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La Lore Di Super Smash Bros. Continua: I Risvolti Di Ultimate
La lore di Super Smash Bros. continua: i risvolti di Ultimate Come abbiamo trattato in un nostro precedente articolo, la saga di Super Smash Bros. non è solo un semplice gioco crossover in cui tutte le IP principali Nintendo si riuniscono per darsele di santa ragione, ma una celata autobiografia, pagine in cui si narra della vita, delle soddisfazioni, dell’orgoglio, ma anche della frustrazione, del senso di stanchezza e della voglia di abbandonare tutto da parte del suo creatore, il geniale Masahiro Sakurai. Come ha già espresso in passato il leggendario game designer, la creazione dei sequel non è un processo naturale che avviene tranquillamente dopo il rilascio di un gioco: è invece un nuovo investimento di risorse, energia psichica e fatica che porta molti, ma soprattutto lui, sull’orlo della frustrazione. Fu l’eccessiva richiesta dei sequel di Kirby, nonché la quasi certa necessità di riconcentrarsi presto su un nuovo capitolo di Super Smash Bros. (che aveva intenzione di terminare già dopo Melee), che lo portò a lasciare Hal Laboratory nel 2003 e fondare la nuova compagnia Sora LTD. Nonostante sembrava avesse definitivamente voltato pagina, Satoru Iwata annunciò all’E3 dell 2005 che un nuovo Super Smash Bros. per Wii sarebbe presto entrato in sviluppo, senza che Masahiro Sakurai ne fosse al corrente; chiariti i malintesi, il creatore non ebbe altra scelta che rimettersi a bordo del progetto che pensava di aver abbandonato e ancora una volta e tornò alla guida di un un gioco che amava ma odiava allo stesso tempo. La saga era già un qualcosa di titanico, qualcosa al di fuori della sua portata, e pertanto non ebbe altra scelta se non quella di tornare per i successiviSuper Smash Bros. -
Nintendo Reports Loss on Shaky Wii U Sales 30 July 2014, by Yuri Kageyama
Nintendo reports loss on shaky Wii U sales 30 July 2014, by Yuri Kageyama (AP)—Nintendo Co. sank to a worse-than-expected But Wii U is not as popular as Nintendo had initially loss for the fiscal first quarter on lagging Wii U and hoped for, and it has missed earlier sales targets. 3DS video-game machine sales. Sales of the 3DS handheld have plunged, dropping But the Japanese company behind Super Mario to 820,000 for the latest quarter from 1.4 million and Pokemon games stuck to its annual forecasts units a year ago. Wednesday for a 20 billion yen ($196 million) profit on 590 billion yen ($5.8 billion) sales. Nintendo stuck to its latest target of selling 3.6 million Wii U and 12 million 3DS machines for the Kyoto-based Nintendo reported a 9.92 billion yen fiscal year through March 2015. ($97.3 million) April-June loss compared with an 8.62 billion yen profit a year earlier. Nintendo said it will start offering strong game software in the months ahead, such as "Super Quarterly sales totaled 74.695 billion yen ($732.3 Smash Bros. for Wii U." million), down 8 percent from a year earlier. The year-end and New Year's seasons are Nintendo has been fighting to maintain profits amid important sales periods for the company, practically competition from games and social media apps on determining its fortunes for the whole year. smartphones and other mobile devices. The company also faces competition from rivals Sony Nintendo is also launching "amiibo," which are Corp. -
Best Wishes to All of Dewey's Fifth Graders!
tiger times The Voice of Dewey Elementary School • Evanston, IL • Spring 2020 Best Wishes to all of Dewey’s Fifth Graders! Guess Who!? Who are these 5th Grade Tiger Times Contributors? Answers at the bottom of this page! A B C D E F G H I J K L M N O P Q R Tiger Times is published by the Third, Fourth and Fifth grade students at Dewey Elementary School in Evanston, IL. Tiger Times is funded by participation fees and the Reading and Writing Partnership of the Dewey PTA. Emily Rauh Emily R. / Levine Ryan Q. Judah Timms Timms Judah P. / Schlack Nathan O. / Wright Jonah N. / Edwards Charlie M. / Zhu Albert L. / Green Gregory K. / Simpson Tommy J. / Duarte Chaya I. / Solar Phinny H. Murillo Chiara G. / Johnson Talula F. / Mitchell Brendan E. / Levine Jojo D. / Colledge Max C. / Hunt Henry B. / Coates Eve A. KEY: ANSWER KEY: ANSWER In the News Our World............................................page 2 Creative Corner ..................................page 8 Sports .................................................page 4 Fun Pages ...........................................page 9 Science & Technology .........................page 6 our world Dewey’s first black history month celebration was held in February. Our former principal, Dr. Khelgatti joined our current Principal, Ms. Sokolowski, our students and other artists in poetry slams, drumming, dancing and enjoying delicious soul food. Spring 2020 • page 2 our world Why Potatoes are the Most Awesome Thing on the Planet By Sadie Skeaff So you know what the most awesome thing on the planet is, right????? Good, so you know that it is a potato. And I will tell you why the most awesome thing in the world is a potato, and you will listen. -
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. -
Super Smash Bros. Melee from a Casual Game to a Competitive Game
Playing with the script: Super Smash Bros. Melee From a casual game to a competitive game Joeri Taelman 4112334 New Media and Digital Culture Master thesis Supervisor Dr. Stefan Werning Second reader Dr. René Glas 8th of February, 2015 Abstract This thesis studies the interaction between developers and players outside of game design. It does so by using the concept of ‘playing with the script’. René Glas’ Battlefields of Negotiations (2013) studies the interaction between those two stakeholders for a networked game. In Glas’ case of World of Warcraft, it is networked play, meaning that the developer (Blizzard) has control over the game’s servers and thus can implement the results of negotiations by changing the rules continuously. Playing with the script can be seen as an addition to ‘battlefields of negotiation’, and explains the negotiations outside of the game’s structure for a non-networked game and how these negotiations affect the game series’ continuum. Using a frame analysis, this thesis explores the interaction between Nintendo and the players of the game Super Smash Bros. Melee as participatory culture. The latter is possible by going back and forth between the script inscribed in the object by developers and its displacement by the users, in which the community behind the game, ‘the smashers’, transformed the casual nature of the game into a competitive one. 2 Acknowledgments It took a while to realize this New Media and Digital Culture master thesis for Utrecht University. Not only during, but also before the time of writing I have been helped and influenced by a couple of people. -
240 CASE STUDY of NINTENDO AS TRADITIONAL COMPANY in JAPAN KHAIRI MOHAMED OMAR Applied Science University, Bahrain ABSTRACT
Qualitative and Quantitative Research Review, Vol 3, Issue 1, 2018 ISSN No: 2462-1978 eISSNNo: 2462-2117 CASE STUDY OF NINTENDO AS TRADITIONAL COMPANY IN JAPAN KHAIRI MOHAMED OMAR Applied science University, Bahrain ABSTRACT Each nation has own corporate issues that relates to nation’s corporate style. According to research by OECD, Mexico is the highest rate of average working hours annually in the world (“Hour worked,” 2017). It is 2,255 hours per worker in annual. Since hour in a year is 8,760, people in Mexico are working about a fourth part of a year. Assuming that workers do not need to work on weekend, then hours in a year that workers need work should be around 6,240 hours that it flexibly changes by the year. People in Mexico are working at least 8 hours daily. Claire (2015) stated that long working hours will lead to inadequate sleeping hours, and it causes insufficient working performance in research. For Japan, Japanese corporate management is sometimes argued as an issue. For example, workers in Japan increase their salary based on their seniority. It is not sometimes considered their actual ability, instead of that; company more considers their career and experience. This kind of Japanese traditional working system more tends to be applied by old company in Japan. Since Nintendo has an old history, these management implications are more applicable. Therefore, this case will be about Japanese-traditional-style management strategy of Nintendo. NINTENDO BACKGROUND Nintendo is one of the market leaders in a gaming industry. In particular, it is known as gaming hardware manufacturing corporation. -
Designing Gameplay Researching and Testing Nintendo’S Game Design
Designing Gameplay Researching and testing Nintendo’s game design Malin Ribäck Arcada Biblioteket och Språkenheten Helsingfors 2019 EXAMENSARBETE Arcada Utbildningsprogram: Mediekultur Identifikationsnummer: 6847 Författare: Malin Ribäck Arbetets namn: Gameplays design – Undersökning och test av Nintendos speldesign Handledare (Arcada): Mirko Ahonen Uppdragsgivare: Sammandrag: Studien gick ut på att utforska hur spelföretaget Nintendo designar gameplay. För att testa resultaten i praktiken skapades ett game design-dokument. Därför börjar arbetet med att diskutera vad game design-dokument är och vad de används för. Game design-dokumentet som gjordes i samband med studien är en kombination av det huvudsakliga game design- dokumentet och ett konceptdokument. Därför tar arbetet också upp skillnaderna mellan dessa dokument. För att utreda hur Nintendo designar gameplay utfördes en litteraturundersökning. Materialet som användes i litteraturundersökningen består av intervjuer. Majoriteten av intervjuerna härstammar från Nintendos egen hemsida. För att utforma en teori tar arbetet upp några befintliga teorier för hur Nintendo designar sina spel. För att kunna diskutera Nintendos gameplay definieras gameplays koncept genom att diskutera olika definitioner av olika författare som tar upp ämnet i fråga. Litteraturundersökningen inleds med en presentation av varifrån materialet för studien har kommit. Inledningsvis tar också arbetet upp två viktiga spelutvecklare från Nintendo, för att ge insikt i varför just de personerna är viktiga. För att presentera en helhet över hur Nintendo designar gameplay studeras, organiseras, presenteras och diskuteras innehållet från litteraturundersökningen. Resultatet från undersökningen visar bland annat att när Nintendo designar sina spel, fokuserar man på följande saker: Att göra spelen användarvänliga, att formge dem enligt deras funktion, att göra spelvärlden responsiv i förhållande till spelaren och att undvika störa eller avbryta spelarens inlevelse i spelet. -
DONKEY KONG COUNTRY RETURNS Disc 1 Into the Disc Slot
INSTRUCTION BOOKLET (CONTAINS IMPORTANT HEALTH AND SAFETY INFORMATION) Any manuals provided with this software are digital reproductions of the original printed manuals. Please note that references may be made to features that can’t be used in this version of the game. There may also be references to outdated consumer information, e.g. warranties and support hotlines. For product information, please visit the Nintendo website at: www.nintendo.com For technical support and troubleshooting, please refer to the Operations Manual for your Wii U console or visit: support.nintendo.com For age rating information for this and other software, please consult the relevant website for the age rating system in your region. PEGI (Europe): www.pegi.info USK (Germany): www.usk.de Classification Operations Branch (Australia): www.classification.gov.au OFLC (New Zealand): www.classificationoffice.govt.nz Russia: minsvyaz.ru/ru/doc/index.php?id_4=883 [0610/UKV/RVL] The in-game language depends on the one that is set on your Wii console. This game includes five different language versions: English, German, French, Spanish and Italian. If your Wii console is already set to one of them, the same language will be displayed in the game. If your Wii console is set to a different language This seal is your assurance that Nintendo has than those available in the game, the in-game default language will be English. You can change the in-game reviewed this product and that it has met our language by changing the language setting of your Wii console. For further instructions about how to change language settings please refer to the Wii Operations Manual – Channels & Settings. -
Masahiro Sakurai, Nintendo of Japan, Nintendo of America, Phil Spencer, Grant Kirkhope, Steve Mayles, Gregg Mayles, Rare Ltd
To: Masahiro Sakurai, Nintendo of Japan, Nintendo of America, Phil Spencer, Grant Kirkhope, Steve Mayles, Gregg Mayles, Rare Ltd. We, the fans of Banjo & Kazooie, send our deepest and heartfelt thanks to you for making our dreams come true. No words can express how extremely happy, satisfied, and grateful we all are to you for including our beloved bear and bird among the pantheon of video game all-stars on the Super Smash Brothers: Ultimate roster. We thought this day would never come, but our dreams have come true, thanks to you. Over the years, you have selflessly put in your time, energy and hearts to bring to life the beloved characters we grew up with, and your dedication to make the seemingly impossible happen solely for our sake is an inspiration to everyone in the video game industry, and to everyone who dreams of making their own video game someday. Banjo & Kazooie are characters we grew up with. They are the games that have and continue to brighten our lives with their humor, colorful scenery, charming characters and delightful story, games that have touched the lives of millions around the world. Thank you so much to Nintendo, Steve and Gregg Mayles, Grant Kirkhope and everybody at Rare and Playtonic for creating a franchise that has brought so much joy into our lives. No words can express the exultation and elation we feel at the sight of our beloved bear and bird back in action once again. Seeing you guys play ball with Nintendo, even if it’s only for one time, brings a lot of meaning to these dedicated fans. -
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
Donkey Kong™ Country: Tropical Freeze 1 Importan t Informati on Setup 2 Controll ers and Sou nd 3 Oinl ne Feusat re 4 Parent al Contro ls Idntro unctio 5 AuTbo t hiGs am e 6 Gtget in Srdta te 7 Seav Daat Hwto o Plya 8 MpSa crese n 9 Bsca i Plya 10 Sing le- Player Mode 11 Multip layer Mo de Actions 12 Basic Acstion WUP-P-ARKP-00 13 Joint Acstion 14 Mult ipl ayer Actio ns Device s and Ite ms 15 Vieh csle 16 Barrels 17 Items Lreade bsoard 18 Time Atta ck Leaderboa rds Prod uct Inform ati on 19 Copyrigh t Informati on 20 Supp ort Inform ati on 1 Importan t Informati on Thank you for selecting Donkey Kong™ Country: Tropical Freeze for Wii U™. This software is designed only for use with the European/Australian version of the Wii U console. 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. Before use, please also read the contents of the Health and Safety Information application on the Wii U Menu. It contains important information that will help you enjoy this software. Language Selection The in-game language depends on the one that is set on the console. This title supports five different languages: English, German, French, Spanish and Italian. If your Wii U console language is set to one of these, the same language will be displayed in the game. -
7974.JP) Long: 75% Upside Christopher Campbell Crescent Rock Capital Management, LP [email protected] Sohn London
Nintendo (7974.JP) Long: 75% Upside Christopher Campbell Crescent Rock Capital Management, LP [email protected] Sohn London November 14, 2019 Disclaimer These preliminary materials are for informational purposes only. These materials are confidential and may not be reproduced or distributed by the recipient, except that they may be provided to advisers to the recipient in connection with an evaluation of a potential transaction. Nothing in these materials is intended to be investment or tax advice. The materials contain general information only and do not take into account individual objectives, financial situations or needs. All content in these materials represents my opinion. All information, opinions and estimates expressed in these materials are current as of the date noted on the cover or in these materials, are subject to change without notice, and may become outdated over time. All expressions of opinion are subject to change, and I undertake no obligation to update these materials or any information contained herein. As of the date of this presentation, the presenter’s employer, Crescent Rock Capital Management, LP (“Crescent Rock”), owns shares of Nintendo and stands to realize gains in the event that the price of the stock increases. Following the publication of this presentation, the presenter and/or Crescent Rock may transact in the securities of the company covered herein. This is not an offer to invest in Crescent Rock or any investment fund; any offers will be made only by means of the Confidential Private Offering Memorandum. Potential investors should be aware that an investment in the investment strategy involves a high degree of risk. -
Video Game Party Packages Video Game Party Packages
VIDEOVIDEO GAMEGAME PARTYPARTY PACKAGESPACKAGES ADD VIDEO GAMES TO YOUR PARTY, EVENT OR MEET-UP! PREMIERE PACKAGES Convenient party packages built for all ages and budgets. $675 for the first 12 children, including the birthday child. Each additional child is $25. 1. THE CLASSIC PACKAGE 2. SMASH BROTHERS PACKAGE 3. THE NINTENDO PACKAGE Easy system is 2 player and loaded COST: $700 This package features games across all with multiple games for the guests Featuring the Nintendo Smash Brothers Nintendo systems. to choose from. series, with up to 16 players! • Smash Brothers Brawl (Wii) • (2) NES Classic Systems • Smash Bros Brawl - 4 Player • Mario Kart Double Dash (Game Cube) • (2) SNES Classic Systems • Super Smash Bros U - 4 Player • Super Mario Bros (Wii) • (2) PlayStation Classic Systems • Super Smash Bros U - 8 Player • NES Super Mario Brothers (NES) • Large HDTV • Mario Sonic Olympics (Wii) • DLC Expanded Roster • Mario Sports Mix (Wii) • Can Pair with guest’s 3DS system 4. THE TEAM-UP PACKAGE 5. FIGHTING GAMES PACKAGE 6. SPORTS PACKAGE This package features games that Bring the true arcade-style games to This package features fun, arcade-style guests will team up and play together! your party! [RATED TEEN] sports games for all ages and interests. • New Super Mario Brothers (Wii) • Soul Caliber • Mario Strikers (soccer) • X-Men the Arcade • Street Fighter IV • NBA Jam (basketball) • Teenage Mutant Ninja Turtles • Tekken Tag • Wii Sports (bowling, tennis) • Gauntlet Legends • Naruto 4 • NHL Hitz (hockey) • Raymen Legends • Marvel v. Capcom 2 • Virtua Tennis • Marvel Ultimate Alliance • Dragon Ball Bodukai T • NFL Blitz (football) Packages are offered as a set, no exchanges or substitutions, please! UPGRADES Personalize one of the premiere packages by adding a custom upgrade to make sure you have your favorite game! SINGLE ADD-ON SMASH BROTHERS ADD-ON THREE GAME ADD-ON Add an additional game system with the This will add on a larger TV and one Add 3 Extra game setups to your party.