Sept. 10Th Computer Design
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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. -
Nintendo from About.Com
Nintendo from about.com - 10/20/11 2:07 PM / 1 http://classicgames.about.com/od/history/a/NintendoHist1.htm http://classicgames.about.com/od/history/a/NintendoHist2.htm http://classicgames.about.com/od/history/a/NintendoHist3.htm http://classicgames.about.com/od/classicvideogames101/p/FusajiroYamauch.htm The History of Nintendo The Nintendo Corporation's domination of the gaming industry didn't start with their first video game console. As a matter of fact they had already established themselves as a quality game company almost 70 years before the first video game was invented. Not only did Nintendo bring back the popularity of video games after the industry crash of 1983 , but they first established themselves in the 19th century when they brought back the popularity of card games to Japan. The History of Nintendo Part 1 - From Playing Cards to Electronic Toys By D.S. Cohen, About.com Guide The Nintendo Corporation's domination of the gaming industry didn't start with their first video game console. As a matter of fact they had already established themselves as a quality game company almost 70 years before the first video game was invented. Not only did Nintendo bring back the popularity of video games after the industry crash of 1983 , but they first established themselves in the 19th century when they brought back the popularity of card games to Japan. When Japan cut off its relations with the Western World in 1633 there was a ban put on all foreign playing cards as they encouraged illegal gambling. Playing cards were extremely popular at the time (mainly because of the gambling) so it wasn't long before the Japanese started creating their own home grown card games. -
Nintendo: the Illusive Competitive Advantage Luke Nguyen Raymond
Nintendo: The Illusive Competitive Advantage Luke Nguyen Raymond Estrella Toan Bui James Crosby Don Hatley Jeremy Westerman The University of Texas at Dallas Nintendo: The Illusive Competitive Advantage 1 History The video game industry owes much of its popularity generated today to one company: Nintendo. From its beginnings in the late nineteenth century, Nintendo has proven the ability to survive throughout dire circumstances, but the challenging dynamics of the video game industry proved companies could not survive without adapting a variety of business strategies. In 1889, Nintendo was established by Fusajiro Yamauchi and began as a card company (Jones, 2013), producing playing cards similar to those found in casinos and game parlors. The company maintained this simple product line for over 50 years until the grandson of Fusajiro, Hiroshi Yamauchi, took over the company and began to explore ways to expand the business. Solidifying the first game card licensing deal in 1959, Yamauchi agreed to produce playing cards for Disney’s iconic characters, bringing in significant revenue and a change of pace from the arena of gambling. Success driven, Yamauchi expanded the company into “non-game related markets which included taxi services, hotels, and even the food industry, all which failed” (Cohen, 2014). Taking to a host of different ventures while continuing to produce the majority of products for the playing card market, the company fell into debt and was at risk of facing bankruptcy. Nintendo needed to reinvent itself and did so by deciding to manufacture toys for children and hired engineers to develop and run the production lines. -
Nintendo Corporation
Liljaskolan Vännäs gymnasium Nintendo Corporation By Anton Jonsson Essay English February 2008 Tutor: André Odeblom 1 Table of Contents Table of Contents.......................................................................................................................... 2 1. Introduction.......................................................................................................................... 3 1.1 Purpose............................................................................................................................. 3 1.2 Methods and Material ........................................................................................................ 3 2. The beginning........................................................................................................................ 4 2.1 From cards to toys ............................................................................................................. 4 2.2 A living legend arrives......................................................................................................... 4 2.3 Behold the NES!................................................................................................................. 5 2.4 Mario is born..................................................................................................................... 5 2.5 Snes and Game boy............................................................................................................ 5 2.6 Nintendo enters the 3D age............................................................................................... -
Nintendo's Pursuit for Profitability: a Pedagogical Case Study
Nintendo’s Pursuit for Profitability: A Pedagogical Case Study Cláudio R. K. de Almeida Project presented in partial fulfillment of the requirements for the degree of Master of Science in Business Administration Supervisor Prof. Marjan Sara Jalali, ISCTE Business School, Departamento de Marketing, Operações e Gestão Geral Co-supervisor Prof. Ana Lúcia Henriques Martins, ISCTE Business School, Departamento de Marketing, Operações e Gestão Geral December-2014 - Spine - Almeida Cláudio R. K. de K. R. Cláudio Study Case A Pedagogical Profitability: for Pursuit Nintendo’s Abstract The home video game console industry, like most high technology industries, is characterized by fast innovation, intense competition and a generally volatile environment. Since the mid- 1990s, this industry has essentially been dominated by three major companies, Nintendo, Sony and Microsoft. However, in recent years (since 2012) Nintendo’s performance has been below expectations, with revenues falling, negative operating income for the last three years, and falling share prices. As a result, Nintendo’s management has started, especially since the second half of 2014, a concerted effort to improve the company’s fortunes. At the moment these efforts have resulted in better media coverage and a stop in share price fall. It is still early to know if Nintendo’s pursuit for profitability will succeed; nonetheless, it is both of import and interest to understand how companies seek to achieve superior performance, which is why Nintendo was chosen to be analyzed. The aim of this project is to conduct a pedagogical case study on Nintendo, with a focus on how the company is attempting to return to profitability in the midst of intensified competition from its main rivals, Sony and Microsoft, and a growing threat from substitute products, namely mobile gaming. -
Annual Report 2011
ANNUAL REPORT 2011 ANNUAL REPORT 2011 ア ニュア ル レ ポ ート 2011 H2_p01 ア ニュア ル レ ポ ート 2011 H2_p01 ア ニュア ル レ ポ ート 2011 p02_p03 ア ニュア ル レ ポ ート 2011 p02_p03 ア ニュア ル レ ポ ート 2011 p04_p05 ア ニュア ル レ ポ ート 2011 p04_p05 アニュアルレポート 2011 p06_p07 アニュアルレポート 2011 p06_p07 ア ニュア ル レ ポ ート 2011 p08_p09 Message from the President Since the launch of the Nintendo Entertainment System more than a quarter of a century ago, Nintendo has been offering the world unique and original entertainment products under the development concept of hardware and software integration. Among the few global Japanese home entertainment companies, Nintendo truly represents video game culture, and it is a well-known brand throughout the world. Our basic strategy is the expansion of the gaming population, which is to encourage as many people in the world as possible, regardless of age, gender or gaming experience, to embrace and enjoy playing video games. In 2004, Nintendo launched a handheld game device called Nintendo DS with dual screens including one touch screen, and has been expanding the diversity of consumers who enjoy video games by releasing applicable software titles in a range of genres that went beyond the then-current definition of games. In addition, Nintendo launched a home console game system called Wii in 2006, which lowered the threshold for people to play games by providing more intuitive gaming experiences with motion controllers. Nintendo offers home entertainment that enables family members and friends to have fun together in their living room and continuously strives to create an environment where everybody can enjoy video games. -
How the Wii Came to Be
Chapter 1 How the Wii Came to Be In This Chapter Reliving the Wii’s secretive development Finding a system in stores f you’re like a lot of new Wii owners, you probably don’t know much about Iyour new purchase or the story behind it. Sure, you may have heard a snippet on the local news about how the system was almost impossible to find after its initial release in late 2006. You even may have read a newspaper story about how the system is catching on with all sorts of unlikely groups of new gamers. These factoids are just a part of the story behind the Wii. This chapter covers the hundred-plus year history of Nintendo leading up to the launch of the Wii and beyond. Nintendo’s early years Nintendo wasn’t always the electronic-enter- simple, one-room office that had once served tainment powerhouse it is today. The company as its headquarters. was originally founded in 1889 as a producer of By the 1950s, control of Nintendo had trans- traditional handmade Japanese playing cards ferred to Hiroshi Yamauchi, Fusajiro’s grandson. called hanafuda. The name “Nintendo” roughly He expanded the company’s card business by translates to “Leave COPYRIGHTEDluck to heaven.” Company MATERIAL introducing plastic-coated cards in 1953 and, in founder Fusajiro Yamauchi had plenty of luck 1959, signed on with Walt Disney Co. to sell cards when the Yakuza (the Japanese mafia) took a printed with popular Disney characters. The new liking to Nintendo’s cards for their illegal gam- Disney-branded cards took the Japanese play- bling halls. -
Beautiful Bounty Hunter: the Story of Samus
Beautiful Bounty Hunter: The Story of Samus To legions of fans, the words Metroid brings back fond memories of the early days of the Nintendo Entertainment System. However, Metroid was a groundbreaking game in many ways. It was one of the first games that evoked a tangible world. It also exhibited some very important technological innovations that are an invaluable part of video games today. And then there was the secret of the main character’s true identity, one of the most shocking surprises to ever grace an 8-bit cartridge. The Creation Gunpei Yokoi is perhaps best known for his development of the Game Boy, the best selling console of all time. Taken from the maintenance department of Nintendo’s card factory to the right hand of Hiroshi Yamauchi, president of the company, Yokoi was assigned to create something for the new Games department. He developed a toy called the Ultra Hand, a sort of expandable appendage.1 He also created the Game and Watch system—tiny little machines with one simple game. These games made millions for Nintendo in the early days of the company’s venture into the electronics world. Yokoi was also the leader of Nintendo’s R&D 1, one of the legendary groups of employees that are described as the “stars” of the company.2 R&D 1 was the development group behind Metroid, but the technology behind the game came from another group, R&D 3. R&D 3 pushed the limitations of the NES by creating chips to address specific problems. These chips, called memory map controllers, or MMCs, added extra RAM to the cartridges and allowed for more variance in the colors 1 David Sheff, Game Over: Press Start to Continue (New York: Random House, 1993) 22. -
Download05.Pdf
ANNUAL REPORT 2008 Message from the President Throughout its history in the home entertainment arena, Nintendo has created unique hardware and software as one integrated entertainment product, with software being the primary driver. Nintendo has focused its basic strategy on expanding the worldwide gaming audience. To achieve this, Nintendo is encouraging as many people as possible around the world, through its unique hardware and software offerings, to experience and enjoy video game entertainment, regardless of their age, gender, language, cultural background or gaming experience. Nintendo’s first hardware launch in support of the basic strategy “Gaming Population Expansion“ was a hand-held device, Nintendo DS, which allows users to play intuitively. To drive this platform, Nintendo introduced a new software lineup, Touch! Generations, which expands the definition of video games and appeals not only to traditional gamers but also to inexperienced gamers. In the future, Nintendo plans to leverage various uses of the Nintendo DS system, such as playing in public places, and to take advantage of the high market penetration of the device. Nintendo took another step toward expanding the worldwide gaming population by launching an unprecedented video game console called Wii. Since its launch, Wii has been changing the definition of the home video game console significantly. Nintendo has been making efforts to promote Wii by developing compelling software which takes advantage of intuitive play controls enabled by its Wii Remote and other dedicated user interfaces, in addition to the conventional controller functions, and by enriching the Wii software library that can be enjoyed by anyone from novice to veteran gamers. -
The Ultimate Famicom Software Guide V
--------------------------------------------------------------------------------------------- The Ultimate Famicom Software Guide -- version 2.0 -- Compiled by fcgamer, fcgamer26 [at] gmail [dot] com https://fcgamer.wordpress.com --------------------------------------------------------------------------------------------- INTRODUCTION / AUTHOR'S NOTE: When I first started collecting Famicom games, over three years ago, I had decided to chase after a complete set of the unlicensed software developed for the Famicom. I chose this goal partially because of my location, but also because it was a collection that few people had ever bothered to collect. Aside from a few deleted webpages available through archive.org and the incomplete sources at Famicom World and BootlegGames Wiki, there just wasn't much to go on. Hundreds of hours of searching through auctions around the globe, chatting with other collectors, and just going out and tracking down this obscure corner of Famicom collecting, and I had ended up compiling my own personal list to help aid with my own collecting goals. Since those modest times, the scope of my personal collection has evolved into collecting everything Famicom, from Russian translations to educational cartridges, to official game packs and promos as well. As such, the documents which I use to keep track of my collection / game wants also evolved, and I felt it was time to compile it into a more user-friendly document. Likewise, I would like to offer this document as a gift to all of my collecting buddies out there, who have helped sell / trade / gift me so many carts over the past three years. My collection wouldn't be where it is today without you guys, and without all of the interesting discussions about Famicom, I probably would have also lost interest by now if I were to go at it truly solo. -
Evolution of Video Game Controllers: How Simple Switches Lead to the Development of the Joystick and the Directional Pad
Evolution of Video Game Controllers: How Simple Switches Lead to the Development of the Joystick and the Directional Pad By William Lu INTRODUCTION Throughout the history of video games, one of the most important aspects of console video games is the controller. This piece of hardware is the one with which the players interact the most and is by far the most memorable component. Hours upon hours are spent learning the intricacies of the controller – the location of the various buttons, the distance between the buttons for the most efficient button presses, and the subtlety of pushing the buttons just right so that the desired operation is performed – to finally master it. When used correctly, the controller provides an immersing experience where the controls are mere extensions of the player’s thoughts; however, when used incorrectly, the controller becomes the most frustrating aspect of video games, eliciting anger and frustration. Failures in video games are often attributed to the controller for failing to do what the player wanted to do. Countless controllers have suffered the fate of being martyrs as they are smashed or thrown due to player frustration. Figure 1: Video game controllers as a source of anger and frustration. Video game controllers serve as the whipping boy for players taking out their anger and frustration. Of note is how each controller embodies the essence of the particular console in players’ memories. In each case, the controller is as memorable as the particular console, if not even more so. (Krahulik and Holkins, Penny Arcade) The design of a video game controller should not be taken lightly. -
Theescapist 087.Pdf
perhaps we just weren’t yet ready for never had a taste for the lure of For all the escapism involved I want to their ideas. Because they have made the disemboweled teenagers. But in gaming sometimes face what a rifle bullet first of something that’s so outdated, I want gore. I want the mess because it through the skull really does look like, so now, that their groundbreaking reminds me of what’s really going on. I can be sick and glad and move on to What does one say about Rainmakers? contribution is often overlooked. the next episode. These are the people that have so I like to be occasionally reminded profoundly affected their realm of work But that makes them no less important hacking at a mostly unarmored, and - Beretta with their ideas, innovations and and special. And it is for this reason The frequently nearly-naked, human body products that they are nearly Escapist brings to you this week’s issue, would result in horrific wounds. We, In response to “Be Men, Not synonymous with it. Personal “Rainmakers.” These are the stories of myself and the game’s own developers, Destroyers” from The Escapist computing? Steve Jobs and Bill Gates. five great names in the interactive need to be reminded on occasion that Forum: I managed to play through the Immunology/microbiology? Louis entertainment realm, stories you should underlying the pursuit of perfected first half of SCMRPG and found it rather Pasteur. Civil Rights? Rosa Parks and know. Our writers share with you stories violence is death.