The Evolution of Nintendo Company
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Financial Results Briefing for Fiscal Year Ending March 2017
Financial Results Briefing for Fiscal Year Ending March 2017 Thank you for making time to attend Nintendo’s financial briefing. I am Tatsumi Kimishima, Nintendo Co., Ltd. President of Nintendo. Financial Results Briefing Mr. Furukawa, General Manager of the Corporate President and Representative Director Planning Department, has just presented our Tatsumi Kimishima financial results for this period. There are two points I'd like to cover today. First, Presentation Outline we'll take a look at our recent sales as well as sales over the fiscal year ended March 2017. Then we'll 1 Recap for the Fiscal Year Ended March 2017 see the outlook for the fiscal year ending March 2 Outlook for the Fiscal Year 2018. Ending March 2018 To begin, let's review the fiscal year that just ended in March 2017 along with the sales situation Recap for the Fiscal Year heading into the new year. Ended March 2017 - State of Affairs After Nintendo Switch Launch - Nintendo 3DS Sales - Smart-Device Business First, let's look the circumstances following the launch of Nintendo Switch. 1 Financial Results Briefing for Fiscal Year Ending March 2017 Nintendo Switch launched on March 3 to very strong demand. It continues to be sold out practically worldwide. Our initial plan was to ship two million units by the end of March. But as we announced yesterday, we have already shipped 2.74 million • Shipped Units Nearly Sold Out in Each Region • 2.74 Million Units Shipped through the end of March units through the end of March. Overall, sell-through of Nintendo Switch stacks up well, even in comparison to hardware that launched during holiday seasons. -
Manual-3DS-Animal-Crossing-Happy
1 Important Information Basic Information 2 amiibo 3 Information-Sharing Precautions 4 Online Features 5 Note to Parents and Guardians Getting Started 6 Introduction 7 Controls 8 Starting the Game 9 Saving and Erasing Data Designing Homes 10 The Basics of Design 11 Placing Furniture 12 Unlockable Features Things to Do in Town 13 Nook's Homes 14 Visiting Houses and Facilities 15 Using amiibo Cards Internet Communication 16 Posting to Miiverse 17 Happy Home Network Miscellaneous 18 SpotPass 19 Paintings and Sculptures Troubleshooting 20 Support Information 1 Important Information Please read this manual carefully before using the software. If the software will be used by children, the manual should be read and explained to them by an adult. Also, before using this software, please select in the HOME Menu and carefully review content in "Health and Safety Information." It contains important information that will help you enj oy this software. You should also thoroughly read your Operations Manual, including the "Health and Safety Information" section, before using this software. Please note that except where otherwise stated, "Nintendo 3DS™" refers to all devices in the Nintendo 3DS family, including the New Nintendo 3DS, New Nintendo 3DS XL, Nintendo 3DS, Nintendo 3DS XL, and Nintendo 2DS™. CAUTION - STYLUS USE To avoid fatigue and discomfort when using the stylus, do not grip it tightly or press it hard against the screen. Keep your fingers, hand, wrist, and arm relaxed. Long, steady, gentle strokes work just as well as many short, hard strokes. Important Information Your Nintendo 3DS system and this software are not designed for use with any unauthorized device or unlicensed accessory. -
Captain Toad™: Treasure Tracker
Captain Toad™: Treasure Tracker 1 Informations importantes Introduction 2 amiibo 3 Gyroscope 4 Précautions sur la sauvegarde Dépannage 5 Assistance 1 Informations importantes Veuillez lire ce mode d'emploi attentivement avant d'utiliser ce logiciel. Si ce dernier est destiné à des enfants, le mode d'emploi doit leur être lu et expliqué par un adulte. Avant d'utiliser ce logiciel, sélectionnez depuis le menu HOME pour lire les Informations sur la santé et la sécurité. Vous y trouverez des informations importantes vous permettant de profiter pleinement de ce logiciel. Veuillez aussi lire attentivement les instructions dans le mode d'emploi de la console, y compris la section sur les informations sur la santé et la sécurité, avant d'utiliser ce logiciel. Veuillez noter que, sauf mention contraire, le terme « Nintendo 3DS™ » désigne toutes les consoles de la famille Nintendo 3DS, c'est-à-dire les consoles New Nintendo 3DS, New Nintendo 3DS XL, Nintendo 3DS, Nintendo 3DS XL, Nintendo 2DS™ et New Nintendo 2DS XL. Informations importantes Votre console Nintendo 3DS et ce logiciel ne sont pas conçus pour fonctionner avec des appareils non autorisés ou des accessoires non agréés. L'utilisation de tels produits peut être illégale et annule toute garantie. Elle contrevient également à vos obligations selon le contrat d'utilisation. De plus, une telle utilisation pourrait vous blesser ou causer des blessures à d'autres; elle pourrait aussi occasionner un mauvais rendement de votre console Nintendo 3DS (et services connexes) et/ou l'endommager. Nintendo et ses fabricants ou distributeurs autorisés ne peuvent être tenus responsables des dommages ou des pertes qui pourraient être causés suite à l'utilisation d'un appareil non autorisé ou d'un accessoire non agréé. -
List of Notable Handheld Game Consoles (Source
List of notable handheld game consoles (source: http://en.wikipedia.org/wiki/Handheld_game_console#List_of_notable_handheld_game_consoles) * Milton Bradley Microvision (1979) * Epoch Game Pocket Computer - (1984) - Japanese only; not a success * Nintendo Game Boy (1989) - First internationally successful handheld game console * Atari Lynx (1989) - First backlit/color screen, first hardware capable of accelerated 3d drawing * NEC TurboExpress (1990, Japan; 1991, North America) - Played huCard (TurboGrafx-16/PC Engine) games, first console/handheld intercompatibility * Sega Game Gear (1991) - Architecturally similar to Sega Master System, notable accessory firsts include a TV tuner * Watara Supervision (1992) - first handheld with TV-OUT support; although the Super Game Boy was only a compatibility layer for the preceding game boy. * Sega Mega Jet (1992) - no screen, made for Japan Air Lines (first handheld without a screen) * Mega Duck/Cougar Boy (1993) - 4 level grayscale 2,7" LCD - Stereo sound - rare, sold in Europe and Brazil * Nintendo Virtual Boy (1994) - Monochromatic (red only) 3D goggle set, only semi-portable; first 3D portable * Sega Nomad (1995) - Played normal Sega Genesis cartridges, albeit at lower resolution * Neo Geo Pocket (1996) - Unrelated to Neo Geo consoles or arcade systems save for name * Game Boy Pocket (1996) - Slimmer redesign of Game Boy * Game Boy Pocket Light (1997) - Japanese only backlit version of the Game Boy Pocket * Tiger game.com (1997) - First touch screen, first Internet support (with use of sold-separately -
Mario's Legacy and Sonic's Heritage: Replays and Refunds of Console Gaming History
Mario’s legacy and Sonic’s heritage: Replays and refunds of console gaming history Jaakko Suominen University of Turku / Digital Culture P.O. Box 124 28101 Pori +35823338100 jaakko.suominen at utu.fi ABSTRACT In this paper, I study how three major videogame device manufacturers, Microsoft, Sony and Nintendo use gaming history within their popular console products, Microsoft Xbox 360, Sony PS 3 and Nintendo Wii. These enterprises do not only market new game applications and devices but also recycle classic game themes, game characters as well as classic games themselves. Therefore, these corporations are a part of the phenomenon which can be called retrogaming culture or digital retro economy. The paper introduces the different ways in which the corporations began to use history and how they constructed their digital game market strategies to be compatible with the current retrogaming trend. In addition, the paper introduces a model for different phases of uses of history. The paper is empirically based on literary reviews, recreational computing magazine articles, company websites and other online sources and participatory observation of retrogaming applications and product analyses. Sociological and cultural studies on nostalgia as well as history culture form the theoretical framework of the study. Keywords retrogaming, classic games, history management, uses of history, consoles INTRODUCTION When a game company utilizes its older products to make a new application, when the same company mentions the year it was established in a job advertisement or when it celebrates a game figure’s 20-year anniversary, the company uses history. The use of history can be a discursive act, which underlines continuity and in so doing, for example, the trustworthiness and stability of the firm. -
View List of Games Here
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Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
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. -
Ranking of Stocks by Market Capitalization(As of End of Jan.2018)
Ranking of Stocks by Market Capitalization(As of End of Jan.2018) 1st Section Rank Code Issue Market Capitalization \100mil. 1 7203 TOYOTA MOTOR CORPORATION 244,072 2 8306 Mitsubishi UFJ Financial Group,Inc. 115,139 3 9437 NTT DOCOMO,INC. 105,463 4 9984 SoftBank Group Corp. 98,839 5 6861 KEYENCE CORPORATION 80,781 6 9432 NIPPON TELEGRAPH AND TELEPHONE CORPORATION 73,587 7 9433 KDDI CORPORATION 71,225 8 7267 HONDA MOTOR CO.,LTD. 69,305 9 8316 Sumitomo Mitsui Financial Group,Inc. 68,996 10 7974 Nintendo Co.,Ltd. 67,958 11 7182 JAPAN POST BANK Co.,Ltd. 66,285 12 6758 SONY CORPORATION 65,927 13 6954 FANUC CORPORATION 60,146 14 7751 CANON INC. 58,005 15 6902 DENSO CORPORATION 54,179 16 4063 Shin-Etsu Chemical Co.,Ltd. 53,624 17 8411 Mizuho Financial Group,Inc. 52,124 18 6594 NIDEC CORPORATION 52,025 19 9983 FAST RETAILING CO.,LTD. 51,647 20 4502 Takeda Pharmaceutical Company Limited 50,743 21 7201 NISSAN MOTOR CO.,LTD. 49,108 22 8058 Mitsubishi Corporation 48,497 23 2914 JAPAN TOBACCO INC. 48,159 24 6098 Recruit Holdings Co.,Ltd. 45,095 25 5108 BRIDGESTONE CORPORATION 43,143 26 6503 Mitsubishi Electric Corporation 42,782 27 9022 Central Japan Railway Company 42,539 28 6501 Hitachi,Ltd. 41,877 29 9020 East Japan Railway Company 41,824 30 6301 KOMATSU LTD. 41,162 31 3382 Seven & I Holdings Co.,Ltd. 39,765 32 6752 Panasonic Corporation 39,714 33 4661 ORIENTAL LAND CO.,LTD. 38,769 34 8766 Tokio Marine Holdings,Inc. -
007: the World Is Not Enough 1080 Teneighty Snowboarding a Bug's
007: The World Is Not Enough 1080 TenEighty Snowboarding A Bug's Life Aerofighter Assault AeroGauge Aidyn Chronicles : The First Mage All Star Tennis 99 All-Star Baseball 2000 All-Star Baseball 2001 All-Star Baseball 99 Armorines - Project S.W.A.R.M. Army Men : Air Combat Army Men : Sarge's Heroes Army Men : Sarge's Heroes 2 Asteroids Hyper 64 Automobili Lamborghini Banjo-Kazooie Banjo-Tooie Bassmasters 2000 Batman Beyond : Return of the Joker BattleTanx BattleTanx - Global Assault Battlezone : Rise of the Black Dogs Beetle Adventure Racing! Big Mountain 2000 Bio F.R.E.A.K.S. Blast Corps Blues Brothers 2000 Body Harvest Bomberman 64 Bomberman 64 : The Second Attack! Bomberman Hero Bottom of the 9th Brunswick Circuit Pro Bowling Buck Bumble Bust-A-Move '99 Bust-A-Move 2: Arcade Edition California Speed Carmageddon 64 Castlevania Castlevania : Legacy of Darkness Chameleon Twist Chameleon Twist 2 Charlie Blast's Territory Chopper Attack Clay Fighter : Sculptor's Cut Clay Fighter 63 1-3 Command & Conquer Conker's Bad Fur Day Cruis'n Exotica Cruis'n USA Cruis'n World CyberTiger Daikatana Dark Rift Deadly Arts Destruction Derby 64 Diddy Kong Racing Donald Duck : Goin' Qu@ckers*! Donkey Kong 64 Doom 64 Dr. Mario 64 Dual Heroes Duck Dodgers Starring Daffy Duck Duke Nukem : Zero Hour Duke Nukem 64 Earthworm Jim 3D ECW Hardcore Revolution Elmo's Letter Adventure Elmo's Number Journey Excitebike 64 Extreme-G Extreme-G 2 F-1 World Grand Prix F-Zero X F1 Pole Position 64 FIFA 99 FIFA Soccer 64 FIFA: Road to World Cup 98 Fighter Destiny 2 Fighters -
The Dreamcast, Console of the Avant-Garde
Loading… The Journal of the Canadian Game Studies Association Vol 6(9): 82-99 http://loading.gamestudies.ca The Dreamcast, Console of the Avant-Garde Nick Montfort Mia Consalvo Massachusetts Institute of Technology Concordia University [email protected] [email protected] Abstract We argue that the Dreamcast hosted a remarkable amount of videogame development that went beyond the odd and unusual and is interesting when considered as avant-garde. After characterizing the avant-garde, we investigate reasons that Sega's position within the industry and their policies may have facilitated development that expressed itself in this way and was received by gamers using terms that are associated with avant-garde work. We describe five Dreamcast games (Jet Grind Radio, Space Channel 5, Rez, Seaman, and SGGG) and explain how the advances made by these industrially productions are related to the 20th century avant- garde's lesser advances in the arts. We conclude by considering the contributions to gaming that were made on the Dreamcast and the areas of inquiry that remain to be explored by console videogame developers today. Author Keywords Aesthetics; art; avant-garde; commerce; console games; Dreamcast; game studios; platforms; politics; Sega; Tetsuya Mizuguchi Introduction A platform can facilitate new types of videogame development and can expand the concept of videogaming. The Dreamcast, however brief its commercial life, was a platform that allowed for such work to happen and that accomplished this. It is not just that there were a large number of weird or unusual games developed during the short commercial life of this platform. We argue, rather, that avant-garde videogame development happened on the Dreamcast, even though this development occurred in industrial rather than "indie" or art contexts. -
Nintendo's Logo Evolution
Nintendo’s logo Evolution Most of us know the Nintendo As time went on the brand brand due to its high fame from began to play around with what most Mario games like Mario could be done with the famous kart or even Super Mario Bros. Its word “Nintendo” the brand world wide spread of video games began to focus more on how and systems have given this brand could the word fit in well with a major spotlight in the game the new products being made. world. It would be quit impossible For instance, during the 1950s for anyone not to know what Nintendo introduced a logo that 1960s varations of hand written Nintendo is! After researching fit well with the brands product cursive style logos more about this famous brand of “western playing cards.” http://blog.beforemario. and its logo I found that not only That logo was called the “Ace of com/2012/03/nintendos-logo- was this brand created in 1889 Spades”logo. through-years.html but that the logo its self was changed more then 6 times in its As the mid 1960s approached journey to stardom. the logo took on a less detailed approach . It only focused on the word “Nintendo”. One of the first variations of the word was a hand written cursive style. You would find this logo on many of the brands playing cards. Distinctive features are a big curl starting the letter “Ace of Spades Logo”’ ‘N’ and a star as dot on the ‘i’ Voskuil http://blog.beforemario. Erick (http://blog.beforemario.