Nintendo Co., Ltd
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Super Monkey Ball Is a Registered Player Becomes So Great That the Losing Trademark Or a Trademark of Sega Corporation and Its Affiliates
CONTENTS How to Play 4 Controls 5 Starting the Game 6 Main Game 9 Party Games 16 Monkey Race 16 Monkey Fight 22 Monkey Target 25 Mini-Games 29 Monkey Billiards 29 Monkey Bowling 34 Monkey Golf 37 Monkey0910uREVISED_1.qxp 10/1/01 2:55 PM Page 4 HowHow toto PlayPlay ControlsControls Menu Screen Controls L Button Y Button R Button Roll the ball with the monkey inside it toward Control Z Button the goal! Stick Menu X Button Selection A Button If it falls off the Enter fl o o r , or if the B Button timer reaches 0, + Control Pad Cancel you lose one life. START/PAUSE C Stick Game Controls If you pick up 100 bananas Basically, all you have to do is lying on the roll the ball with the monkey inside it with the Control Stick! stage, you Tilt the floor by moving the gain one life! Control Stick, and the ball will roll with the tilt of the slope. Many stages await! *Special controls for each mode are described along with the How many can directions for each mode. you clear? 4 5 Monkey0910uREVISED_1.qxp 10/1/01 2:55 PM Page 6 StartingStarting thethe GameGame StartingStarting thethe GameGame After pressing the START/PAUSE on the Title Monkey Fight 1-4 Players Simultaneous Screen, select between “Game Start” and Punch the other players until they fall off the stage. “Options” (P.7). You can end the opening demo at any time by pressing the START/PAUSE. Monkey Target 1-4 Players Alternating Take turns launching off a ramp and landing on various targets for points. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for Fiscal Year Ended March 2013 (Briefing Date: 4/25/2013) 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. Consolidated Statements of Income Transition million yen FY3/2009 FY3/2010 FY3/2011 FY3/2012 FY3/2013 Net sales 1,838,622 1,434,365 1,014,345 647,652 635,422 Cost of sales 1,044,981 859,131 626,379 493,997 495,068 Gross profit 793,641 575,234 387,965 153,654 140,354 (Gross profit ratio) (43.2%) (40.1%) (38.2%) (23.7%) (22.1%) Selling, general and administrative expenses 238,378 218,666 216,889 190,975 176,764 Operating income 555,263 356,567 171,076 -37,320 -36,410 (Operating income ratio) (30.2%) (24.9%) (16.9%) (-5.8%) (-5.7%) Non-operating income 32,159 11,082 8,602 9,825 48,485 (of which foreign exchange gains) ( - ) ( - ) ( - ) ( - ) (39,506) Non-operating expenses 138,727 3,325 51,577 33,368 1,592 (of which foreign exchange losses) (133,908) (204) (49,429) (27,768) ( - ) Ordinary income 448,695 364,324 128,101 -60,863 10,482 (Ordinary income ratio) (24.4%) (25.4%) (12.6%) (-9.4%) (1.6%) Extraordinary income 339 5,399 186 84 2,957 Extraordinary loss 902 2,282 353 98 3,243 Income before income taxes and minority interests 448,132 367,442 127,934 -60,877 10,197 Income taxes 169,134 138,896 50,262 -17,659 3,029 Income before minority interests - - 77,671 -43,217 7,168 Minority interests in income -91 -89 50 -13 68 Net income 279,089 228,635 77,621 -43,204 7,099 (Net income ratio) (15.2%) (15.9%) (7.7%) (-6.7%) (1.1%) - 1 - Nintendo Co., Ltd. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined. -
Ubisoft Opens New Office in Mexico
UBISOFT EXPANDS TO MEXICO, ANNOUNCES ELECTRONIC GAMES SHOW LINEUP Opens New Office to Strengthen Video Game Business in High-Growth Region Paris, FRANCE – October 25, 2006 – Today Ubisoft, one of the world’s largest video game publishers, announced the opening of a new business office in Mexico City, Mexico. The new office opens with a core team that will focus on establishing business relationships to help increase Ubisoft’s market share in Mexico. Etienne-Charles Nobert, Ubisoft’s Latin American area manager, will spearhead operations in the new location and will report to Olivier Ernst, general manager of Ubisoft operations in Canada and Latin America. Ubisoft will be present at the Electronic Games Show (EGS) at the World Trade Center in Mexico City from October 27 through 29. With over 30,000 people expected to attend, EGS is the most important games event in Latin America. Ubisoft will present some of this year’s most anticipated titles on its booth: • Red Steel ™ (first-person action, presented on the Wii™): The only original first-person game built from the ground up for Wii launch. • Rayman: Raving Rabbids ™ (action-adventure, presented on the Wii) Rayman® is back to fight crazed bunnies in this legendary series that has sold 17 million copies worldwide. • Tom Clancy’s Splinter Cell Double Agent™ (spy action, presented on the Wii): An amazing new installment in this series that has already sold 14 million units worldwide. • Open Season ™ (kids action-adventure, presented on the PlayStation®2 computer entertainment system): The video game adaptation of Sony Pictures Animation’s eagerly awaited first CGI movie. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27. -
Dock Time (I've Never Figured out Why "Harmony", "Yongqin" (That's Ered 209 Miles, Plus 380 Yards, House Team, Commented, "The That Magazine Is So Popular
VOLUMECVII, NUMBER27 PASADENA, CALIFORNIA MAy 15,2006 .. .. me e ts ctlvltles ot to Return to will beleft Ull()ompleted. When the puter room will stay put, but will room. A student shop will ,dis es": bare concrete rooms without BY: CHANDRA BARNETT doors open in/December. Antong be joined by the other three South place DDR, which will be moved flooring, wall coverings or ceil With only six months .left un the •• services.Which. must. remain Hovse ·labs, slated to take the to a space just south ofthe former ing tile, whose doors will remain til the projected completion of intheir tempo~aryhomes, or find place ofthe former darkroom and darkroom, and storage areas for locked to discourage tampering. tht; •• SQuth Hovse • renovations, newonesLart;the Coffeehouse Techil3ig T offices. These rooms, student construction will displace The exceptions. are liInited .. to students and administrators have and the art and music programs, in tum, will move into the hall the •mailroom· and .the .Health five large •• areas which, though begun to hammer out the mechan including •• the· recording·.· studio way formerly occupied l:>ytheart Educator's office. Themailroom not finished for occupancy, are ics of briIlgingthe. South Hovse and. •• the.silkscr~enin~room. and music offices. will mOve across the hallfrom the to be used. as storage by the RAs population home. However,bud SeniorD4"ector.of •Housing The ASCIT screening·room, in newBig T office; Health Educa and th.e. H9\1sing •Department. A getary constraints and unforeseen TiIn Chang and Brad Smith of orie ofthe more remarkable struc tor Jane Curtis will remain in het hallway in this area will also be expenses mean that not all of the Architectural Services explained tural alterations, will move· about location in the Center for Student re-routed to avoid an intruding exiles •will be returning to their the plans for the new SAC. -
654614 R52164ef1ecb53.Pdf
Christiane Jost Date of Birth: June 16th, 1965 Contact Information: [email protected] +55 (21) 8040-9673 Skype: chrjost ProZ.com profile: http://www.proz.com/profile/654614 Location: Teresópolis-RJ/Brazil Language pairs: English/Brazilian Portuguese, Brazilian Portuguese/English CAT Tools: MemoQ, TRADOS/SDL, Passolo, Idiom, Transit, IBM TM, POEdit Qualifications/Experience: Certified in 1981 by the Brazilian Ministry of Education and Culture as Translator/Interpreter. AutoCAD training, with 6 years' working experience. 25 years of experience in the computer/networking areas, during which period I've worked for the Brazilian Government as a programmer/system's analyst/Wireless and Cabled Network Designer. 3 years of Physics major degree at the University of Brasilia, as well as 1 year of a History minor degree at the same University. In-house experience as Lead Linguist for Alpha CRC Brasil for the localization of Blizzard’s World of Warcraft and expansions, Jun 2010~Apr 2011. Founder/Owner (since Dec/2008) and full time translator/linguist (since April/2011) at TranslaCAT (www.translacat.com). Translation/Localization Experience: Engineering/Misc projects • Translation of the Sahana Project - Disaster Management FOSS (www.sahana.lk). • Translation of HR training manuals (main end clients: Abbott Inc., American Express, Quality Safety Edge, Johnson Controls, IBM) • Translation and software localization for the BIlling and Metering Tool (including user manual). • Translation of the service and owner manuals for several GM/Chevrolet car -
Embodying the Game
Transcoding Action: Embodying the game Pedro Cardoso & Miguel Carvalhais ID+, Faculty of Fine Arts, University of Porto, Portugal. [email protected] / [email protected] Abstract this performance that is monitored and interpreted by the While playing a video game, the player-machine interaction is not game system, registering very specific data that is solely characterised by constraints determined by which sensors subordinated to the diverse kinds of input devices that are and actuators are embedded in both parties, but also by how their in current use. actions are transcoded. This paper is focused on that transcoding, By operating those input devices the player interacts with on understanding the nuances found in the articulation between the game world. In some games, for the player to be able to the player's and the system's actions, that enable a communication feedback loop to be established through acts of gameplay. This act in the game world, she needs to control an actor, an communication process is established in two directions: 1) player agent that serves as her proxy. This proxy is her actions directed at the system and, 2) system actions aimed at the representation in the game world. It is not necessarily her player. For each of these we propose four modes of transcoding representation in the story of the game. The player’s proxy that portray how the player becomes increasingly embodied in the is the game element she directly controls, and with which system, up to the moment when the player's representation in the she puts her actions into effect. -
Game Console Rating
Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Abzu PS4, XboxOne E Ace Combat 7: Skies Unknown PS4, XboxOne T AC/DC Rockband Wii T Age of Wonders: Planetfall PS4, XboxOne T All-Stars Battle Royale PS3 T Angry Birds Trilogy PS3 E Animal Crossing, City Folk Wii E Ape Escape 2 PS2 E Ape Escape 3 PS2 E Atari Anthology PS2 E Atelier Ayesha: The Alchemist of Dusk PS3 T Atelier Sophie: Alchemist of the Mysterious Book PS4 T Banjo Kazooie- Nuts and Bolts Xbox 360 E10+ Batman: Arkham Asylum PS3 T Batman: Arkham City PS3 T Batman: Arkham Origins PS3, Xbox 360 16+ Battalion Wars 2 Wii T Battle Chasers: Nightwar PS4, XboxOne T Beyond Good & Evil PS2 T Big Beach Sports Wii E Bit Trip Complete Wii E Bladestorm: The Hundred Years' War PS3, Xbox 360 T Bloodstained Ritual of the Night PS4, XboxOne T Blue Dragon Xbox 360 T Blur PS3, Xbox 360 T Boom Blox Wii E Brave PS3, Xbox 360 E10+ Cabela's Big Game Hunter PS2 T Call of Duty 3 Wii T Captain America, Super Soldier PS3 T Crash Bandicoot N Sane Trilogy PS4 E10+ Crew 2 PS4, XboxOne T Dance Central 3 Xbox 360 T De Blob 2 Xbox 360 E Dead Cells PS4 T Deadly Creatures Wii T Deca Sports 3 Wii E Deformers: Ready at Dawn PS4, XboxOne E10+ Destiny PS3, Xbox 360 T Destiny 2 PS4, XboxOne T Dirt 4 PS4, XboxOne T Dirt Rally 2.0 PS4, XboxOne E Donkey Kong Country Returns Wii E Don't Starve Mega Pack PS4, XboxOne T Dragon Quest 11 PS4 T Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Dragon Quest Builders PS4 E10+ Dragon -
Golden Sun Free
FREE GOLDEN SUN PDF Whitney Sanderson,Ruth Sanderson | 140 pages | 15 Sep 2010 | Random House USA Inc | 9780375861949 | English | New York, United States Golden Sun | Boulder, CO | Menu Golden Sun [a] is a series of fantasy role-playing video games developed by Camelot Software Planning and published by Nintendo. Golden Sun follows the story of a group of magically-attuned "adepts" who are charged with preventing the potentially destructive power of alchemy from being released as it was in the past. Players navigate these characters through the game's fictional world by defeating enemies, solving puzzles and completing assigned missions to complete a pre-ordained storyline. In Golden Sunthe player plays as protagonist Isaac and his companions as they set off into the world Golden Sun Weyard to prevent a group of anti-heroes from releasing a mysterious power called "Alchemy" to the world. Golden Sun: The Lost Age follows the plight of the surviving Golden Sun from the previous game's antagonists as they continue to pursue the release of Alchemy by means of lighting Golden Sun elemental lighthouses. Golden Sun: Dark Dawn takes place thirty years later and follows the path of the descendants of the previous two games' heroes as they navigate a world adapting to the presence of Alchemy. Golden Sun series has received a generally favorable reception by critics. Dark Dawnwhile still scoring highly on Metacritic 's aggregation of critic scores, was less well received. Sales figures for the first two Golden Sun games exceeded one million in the United States and Japan, a Golden Sun that Dark Dawn failed to exceed. -
Vermitteln Von Mechaniken Und Regeln in Computerspielen Und Integration Dieses Vorgangs in Das Spiel
Vermitteln von Mechaniken und Regeln in Computerspielen und Integration dieses Vorgangs in das Spiel Magdalena Soukup MASTERARBEIT eingereicht am Fachhochschul-Masterstudiengang Digital Arts in Hagenberg im September 2013 © Copyright 2013 Magdalena Soukup Diese Arbeit wird unter den Bedingungen der Creative Commons Lizenz Namensnennung–NichtKommerziell–KeineBearbeitung Österreich (CC BY- NC-ND) veröffentlicht – siehe http://creativecommons.org/licenses/by-nc- nd/3.0/at/. ii Erklärung Ich erkläre eidesstattlich, dass ich die vorliegende Arbeit selbstständig und ohne fremde Hilfe verfasst, andere als die angegebenen Quellen nicht benutzt und die den benutzten Quellen entnommenen Stellen als solche gekennzeich- net habe. Die Arbeit wurde bisher in gleicher oder ähnlicher Form keiner anderen Prüfungsbehörde vorgelegt. Hagenberg, am 6. September 2013 Magdalena Soukup iii Inhaltsverzeichnis Erklärung iii Kurzfassung vi Abstract vii 1 Einleitung 1 2 Vermitteln der Mechaniken und Regeln 4 2.1 Tutorials . .5 2.2 Kontextbezogenes Erlernen von Mechaniken . .6 2.3 Pacing . .7 2.4 Motivation durch Belohnung und Bestrafung . 10 2.5 Learning by Doing . 12 2.6 Lernen durch gefahrloses Ausprobieren und Experimentieren 14 2.7 Präsentation der Mechaniken und Regeln . 16 2.8 Zusammenfassung . 17 3 Integration des Tutorials in das Spiel 19 3.1 Zusammenführen von Tutorial und Spiel . 19 3.2 Darstellung des Tutorials . 20 3.3 Integration des Tutorials in die Logik der Spielwelt . 22 3.4 Zusammenfassung . 25 4 Fragestellung und Methode der Analyse 27 4.1 Fragestellung . 27 4.2 Fragenkatalog . 28 4.2.1 Vermitteln der Mechaniken und Regeln . 28 4.2.2 Integration in das Spiel . 29 4.3 Zusammenfassung . 31 5 Analyse 32 5.1 Portal .