0016517.html 10 Diagram Source: http://www.freepatentsonline.com/y2001/0016517.html 11 Reality Coprocessor ● Handles audio and graphics o Separate hardware for each ● Used for high bandwidth algorithms ● Receives instruction from R4300i ● Connects to DACs for media output 12 Reality Coprocessor Diagram Source: http://n64.icequake.net/mirror/www.white-tower.demon.co.uk/n64/ 13 Diagram Source: http://www.freepatentsonline.com/y2001/0016517.html 14 Diagram Source: http://www.freepatentsonline.com/y2001/0016517.html 15 Diagram Source: http://www.freepatentsonline.com/y2001/0016517.html -
Nintendo 3Ds Software Instruction Booklet
NINTENDO 3DS SOFTWARE INSTRUCTION BOOKLET (CONTAINS IMPORTANT HEALTH AND SAFETY INFORMATION) PRINTED IN THE EU MAA-CTR-ANRP-UKV [0311/UKV/CTR] Download Play Supports multiplayer games via local wireless communication. One player must have a copy of the software. T his seal is your assurance that Nintendo has reviewed this product and that it has met our standards for excellence in workmanship, reliability and entertainment value. Always look for this seal when buying games and accessories to ensure complete compatibility with your Nintendo Product. Thank you for selecting the STAR FOX 64™ 3D Game Card for Nintendo 3DS™. IMPORTANT: Please carefully read the important health and safety information included in this booklet before using your Nintendo 3DS system, Game Card 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 (Important Information Leaflet). Always save these documents for future reference. This Game Card will work only with the European/Australian version of the Nintendo 3DS system. WARNING! This video game is protected by intellectual property rights! The unauthorized copying and/or distribution of this game may lead to criminal and/or civil liability. © 1997– 2011 Nintendo. Trademarks are property of their respective owners. Nintendo 3DS is a trademark of Nintendo. © 2011 Nintendo. CONTENTS Getting Started 5 Getting Started Controls 8 Touch the STAR FOX 64™ 3D icon on the HOME Menu, then touch OPEN to start the game. Close your Nintendo 3DS system during play to activate Sleep Mode, greatly reducing battery Mission View 11 consumption. -
Should You Buy the Nintendo Switch?
Should You Buy the Nintendo Switch? By Nathaniel Evans I have been playing Nintendo consoles since I was 6 years old. I first played games offered by Nintendo Game Boy Advance and, as the years went by, I moved on to the Nintendo Ds then the Nintendo Wii. I own every single console ever made by Nintendo, except the Nintendo Wii-U because it would have been redundant. Having been a huge Nintendo fan my entire life and based on my experience with the consoles, I can attest that the Nintendo Switch is well worth the money and just may be the best console that they have ever produced. If you have not bought a Nintendo Switch yet, allow me to share with you why I did. The Nintendo Switch is not any run of the mill console. Yes, it outputs video of your games to a television just like any other console, but it has one added benefit, portability. Haven’t you ever wanted to just take your PS4 or Xbox One anywhere at any time, but cannot because it must be tethered to a television at all times? Well, the Switch has you backed up since the Switch not only outputs to a television screen, but it is also a tablet that allows you to play video games anywhere and at any time on the built in screen. Ever notice how creative Nintendo’s hardware is compared to the competition? They were one of the first to have an analog stick fully integrated into a console in the 90s on the Nintendo 64, they were the first to fully integrate motion control gaming into a console with the Wii, and in the recent past, they were the first to make a console that is fully portable and still have it pack a graphics punch. -
The History of Nintendo: the Company, Consoles and Games
San Jose State University SJSU ScholarWorks ART 108: Introduction to Games Studies Art and Art History & Design Departments Fall 12-2020 The History of Nintendo: the Company, Consoles And Games Laurie Takeda San Jose State University Follow this and additional works at: https://scholarworks.sjsu.edu/art108 Part of the Computer Sciences Commons, and the Game Design Commons Recommended Citation Laurie Takeda. "The History of Nintendo: the Company, Consoles And Games" ART 108: Introduction to Games Studies (2020). This Final Class Paper is brought to you for free and open access by the Art and Art History & Design Departments at SJSU ScholarWorks. It has been accepted for inclusion in ART 108: Introduction to Games Studies by an authorized administrator of SJSU ScholarWorks. For more information, please contact [email protected]. The history of Nintendo: the company, consoles and games Introduction A handful of the most popular video games from Mario to The Legend of Zelda, and video game consoles from the Nintendo Entertainment System to the Nintendo Switch, were all created and developed by the same company. That company is Nintendo. From its beginning, Nintendo was not a video gaming company. Since the company’s first launch of the Nintendo Entertainment System, or NES, to the present day of the latest release of the Nintendo Switch from 2017, they have sold over 5 billion video games and over 779 million hardware units globally, according to Nintendo UK (Nintendo UK). As Nintendo continues to release new video games and consoles, they have become one of the top gaming companies, competing alongside Sony and Microsoft. -
1. Using Alternate Mappings 2. Adjusting Analog Stick Sensitivity
N64 to Gamecube cable adapter N64 to Gc/Wii adapter firmware version 1.4 mappings 1. Using alternate mappings Alternate mappings are activated by holding the appropriate N64 button(s) when the adapter gets powered: 1) Hold appropriate button, 2) Connect to a powered console, 3) Release button. The adapter stays in alternate mapping mode as long as it is powered. Disconnect and reconnect to revert to default mapping or change mapping. Disconnecting the console power also works, but beware of the Wii which does not remove power from controllers in standby mode. Change mapping by holding one of these buttons when powering up the adapter Default L R L+R C-Up C-Down C-Left C-Right Gamecube N64 N64 N64 N64 N64 N64 N64 N64 Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick D-Up D-Up D-Up D-Up D-Up D-Up D-Up D-Up D-Down D-Down D-Down D-Down D-Down D-Down D-Down D-Down D-Down D-Left D-Left D-Left D-Left D-Left D-Left D-Left D-Left D-Left D-Right D-Right D-Right D-Right D-Right D-Right D-Right D-Right D-Right Start Start Start Start Start Start Start Start Start A A A A A A A A A B B B B B B B B B X C-Right C-Right C-Down C-Down C-Down C-Left Y C-Left C-Left C-Left C-Left C-Down L Z L Z L Z Z Z L R R R R R L D-Up L Z Z L Z L Z R R R R C-Up C-Up C-Up C-Up C-Up C-Up C-Up C-Up C-Up C-Down C-Down C-Down C-Down C-Down C-Left C-Left C-Left C-Left C-Right C-Right C-Right C-Right C-Right C-Right C-Right 2. -
Case History: Historical Perspective on the Legend of Zelda
Case History: Historical Perspective on The Legend of Zelda By Sean Sylvis Professor Lowood STS 145: History of Computer Game Design Introduction The Legend of Zelda, arguably the most popular series of adventure games for any gaming system, includes eight games on four consoles (three on the Game Boy (Color)) and spans a period of 15 years, with another installment going to be released for Nintendo’s next console, the Gamecube. My focus in this paper, a historical perspective on the development of the Legend of Zelda series, will focus on three of those games, The Legend of Zelda for the Nintendo Entertainment System (NES), A Link to the Past for the Super NES (SNES), and Ocarina of Time for the Nintendo 64 (N64). Nearly every game in the Legend of Zelda series has some elements that qualifies it as a Legend of Zelda game: the hero is a young elf-boy named Link who is trying to save his princess Zelda from the clutches of the evil villain, Ganon, who Link must vanquish to finish the game. In order to defeat Ganon, Link has to collect several pieces of the Triforce, which are scattered throughout Hyrule, the virtual world of the Zelda games. There are a few exceptions to these rules, such as Majora’s Mask for the Nintendo 64, but the game play always follows a couple of rules. You can expect the environment to be expansive and immersive, taking many days to explore for the latest Zelda game. There will also be many sub-adventures, or mini-quests, in addition to the primary task of rescuing Zelda, which must be completed before confronting Ganon. -
110 CODING MANUAL for EVALUATING the CRITICS Unit Of
Gifford, Ben. (2013). Reviewing the critics: Examining popular video game reviews through a comparative content analysis. Master's Thesis, School of Communication, Cleveland State University. CODING MANUAL FOR EVALUATING THE CRITICS Unit of data collection: A review--each review is contained within a separate text file. Instructions: Filename – Create a text document with which to store the review. Name it “MED###.txt” for easy retrieval, where “MED” refers to the medium or platform and “###” refers to the instance of the review gathered. For example, the third review gathered for the PlayStation Portable would be saved as “PSP003.txt.” Consult the codes below for file naming. Dreamcast – DC Game Boy Advance – GBA iOS – IOS Movie – M Nintendo 64 – N64 Nintendo Game Cube – NGC PlayStation – PS PlayStation Portable – PSP Nintendo Wii – WII Xbox 360 - XBX Title – Enter the title of the work reviewed here Medium – Enter “1” for video game or “0” for movie Platform – Enter the same code used in naming the file here. ConMob – This corresponds to whether a game is on a home console or mobile device. For a game on a home console (e.g., Dreamcast, Nintendo 64, Nintendo Game Cube, PlayStation, Nintendo Wii, Xbox 360), enter “Console.” For a game on a mobile device 110 (e.g., Game Boy Advance, iOS, PlayStation Portable), enter “Mobile.” For a movie, enter “999.” Generation – This corresponds to the console generation (see “GameFAQs System List”). For fifth-generation platforms (e.g., PlayStation, Nintendo 64), enter “5.” For sixth-generation platforms (e.g., Game Boy Advance, Nintendo Gamecube, Dreamcast), enter “6.” For seventh-generation platforms (e.g., iOS, Nintendo Wii, PlayStation Portable, Xbox 360), enter “7.” For movies, enter “999.” MScore – The Metascore is the aggregate score assigned to the work by Metacritic based on the reviews it collected. -
Intern - IT SDET
Intern - IT SDET Nintendo of America Inc. The worldwide pioneer in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its Nintendo Switch™ system and the Nintendo 3DS™ family of portable systems. Since 1983, when it launched the Nintendo Entertainment System™, Nintendo has sold more than 4.7 billion video games and more than 740 million hardware units globally, including Nintendo Switch and the Nintendo 3DS family of systems, as well as the Game Boy™, Game Boy Advance, Nintendo DS™ family of systems, Super NES™, Nintendo 64™, Nintendo GameCube™, Wii™ and Wii U™ systems. It has also created industry icons that have become well-known, household names, such as Mario, Donkey Kong, Metroid, Zelda and Pokémon. A wholly owned subsidiary, Nintendo of America Inc., based in Redmond, Wash., serves as headquarters for Nintendo’s operations in the Americas. For more information about Nintendo, please visit the company’s website at http://www.nintendo.com. DESCRIPTION OF DUTIES • Explore and learn current framework and architecture • Design and develop test scenarios that accurately gauge product quality, and deliver testing results back to project team and business • Execute the automated testing required to test the application framework upgrade SUMMARY OF REQUIREMENTS • General Software Development Skills • Understanding of modern web technologies • Exposure to, and familiar with: HTML, CSS, JavaScript, Automated Testing • Available between June and September • Open to students currently enrolled full-time in an accredited college or recent 2019 graduates • 3.0 GPA + preferred We are an equal opportunity employer of individuals with disabilities and protected veterans....valuing diversity…celebrating strengths. -
1 Email for Pricing: [email protected]
EMAIL FOR PRICING: [email protected] 1 WELCOME! Gaming Generations, Inc. has been assisting eSports events in all genres since early 2009. From the very beginning, Gaming Generations supplied companies with gaming consoles, monitors & controllers, but it was soon made apparent events needed much more than that. In 2012, Gaming Gen expanded it’s services by off ering events essential items such as apparel, signage, badges, lanyards, retail booth supplies, staffi ng & much more! Today Gaming Gen works with dozens of eSports events & organizations, including EVO, DreamHack, ESL, Twitch, Infi nite, eSports Arena, CEO, Combo Breaker, Smash Con, Genesis & many more! 2 WWW.GAMINGGENERATIONS.COM EQUIPMENT GAMING GENERATIONS HAS A WAREHOUSE FULL OF THE FOLLOWING ITEMS AVAILABLE FOR EVENTS: ■ 250 - PLAYSTATION 4 CONSOLES ■ 64 - XBOX ONE CONSOLES ■ 150 - NINTENDO SWITCH CONSOLES ■ 80 - WII U CONSOLES ■ 32 - PS3 CONSOLES ■ 32 - XBOX 360 CONSOLES ■ 150 - WII/GC CONSOLES ■ 32 - NINTENDO 64 CONSOLES ■ 32 - RETRO CONSOLES ■ 250 - ASUS GAMING MONITORS ■ 40 - BEN Q GAMING MONITORS ■ 10,000+ - GAMES ■ PROJECTORS, STATION SIGNS & MORE! ■ NEED SOMETHING NOT ON OUR LIST? LET US KNOW AND WE WILL FIND IT FOR YOU! * EVERYTHING IS ON HAND, UPDATED AND READY TO SHIP! INQUIRE FOR PRICING* EMAIL FOR PRICING: [email protected] 3 RETAIL BOOTHS ■ FULLY STAFFED ■ TRUSS SYSTEMS ■ TV’S ■ PROJECTORS ■ LIGHTS ■ GRID ■ SHELVING ■ MANIKINS ■ + MORE BOOTH DISPLAY ITEMS IN STOCK! 4 WWW.GAMINGGENERATIONS.COM FABRIC BANNERS ■ 8’ X 8’ FABRIC BACKDROPS ■ 10' X -
2. Nintendo: Fighting the Video Game Console Wars1
2. NINTENDO: FIGHTING THE VIDEO GAME CONSOLE WARS1 2.1. Introduction The 2011 Electronic Entertainment Exposition (E3) in Las Vegas was a moment of truth for Nintendo, video games’ most iconic company. Despite the recent success of its flagship product, the Wii video game console, Nintendo was facing decreasing sales and lower revenues. The company’s hardware sales were down by 10 million units compared to 2009, and software sales were down by 30 million units compared to 2009. Income was in decline, and shares seemed to be in permanent retreat. Nintendo’s stock had retreated to levels not seen since the company’s mediocre performance before the launch of the Wii. --- INSERT FIGURE 2.1 HERE --- Nintendo’s problems were taking place at a time when the industry’s standard business model was being transformed by online social, and mobile gaming – market segments that Nintendo had been reluctant to enter. For many observers Nintendo’s problems could be traced back to Nintendo’s conservative management style and incremental innovation policy. Nintendo was still very much a family-owned and managed business. Long time CEO Hiroshi Yamauchi, great-grandson of Nintendo founder Fusajiro Yamauchi, continued the top-down management style that traditionally prevailed in the company since its incorporation in 1889. He moved away from day-to-day control of operations when in 2002, Satoru Iwata, until then Head of Corporate Planning, took over as the first ever non-family President in the history of the company. 1 This chapter was written under the supervision of Professor Joseph Lampel at Cass Business School.