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Liste Des Jeux Game Boy 3 CHOUME NO TAMA
Liste des jeux Game Boy 3 CHOUME NO TAMA - TAMA AND FRIENDS - 3 CHOUME OBAKE PANIC!! 3-PUN YOSOU - UMABAN CLUB AA HARIMANADA AEROSTAR AFTER BURST AKAZUKIN CHACHA AMERICA OUDAN ULTRA QUIZ AMERICA OUDAN ULTRA QUIZ PART 2 AMERICA OUDAN ULTRA QUIZ PART 3 - CHAMPION TAIKAI AMERICA OUDAN ULTRA QUIZ PART 4 AMIDA ANIMAL BREEDER ANIMAL BREEDER 2 ANOTHER BIBLE AOKI DENSETSU SHOOT! ARCADE CLASSIC NO. 3 - GALAGA & GALAXIAN ARETHA ARETHA II ARETHA III ASMIK-KUN WORLD 2 ASTRO RABBY ATOMIC PUNK AYAKASHI NO SHIRO BAKENOU TV '94 BAKENOU V3 BAKUCHOU RETRIEVE MASTER BAKUCHOU RETSUDEN SHOU - HYPER FISHING BANISHING RACER BASS FISHING TATSUJIN TECHOU BATTLE ARENA TOSHINDEN BATTLE BULL BATTLE CITY BATTLE CRUSHER BATTLE DODGE BALL BATTLE OF KINGDOM BATTLE PING PONG BATTLE SPACE BIKKURI NEKKETSU SHIN KIROKU! - DOKODEMO KIN MEDAL BISHOUJO SENSHI SAILOR MOON BISHOUJO SENSHI SAILOR MOON R BLAST MASTER BOY BLOCK KUZUSHI GB BLODIA BOMBER MAN COLLECTION BOMBER MAN GB 3 BOOBY BOYS BOXING BUGS BUNNY COLLECTION BURNING PAPER CAPCOM QUIZ - HATENA NO DAIBOUKEN CAPTAIN TSUBASA J - ZENKOKU SEIHA E NO CHOUSEN CAPTAIN TSUBASA VS CARD GAME CASTELIAN CAVE NOIRE CHACHAMARU BOUKENKI 3 - ABYSS NO TOU CHACHAMARU PANIC CHALVO 55 - SUPER PUZZLE ACTION CHIBI MARUKO-CHAN - MARUKO DELUXE GEKIJOU CHIBI MARUKO-CHAN - OKOZUKAI DAISAKUSEN! CHIBI MARUKO-CHAN 2 - DELUXE MARUKO WORLD CHIBI MARUKO-CHAN 3 - MEZASE! GAME TAISHOU NO MAKI CHIBI MARUKO-CHAN 4 - KORE GA NIHON DA YO! OUJI-SAMA CHIKI CHIKI MACHINE MOU RACE CHIKI CHIKI TENGOKU CHIKYUU KAIHOU GUN ZAS CHOPLIFTER 2 CHOU MASHIN EIYUU DEN -
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. -
[Japan] SALA GIOCHI ARCADE 1000 Miglia
SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for the Six-Month Period Ended September 2010 (Briefing Date: 2010/10/29) 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 FY3/2007 FY3/2008 FY3/2009 FY3/2010 FY3/2011 Apr.-Sept.'06 Apr.-Sept.'07 Apr.-Sept.'08 Apr.-Sept.'09 Apr.-Sept.'10 Net sales 298,817 694,803 836,879 548,058 363,160 Cost of sales 162,974 413,048 469,831 341,759 214,369 Gross profit 135,842 281,754 367,048 206,298 148,791 (Gross profit ratio) (45.5%) (40.6%) (43.9%) (37.6%) (41.0%) Selling, general, and administrative expenses 68,730 92,969 114,864 101,937 94,558 Operating income 67,111 188,784 252,183 104,360 54,232 (Operating income ratio) (22.5%) (27.2%) (30.1%) (19.0%) (14.9%) Non-operating income 27,958 27,259 20,528 7,990 4,849 (of which foreign exchange gains) (10,057) (2,149) ( - ) ( - ) ( - ) Non-operating expenses 393 666 35,404 1,737 63,234 (of which foreign exchange losses) ( - ) ( - ) (33,584) (664) (62,175) Ordinary income 94,676 215,376 237,306 110,613 -4,152 (Ordinary income ratio) (31.7%) (31.0%) (28.4%) (20.2%) (-1.1%) Extraordinary income 253 3,885 1,959 4,311 190 Extraordinary loss 1 1,623 92 2,306 18 Income before income taxes and minority interests 94,929 217,639 239,172 112,618 -3,981 Income taxes 40,602 85,294 94,329 43,107 -1,960 Income before minority interests - - - - -2,020 Minority interests in income -18 -76 15 18 -9 Net income 54,345 132,421 144,828 69,492 -2,011 (Net income ratio) (18.2%) (19.1%) (17.3%) (12.7%) (-0.6%) - 1 - Nintendo Co., Ltd. -
The Hegemony of Play
The Hegemony of Play Janine Fron Tracy Fullerton Jacquelyn Ford Morie Celia Pearce Ludica USC School of Cinematic Arts USC Institute for Creative Georgia Institute of Technology, Interactive Media Program Technologies School of Literature, [email protected] Communication & Culture [email protected] [email protected] [email protected] ABSTRACT We have adopted the term “Hegemony of Play” in a non- In this paper, we introduce the concept of a “Hegemony of ironic fashion to refer to the way in which the digital game Play,” to critique the way in which a complex layering of industry has influenced the global culture of play in much technological, commercial and cultural power structures the same way that hegemonic nations, such as the British have dominated the development of the digital game Empire or post-WWII America, have, in their times of industry over the past 35 years, creating an entrenched influence, dominated global culture. Today’s hegemonic status quo which ignores the needs and desires of game industry has infused both individuals’ and societies’ “minority” players such as women and “non-gamers,” Who experiences of games with values and norms that reinforce in fact represent the majority of the population. Drawing that industry’s technological, commercial and cultural from the history of pre-digital games, we demonstrate that investments in a particular definition of games and play, these practices have “narrowed the playing field,” and creating a cyclical system of supply and demand in which contrary to conventional wisdom, have actually hindered, alternate products of play are marginalized and devalued. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for the Nine-Month Period Ended December 2008 (Briefing Date: 2009/1/30) 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 FY3/2005 FY3/2006 FY3/2007 FY3/2008 FY3/2009 Apr.-Dec.'04 Apr.-Dec.'05 Apr.-Dec.'06 Apr.-Dec.'07 Apr.-Dec.'08 Net sales 419,373 412,339 712,589 1,316,434 1,536,348 Cost of sales 232,495 237,322 411,862 761,944 851,283 Gross margin 186,877 175,017 300,727 554,489 685,065 (Gross margin ratio) (44.6%) (42.4%) (42.2%) (42.1%) (44.6%) Selling, general, and administrative expenses 83,771 92,233 133,093 160,453 183,734 Operating income 103,106 82,783 167,633 394,036 501,330 (Operating income ratio) (24.6%) (20.1%) (23.5%) (29.9%) (32.6%) Other income 15,229 64,268 53,793 37,789 28,295 (of which foreign exchange gains) (4,778) (45,226) (26,069) (143) ( - ) Other expenses 2,976 357 714 995 177,137 (of which foreign exchange losses) ( - ) ( - ) ( - ) ( - ) (174,233) Income before income taxes and extraordinary items 115,359 146,694 220,713 430,830 352,488 (Income before income taxes and extraordinary items ratio) (27.5%) (35.6%) (31.0%) (32.7%) (22.9%) Extraordinary gains 1,433 6,888 1,047 3,830 98 Extraordinary losses 1,865 255 27 2,135 6,171 Income before income taxes and minority interests 114,927 153,327 221,734 432,525 346,415 Income taxes 47,260 61,176 89,847 173,679 133,856 Minority interests -91 -34 -29 -83 35 Net income 67,757 92,185 131,916 258,929 212,524 (Net income ratio) (16.2%) (22.4%) (18.5%) (19.7%) (13.8%) - 1 - Nintendo Co., Ltd. -
The History of Nintendo: the Company, Consoles and Games
San Jose State University SJSU ScholarWorks ART 108: Introduction to Games Studies Art and Art History & Design Departments Fall 12-2020 The History of Nintendo: the Company, Consoles And Games Laurie Takeda San Jose State University Follow this and additional works at: https://scholarworks.sjsu.edu/art108 Part of the Computer Sciences Commons, and the Game Design Commons Recommended Citation Laurie Takeda. "The History of Nintendo: the Company, Consoles And Games" ART 108: Introduction to Games Studies (2020). This Final Class Paper is brought to you for free and open access by the Art and Art History & Design Departments at SJSU ScholarWorks. It has been accepted for inclusion in ART 108: Introduction to Games Studies by an authorized administrator of SJSU ScholarWorks. For more information, please contact [email protected]. The history of Nintendo: the company, consoles and games Introduction A handful of the most popular video games from Mario to The Legend of Zelda, and video game consoles from the Nintendo Entertainment System to the Nintendo Switch, were all created and developed by the same company. That company is Nintendo. From its beginning, Nintendo was not a video gaming company. Since the company’s first launch of the Nintendo Entertainment System, or NES, to the present day of the latest release of the Nintendo Switch from 2017, they have sold over 5 billion video games and over 779 million hardware units globally, according to Nintendo UK (Nintendo UK). As Nintendo continues to release new video games and consoles, they have become one of the top gaming companies, competing alongside Sony and Microsoft. -
Universidade Estadual De Campinas
UNIVERSIDADE ESTADUAL DE CAMPINAS INSTITUTO DE ARTES LUIZ FERNANDO VALENTE ROVERAN MÚSICA E ADAPTABILIDADE NO VIDEOGAME: PROCEDIMENTOS COMPOSICIONAIS DE MÚSICA DINÂMICA PARA A TRILHA MUSICAL DE JOGOS DIGITAIS MUSIC AND ADAPTABILITY IN VIDEO GAMES: DYNAMIC MUSIC COMPOSITIONAL PROCEDURES FOR VIDEO GAME SCORES CAMPINAS 2017 LUIZ FERNANDO VALENTE ROVERAN MÚSICA E ADAPTABILIDADE NO VIDEOGAME: PROCEDIMENTOS COMPOSICIONAIS DE MÚSICA DINÂMICA PARA A TRILHA MUSICAL DE JOGOS DIGITAIS MUSIC AND ADAPTABILITY IN VIDEO GAMES: DYNAMIC MUSIC COMPOSITIONAL PROCEDURES FOR VIDEO GAME SCORES Dissertação apresentada ao Instituto de Artes da Universidade Estadual de Campinas como parte dos requisitos exigidos para a obtenção do título de Mestre em Música, na área de concentração Música: Teoria, Criação e Prática. Dissertation presented to the Institute of Arts of the University of Campinas in partial fulfillment of the requirements for the degree of Master in Music, in the field of Music: Theory, Creation and Practice. ORIENTADOR: PROF. DR. CLAUDINEY RODRIGUES CARRASCO ESTE EXEMPLAR CORRESPONDE À VERSÃO FINAL DEFENDIDA PELO ALUNO LUIZ FERNANDO VALENTE ROVERAN E ORIENTADA PELO PROF. DR. CLAUDINEY RODRIGUES CARRASCO CAMPINAS 2017 Aos meus pais, Ana Maria e Almir, pelo apoio incondicional em minha caminhada. Aos meus amigos, de tantos lugares, por tornarem mais alegre o processo de elaboração deste trabalho. A Maria Emilia Carvalho Valente (in memoriam), pelos dez segundos que me fizeram mudar de ideia. Agradecimentos Aos meus pais, Ana Maria e Almir, pelo apoio e aconselhamento nos momentos em que mais precisei. Aos meus avós, Maria Emilia Carvalho Valente (in memoriam) e Luís Campana (in memoriam), pela ternura que se estende além do infinito. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Earnings Release for the Three-Month Period Ended June 2010 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 FY3/2007 FY3/2008 FY3/2009 FY3/2010 FY3/2011 Apr.-June'06 Apr.-June'07 Apr.-June'08 Apr.-June'09 Apr.-June'10 Net sales 130,919 340,439 423,380 253,498 188,646 Cost of sales 67,876 201,336 243,691 161,940 118,298 Gross profit 63,043 139,103 179,688 91,558 70,348 (Gross profit ratio) (48.2%) (40.9%) (42.4%) (36.1%) (37.3%) Selling, general, and administrative expenses 34,241 48,471 60,496 51,156 47,005 Operating income 28,802 90,631 119,192 40,401 23,342 (Operating income ratio) (22.0%) (26.6%) (28.2%) (15.9%) (12.4%) Non-operating income 7,708 41,144 58,251 24,761 2,169 (of which foreign exchange gains) ( - ) (29,032) (47,844) (20,088) ( - ) Non-operating expenses 3,840 326 551 338 71,567 (of which foreign exchange losses) (3,462) ( - ) ( - ) ( - ) (70,594) Ordinary income 32,670 131,449 176,892 64,824 -46,055 (Ordinary income ratio) (25.0%) (38.6%) (41.8%) (25.6%) (-24.4%) Extraordinary income 6 649 3,625 5,227 134 Extraordinary loss 123 15 52 2,308 17 Income before income taxes and minority interests 32,553 132,084 180,464 67,743 -45,938 Income taxes 17,012 51,898 73,101 25,367 -20,687 Income before minority interests - - - - -25,250 Minority interests in income -10 -66 96 58 -33 Net income 15,551 80,251 107,267 42,316 -25,216 (Net income ratio) (11.9%) (23.6%) (25.3%) (16.7%) (-13.4%) - 1 - Nintendo Co., Ltd. -
Arcade 4. 1943 Kai: Midway Kaisen (Japan) Arcade 5
1. 10-Yard Fight (Japan) arcade 2. 1941: Counter Attack (World 900227) arcade 3. 1942 (set 1) arcade 4. 1943 Kai: Midway Kaisen (Japan) arcade 5. 1943: The Battle of Midway (Euro) arcade 6. 1944: The Loop Master (USA 000620) arcade 7. 1945k III arcade 8. 19XX: The War Against Destiny (USA 951207) arcade 9. 2020 Super Baseball (set 1) arcade 10. 2 On 2 Open Ice Challenge (rev 1.21) arcade 11. 3 Count Bout / Fire Suplex (NGM-043)(NGH-043) arcade 12. 3D Crazy Coaster vectrex 13. 3D Mine Storm vectrex 14. 3D Narrow Escape vectrex 15. 3 Ninjas Kick Back (U) supernintend 16. 4-D Warriors arcade 17. 4 Fun in 1 arcade 18. 4 Player Bowling Alley arcade 19. 600 arcade 20. 64th. Street - A Detective Story (World) arcade 21. 720 Degrees (rev 4) arcade 22. 7th Saga supernintend 23. 7-Up's Spot - Spot Goes to Hollywood # SMD megadrive 24. 800 Fathoms arcade 25. '88 Games arcade 26. '99: The Last War arcade 27. AAAHH!!! Real Monsters (E) [!] supernintend 28. Abadox nintendo 29. A.B. Cop (World) (FD1094 317-0169b) arcade 30. A Boy and His Blob nintendo 31. Abscam arcade 32. Acrobatic Dog-Fight arcade 33. Acrobat Mission arcade 34. Act-Fancer Cybernetick Hyper Weapon (World revision 2) arcade 35. Action Fighter (, FD1089A 317-0018) arcade 36. Action Hollywood arcade 37. ActRaiser 2 (E) supernintend 38. ActRaiser supernintend 39. Addams Family - Pugsley's Scavenger Hunt supernintend 40. Addams Family, The (U) supernintend 41. Addams Family Values supernintend 42. Adventures of Batman & Robin megadrive 43. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for Fiscal Year Ended March 2011 (Briefing Date: 2011/4/26) 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 FY3/2007 FY3/2008 FY3/2009 FY3/2010 FY3/2011 Net sales 966,534 1,672,423 1,838,622 1,434,365 1,014,345 Cost of sales 568,722 972,362 1,044,981 859,131 626,379 Gross profit 397,812 700,060 793,641 575,234 387,965 (Gross profit ratio) (41.2%) (41.9%) (43.2%) (40.1%) (38.2%) Selling, general, and administrative expenses 171,787 212,840 238,378 218,666 216,889 Operating income 226,024 487,220 555,263 356,567 171,076 (Operating income ratio) (23.4%) (29.1%) (30.2%) (24.9%) (16.9%) Non-operating income 63,830 48,564 32,159 11,082 8,602 (of which foreign exchange gains) (25,741) ( - ) ( - ) ( - ) ( - ) Non-operating expenses 1,015 94,977 138,727 3,325 51,577 (of which foreign exchange losses) ( - ) (92,346) (133,908) (204) (49,429) Ordinary income 288,839 440,807 448,695 364,324 128,101 (Ordinary income ratio) (29.9%) (26.4%) (24.4%) (25.4%) (12.6%) Extraordinary income 1,482 3,934 339 5,399 186 Extraordinary loss 720 10,966 902 2,282 353 Income before income taxes and minority interests 289,601 433,775 448,132 367,442 127,934 Income taxes 115,348 176,532 169,134 138,896 50,262 Income before minority interests - - - - 77,671 Minority interests in income -37 -99 -91 -89 50 Net income 174,290 257,342 279,089 228,635 77,621 (Net income ratio) (18.0%) (15.4%) (15.2%) (15.9%) (7.7%) - 1 - Nintendo Co., Ltd. -
Pikmin and Pokémon
H U M a N I M A L I A 6:2 Stina Attebery Coshaping Digital and Biological Animals: Companion Species Encounters and Biopower in the Video Games Pikmin and Pokémon Video games create new relationships between animals and humans by imagining these relationships reconfigured in an entirely digital space. Many games explicitly explore biological issues in their gameplay and premise, structuring a player’s success around her ability to manage resources and modify the digital “bodies” of her avatar or other characters under her control. This is particularly true in the sub-genre of strategy games. In a typical third-person perspective strategy game, the player adapts to changing conditions in her environment by exercising control over resources coded as biological, resources that often include digitally rendered human, animal, or alien bodies. The emphasis on biological management in such games foregrounds issues of human and animal biopower by requiring the player’s active participation in creating and maintaining biopolitical structures and relationships. I examine two games series — the Pokémon and Pikmin franchises — that complicate the biopolitical resource management typical of strategy games by focusing on the biopower of animal-like digital creatures who are simultaneously resources and companions for the human player and her avatar. In this way Pokémon and Pikmin approximate the “messy coshapings” that Donna Haraway writes about in her accounts of companion species relationships, but these relationships occur within a digital environment where this messiness is communicated entirely through the immaterial technologies of gaming. These games simulate biology differently, as Pikmin emphasizes the way human affection for animals.