Classic Nintendo Games Are (Computationally) Hard
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Drop-In – Mario/Jumpman? Animal Buddy – in a Pinch, Some of This Can
Drop-in – Mario/Jumpman? Animal Buddy – In a pinch, some of this can be based on animal bossses and enemies. Should have a sidekick role. What general concepts are animal buddies good for? Helping, doing things better that help, not dying? Being in a box? Kong – Technically humans can be a kong, take the chimp perk. Don't forget those martial arts apes from jungle beats Kremlin - Snowmad - Island roll, not sure about age though. There is age, but the range... Kong Species Choice – Should be alts of their free perk, basically. Orangutan – Stretchy Chimp – Smart Monkey – Acrobatic Gorilla – Stonk. Mention shockwaves Drop-in 100 – The jumping perk. Basic Mario Drop-in 200 – sports-game perk? Lots of donkey kong in these. Drop-in 400 – Minis? Drop-in 600 – Just look up Mario stuff from DK games Kong 200 – Potions? Kong 400 – Kong Fu, might switch with the potion perk. Kong 600 - Kremling 100 – Something about bite force? Can also breath underwater and survive in toxic waste as alternate ideas. Kremling 200 – Getting injured can turn you red and increase your power and speed? Kremling 400 – Jungle Climber etc seems to have crazy robots. The Baron specialized in it. Only other Krool stuff I can use is evil planning genericness. Also other advanced tech the kremlings like. Kremling 600 – Kerozene can make fire and is immune to magma, but that's similar to the snowmad one. He's also huge too like Klumsy and others, and has ridic strength and toughness. Another possibility is a “King of the Krocs” deal where you can inspire people to be ruled over by you as an abusive crazy despot. -
MARIO PARTY DS Panel on the Nintendo DS Menu Screen, Or Press the a Button, and the Game Will Start with the Title Screen Displayed
NTR-A8TP-UKV INSTRUCTIONINSTRUCTION BOOKLETBOOKLET (CONTAINS(CONTAINS IMPORTANTIMPORTANT HEALTHHEALTH ANDAND SAFETYSAFETY INFORMATION)INFORMATION) [0610/UKV/NTR] WIRELESS DS SINGLE-CARD DOWNLOAD PLAY THIS GAME ALLOWS WIRELESS MULTIPLAYER GAMES DOWNLOADED FROM ONE GAME CARD. This seal is your assurance that Nintendo 2–4 has reviewed this product and that it has met our standards for excellence This product uses the LC Font by Sharp Corporation. LCFONT, LC Font and the LC logo mark in workmanship, reliability and are trademarks of Sharp Corporation. entertainment value. Always look for this seal when buying games and accessories to ensure complete com- patibility with your Nintendo Product. Thank you for selecting the MARIO PARTY™ DS Game Card for Nintendo DS™ systems. IMPORTANT: Please carefully read the important health and safety information included in this booklet before using your Nintendo DS system, Game Card, Game Pak or accessory. Please read this Instruction Booklet thoroughly to ensure maximum enjoyment of your new game. Important warranty and hotline information can be found in the separate Age Rating, Software Warranty and Contact Information Leaflet. Always save these documents for future reference. This Game Card will work only with Nintendo DS systems. IMPORTANT: The use of an unlawful device with your Nintendo DS system may render this game unplayable. © 2007 NINTENDO. © 2007 HUDSON SOFT. TM, ® AND THE NINTENDO DS LOGO ARE TRADEMARKS OF NINTENDO. © 2007 NINTENDO. Contents Story 5 Characters 6 Basic Touch Screen Operation 8 Getting Started 9 Controls 12 Game Modes 14 Understanding the Display 15 How the Game Works 16 Story Mode (1 Player) 23 Party Mode (1 – 4 Players) 24 The Party Boards 27 Minigame Mode (1– 4 Players) 30 Puzzle Mode (1– 2 Players) 35 Multiplayer (2 – 4 Players) 36 Gallery 40 Minigame Lists 42 4 Story It all happened late one night.. -
NEW SUPER MARIO BROS.™ Game Card for Nintendo DS™ Systems
NTR-A2DP-UKV INSTRUCTIONINSTRUCTION BOOKLETBOOKLET (CONTAINS(CONTAINS IMPORTANTIMPORTANT HEALTHHEALTH ANDAND SAFETYSAFETY INFORMATION)INFORMATION) [0610/UKV/NTR] WIRELESS DS SINGLE-CARD DOWNLOAD PLAY THIS GAME ALLOWS WIRELESS MULTIPLAYER GAMES DOWNLOADED FROM ONE GAME CARD. This seal is your assurance that Nintendo 2–4 has reviewed this product and that it has met our standards for excellence WIRELESS DS MULTI-CARD PLAY in workmanship, reliability and THIS GAME ALLOWS WIRELESS MULTIPLAYER GAMES WITH EACH NINTENDO DS SYSTEM CONTAINING A entertainment value. Always look SEPARATE GAME CARD. for this seal when buying games and 2–4 accessories to ensure complete com- patibility with your Nintendo Product. Thank you for selecting the NEW SUPER MARIO BROS.™ Game Card for Nintendo DS™ systems. IMPORTANT: Please carefully read the important health and safety information included in this booklet before using your Nintendo DS system, Game Card, Game Pak or accessory. Please read this Instruction Booklet thoroughly to ensure maximum enjoyment of your new game. Important warranty and hotline information can be found in the separate Age Rating, Software Warranty and Contact Information Leaflet. Always save these documents for future reference. This Game Card will work only with Nintendo DS systems. IMPORTANT: The use of an unlawful device with your Nintendo DS system may render this game unplayable. © 2006 NINTENDO. ALL RIGHTS, INCLUDING THE COPYRIGHTS OF GAME, SCENARIO, MUSIC AND PROGRAM, RESERVED BY NINTENDO. TM, ® AND THE NINTENDO DS LOGO ARE TRADEMARKS OF NINTENDO. © 2006 NINTENDO. ALL RIGHTS RESERVED. This product uses the LC Font by Sharp Corporation, except some characters. LCFONT, LC Font and the LC logo mark are trademarks of Sharp Corporation. -
In This Day of 3D Graphics, What Lets a Game Like ADOM Not Only Survive
Ross Hensley STS 145 Case Study 3-18-02 Ancient Domains of Mystery and Rougelike Games The epic quest begins in the city of Terinyo. A Quake 3 deathmatch might begin with a player materializing in a complex, graphically intense 3D environment, grabbing a few powerups and weapons, and fragging another player with a shotgun. Instantly blown up by a rocket launcher, he quickly respawns. Elapsed time: 30 seconds. By contrast, a player’s first foray into the ASCII-illustrated world of Ancient Domains of Mystery (ADOM) would last a bit longer—but probably not by very much. After a complex process of character creation, the intrepid adventurer hesitantly ventures into a dark cave—only to walk into a fireball trap, killing her. But a perished ADOM character, represented by an “@” symbol, does not fare as well as one in Quake: Once killed, past saved games are erased. Instead, she joins what is no doubt a rapidly growing graveyard of failed characters. In a day when most games feature high-quality 3D graphics, intricate storylines, or both, how do games like ADOM not only survive but thrive, supporting a large and active community of fans? How can a game design seemingly premised on frustrating players through continual failure prove so successful—and so addictive? 2 The Development of the Roguelike Sub-Genre ADOM is a recent—and especially popular—example of a sub-genre of Role Playing Games (RPGs). Games of this sort are typically called “Roguelike,” after the founding game of the sub-genre, Rogue. Inspired by text adventure games like Adventure, two students at UC Santa Cruz, Michael Toy and Glenn Whichman, decided to create a graphical dungeon-delving adventure, using ASCII characters to illustrate the dungeon environments. -
Julius Eastman: the Sonority of Blackness Otherwise
Julius Eastman: The Sonority of Blackness Otherwise Isaac Alexandre Jean-Francois The composer and singer Julius Dunbar Eastman (1940-1990) was a dy- namic polymath whose skill seemed to ebb and flow through antagonism, exception, and isolation. In pushing boundaries and taking risks, Eastman encountered difficulty and rejection in part due to his provocative genius. He was born in New York City, but soon after, his mother Frances felt that the city was unsafe and relocated Julius and his brother Gerry to Ithaca, New York.1 This early moment of movement in Eastman’s life is significant because of the ways in which flight operated as a constitutive feature in his own experience. Movement to a “safer” place, especially to a predomi- nantly white area of New York, made it more difficult for Eastman to ex- ist—to breathe. The movement from a more diverse city space to a safer home environ- ment made it easier for Eastman to take private lessons in classical piano but made it more complicated for him to find embodied identification with other black or queer people. 2 Movement, and attention to the sonic remnants of gesture and flight, are part of an expansive history of black people and journey. It remains dif- ficult for a black person to occupy the static position of composer (as op- posed to vocalist or performer) in the discipline of classical music.3 In this vein, Eastman was often recognized and accepted in performance spaces as a vocalist or pianist, but not a composer.4 George Walker, the Pulitzer- Prize winning composer and performer, shares a poignant reflection on the troubled status of race and classical music reception: In 1987 he stated, “I’ve benefited from being a Black composer in the sense that when there are symposiums given of music by Black composers, I would get perfor- mances by orchestras that otherwise would not have done the works. -
The Evolving Heroine in Nintendo Adventure Games
The Princess and the Platformer: The Evolving Heroine in Nintendo Adventure Games Katharine Phelps Humanities 497W December 15, 2007 Just remember that my being a woman doesn't make me any less important! --Faris Final Fantasy V 1 The Princess and the Platformer: The Evolving Heroine in Nintendo Adventure Games Female characters, even as a token love interest, have been a mainstay in adventure games ever since Nintendo became a household name. One of the oldest and most famous is the princess of the Super Mario games, whose only role is to be kidnapped and rescued again and again, ad infinitum. Such a character is hardly emblematic of feminism and female empowerment. Yet much has changed in video games since the early 1980s, when Mario was born. Have female characters, too, changed fundamentally? How much has feminism and changing ideas of women in Japan and the US impacted their portrayal in console games? To address these questions, I will discuss three popular female characters in Nintendo adventure game series. By examining the changes in portrayal of these characters through time and new incarnations, I hope to find a kind of evolution of treatment of women and their gender roles. With such a small sample of games, this study cannot be considered definitive of adventure gaming as a whole. But by selecting several long-lasting, iconic female figures, it becomes possible to show a pertinent and specific example of how some of the ideas of women in this medium have changed over time. A premise of this paper is the idea that focusing on characters that are all created within one company can show a clearer line of evolution in the portrayal of the characters, as each heroine had her starting point in the same basic place—within Nintendo. -
Use of Progressive Rock in David Wise's Soundtrack for Donkey Kong
Use of Progressive Rock in David Wise’s Soundtrack for Donkey Kong Country and the Advancement of Video Game Music Brooke Spencer Professor Stephanie Lind MUSC501 3 March 2019 Introduction In 1994, Nintendo released the Super Nintendo game: Donkey Kong Country (DKC)– resulting in widespread popularity and new innovative use of music in gameplay. Through the utilization of prog-rock in David Wise’s soundtrack for DKC, Nintendo has expanded its range of musical styles, function, and status as a top contending videogame company. The use of prog-rock can be broken down in David Wise’s three pieces: “Treetop Rock”, “Fear Factory”, and “Aquatic Ambience”. Through elements of prog-rock seen in each of these pieces - harmonic prolongation, fragmentation, distortion, and use of the concept ‘meta- chord’ – we can see that DKC’s music was unlike anything Nintendo had been creating previously, and set expectations for music in videogames to come. History Starting in 1977-78, the video game industry began to rise in popularity through arcades. In the 1960s/1970s when first-generation home consoles were created, sound was not a possibility. It was only when Pong was released on the Atari home console in 1975 that sounds were used deliberately: the game had 3 different sounds coinciding with actions on screen: the ball hitting the wall, the paddle, and a sound for player failure. Most games included sound in future releases to increase profits after Pong’s success.1 By the end of the 70s, arcades were growing in popularity, with Nintendo a primary arcade console producer. -
Fall 2014 Concert Series
Fall 2014 ConCert SerieS NIGEL HORNE, MUSIC DIRECTOR LAURA STAYMAN, CONCERT LEADER Saturday, December 13 - Herndon, VA Saturday, December 20 - Rockville, MD [Classical Music. Play On!] WMGSO.org | @WMGSO | fb/MetroGSO about the WMGSo The WMGSO is a community orchestra and choir whose mis- sion is to share and celebrate video game music with as wide an audience as possible, primarily by putting on affordable, accessi- ble concerts in the area. Game music weaves a complex, melodic thread through the traditions, values, and mythos of an entire culture, and yet it largely escapes recognition in professional circles. Game music has powerful meaning to millions of people. In it, we find deep emotion and basic truths about life. We find ourselves — and we find new ways of thinking about and expressing ourselves. We find meaning that transcends the medium itself and stays with us for life. WMGSO showcases this emerging genre and highlights its artistry. Incorporated in December 2012, WMGSO grew from the spirit of the GSO at the University of Maryland. About a dozen members showed up at WMGSO’s inaugural rehearsal. Since then, the group has grown to more than 60 musicians. The WMGSO’s debut at Rockville High School in June attracted an audience of more than 500. Also in June, the IRS accepted WMGSO’s appli- cation to become a 501(c)(3) tax-exempt organization, opening even more opportunities for the orchestra to grow. adMiniStration Music Director, Nigel Horne Chorusmaster, Jacob Coppage-Gross President, Ayla Hurley Vice President, Joseph Wang Secretary, Laura Stayman Treasurer, Chris Apple Public Relations, Robert Garner Webmaster, Jason Troiano Event Coordinator, Diana Taylor Assistant Treasurer, Patricia Lucast supporters From securing rehearsal space and equipment rentals, to print- ing concert programs and obtaining music licenses, we rely on the support of our members and donors. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for the Six-Month Period Ended September 2013 (Briefing Date: 10/31/2013) 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. Semi-Annual Consolidated Statements of Income Transition million yen FY3/2010 FY3/2011 FY3/2012 FY3/2013 FY3/2014 Apr.-Sept.'09 Apr.-Sept.'10 Apr.-Sept.'11 Apr.-Sept.'12 Apr.-Sept.'13 Net sales 548,058 363,160 215,738 200,994 196,582 Cost of sales 341,759 214,369 183,721 156,648 134,539 Gross profit 206,298 148,791 32,016 44,346 62,042 (Gross profit ratio) (37.6%) (41.0%) (14.8%) (22.1%) (31.6%) Selling, general, and administrative expenses 101,937 94,558 89,363 73,506 85,321 Operating income 104,360 54,232 -57,346 -29,159 -23,278 (Operating income ratio) (19.0%) (14.9%) (-26.6%) (-14.5%) (-11.8%) Non-operating income 7,990 4,849 4,840 5,392 24,708 (of which foreign exchange gains) ( - ) ( - ) ( - ) ( - ) (18,360) Non-operating expenses 1,737 63,234 55,366 23,481 180 (of which foreign exchange losses) (664) (62,175) (52,433) (23,273) ( - ) Ordinary income 110,613 -4,152 -107,872 -47,248 1,248 (Ordinary income ratio) (20.2%) (-1.1%) (-50.0%) (-23.5%) (0.6%) Extraordinary income 4,311 190 50 - 1,421 Extraordinary loss 2,306 18 62 23 18 Income before income taxes and minority interests 112,618 -3,981 -107,884 -47,271 2,651 Income taxes 43,107 -1,960 -37,593 -19,330 2,065 Income before minority interests - -2,020 -70,290 -27,941 586 Minority interests in income 18 -9 -17 55 -13 Net income 69,492 -2,011 -70,273 -27,996 600 (Net income ratio) (12.7%) (-0.6%) (-32.6%) (-13.9%) (0.3%) - 1 - Nintendo Co., Ltd. -
Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey Kong 64
RAREWARE GAMES DONKEY KONG COUNTRY DONKEY KONG COUNTRY 2 DIDDYS KONG QUEST DONKEY KONG 64 PDF-22RGDKCDKC2DKQDK613 | Page: 92 File Size 4,045 KB | 29 May, 2020 TABLE OF CONTENT Introduction Brief Description Main Topic Technical Note Appendix Glossary PDF File: Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey 1/2 Kong 64 - PDF-22RGDKCDKC2DKQDK613 Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey Kong 64 e-Book Name : Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey Kong 64 - Read Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey Kong 64 PDF on your Android, iPhone, iPad or PC directly, the following PDF file is submitted in 29 May, 2020, Ebook ID PDF-22RGDKCDKC2DKQDK613. Download full version PDF for Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey Kong 64 using the link below: Download: RAREWARE GAMES DONKEY KONG COUNTRY DONKEY KONG COUNTRY 2 DIDDYS KONG QUEST DONKEY KONG 64 PDF The writers of Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey Kong 64 have made all reasonable attempts to offer latest and precise information and facts for the readers of this publication. The creators will not be held accountable for any unintentional flaws or omissions that may be found. PDF File: Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey 2/2 Kong 64 - PDF-22RGDKCDKC2DKQDK613. -
Spend up to 25O/O of Their Time on Smaftphones Using Whatsapp. As
OASIS February 26,2014 Mr. Satoru Iwata President and CEO, Nintendo Co., Ltd. CEO, Nintendo of America 1 I -l Kamitoba-hokotate-cho, Minami-ku Kyoto 60 I -850 I Japan Dear Mr. Iwata, Oasis, a private investment fund management company, is an advisor to entities that are the beneficial owners of shares of Nintendo Co. Ltd. I am following up on my letter to you dated June I1,2013, in which Iwrote to you that as both customers and shareholders, Oasis would like to see Nintendo develop and sell games for the iOS and Android platforms, and that as shareholders, we look forward to participating in your current business and your future success. I was prompted to write this follow up, open letter to you after analyzing Facebook's purchase of WhatsApp for $19 billion. We believe that Facebook's decision demonstrates the value placed on maintaining supremacy in the Iimited pool of mobile social interaction. lt is the battle for consumer attention on the smartphone. According to media repofts, users in many countries spend up to 25o/o of their time on smaftphones using WhatsApp. As the holder of what is arguably the largest library of casual games, Nintendo is well placed to make an immediate entry into mobile. Adapting the Nintendo library for smartphones could profoundly alter the complexion of the "attention share" currently occupied by Facebook, WhatsApp, and mobile games developers. The same people who spent hours playing Super Mario, Donkey Kong, and Legend of Zelda as children are now a demographic whose engagement on the smartphone is valued by the market at well over $100 billion if we look at the aggregate value of all companies competing for attention on mobile. -
The LEGO Group and Nintendo Build out LEGO® Super Mario™ World for Even More Customised Adventures
The LEGO Group and Nintendo build out LEGO® Super Mario™ world for even more customised adventures The two companies expand LEGO® Super Mario™ with exciting new sets including: Master Your Adventure Maker Set, which puts kids in charge of the interactive level play like never before, three new Expansion Sets, two new Power-Up Packs, and 10 new collectible Character Packs BILLUND, November 17, 2020: The LEGO Group today announced a brand new range of sets and characters, opening up even more new adventures for the LEGO® Super Mario™ experience. Fans can expand on the LEGO Super Mario products launched earlier this year with a whole new range of sets and Collectible Characters – all designed to help them build a Super Mario world that’s unique to them and comes alive exactly how they want it to. Among the new sets is the Master Your Adventure Maker Set – a creative toolbox, which enables children to completely customise LEGO Super Mario building, play time and ways to earn coins. Using the Customisation Machine included in the Maker Set, children can change how LEGO Mario reacts to three Special Bricks, offering variety in play, excitement and an element of surprise. The Maker Set also introduces a new special Start Pipe that will shuffle the known rules of the level play, in that players are challenged to reach the Goal Pole in less time, yet with increased rewards up for grabs. The Maker Set comes with 366 pieces, all selected to ensure that children can unleash their creativity and customise their own levels for themselves or other players.