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History of the Japanese DDR Community (PDF)
Counting Combos A History of the Japanese DDR Community ~ An Insider’s Perspective ~ By: Aaron Chmielowiec October 5, 2013 Revision 109 Copyright © 2011, 2012, 2013 by Aaron Chmielowiec Cover design by Dan Zamarripa (SD) and Matt Hines Book design by Aaron Chmielowiec Published by AIJBot Press All rights reserved. No part of this book may be reproduced in any form or by any electronic or mechanical means including information storage and retrieval systems, without permission in writing from the author. The only exception is by a reviewer, who may quote short excerpts in a review. Dance Dance Revolution, ParaPara Paradise, Martial Beat, Dance 86.4, Jubeat and Dance Evolution AC are property of Konami Corporation. This book is intended for non-commercial educational purposes and may not be redistributed for profit in any form including but not limited to, electronic information service distribution, bulletin board distribution, and magnetic or optical medium distribution. Printed in the United States of America First Edition: May 2011 Second Edition: June 2012 Third Edition: October 2013 2 Chapter Page Introduction ………………………………………... 4 About the Author ………………………………... 6 1998 ……………………………………………………. 9 1999 ……………………………………………………. 14 2000 ……………………………………………………. 22 2001 ……………………………………………………. 35 2002 ……………………………………...…………….. 55 2003-2005 ……………………………....…………… 77 2006 ……………………………………...…………….. 104 2007-2008 …………………………………………… 121 2009 ……………………………………..……………… 147 2010 ……………………………………..……………… 160 2011 ……………………………………..……………… 172 2012 ……………………………………..……………… 186 Epilogue ………………………………………………. 198 Addendum …………………………………………... 201 Glossary ……………………………………………….. 226 Special Thanks ……………………………………... 231 3 Introduction DDR, or “Dance Dance Revolution” as it is known in full, is a long running series of music games by Konami Corporation as part of the Bemani music game series. DDR started in the late 1990s and unlike most other games found in a typical Japanese arcade, it requires a more physical method of input. -
RAJ RAMAYYA Composer for Film, Television & Games
RAJ RAMAYYA composer for film, television & games Contact: ARI WISE, agent • 1.866.784.3222 • [email protected] FEATURE FILM WOLF’S RAIN (Anime Feature – Original Songs) 2003 Go Haruna, Minoru Takanashi, prod. Bendai Visual Co., Bones, Fuji Television Network COWBOY BEBOP (Anime Feature – Original Songs) 2001 Ryohei Tsunoda, Takayuki Yoshii, , prod. Destination Films/Sony Pictures Entertainment Shinichiro Watanabe, dir. CHIN CHIRO MAI (original songs) 2000 Kazuhiko Kato, prod. Sony Music Entertainment TELEVISION/DOCUMENTARY SHADOW OF DUMONT (Documentary) 2020 Kelly Balon, Anand Ramayya, prod. Karma Film, Vision Tevor Cameron, dir. WHO KILLED GANDHI? (Documentary) 2013 Kelly Balon, Anand Ramayya, prod. Karma Film, Vision/Zoomer Television Anand Ramayya, dir. PATHS OF PILGRIMS (Documentary) 2013 Marilyn Thomas, prod. Monkey Ink Media Kate Kroll, dir. LITTLE CHARO (Series) 2010 Y. Takayanagi, Jako Mizukami, prod. NHK Japan various, dir. LANDINGS (Series) 2010 Ryan Lockwood, prod. SCN/CBC MAD COW SACRED COW (Documentary) 2009 Stephen Huszar, Ryan Lockwood, Anand Karma Film, Hulo Films, Film Option International Ramayya prod., Anand Ramayya, dir. EIGORYAN! (TV Series) 2006 K. Sato, prod. NHK Japan THE WORLD OF GOLDEN EGGS (TV Series Theme) 2005 Yoshihiko Dai, prod. PLUSheads Inc., Warner Home Video COSMIC CURRENT (Documentary) 2004 Joseph MacDonald, Graydon McCrea, prod. National Film Board of Canada Anand Ramayya, dir. GUNGRAVE-UNOS (TV Series Theme) 2004 Shigeru Kitayama, Toru Kubo, prod. Geneon Entertainment various, dir. 48 HOURS -
4.2% 17.6% 24.3% 12.5%
Consolidated Financial Highlights Figures indicated for fiscal 2014 conform to U.S. GAAP; those from fiscal 2015 onward reflect International Financial Reporting Standards (IFRS). Total Revenue Year-on-year Operating Prot Year-on-year increase increase (¥ billion) (¥ billion) 24.3% 4.2% Record High 300 40 50 45.2 249.9 239.5 226.0 229.9 40 217.6 218.2 30 36.4 200 30 24.7 20 20 100 15.3 10 10 7.7 0 0 0 ’14 ’15 ’16 ’17 ’18 ’14 ’15 ’16 ’17 ’18 (Fiscal years ended March 31) (Fiscal years ended March 31) Prot Attributable to Owners of the Parent Year-on-year Consolidated ROE (Return on Equity) increase ROE (¥ billion) 17.6% (%) % Record High 12.5 30 40 300 15 12.5 11.6 30.5 12 30 26.0 20 200 9 20 4.9 6 4.1 10 9.9 10.5 100 10 1.7 3.8 3 0 0 0 0 ’14 ’15 ’16 ’17 ’18 ’14 ’15 ’16 ’17 ’18 (Fiscal years ended March 31) (Fiscal years ended March 31) In terms of the consolidated results for the year ended March 31, 2018, total and DANCERUSH STARDOM began operations. In medal games, Anima Lotta: revenue amounted to ¥239,497 million (a year-on-year increase of 4.2%), operat- Otogi no Kuni no Anima (in a new arcade cabinet), GI-WorldClassic, and MARBLE ing profit was ¥45,181 million (a year-on-year increase of 24.3%), profit before FEVER began operations. Furthermore, GI Derby Club, released in the previous income taxes was ¥44,709 million (a year-on-year increase of 25.9%), and profit fiscal year, has continued its long-term and stable operation with additional orders attributable to owners of the parent was ¥30,507 million (a year-on-year increase stemming from this positive trend. -
2Q FY2020 Financial Results Presentation Material
FY2020 2nd Quarter Financial Results Six months ended September 30, 2019 KONAMI HOLDINGS CORPORATION October 31, 2019 Cautionary statement with respect to forward-looking statements Statements made in this presentation with respect to KONAMI HOLDINGS’ current plans, estimates, strategies and beliefs, including forecasts, are forward-looking statements about the future performance of the Company. These statements are based on management’s assumptions and beliefs in light of information currently available to it and, therefore, you should not place undue reliance on them. A number of important factors could cause actual results to be materially different from and worse than those discussed in forward-looking statements. Such factors include, but are not limited to (1) Changes in economic conditions affecting our operations; (2) Fluctuations in foreign exchange rates, particularly with respect to the value of the Japanese yen, the U.S. dollar and the Euro; (3) the Company’s ability to continue to win acceptance of our products, which are offered in highly competitive markets characterized by the continuous introduction of new products, rapid developments in technology and subjective and changing consumer preferences; (4) the Company’s ability to successfully expand internationally with a focus on our Digital Entertainment business, Amusement business and Gaming & Systems business; (5) the Company’s ability to successfully expand the scope of our business and broaden our customer base through our Sports business; (6) Regulatory developments and changes and our ability to respond and adapt to those changes; (7) the Company’s expectations with regard to further acquisitions and the integration of any companies we may acquire; and (8) the outcome of contingencies. -
Kean Grad Reports from Haiti Lab for Disabled Facing Shutdown
games you’ve the new 2011 kean combats never heard of mustang GT hatred p. 7 p. 5 p. 3 The Tower www.kean.edu/~thetower Kean University’s stUDENT NEWSPAPER Volume 10 • Issue 5 Feb. 10-Mar. 9, 2010 Kean Grad Reports from Haiti BY JUNIOR JEAn-BAPTISTE ings all ruined that day.” Perhaps the most harrowing interviews Erick Parker, a 1999 Kean graduate, was was when Parker saw a gentleman lying in Haiti as a reporter and was scheduled on the ground, covering the faces of what to return home on January 12 when the seemed to be his own children. After ask- earthquake hit. ing whether the children were his own, Parker, returned to Kean on Jan. 20 to the gentleman replied, “Yes, they are,” bear witness to students about his experi- with tears in his eyes. ence, presenting pictures and video clips After a long day of recording and inter- at the University Center of the devasta- viewing, Parker walked two hours to the tion of the earthquake. city of Carrefour where his stayed for the A current student at the Columbia week in his hotel. Upon approaching his Graduate School of Journalism, room, he felt the Parker had flown to Haiti a week earlier tremors and after- to cover a story for Vibe Magazine and shock of the earth- also to conduct research for his graduate quake and decided Why is this student up a tree? Find out on page 5. thesis paper about indentured servants to sleep outside and child slavery in the country. -
1St Quarter Issue #4
1st Quarter 2006 Issue #4 Article Title 1 2 The Gamer’s Quarter Issue #3 4 - Shadows of an Art Form Table Of Contents Shadow of the Colossus - PS2 7 - The Hero and the Sleeping Woman Myth and Good Storytelling in Video Games 9 - Remembering Zelda II The Adventure Of Link, 15 Years Later 12 - Riven is Probably my Favorite Game Ever Riven - MAC, PC, PS1, SAT 16 - Controller (R)Evolution Nintendo, my mother, and the future of videogames. 20 - We Must Free The Things We Love We Katamari - PS2 22 - Wall-Jumping for Kicks Super Metroid - SNES 25 - Good Old-Fashioned Family Fun Video Game Championship of the World 27 - Show Me Something Georgeous A Brief Analysis of Videogame Aesthetics 34 - Metal Gear Crossing Furniture Collecting Action!! 42 - Interview with Greg Costikyan Manifesto Games 45 - Awakenings NO$GMB – Gateway PC 55 - Doubting Heroes God Of War - PS2 58 - THE MIGHTY SWORD AGAINST THE BACTERIANS: THE STORY OF GRADIUS THE ALMIGHTY A retrospective on the legend of planet Gradius, the Bacterian, and the last 20 years or so of Options around the screen 64 - Arcadia of My Youth On Japanese Role-Playing Games and Life 69 - Ambidextrous Ambiance Beatmania - Arcade, PS1, PS2 72 - Love Love Dance Gunstar Super Heroes - GBA 75 - Furries: Hedgehog Hodgepodge Influences for a Hedgehog 79 - The Gamer’s Quarter Accepts Its First Bribe Street Fighter Alpha: Generations - DVD 83 - The Doom Generation Fast, Hard and Brutal, Like Doom Was, But Not Really 88 - The Happiest Time of My Live Chrono Trigger - SNES, PS1 91 - Why Game? Reason #3: Analysis Table of Contents 1 From the Editor’s Desk I always had support and help. -
Konami Group Corporate Profile
Konami Group Corporate Prole www.konami.com This report is printed with ©KONAMI vegetable oil ink. Printed in Japan President’s Message I would like to express my sincere gratitude for your continued patronage of the Konami Group's products and services. The Konami Group's Digital Entertainment, Amusement, Gaming & Systems and Sports businesses operate in the elds of Entertainment and Sports. In the 50 years since our founding in 1969, we have strived to create new forms of fun by globally providing innovative products and services that capture the era’s crest of the wave. Today, the evolution of digital technology, such as AI, 5G, cloud and blockchain, is bringing many changes to people's lives. Our business environment is also undergoing major changes, and new technologies are creating many opportunities and avenues to deliver our content, which is increasing the potential for market revitalization and growth. Konami as a company will strive to transform itself and rene its unique strengths for speedy adaption to these changes and respond to the society's expectation. In addition, it is imperative for us to co-create new values by collaborating with partners who can generate synergies. With this two-pronged approach, we will strive to provide better quality products and services. In order to contribute to the overall development of society, we will further promote ESG (Environmental, Social and Governance)-friendly practices in line with the SDGs adopted at the United Nations Summit. In particular, now more than ever, we will focus on developing human resources that will carry us into the future by implementing "Health and Productivity Manage- ment" practices, as well as creating an environment where each and every employee can achieve their full potential and grow alongside the company. -
Beatmania Iidx 15 Dj Troopers Original Soundtrack Rar
1 / 5 Beatmania Iidx 15 Dj Troopers Original Soundtrack Rar beatmania iidx 17 sirius original soundtrack disc 1.rar beatmania IIDX 17 SIRIUS ... 1.7 beatmania IIDX 15 DJ TROOPERS 1.8 beatmania IIDX 16 EMPRESS 1.9 .... 2 days ago — Beatmania IIDX 9th Style is the ninth game in the beatmania IIDX series of music video games. ... DistorteD: 14 GOLD: 15 DJ TROOPERS: 16 EMPRESS + PREMIUM ... beatmania IIDX 8th style Original Soundtrack: December 18th, 2002, ... DJ Release: 2005/03/24 CERO Rating: 全年齢 Download: Hidden .... stream 20 bemani playlists including KONAMI, pop'n music, and dj TAKA ... Beatmania Iidx 15 Ost Rar DanceDanceRevolution S+ beatmania IIDX Pack 3; ... Beatmania In Video Game Controllers for sale Beatmania Iidx 15 Dj Troopers Oster.. Dec 15, 2020 — beatmania iidx 15 dj troopers original soundtrack rar.. Apr 11, 2018 — Beatmania Iidx 15 Dj Troopers Torrent ... SINOBUZ ORIGINAL SOUNDTRACK (2017.03.01/MP3/RAR) Home; Report DMCA Contact us ... Nov 16, 2020 — beatmania IIDX 27 HEROIC VERSE ... The Fang Troopers Stance. ... The Soundtrack sunglass offers the elusive pairing of an active ... [Album] beatmania IIDX 27 HEROIC VERSE Original Soundtrack (2020.03.18/MP3/RAR).. Beatmania iidx dj troopers - satfinal - aaa iidx 15 dj do it! Beatmania iidx 20 tricoro original soundtrack vol. Gold instrumental collection, volume 3. Remixed by dj .... Feb 29, 2020 — More tutorials have been added to the Tutorial mode from DJ Troopers. Many sound effects in the user interface have also been changed. A new .... Nov 21, 2020 — Category: Iidx 27 soundtrack ... Beatmania IIDX tasks the player with performing songs through a controller .. -
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Sony PlayStation 2 Last Updated on October 2, 2021 Title Publisher Qty Box Man Comments .hack Vol. 1 & Vol. 2: PlayStation 2 the Best Namco Bandai Games .hack//Akushou Heni Vol. 2 Bandai .hack//frägment Bandai .hack//G.U. Vol. 1: Saitan Bandai Namco Games .hack//G.U. Vol. 1: Saitan: PlayStation 2 the Best Bandai Namco Games .hack//G.U. Vol. 2: Kimi Omou Koe Namco Bandai Games .hack//G.U. Vol. 2: Kimi Omou Koe: PlayStation 2 the Best Namco Bandai Games .hack//G.U. Vol. 3: Aruku Youna Hayasa de Namco Bandai Games .hack//G.U. Vol. 3: Aruku Youna Hayasa de : PlayStation 2 the Best Namco Bandai Games .hack//Kansen Kakudai Vol. 1 Bandai .hack//Shinshoku Osen Vol. 3 Bandai .hack//Vol. 3 X Vol. 4: PlayStation 2 the Best Namco Bandai Games .hack//Zettai Houi Vol. 4 Bandai 0 Story Enix 007: Everything or Nothing Electronic Arts 007: Everything or Nothing: EA Best Hits Electronic Arts 007: Nagusame no Houshuu Square Enix 007: Nightfire Electronic Arts 120-en no Haru: 120 Yen Stories Interchannel 18 Wheeler: American Pro Trucker Acclaim Japan 2002 FIFA World Cup Electronic Arts Victor 2006 FIFA World Cup EA Sports 2006 FIFA World Cup: FIFA Fussball-Weltmeisterschaft 2006 EA Sports 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate! Chunsoft 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!: Perfect Edtion, Best Edition Chunsoft 3D Kakutou Tsukuru 2 Enterbrain 3LDK: Shiawase Ni Narouyo Princess Soft 3LDK: Shiawase Ni Narouyo: Limited Edition Princess Soft 7 Blades Konami 7 Blades: Konami the Best Konami A Ressha de Ikou 6 Artdink A.C.E. -
Fiscal 2021 Konami Group Report
Fiscal 2021 Konami Group Report April 1, 2020 – March 31, 2021 KONAMI HOLDINGS CORPORATION To Our Shareholders The entertainment field is expected to continue to be fueled and developed by the evolution of technology, includ- ing artificial intelligence (AI), fifth generation mobile commu- nications (5G), cloud technology, and non-fungible tokens (NFTs); the accelerated pace of digital transformation; the growth of esports; and other advancements. While the fields of KONAMI’s content and the services we provide continue to expand in the future, we will continue to take on the challenge of further developing our businesses. In the sports market, a new need arose for taking online classes at home in the face of growing health concerns about insuffi- cient exercise due to people refraining from going out and On behalf of the Konami Group, I would like to express our teleworking. Accordingly, we launched new services to gratitude to all of our shareholders for their ongoing support. meet those needs. In the course of our more than 50 years Before any other matters, I would like to extend my of history, people’s tastes, preferences, and technologies thoughts and prayers to all of those who have contracted or have changed significantly, but the Konami Group has been have been affected by COVID-19. In addition, I offer my able to adapt to these changes flexibly and has evolved to utmost respect and gratitude to healthcare professionals the present day. Although the world is currently facing rapid and others working on the front lines to treat this disease changes, we believe this is a good opportunity to further and prevent infection. -
Generationmania: Learning to Semantically Choreograph
GenerationMania: Learning to Semantically Choreograph Zhiyu Lin, Kyle Xiao and Mark Riedl Georgia Institute of Technology Atlanta, Georgia, United States fzhiyulin,[email protected], [email protected] Abstract to get a high score as well as reconstruct the original music, a player needs to press the correct button at the correct time Beatmania is a rhythm action game where players play the for playable objects, as well as not press any button when role of a DJ that performs music by pressing specific con- not being instructed. The controller used in this game series troller buttons to mix ”Keysounds” (audio samples) at the correct time, unlike other rhythm action games such as Dance is also unique: It features both 7 buttons and a “turntable” Dance Revolution. It has an active amateur Chart (Game control which the player scratches instead of presses. stage) creation community, though chart authoring is con- A fundamental difference between BMIIDX and many sidered a difficult and time-consuming task. We present a other rhythm action games like DDR is that BMIIDX is con- deep neural network based process for automatically gener- sidered a game with keysounds, which means every object in ating Beatmania charts for arbitrary pieces of music. Given the chart has an audio sample counterpart which plays if and a raw audio track of a song, we identify notes according to only if the corresponding action is executed. This even in- instrument, and use a neural network to classify each note as playable or non-playable. The final chart is produced by cludes non-playable objects; their actions are automatically executed. -
Designing Rhythm Game Simulators for Touchscreen Devices
CIS400/401 Project Proposal - Designing Rhythm Game Simulators for Touchscreen Devices Dept. of CIS - Senior Design 2010-2011 Philip H. Peng Stephen H. Lane [email protected] [email protected] Univ. of Pennsylvania Univ. of Pennsylvania Philadelphia, PA Philadelphia, PA ABSTRACT with specialized hardware, such as custom arcade game ma- As tablets and other touchscreen devices become increasingly chines or video game console peripherals. For most gamers, common, consumers are expecting new interaction models however, going to an arcade or buying special controllers is that fit the new touch-driven input paradigm. Application an issue of inconvenience or inaccessibility. Touchscreens, interfaces need to be redesigned such that their methods of in- however, are becoming increasingly common and will soon teraction must feel "natural" to users as well as contribute to be the de facto input mechanism for personal electronics. By or enhance the apps usage itself. This is particularly impor- designing rhythm games for touchscreen devices, this genre tant for games and the currently under-represented rhythm of games will become more widely available to rhythm game game genre. If designed to take advantage of this shift in in- enthusiasts as well as casual gamers. put paradigm, rhythm games can turn touchscreen technology into an integral part of gameplay, leading to enhanced, more When creating rhythm games for touchscreen devices, the immersive user experience. focus is the impact of the touch-driven input paradigm when designing the game menu interfaces and the gameplay modes. There are two main challenges in designing rhythm games A touchscreen device is an electronic device that receive user for touchscreen devices.