MARIO VS. DONKEY KONG 2: MARCH of the MINIS Game Card
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Drop-In – Mario/Jumpman? Animal Buddy – in a Pinch, Some of This Can
Drop-in – Mario/Jumpman? Animal Buddy – In a pinch, some of this can be based on animal bossses and enemies. Should have a sidekick role. What general concepts are animal buddies good for? Helping, doing things better that help, not dying? Being in a box? Kong – Technically humans can be a kong, take the chimp perk. Don't forget those martial arts apes from jungle beats Kremlin - Snowmad - Island roll, not sure about age though. There is age, but the range... Kong Species Choice – Should be alts of their free perk, basically. Orangutan – Stretchy Chimp – Smart Monkey – Acrobatic Gorilla – Stonk. Mention shockwaves Drop-in 100 – The jumping perk. Basic Mario Drop-in 200 – sports-game perk? Lots of donkey kong in these. Drop-in 400 – Minis? Drop-in 600 – Just look up Mario stuff from DK games Kong 200 – Potions? Kong 400 – Kong Fu, might switch with the potion perk. Kong 600 - Kremling 100 – Something about bite force? Can also breath underwater and survive in toxic waste as alternate ideas. Kremling 200 – Getting injured can turn you red and increase your power and speed? Kremling 400 – Jungle Climber etc seems to have crazy robots. The Baron specialized in it. Only other Krool stuff I can use is evil planning genericness. Also other advanced tech the kremlings like. Kremling 600 – Kerozene can make fire and is immune to magma, but that's similar to the snowmad one. He's also huge too like Klumsy and others, and has ridic strength and toughness. Another possibility is a “King of the Krocs” deal where you can inspire people to be ruled over by you as an abusive crazy despot. -
Unconscious Constellations Scores Superior Chhs
THE LIGHTNING BOLT CHHS EARNS BLUE RIBBON DESIGNATION UNCONSCIOUS CONSTELLATIONS SCORES SUPERIOR SPORTS ATHLETES SHARE THOUGHTS ON SEASON, FUTURE VOLUME 33 iSSUE 2 CHANCELLOR HIGH SCHOOL 6300 HARRISON ROAD, FREDERICKSBURG, VA 22407 1 November 2020 FIGHTING FOG DURING FIRE DRILL Did you know? George Washington on August 27th, 1776, used heavy fog to safely retreat from the Brit- ish during the Battle of Long Island. This pre- vented heavy casualties during a crucial point of the American War for Independence. There has been a lot of fog this fall, and October 23rd was no exception as our Chargers performed their fire drill at 8:00am. INSPIRING THOUGHTS FROM OUR FUR BABIES MASKS ARE Life Can get a NOT... DO: little Ruff... Cover Eye Masks your Hats nose and mouth fully! take some time to put Snout Holders your paws up and relax Ear Warmers STAY SAFE! Front and back cover pictures by TLB Staff Reporter Hailey Patten. Above pictures created by Kaitlyn Bestick. November 2020 2 ON GRATITUDE IN CURRENT TIMES By Cara Hadden are apathetic to the plights of at the very least, the opportu- Therefore, it might behoove Features Editor Many countries have a Word others unless a similar event nity to see each new sunrise is the downtrodden naysayers in of the Year, or a word that has happened to them. And a blessing worthy of immense this holiday season to change supposedly defines the so- yet, this kind of attitude is far gratitude. the Phrase of the Year from ciopolitical climate within from what most reasonable In summation, everyone who “Why me?” to “Thank you.” that country during that year. -
Lesson 1: Creative Solutions
Sponsored Advertising Content Teacher Instructions LESSON 1: CREATIVE SOLUTIONS Goal: Students will work in pairs to design and test a solution to an engineering problem and will apply their solution to game design. Time Required: Two to three 45-minute periods Standards: NGSS K-2-ETS1-1; 3-5-ETS1-1 Materials Required: Table tennis balls, building materials (paper, rubber bands, paper clips, etc.), colored pencils, Student Activity Sheet 1 Preparation: Assemble sets of materials for each pair of students. Set up pairs of desks or stacks of books with a one-foot gap between them. Optional: Ask students to bring in props from home. Lesson Steps: 1 Explain how scientists try different solutions to solve problems. Then brainstorm inventions that helped solve problems. Explain that many of these inventions happened after trial and error—or by accident! 2 Present students with a design challenge. Using only the materials provided, they will work in pairs to invent a way for a table tennis ball to roll across a gap between two desks. Students and their partners will design, test, and redesign their solutions to the problem using Part A of Student Activity Sheet 1. 3 After students have developed their solutions, lead a final test session to determine which design was the most effective. Students will then complete Part B of Student Activity Sheet 1. 4 Discuss with students how these types of challenges apply to game design: › Game developers design challenges for players to solve. They include tools that players can use to solve those problems. › Apply today’s lesson to a game course. -
Mario's Time Machine
Serious Game Critique By Anas Siraj Mario’s Time Machine! CONCEPT Mario’s Time Machine, based on the original Super Mario franchise, is an old-school game in which Mario must retrieve a number of stolen artifacts from Bowser, in order to return them to their rightful places at different points in time / history. INITIAL PLATFORM: MS-DOS OTHER PLATFORMS: NES (Nintendo Entertainment System) and SNES (Super Nintendo Entertainment System) STORYLINE The story begins as Bowser steals the historical artifacts for his own benefit. Mario must use the time machine (called the Timulator) to travel to different points in time / history in order to retrieve them. He must then use the time machine to return the artifacts to their rightful owners. NOTE: All historical artifacts, time periods and artifact owners are from REAL HISTORY, in an excellent attempt at educating kids and teens the history of our species. Mario (the player) travels through a variety of lands and oceans in search for the artifacts, giving him/her the opportunity to experience a number of different gameplay styles and visuals along the way. Once the artifacts are retrieved and returned to their original owners, Mario wins. SCREENSHOTS Screenshots of Mario’s Time Machine ENTERTAINING EDUCATION Mario’s Time Machine displays a very good understanding of how to make information interesting and fun. The game educates kids while keeping them entertained, where in most cases they are not even aware that they are playing an educational game. SOUND AND MUSIC The game stays true to its roots by using the classic Mario sounds we’re used to hearing, but with a twist. -
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 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. -
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 Mario 64 Manual
NUS-P-NSMP-NEU6 INSTRUCTION BOOKLET SPIELANLEITUNG MODE D’EMPLOI HANDLEIDING MANUAL DE INSTRUCCIONES MANUALE DI ISTRUZIONI TM Thank you for selecting the SUPER MARIO 64™ Game Pak for the 64 Nintendo® System. WARNING : PLEASE CAREFULLY READ WAARSCHUWING: LEES ALSTUBLIEFT EERST OBS: LÄS NOGA IGENOM THE CONSUMER INFORMATION AND ZORGVULDIG DE BROCHURE MET CONSU- HÄFTET “KONSUMENT- PRECAUTIONS BOOKLET INCLUDED MENTENINFORMATIE EN WAARSCHUWINGEN INFORMATION OCH SKÖTSE- WITH THIS PRODUCT BEFORE USING DOOR, DIE BIJ DIT PRODUCT IS MEEVERPAKT, LANVISNINGAR” INNAN DU CONTENTS YOUR NINTENDO® HARDWARE VOORDAT HET NINTENDO-SYSTEEM OF DE ANVÄNDER DITT NINTENDO64 SYSTEM, GAME PAK, OR ACCESSORY. SPELCASSETTE GEBRUIKT WORDT. TV-SPEL. HINWEIS: BITTE LIES DIE VERSCHIEDE- LÆS VENLIGST DEN MEDFØL- ADVERTENCIA: POR FAVOR, LEE CUIDADOSA- NEN BEDIENUNGSANLEITUNGEN, DIE GENDE FORBRUGERVEJEDNING OG MENTE EL SUPLEMENTO DE INFORMACIÓN SOWOHL DER NINTENDO HARDWARE, HÆFTET OM FORHOLDSREGLER, English . 4 AL CONSUMIDOR Y EL MANUAL DE PRECAU- WIE AUCH JEDER SPIELKASSETTE INDEN DU TAGER DIT NINTENDO® CIONES ADJUNTOS, ANTES DE USAR TU BEIGELEGT SIND, SEHR SORGFÄLTIG SYSTEM, SPILLE-KASSETTE ELLER CONSOLA NINTENDO O CARTUCHO . DURCH! TILBEHØR I BRUG. Deutsch . 24 ATTENTION: VEUILLEZ LIRE ATTEN- ATTENZIONE: LEGGERE ATTENTAMENTE IL HUOMIO: LUE MYÖS KULUTTA- TIVEMENT LA NOTICE “INFORMATIONS MANUALE DI ISTRUZIONI E LE AVVERTENZE JILLE TARKOITETTU TIETO-JA ET PRÉCAUTIONS D’EMPLOI” QUI PER L’UTENTE INCLUSI PRIMA DI USARE IL HOITO-OHJEVIHKO HUOLEL- 64 ACCOMPAGNE CE JEU AVANT D’UTILI- NINTENDO® , LE CASSETTE DI GIOCO O GLI LISESTI, ENNEN KUIN KÄYTÄT Français . 44 SER LA CONSOLE NINTENDO OU LES ACCESSORI. QUESTO MANUALE CONTIENE IN- NINTENDO®-KESKUSYKSIK- CARTOUCHES. FORMAZIONI IMPORTANTI PER LA SICUREZZA. KÖÄSI TAI PELIKASETTEJASI. -
Yoshi's Island DS
NTR-AYWP-UKV INSTRUCTION BOOKLET [0105/UKV/NTR] This 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 com- patibility with your Nintendo Product. Thank you for selecting the YOSHI’S ISLAND DS™ Game Card for the Nintendo DS™ system. IMPORTANT: Please carefully read the separate Health and Safety Precautions Booklet included with this product before using your Nintendo DS, Game Card, Game Pak or accessory. The booklet contains important health and safety information. Please read this instruction booklet thoroughly to ensure maximum enjoyment of your new game. It also contains important warranty and hotline information. Always save this book for future reference. This Game Card will work only with the Nintendo DS system. © 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. ContentsContents StoryStory Story . 5 Baby Luigi has been kidnapped! Our adventure begins one sunny day Getting Started . 6 on Yoshi’s Island. Yoshi is out enjoying the day with a leisurely stroll when, all of a sudden, two babies drop out of the sky. One of them Controls . 10 looks very familiar to Yoshi. With a forlorn look on his face, the baby Stage Selection . 12 just gazes longingly at a mysterious castle that has appeared in the Playing the Game . 14 sky. Yoshi wonders if the castle holds other babies. -
Mario Kart Has Been a Major
THE TEA by Aiden Dowling ario Kart has been a major day and has continued to grow ever ier to play by spending money, users racing franchise since its since. Claiming the spot of Nintendo’s can still move up the stages to unlock !rst release and has con- biggest mobile game within the !rst the currency. #e game o"ers more Mtinued to be a family favorite for over week, Mario Kart beat Pokemon Go, challenging ways to attain the in-game 25 years. Nintendo has released the Super Mario Run, and Animal Cross- currency, so players can continue games on almost every one of their ing: Pocket Camp. playing for free. consoles, but Mario Kart Tour is the #e game is played with a simple Previously the Mario Kart series was game’s mobile debut. swipe of the !nger, used for dri$ing, available exclusively for Nintendo Mario Kart Tour takes a di"erent turning, and using items. Di"erent consoles. Now that it can be played on approach, o"ering a more select, from previous titles, the game also most mobile devices, more players are willing to give the game a try. While unlockable roster of characters. Along has a paid currency used to Mario Kart 8 Deluxe is available on with the transition to mobile, it lost spin for unlockable charac- the Nintendo Switch, Mario Kart a majority of its selection of char- ters and items. #is paid Tour provides a true, easy, and mobile acters such as Link and Rosalina feature is a staple of mobile experience. -
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. -
Super Mario 64 Was Proclaimed by Many As "The Greatest Video Game
The People Behind Mario: When Hiroshi Yamauchi, president of Nintendo Co., Ltd. (NCL), hired a young art student as an apprentice in 1980, he had no idea that he was changing video games forever. That young apprentice was none other than the highly revered Shigeru Miyamoto, the man behind Mario. Miyamoto provided the inspiration for each Mario game Nintendo produces, as he still does today, with the trite exception of the unrelated “Mario-based” games produced by other companies. Just between the years 1985 and 1991, Miyamoto produced eight Mario games that went on to collectively sell 70 million copies. By record industry standards, Miyamoto had gone 70 times platinum in a brief six years. When the Nintendo chairman Gunpei Yokoi was assigned to oversee Miyamoto when he was first hired, Yokoi complained that “he knows nothing about video games” (Game Over 106). It turned out that the young apprentice knew more about video games than Yokoi, or anyone else in the world, ever could. Miyamoto’s Nintendo group, “R&D4,” had the assignment to come up with “the most imaginative video games ever” (Game Over 49), and they did just that. No one disagrees when they hear that "Shigeru is to video gaming what John Lennon is to Music!" (www.nintendoland.com) As soon as Miyamoto and Mario entered the scene, America, Japan, and the rest of the world had become totally engrossed in “Mario Mania.” Before delving deeply into the character that made Nintendo a success, we must first take a look at Nintendo, and its leader, Hiroshi Yamauchi.