CONSOLIDATED FINANCIAL STATEMENTS Nintendo Co., Ltd
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The Evolving Heroine in Nintendo Adventure Games
The Princess and the Platformer: The Evolving Heroine in Nintendo Adventure Games Katharine Phelps Humanities 497W December 15, 2007 Just remember that my being a woman doesn't make me any less important! --Faris Final Fantasy V 1 The Princess and the Platformer: The Evolving Heroine in Nintendo Adventure Games Female characters, even as a token love interest, have been a mainstay in adventure games ever since Nintendo became a household name. One of the oldest and most famous is the princess of the Super Mario games, whose only role is to be kidnapped and rescued again and again, ad infinitum. Such a character is hardly emblematic of feminism and female empowerment. Yet much has changed in video games since the early 1980s, when Mario was born. Have female characters, too, changed fundamentally? How much has feminism and changing ideas of women in Japan and the US impacted their portrayal in console games? To address these questions, I will discuss three popular female characters in Nintendo adventure game series. By examining the changes in portrayal of these characters through time and new incarnations, I hope to find a kind of evolution of treatment of women and their gender roles. With such a small sample of games, this study cannot be considered definitive of adventure gaming as a whole. But by selecting several long-lasting, iconic female figures, it becomes possible to show a pertinent and specific example of how some of the ideas of women in this medium have changed over time. A premise of this paper is the idea that focusing on characters that are all created within one company can show a clearer line of evolution in the portrayal of the characters, as each heroine had her starting point in the same basic place—within Nintendo. -
Gaming Catalogue (MEERMAN)
Table of Contents Sony Playstation 2 Slim 2 Nintendo DSi XL 3 Nintendo Game Boy Colour 5 Nintendo Game Boy games 8 Nintendo GameCube w/ GAMEBOY Player 9 Nintendo GameCube w/ broadband adaptor 10 Nintendo GameCube Modem adaptor 11 Nintendo GameCube Wavebird (wireless controller) 12 Nintendo GameCube memory cards (x5) 13 Nintendo GameCube PS2 and PS/2 adapter 14 USB adaptor for Nintendo GameCube 14 Nintendo GameCube Games 15 Nintendo DS 17 Nintendo DS Games 17 Nintendo Wii 18 Nintendo 64 Console 21 Nintendo 64 Games (unboxed) 22 Microsoft Xbox 360 Elite (120 GB) 23 Microsoft Xbox 360: External HD-DVD drive 24 Microsoft Xbox 360 Kinect 25 Microsoft Xbox 360 official remote control 26 Microsoft Xbox 360 games (boxed) 27 Sony Playstation 2 Slim Condition Working Good Includes Playstation 2 Slim unit (Colour: Hot Pink) 2x Dual Shock Controllers One as new (unopened) 8 MB memory card UK power adaptor Composite output cable (Yellow, White, Red RCA) Composite to SCART adaptor Excludes Protective packaging within box (box is bare inside) Nintendo DSi XL Condition Working Excellent Includes DSi XL unit (colour: Wine Red) UK power adaptor Bundled stylus (in unit) Original packaging Club Nintendo pull string carry bag, felt, blue Excludes SD card Nintendo Game Boy Pocket Condition Working Colour: Silver Minor scratch in lower left of screen Worn paint around rear edges (front OK) Excludes Battery cover (missing) Packaging / Box Game (listed separately) Batteries (just to prove functionality) Nintendo Game Boy Colour Condition Colour: Purple Working Generally fair/good Minor scratches around screen, but screen itself is OK Product sticker on rear is a worn Battery cover is not original, and bright green Excludes Packaging Game (listed separately) (Batteries) Nintendo Game Boy Advance x3 1: Special edition (GameBoy Advance SP) Working (Clam shell design with backlight) Blue Good condition, screen scratch free. -
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. -
Vintage Game Consoles: an INSIDE LOOK at APPLE, ATARI
Vintage Game Consoles Bound to Create You are a creator. Whatever your form of expression — photography, filmmaking, animation, games, audio, media communication, web design, or theatre — you simply want to create without limitation. Bound by nothing except your own creativity and determination. Focal Press can help. For over 75 years Focal has published books that support your creative goals. Our founder, Andor Kraszna-Krausz, established Focal in 1938 so you could have access to leading-edge expert knowledge, techniques, and tools that allow you to create without constraint. We strive to create exceptional, engaging, and practical content that helps you master your passion. Focal Press and you. Bound to create. We’d love to hear how we’ve helped you create. Share your experience: www.focalpress.com/boundtocreate Vintage Game Consoles AN INSIDE LOOK AT APPLE, ATARI, COMMODORE, NINTENDO, AND THE GREATEST GAMING PLATFORMS OF ALL TIME Bill Loguidice and Matt Barton First published 2014 by Focal Press 70 Blanchard Road, Suite 402, Burlington, MA 01803 and by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2014 Taylor & Francis The right of Bill Loguidice and Matt Barton to be identified as the authors of this work has been asserted by them in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. -
Towards Accessibility of Games: Mechanical Experience, Competence Profiles and Jutsus
Towards Accessibility of Games: Mechanical Experience, Competence Profiles and Jutsus. Abstract Accessibility of games is a multi-faceted problem, one of which is providing mechanically achievable gameplay to players. Previous work focused on adapting games to the individual through either dynamic difficulty adjustment or providing difficulty modes; thus focusing on their failure to meet a designed task. Instead, we look at it as a design issue; designers need to analyse the challenges they craft to understand why gameplay may be inaccessible to certain audiences. The issue is difficult to even discuss properly, whether by designers, academics or critics, as there is currently no comprehensive framework for that. That is our first contribution. We also propose challenge jutsus – structured representations of challenge descriptions (via competency profiles) and player models. This is a first step towards accessibility issues by better understanding the mechanical profile of various game challenges and what is the source of difficulty for different demographics of players. 1.0 Introduction Different Types of Experience When discussing, critiquing, and designing games, we are often concerned with the “player experience” – but what this means is unsettled as games are meant to be consumed and enjoyed in various ways. Players can experience games mechanically (through gameplay actions), aesthetically (through the visual and audio design), emotionally (through the narrative and characters), socially (through the communities of players), and culturally (through a combination of cultural interpretations and interactions). Each aspect corresponds to different ways that the player engages with the game. We can map the different forms of experience to the Eight Types of Fun (Hunicke, LeBlanc, & Zubek, 2004) (Table 1). -
Vgarchive : My Video Game Collection 2021
VGArchive : My Video Game Collection 2021 Nintendo Entertainment System 8 Eyes USA | L Thinking Rabbit 1988 Adventures in the Magic Kingdom SCN | L Capcom 1990 Astérix FRA | L New Frontier / Bit Managers 1993 Astyanax USA | L Jaleco 1989 Batman – The Video Game EEC | L Sunsoft 1989 The Battle of Olympus NOE | CiB Infinity 1988 Bionic Commando EEC | L Capcom 1988 Blades of Steel SCN | L Konami 1988 Blue Shadow UKV | L Natsume 1990 Bubble Bobble UKV | CiB Taito 1987 Castlevania USA | L Konami 1986 Castlevania II: Simon's Quest EEC | L Konami 1987 Castlevania III: Dracula's Curse FRA | L Konami 1989 Chip 'n Dale – Rescue Rangers NOE | L Capcom 1990 Darkwing Duck NOE | L Capcom 1992 Donkey Kong Classics FRA | L Nintendo 1988 • Donkey Kong (1981) • Donkey Kong Jr. (1982) Double Dragon USA | L Technōs Japan 1988 Double Dragon II: The Revenge USA | L Technōs Japan 1989 Double Dribble EEC | L Konami 1987 Dragon Warrior USA | L Chunsoft 1986 Faxanadu FRA | L Nihon Falcom / Hudson Soft 1987 Final Fantasy III (UNLICENSED REPRODUCTION) USA | CiB Square 1990 The Flintstones: The Rescue of Dino & Hoppy SCN | B Taito 1991 Ghost'n Goblins EEC | L Capcom / Micronics 1986 The Goonies II NOE | L Konami 1987 Gremlins 2: The New Batch – The Video Game ITA | L Sunsoft 1990 High Speed ESP | L Rare 1991 IronSword – Wizards & Warriors II USA | L Zippo Games 1989 Ivan ”Ironman” Stewart's Super Off Road EEC | L Leland / Rare 1990 Journey to Silius EEC | L Sunsoft / Tokai Engineering 1990 Kings of the Beach USA | L EA / Konami 1990 Kirby's Adventure USA | L HAL Laboratory 1993 The Legend of Zelda FRA | L Nintendo 1986 Little Nemo – The Dream Master SCN | L Capcom 1990 Mike Tyson's Punch-Out!! EEC | L Nintendo 1987 Mission: Impossible USA | L Konami 1990 Monster in My Pocket NOE | L Team Murata Keikaku 1992 Ninja Gaiden II: The Dark Sword of Chaos USA | L Tecmo 1990 Rescue: The Embassy Mission EEC | L Infogrames Europe / Kemco 1989 Rygar EEC | L Tecmo 1987 Shadow Warriors FRA | L Tecmo 1988 The Simpsons: Bart vs. -
Videoconsolas Videojuegos Desarrolladores Accesorios
VIDEOCONSOLAS -Sobremesa: Consiste en una serie de consolas que se caracterizan por ser utilizadas en un sitio fijo y conectadas a una pantalla a través de la cual se visualizará el contenido del videojuego. -Portátil: Consiste en una serie de consolas que se caracterizan por poder ser utilizadas en cualquier lugar siempre y cuando la consola esté car- gada. Son consolas con menos potencia que las de sobremesa. -Híbrida: Consiste en una serie de consolas que se caracterizan por ser a la vez tanto portátiles como de sobremesa, ambas con potencias y características distintas pero siendo el mismo sistema. Actualmente, en Nintendo solo existe una, la Nintendo Switch. VIDEOCONSOLAS SOBREMESA NINTENDO COLOR TV -Nintendo Color TV: Es una serie de cinco consolas dedi- cadas para el hogar y lanzadas úni- camente en Japón. Nintendo vendió tres millones con los cuatro primeros modelos, sien- do la cifra más alta en cuanto a ventas de la primera generación de consolas de videojuegos. Estos sistemas pueden funcionar con baterías C o un adaptador de CA. La serie debutó en 1977. VIDEOCONSOLAS SOBREMESA NES -NES: Es una videoconsola de 8 bits que pertenece a la tercera generación. Fue lanzada en Norteamérica, Euro- pa y Australia entre 1985 y 1987. Fue la consola más exitosa de su época. A partir de esta consola, Nintendo estableció un modelo de negocios estandarizado en la era contempo- ránea y referente a la licencia de de- sarrollo de software a terceros. VIDEOCONSOLAS SOBREMESA N64 -N64: Es la cuarta consola de Nintendo, desarrollada para suceder a la Super Nintendo. Compitió con la Saturn de SEGA y con la Playstation de Sony. -
A Rhizomatic Reimagining of Nintendo's Hardware and Software
A Rhizomatic Reimagining of Nintendo’s Hardware and Software History Marilyn Sugiarto A Thesis in The Department of Communication Studies Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts at Concordia University Montreal, Quebec, Canada April 2017 © Marilyn Sugiarto, 2017 CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By Marilyn Sugiarto Entitled A Rhizomatic Reimagining of Nintendo’s Hardware and Software History and submitted in partial fulfillment of the requirements for the degree of Master of Arts in Media Studies complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final Examining Committee: __________________________________ Chair Dr. Maurice Charland __________________________________ Examiner Dr. Fenwick McKelvey __________________________________ Examiner Dr. Elizabeth Miller __________________________________ Supervisor Dr. Mia Consalvo Approved by __________________________________________________ Chair of Department or Graduate Program Director __________________________________________________ Dean of Faculty Date __________________________________________________ iii Abstract A Rhizomatic Reimagining of Nintendo’s Hardware and Software History Marilyn Sugiarto Since 1985, the American video game market and its consumers have acknowledged the significance of Nintendo on the broader development of the industry; however, the place of Nintendo in the North American -
Annual Report 2019
Annual Report 2019 for the fiscal year ended March 31, 2019 Nintendo Co., Ltd. Table of Contents Information on the Company ....................................................................................................................................... 2 I. Overview of the Company ............................................................................................................................... 2 1. Key financial data and trends .......................................................................................................................... 2 2. Description of business ................................................................................................................................... 3 3. Subsidiaries and associates ............................................................................................................................. 4 II. Business Overview .......................................................................................................................................... 6 1. Management policy, management environment, issues to address ................................................................. 6 2. Risk factors ..................................................................................................................................................... 7 3. Analysis of financial position, operating results and cash flow by the management ...................................... 9 4. Research and development activities ........................................................................................................... -
Week 2: Game Theory // History & Origins // Industry Stats
NMED 3300(A) // Theory and Aesthetics of Digital Games Friday Genre Discussions / Play Sessions Schedule, Spring 2016 Mondays and Wednesdays will consist of lectures. Fridays will be broken into two sessions. The first will take place in W866 where we will discuss particular genres and look at select examples. The second session will take place in W560 and will consist of hands-on gameplay (1 hour) of the games covered earlier in class. Some Rules for W560 Usage: 1. Please be considerate of others in the lab and those working in adjacent offices/classrooms by keeping noise to a minimum, 2. Please note that food and drink are not allowed in W560, except water if it is contained in a non-spillable container (with a screw-top or sealable cap) 3. Only students with official access are allowed in these labs (you cannot bring friends into the lab, sorry), 4. Please be gentle with equipment, consoles, and peripherals as a lot of the equipment is David’s personal property and much of the equipment is old and getting more difficult (if not impossible) to replace. 5. Finally, do not leave discs in consoles and make sure consoles and televisions are turned off when you are finished and that the area where you were working is clean and tidy. Notes on Gameplay Sessions in W560: Please keep the volume of the monitors and verbalizations to a minimum. Have a look at each of the games listed for that week’s gameplay sessions by consulting reviews/criticism, gameplay video, screenshots. As many games are released on multiple platforms and are often emulated, make sure you are viewing information for the correct version (platform, year). -
The Use of Computer and Video Games for Learning of Computer Games for Learning
There are many claims about the usefulness The use of The use of computer and video games for learning of computer games for learning. Computer games can stimulate users and encourage the development of social and cognitive skills, but frequent use can computer and video games exacerbate negative psycho-social tendencies, be addictive and have health implications. for learning This review of the literature about the use of computer and video games for learning will help with the design of learning materials. A review of the literature ISBN 1-85338-904-8 Alice Mitchell and Carol Savill-Smith PHOTO REDACTED DUE TO THIRD PARTY RIGHTS OR OTHER LEGAL ISSUES PHOTO REDACTED DUE TO THIRD PARTY RIGHTS OR OTHER LEGAL ISSUES A review of the literature This publication was supported by the Learning and Skills Council as part of a grant to the Learning and Skills Development Agency for a programme of research and development. The m-learning project is also supported by the European Commission Directorate-General Information Society (IST-2000-25270). LSDA The use of computer and video games for learning A review of the literature Alice Mitchell and Carol Savill-Smith Published by the Learning and Skills Development Agency www.LSDA.org.uk Registered with the Charity Commissioners LSDA is committed to providing publications that are accessible to all. To request additional copies of this publication or a different format please contact: Information Services Learning and Skills Development Agency Regent Arcade House 19–25 Argyll Street London W1F 7LS. Tel +44 (0) 20 7297 9144 Fax +44 (0) 20 7297 9242 [email protected] Copyeditor: Karin Fancett Designer: David Shaw and associates Printer: 1529/09/04/2500 ISBN 1-85338-904-8 © Learning and Skills Development Agency 2004 You are welcome to copy this publication for internal use within your organisation. -
Jeux Video Games MILLON
V MILLON JEUDI 13 JUIN À 18H - SALLE V jeux video games #1 jeux video games EXPERT : CAMILLE COSTE JEUDI 13 JUIN À 18H - SALLE V V MILLON jeux video games JEUDI 13 JUIN 2013 À 18H EN SALLE V V EXPOSITIONS PUBLIQUES : CONTACT ÉTUDE : SALLE V V - 3 RUE ROSSINI Alexis JACQUEMARD Mercredi 12 juin de 11h à 18h [email protected] Anastasia HIRT [email protected] EXPERT : 5 avenue d’Eylau Camille COSTE 75116 Paris (+33)0 6 48 16 42 09 Tél. : (+33)01 47 27 95 34 [email protected] Fax : (+33)01 47 27 70 89 Integralite des lots reproduits sur notre site www.millon-associes.com exemplaire : / 1 500 Millon & Associés. SVV Agrément n°2002 - 379. Habilités à diriger les ventes : Alexandre Millon, Claude Robert. une première européenne : l’univers du jeux vidéo Des salles d’arcade aux magasins de quartier, des magasins à notre Créant parfois la polémique, restant discret la plupart du temps, salon, de notre salon à notre vitrine et récemment, de nos vitrines le jeu vidéo est plus qu’un simple amusement ; il porte d’ailleurs aux musées tel que le Museum of Modern Art (MoMA) de New York bien mal son triste nom, et devrait probablement être renommé City… “Expérience vidéo interactive“. Réduire à “jeu” le travail d’un scénariste voulant faire passer un message par le biais de ce support Qu’on se le dise, le jeu vidéo est bien aujourd’hui l’une des cultures serait comme réduire le cinéma aux « blockbusters » américains. populaires les plus en vogue, et doit être enfin reconnu comme notre C’est un vaste milieu, qui raconte beaucoup, et qui n’a pas fini de 10ème art pour son univers qui intègre le joueur (parfois spectateur) crier haut et fort ce qu’il a dans le cœur.