Donkey Kong Country: Tropical Freeze Is a Platform Game in Which You Control Donkey Kong on His Adventures Across Various Islands Filled with Traps and Puzzles
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Kaiju-Rising-II-Reign-Of-Monsters Preview.Pdf
KAIJU RISING II: Reign of Monsters Outland Entertainment | www.outlandentertainment.com Founder/Creative Director: Jeremy D. Mohler Editor-in-Chief: Alana Joli Abbott Publisher: Melanie R. Meadors Senior Editor: Gwendolyn Nix “Te Ghost in the Machine” © 2018 Jonathan Green “Winter Moon and the Sun Bringer” © 2018 Kane Gilmour “Rancho Nido” © 2018 Guadalupe Garcia McCall “Te Dive” © 2018 Mari Murdock “What Everyone Knows” © 2018 Seanan McGuire “Te Kaiju Counters” © 2018 ML Brennan “Formula 287-f” © 2018 Dan Wells “Titans and Heroes” © 2018 Nick Cole “Te Hunt, Concluded” © 2018 Cullen Bunn “Te Devil in the Details” © 2018 Sabrina Vourvoulias “Morituri” © 2018 Melanie R. Meadors “Maui’s Hook” © 2018 Lee Murray “Soledad” © 2018 Steve Diamond “When a Kaiju Falls in Love” © 2018 Zin E. Rocklyn “ROGUE 57: Home Sweet Home” © 2018 Jeremy Robinson “Te Genius Prize” © 2018 Marie Brennan Te characters and events portrayed in this book are fctitious or fctitious recreations of actual historical persons. Any similarity to real persons, living or dead, is coincidental and not intended by the authors unless otherwise specifed. Tis book or any portion thereof may not be reproduced or used in any manner whatsoever without the express written permission of the publisher except for the use of brief quotations in a book review. Published by Outland Entertainment 5601 NW 25th Street Topeka KS, 66618 Paperback: 978-1-947659-30-8 EPUB: 978-1-947659-31-5 MOBI: 978-1-947659-32-2 PDF-Merchant: 978-1-947659-33-9 Worldwide Rights Created in the United States of America Editor: N.X. Sharps & Alana Abbott Cover Illustration: Tan Ho Sim Interior Illustrations: Frankie B. -
Sonictroller
Proceedings of the 2005 International Conference on New Interfaces for Musical Expression (NIME05), Vancouver, BC, Canada Sonictroller David Hindman, Spencer Kiser Interactive Telecommunications Program New York University 721 Broadway New York, NY 10003 [email protected], [email protected] ABSTRACT In our first version, we were successful in mapping notes from classical guitar and trumpet to actions in the game Rampage. The Sonictroller was originally conceived as a means of We took advantage of the sound producing capabilities of introducing competition into an improvisatory musical each instrument to control the monster in the game: since it performance. By reverse-engineering a popular video game can sustain notes more easily, the trumpet controlled direction console, we were able to map sound information (volume, and the guitar used staccato notes to trigger punch/jump and pitch, and pitch sequences) to any continuous or momentary start/pause buttons. We were able to quickly master Rampage, action of a video game sprite. and were excited to try out our prototype in a more competitive situation. Keywords video game, Nintendo, music, sound, controller, Mortal Kombat, trumpet, guitar, voice 1. INTRODUCTION Sonictroller is a prototype interface used to control existing video games with sound. The interface connects directly to the console and is flexible enough to map sounds to any existing video game. Incoming sound is converted to midi, midi data is used to trigger a PIC microcontroller that sends information to the video game console. Figure 2. Trumpet Rampage In a public demo version of the Sonictroller at the ITP Winter Show 2004, a control interface comprised of midi keyboard and microphone controlled combatants in Mortal Kombat Trilogy. -
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. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for the Nine-Month Period Ended December 2013 (Briefing Date: 1/30/2014) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2010 FY3/2011 FY3/2012 FY3/2013 FY3/2014 Apr.-Dec.'09 Apr.-Dec.'10 Apr.-Dec.'11 Apr.-Dec.'12 Apr.-Dec.'13 Net sales 1,182,177 807,990 556,166 543,033 499,120 Cost of sales 715,575 487,575 425,064 415,781 349,825 Gross profit 466,602 320,415 131,101 127,251 149,294 (Gross profit ratio) (39.5%) (39.7%) (23.6%) (23.4%) (29.9%) Selling, general and administrative expenses 169,945 161,619 147,509 133,108 150,873 Operating income 296,656 158,795 -16,408 -5,857 -1,578 (Operating income ratio) (25.1%) (19.7%) (-3.0%) (-1.1%) (-0.3%) Non-operating income 19,918 7,327 7,369 29,602 57,570 (of which foreign exchange gains) (9,996) ( - ) ( - ) (22,225) (48,122) Non-operating expenses 2,064 85,635 56,988 989 425 (of which foreign exchange losses) ( - ) (84,403) (53,725) ( - ) ( - ) Ordinary income 314,511 80,488 -66,027 22,756 55,566 (Ordinary income ratio) (26.6%) (10.0%) (-11.9%) (4.2%) (11.1%) Extraordinary income 4,310 115 49 - 1,422 Extraordinary loss 2,284 33 72 402 53 Income before income taxes and minority interests 316,537 80,569 -66,051 22,354 56,936 Income taxes 124,063 31,019 -17,674 7,743 46,743 Income before minority interests - 49,550 -48,376 14,610 10,192 Minority interests in income -127 -7 -25 64 -3 Net income 192,601 49,557 -48,351 14,545 10,195 (Net income ratio) (16.3%) (6.1%) (-8.7%) (2.7%) (2.0%) - 1 - Nintendo Co., Ltd. -
RAMPAGE WORLD TOUR Iivi
RAMPAGE WORLD TOUR iivi . SECTION ONE OPERATION NOTICE Information in this manual is subject to change without notice. ATARI reserves the right to make improvements in equipment function, design, or components as progress in engineering or manufacturing methods may warrant. Fill out and mail in the Game Registration card. Be sure to include the game serial number from the label on the rear of the cabinet. For your records, write the game serial number in the manual. SERIAL NUMBER l-l SAFETY NOTICES The following safety instructions apply to all operators and service personnel. Specific warnings and cautions will be found throughout this manual where they apply. We recommend that you read this page before preparing your game for play. A! CAUTION HANDLING ELECTRONIC DEVICES: This game uses complex electronic components that are SENSITIVE to static electricity. The following precautions must be observed and followed prior to handling any of the electronics that make up this game. 1) Discharge any static electricity build up in your body by touching the safety ground stud of the power supply chassis. This must be done BEFORE touching or handling the electronic assemblies. 2) Store the electronic assemblies in an anti-static area. Anti-static bags must be used to store the CPU board assembly. Use the same bag to save the old CPU assembly after the new unit is installed. DISCONNECT POWER DURING INSTALLATION OR REPAIRS. Always turn the power OFF and unplug the game before attempting service or adjustments. Installing or repairing PC boards with power ON can damage components and void the warranty. -
Use of Progressive Rock in David Wise's Soundtrack for Donkey Kong
Use of Progressive Rock in David Wise’s Soundtrack for Donkey Kong Country and the Advancement of Video Game Music Brooke Spencer Professor Stephanie Lind MUSC501 3 March 2019 Introduction In 1994, Nintendo released the Super Nintendo game: Donkey Kong Country (DKC)– resulting in widespread popularity and new innovative use of music in gameplay. Through the utilization of prog-rock in David Wise’s soundtrack for DKC, Nintendo has expanded its range of musical styles, function, and status as a top contending videogame company. The use of prog-rock can be broken down in David Wise’s three pieces: “Treetop Rock”, “Fear Factory”, and “Aquatic Ambience”. Through elements of prog-rock seen in each of these pieces - harmonic prolongation, fragmentation, distortion, and use of the concept ‘meta- chord’ – we can see that DKC’s music was unlike anything Nintendo had been creating previously, and set expectations for music in videogames to come. History Starting in 1977-78, the video game industry began to rise in popularity through arcades. In the 1960s/1970s when first-generation home consoles were created, sound was not a possibility. It was only when Pong was released on the Atari home console in 1975 that sounds were used deliberately: the game had 3 different sounds coinciding with actions on screen: the ball hitting the wall, the paddle, and a sound for player failure. Most games included sound in future releases to increase profits after Pong’s success.1 By the end of the 70s, arcades were growing in popularity, with Nintendo a primary arcade console producer. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for the Six-Month Period Ended September 2013 (Briefing Date: 10/31/2013) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Semi-Annual Consolidated Statements of Income Transition million yen FY3/2010 FY3/2011 FY3/2012 FY3/2013 FY3/2014 Apr.-Sept.'09 Apr.-Sept.'10 Apr.-Sept.'11 Apr.-Sept.'12 Apr.-Sept.'13 Net sales 548,058 363,160 215,738 200,994 196,582 Cost of sales 341,759 214,369 183,721 156,648 134,539 Gross profit 206,298 148,791 32,016 44,346 62,042 (Gross profit ratio) (37.6%) (41.0%) (14.8%) (22.1%) (31.6%) Selling, general, and administrative expenses 101,937 94,558 89,363 73,506 85,321 Operating income 104,360 54,232 -57,346 -29,159 -23,278 (Operating income ratio) (19.0%) (14.9%) (-26.6%) (-14.5%) (-11.8%) Non-operating income 7,990 4,849 4,840 5,392 24,708 (of which foreign exchange gains) ( - ) ( - ) ( - ) ( - ) (18,360) Non-operating expenses 1,737 63,234 55,366 23,481 180 (of which foreign exchange losses) (664) (62,175) (52,433) (23,273) ( - ) Ordinary income 110,613 -4,152 -107,872 -47,248 1,248 (Ordinary income ratio) (20.2%) (-1.1%) (-50.0%) (-23.5%) (0.6%) Extraordinary income 4,311 190 50 - 1,421 Extraordinary loss 2,306 18 62 23 18 Income before income taxes and minority interests 112,618 -3,981 -107,884 -47,271 2,651 Income taxes 43,107 -1,960 -37,593 -19,330 2,065 Income before minority interests - -2,020 -70,290 -27,941 586 Minority interests in income 18 -9 -17 55 -13 Net income 69,492 -2,011 -70,273 -27,996 600 (Net income ratio) (12.7%) (-0.6%) (-32.6%) (-13.9%) (0.3%) - 1 - Nintendo Co., Ltd. -
Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey Kong 64
RAREWARE GAMES DONKEY KONG COUNTRY DONKEY KONG COUNTRY 2 DIDDYS KONG QUEST DONKEY KONG 64 PDF-22RGDKCDKC2DKQDK613 | Page: 92 File Size 4,045 KB | 29 May, 2020 TABLE OF CONTENT Introduction Brief Description Main Topic Technical Note Appendix Glossary PDF File: Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey 1/2 Kong 64 - PDF-22RGDKCDKC2DKQDK613 Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey Kong 64 e-Book Name : Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey Kong 64 - Read Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey Kong 64 PDF on your Android, iPhone, iPad or PC directly, the following PDF file is submitted in 29 May, 2020, Ebook ID PDF-22RGDKCDKC2DKQDK613. Download full version PDF for Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey Kong 64 using the link below: Download: RAREWARE GAMES DONKEY KONG COUNTRY DONKEY KONG COUNTRY 2 DIDDYS KONG QUEST DONKEY KONG 64 PDF The writers of Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey Kong 64 have made all reasonable attempts to offer latest and precise information and facts for the readers of this publication. The creators will not be held accountable for any unintentional flaws or omissions that may be found. PDF File: Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey 2/2 Kong 64 - PDF-22RGDKCDKC2DKQDK613. -
Spend up to 25O/O of Their Time on Smaftphones Using Whatsapp. As
OASIS February 26,2014 Mr. Satoru Iwata President and CEO, Nintendo Co., Ltd. CEO, Nintendo of America 1 I -l Kamitoba-hokotate-cho, Minami-ku Kyoto 60 I -850 I Japan Dear Mr. Iwata, Oasis, a private investment fund management company, is an advisor to entities that are the beneficial owners of shares of Nintendo Co. Ltd. I am following up on my letter to you dated June I1,2013, in which Iwrote to you that as both customers and shareholders, Oasis would like to see Nintendo develop and sell games for the iOS and Android platforms, and that as shareholders, we look forward to participating in your current business and your future success. I was prompted to write this follow up, open letter to you after analyzing Facebook's purchase of WhatsApp for $19 billion. We believe that Facebook's decision demonstrates the value placed on maintaining supremacy in the Iimited pool of mobile social interaction. lt is the battle for consumer attention on the smartphone. According to media repofts, users in many countries spend up to 25o/o of their time on smaftphones using WhatsApp. As the holder of what is arguably the largest library of casual games, Nintendo is well placed to make an immediate entry into mobile. Adapting the Nintendo library for smartphones could profoundly alter the complexion of the "attention share" currently occupied by Facebook, WhatsApp, and mobile games developers. The same people who spent hours playing Super Mario, Donkey Kong, and Legend of Zelda as children are now a demographic whose engagement on the smartphone is valued by the market at well over $100 billion if we look at the aggregate value of all companies competing for attention on mobile. -
Dr. Mario: Miracle Cure
Dr. Mario: Miracle Cure 1 Important Information Introductory Information 2 Internet Enhancements 3 Note to Parents and Guardians 4 About the Game Getting Started 5 Starting the Game 6 Saving Data 7 Miracle Cure Laboratory 8 Custom Clinic 9 Online Battles 10 Local Matches How to Play 11 Controls 12 Basic Rules 13 Game Screens 14 Techniques 15 Miracle Cures Troubleshooting 16 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 enjoy 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 Nintendo 3DS, Nintendo 3DS XL, and Nintendo 2DS™. Important Information Your Nintendo 3DS system and this software are not designed for use with any unauthorized device or unlicensed accessory. Such use may be illegal, voids any warranty, and is a breach of your obligations under the User Agreement. Further, such use may lead to injury to yourself or others and may cause performance issues and/or damage to your Nintendo 3DS system and related services. Nintendo (as well as any Nintendo licensee or distributor) is not responsible for any damage or loss caused by the use of such device or unlicensed accessory. -
Virtual Muscularity: a Content Analysis of Male Video Game Characters
Body Image 8 (2011) 43–51 Contents lists available at ScienceDirect Body Image journal homepage: www.elsevier.com/locate/bodyimage Virtual muscularity: A content analysis of male video game characters Nicole Martins a,∗, Dmitri C. Williams b, Rabindra A. Ratan b, Kristen Harrison c a Indiana University, United States b University of Southern California, United States c University of Illinois, Urbana-Champaign, United States article info abstract Article history: The 150 top-selling video games were content analyzed to study representations of male bodies. Human Received 1 April 2010 males in the games were captured via screenshot and body parts measured. These measurements were Received in revised form 4 October 2010 then compared to anthropometric data drawn from a representative sample of 1120 North American Accepted 4 October 2010 men. Characters at high levels of photorealism were larger than the average American male, but these characters did not mirror the V-shaped ideal found in mainstream media. Characters at low levels of Key words: photorealism were also larger than the average American male, but these characters were so much Video games larger that they appeared cartoonish. Idealized male characters were more likely to be found in games Body imagery Cultivation for children than in games for adults. Implications for cultivation theory are discussed. Content analysis © 2010 Elsevier Ltd. All rights reserved. Muscularity Introduction Moore, 1986). This media-driven ideal highlights a lean, muscular physique and a mesomorphic (“V-shaped”) body type (Stanford Much has been written about the sociocultural pressures put & McCabe, 2002). The research in this arena demonstrates that on women to attain unrealistic ideals of physical perfection (Botta, exposure to the male body ideal results in men evaluating their 1999; Grabe, Hyde, & Ward, 2008; Smolak, 2004). -
Rare Has Been Developing Video Games for More Than Three Decades
Rare has been developing video games for more than three decades. From Jetpac on the ZX Spectrum to Donkey Kong Country on the Super Nintendo to Viva Pinata on Xbox 360, they are known for creating games that are played and loved by millions. Their latest title, Sea of Thieves, available on both Xbox One and PC via Xbox Play Anywhere, uses Azure in a variety of interesting and unique ways. In this document, we will explore the Azure services and cloud architecture choices made by Rare to bring Sea of Thieves to life. Sea of Thieves is a “Shared World Adventure Game”. Players take on the role of a pirate with other live players (friends or otherwise) as part of their crew. The shared world is filled with other live players also sailing around in their ships with their crew. Players can go out and tackle quests or play however they wish in this sandboxed environment and will eventually come across other players doing the same. When other crews are discovered, a player can choose to attack, team up to accomplish a task, or just float on by. Creating and maintaining this seamless world with thousands of players is quite a challenge. Below is a simple architecture diagram showing some of the pieces that drive the backend services of Sea of Thieves. PlayFab Multiplayer Servers PlayFab Multiplayer Servers (formerly Thunderhead) allows developers to host a dynamically scaling pool of custom game servers using Azure. This service can host something as simple as a standalone executable, or something more complicated like a complete container image.