How the Wii Came to Be
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Nintendo Wii U Guide
Parental controls guide Nintendo Wii U guide Parental Controls information Type of guide Gaming consoles and platforms Features and Benefits The WiiU Parental Controls allow you to set restrictions for each family member, giving control over what games can be played or downloaded and how your children can search and interact online. What specific content can I restrict? Browser Access Chatting Game Ratings Innapropriate content Purchasing Timer What do I need? You will need access to the Wii U console. Nintendo Wii U guide Step by step guide 1 From the Wii U Menu select “Parental Controls” then read the following two messages, tapping “Next” or pressing the A button will dismiss them. Nintendo Wii U guide Step by step guide 2 Enter a 4 digit PIN and then tap “OK”. Nintendo Wii U guide Step by step guide 3 You will now be asked to select a secret question that will be used to help you recover your PIN should you forget. Tap “OK”. Nintendo Wii U guide Step by step guide 4 Select a question and then supply an answer and tap “OK”. Nintendo Wii U guide Step by step guide 5 Finally, you will be asked to register an email address. Tap “Next” or press the A button and complete the email registration. Nintendo Wii U guide Step by step guide 6 You will now be in the “Parental Controls” section. Use the arrows or left and right on the d-pad to navigate to the user who you want to apply restrictions to. Nintendo Wii U guide Step by step guide 7 With the desired user selected press up/down on the d-pad to navigate to the settings you would like to change and tap the setting or press the A button. -
Madden Nfl 13
MADDEN NFL 13 CONTENTS TOTAL PAssING CONTROL 1 MADDEN NFL 13 12 CONNEctED CAREERS Lead receivers and put the ball exactly where it needs to be with the 2 WHAT’S NEW IN MADDEN NFL 13 16 EA ONLINE revamped and updated Total Control Passing mechanic. 3 GENERAL MENU NAVIGATION 17 ONLINE GAME MODES 9 UsER INTERFACE 17 MY MADDEN PLAY-ActION ABORT For the first time ever, you can abort out of a play action animation in the 11 PAUSE MENU 19 DISCLAIMERS face of a blitz, allowing your QB to throw a quick pass. NEW UsER CAtcH FUNctIONALITY WHAT’S NEW Madden NFL 13 makes it easier than ever to select the receiver and make a IN MADDEN NFL 13 play on the ball. GRIDIRON CLUB THE CONNEctED CAREER EXPERIENCE Get all the latest Madden features in one place, including Madden Moments You’ve never played a career mode like this. Connected Careers gives you an Live, and updated rosters that match the real NFL Season. unprecedented level of control over your career as a coach or a player. Get ready for the deepest Madden NFL experience ever. TOUCH SCREEN PLAY CALLING GENERAL MENU Call your plays by using the Touch Screen on the GamePad for even more NAVIGATION control and privacy! NOTE: The Nunchuk is required when using the Wii Remote. Controls specific to the Nunchuk will not function when it is not connected to an active TOUCH SCREEN PRE-PLAY ADJUstMENts Wii Remote. If the Nunchuk is removed or disconnected from any active Make Hot Route adjustments during pre-play on both Offense and Defense Wii Remote, the game will display an icon representing the missing Nunchuk. -
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. -
THQ Online Manual
INSTRUCTION BOOKLET LIMITED WARRANTY THQ (UK) LIMITED warrants to the original purchaser of this THQ (UK) LIMITED product that the medium on which the computer program is recorded is free from defects in materials and workmanship for a period of ninety (90) days from the date of purchase. This THQ (UK) LIMITED software is sold ”as is“, without express or implied warranty of any kind resulting from use of this program. THQ (UK) LIMITED agrees for a period of ninety (90) days to either repair or replace, at its option, free of charge, any THQ (UK) LIMITED product, postage paid, with proof of purchase, at its Customer Service centre. Replacement of this Game Disc, free of charge to the original purchaser is the full extent of our liability. Please mail to THQ (UK) LIMITED, Ground Floor; Block A, Dukes Court, Duke Street, Woking, Surrey, GU21 5BH. Please allow 28 days from dispatch for return of your Game Disc. This warranty is not applicable to normal wear and tear. This warranty shall not be applicable and shall be void if the defect in the THQ (UK) LIMITED product has arisen through abuse, unreasonable use, mistreatment or neglect. THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES AND NO OTHER REPRESENTATIONS OR CLAIMS OF ANY NATURE SHALL BE BINDING OR OBLIGATE THQ (UK) LIMITED. ANY IMPLIED WARRANTIES OF APPLICABILITY TO THIS SOFTWARE PRODUCT, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED TO THE NINETY (90) DAY PERIOD DESCRIBED ABOVE. IN NO EVENT WILL THQ (UK) LIMITED BE LIABLE FOR ANY SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THIS THQ (UK) LIMITED PRODUCT. -
Gaming Catalogue (MEERMAN)
Table of Contents Sony Playstation 2 Slim 2 Nintendo DSi XL 3 Nintendo Game Boy Colour 5 Nintendo Game Boy games 8 Nintendo GameCube w/ GAMEBOY Player 9 Nintendo GameCube w/ broadband adaptor 10 Nintendo GameCube Modem adaptor 11 Nintendo GameCube Wavebird (wireless controller) 12 Nintendo GameCube memory cards (x5) 13 Nintendo GameCube PS2 and PS/2 adapter 14 USB adaptor for Nintendo GameCube 14 Nintendo GameCube Games 15 Nintendo DS 17 Nintendo DS Games 17 Nintendo Wii 18 Nintendo 64 Console 21 Nintendo 64 Games (unboxed) 22 Microsoft Xbox 360 Elite (120 GB) 23 Microsoft Xbox 360: External HD-DVD drive 24 Microsoft Xbox 360 Kinect 25 Microsoft Xbox 360 official remote control 26 Microsoft Xbox 360 games (boxed) 27 Sony Playstation 2 Slim Condition Working Good Includes Playstation 2 Slim unit (Colour: Hot Pink) 2x Dual Shock Controllers One as new (unopened) 8 MB memory card UK power adaptor Composite output cable (Yellow, White, Red RCA) Composite to SCART adaptor Excludes Protective packaging within box (box is bare inside) Nintendo DSi XL Condition Working Excellent Includes DSi XL unit (colour: Wine Red) UK power adaptor Bundled stylus (in unit) Original packaging Club Nintendo pull string carry bag, felt, blue Excludes SD card Nintendo Game Boy Pocket Condition Working Colour: Silver Minor scratch in lower left of screen Worn paint around rear edges (front OK) Excludes Battery cover (missing) Packaging / Box Game (listed separately) Batteries (just to prove functionality) Nintendo Game Boy Colour Condition Colour: Purple Working Generally fair/good Minor scratches around screen, but screen itself is OK Product sticker on rear is a worn Battery cover is not original, and bright green Excludes Packaging Game (listed separately) (Batteries) Nintendo Game Boy Advance x3 1: Special edition (GameBoy Advance SP) Working (Clam shell design with backlight) Blue Good condition, screen scratch free. -
Console Games in the Age of Convergence
Console Games in the Age of Convergence Mark Finn Swinburne University of Technology John Street, Melbourne, Victoria, 3122 Australia +61 3 9214 5254 mfi [email protected] Abstract In this paper, I discuss the development of the games console as a converged form, focusing on the industrial and technical dimensions of convergence. Starting with the decline of hybrid devices like the Commodore 64, the paper traces the way in which notions of convergence and divergence have infl uenced the console gaming market. Special attention is given to the convergence strategies employed by key players such as Sega, Nintendo, Sony and Microsoft, and the success or failure of these strategies is evaluated. Keywords Convergence, Games histories, Nintendo, Sega, Sony, Microsoft INTRODUCTION Although largely ignored by the academic community for most of their existence, recent years have seen video games attain at least some degree of legitimacy as an object of scholarly inquiry. Much of this work has focused on what could be called the textual dimension of the game form, with works such as Finn [17], Ryan [42], and Juul [23] investigating aspects such as narrative and character construction in game texts. Another large body of work focuses on the cultural dimension of games, with issues such as gender representation and the always-controversial theme of violence being of central importance here. Examples of this approach include Jenkins [22], Cassell and Jenkins [10] and Schleiner [43]. 45 Proceedings of Computer Games and Digital Cultures Conference, ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. Little attention, however, has been given to the industrial dimension of the games phenomenon. -
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. -
Risk Analysis Of Nintendo Co., Ltd
Risk Analysis of Nintendo Co., Ltd Interactive Qualifying Project WPI Author: Matthew Rodricks 10/29/17 Advisor: Professor Dimitrios Koutmos Table of Contents Risk Analysis of Nintendo Co., Ltd 1 Table of Contents 2 Abstract 3 Acknowledgements 4 1.1 Historical Background 5 1.2 Investor Sentiment 8 1.3 Market Strategy 9 2.1 Evolution of the Industry 10 3. Methodological Framework 11 3.1.1. Firm Specific Volatility 11 3.1.2. Market Volatility 12 3.1.3. Sharpe Ratio 14 3.1.4. Treynor Ratio 16 4. Major Findings 18 5. Conclusion 19 6. References 20 7. Appendix 21 2 Abstract The purpose of this paper is to explore investor sentiment and investor risks for the Japanese video game company, Nintendo. Being one of the largest, longest-lasting, and most successful companies in the video game industry, the research into this topic proves to be both historical, topical, and relevant from an industry and financial standpoint. By observing historical financial data and running different analysis, this paper aims to find correlations between different events in the company’s recent history, how investors react to said -
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. -
Lazard Japanese Strategic Equity Fund Monthly Commentary
Lazard Japanese Strategic Equity Fund AUG Commentary 2021 Market Overview Markets were on the weak side for the rst few weeks of the month due to concerns that rapidly increasing delta variant cases around the world would side-track the current global economic recovery following pandemic period lows. However, the market made a strong recovery in the last week-and-a-half, with the TOPIX Total Return index nishing the month up a solid 3.2% in yen terms. Tokyo managed to host a reasonably successful Olympics and Japan even produced a strong showing in the medal count, particularly in gold medals. Portfolio Review During the month, the portfolio underperformed the TOPIX Total Return Index which returned 3.2% in yen terms. Being underweight and stock selection in consumer discretionary, and stock selection in the materials and utilities sectors were top contributors to performance. Being underweight and stock selection in health care, stock selection in communication services, and being underweight and stock selection in information technology sectors were negative. During the month, the top positive contributors to relative performance included: • Nippon Steel, Japan’s largest steel manufacturer, was strong after reporting better-than-expected rst-quarter earnings and raising its full-year guidance. • Mitsui O.S.K.Lines, a leading shipping company, continued to rise due to stronger-than-expected earnings and a better-than- expected dividend increase. • Makita, a leading global manufacturer of power tools, raised full-year guidance as its rst-quarter saw continued strong demand globally. • Dai-ichi Life Holdings, a leading life insurance company, rose as the yield on 10-year U.S.