1 Japanese Video Game Industry Japanese Economy Division

Total Page:16

File Type:pdf, Size:1020Kb

1 Japanese Video Game Industry Japanese Economy Division Industrial Reports (c) JETRO, 2007 Japanese Video Game Industry Japanese Economy Division Summary In 2005, shipments of home video games increased for the first time in four years, bolstered by launches of the Nintendo DS and Sony PlayStation Portable. Next-generation game consoles, such as the Nintendo Wii and Sony PlayStation 3 to be marketed from the end of 2006, are expected to further expand the home video game market into 2007. Since the release of Nintendo’s Family Computer (Famicon) in 1983, Japan’s electronic game industry has come to depend on home video games to such an extent that it can be interchangeably called the game console industry. In recent years, the spread of broadband, flat-rate telecommunications services has enabled new platforms for games, such as online and mobile, further broadening the industry’s base. This report, however, covers only the home video game industry, which still accounts for a significant portion of the industry. 1. History of video game industry Japanese video game companies have been overwhelmingly competitive in the international market, but competition in the hardware sector has intensified in recent years, following the entry of Microsoft. A. Desktop game consoles The industry dawned with the runaway success of the Atari 2600, a home game device with a plug-in ROM cartridge, which was launched by Atari in the U.S. market in 1977. Third-party software could be developed freely, because Atari made the programming specifications openly available. As a result, numerous software packages appeared and were well received by users. Over time, however, user support steadily weakened as inferior software also began to circulate. The market for the Atari 2600 rapidly declined due to stiff competition during the 1982 Christmas season, and the U.S. market remained in the doldrums until the arrival of the Nintendo Entertainment System (NES) in 1985. In Japan, on the other hand, the video game market expanded rapidly from the time Nintendo released the Family Computer in 1983. Many manufacturers launched home game units around this time, but from 1983 to 2000 competition mainly involved three companies: NEC Home Electronics (NEC), Nintendo and Sega Corporation. Since 2000, however, the major players have been Microsoft, Nintendo and Sony Computer Entertainment (Sony) (Fig. 1). 1 Industrial Reports (c) JETRO, 2007 Fig. 1 M ile stone s in Home De s ktop Game s 1977 TV Jack1000, 1200, 1500, 2500, 3000 (Bandai) 1978 Visicom (Toshiba) Video Computer System (made by Atari, sold by Epoch) 1979 Supervision8000 (Bandai) Cassette vision (Epoch), Pyu-Ta (Tomy) 1981 Game Pasocom M5 (Sword / Takara) Max Machine (Commodore) Family Computer (Nintendo), SG-1000, SC-3000 (Sega) PV-1000 (Casio), OseroMaltibision (Tsukuda) 1983 TV Boy (Gakken), My Vision (Kanto Denshi / Nihon Bussan) Cassette vision Jr. (Epoch) SG-1000 II (Sega), Super Cassette vision (Epoch) 1984 RX-78 (Bandai), Pyu-Ta Mk II (Tomy) 1985 Sega Mark III (Sega) 1986 DiscSystem (Nintendo), Twin Famicom (Sharp) 1987 Master System (Sega), PC Engine (NEC) 1988 Megadrive (Sega), CD-ROM (NEC) 1990 Super Famicom (Nintendo), Neogeo (SNK) 1991 MegaCD (Sega), PC Engine Duo, Super CD-ROM (NEC) 1992 Wondermega (Victor) 1993 Laser Active (Pioneer) PlayStation (SCE), 3DO Real (Panasonic) 3DO Try (Sanyo), Saturn (Sega), PC-FX (NEC) 1994 Playdia (Bandai), Neogeo CD (SNK) Super 32X (Sega) 1996 Nintendo 64 (Nintendo), PiPPiN@Atmark (Bandai) 1998 Dreamcast (Sega) 2000 PlayStation 2 (SCE), Psone (SCE) 2001 Nintendo GameCube (Nintendo) 2002 X box (Microsoft) 2003 PSX (Sony) 2005 X box 360 (Microsoft) 2006 Family Computer (Nintendo), SG-1000, SC-3000 (Sega) SCE = Sony Computer Entertainment Source: Computer Entertainment Suppliers Association, 2006 CESA Game White Paper. 2 Industrial Reports (c) JETRO, 2007 1) From 1983: 8-bit CPUs Nintendo released the Family Computer and Sega the SG-1000 in 1983. Both consoles contained eight-bit CPUs and games were played using proprietary plug-in cartridges. The major difference between the two consoles was that Nintendo offered a large lineup of games developed under license by third parties, while the SG-1000 only accepted games developed by Sega. Over time, however, Nintendo began licensing to third parties due to its limited capacity to develop competitive games. As a result, by 1984 outside companies were producing hit games for the Family Computer, such as Galaxian by Namco, the leading arcade game manufacturer, and Lode Runner, a smash hit that sold 1.2 million cartridges, by Hudson Soft, a major PC software developer. As a result, the Family Computer’s wide variety of games helped it lead the market with 62.91 million units shipped, including 19.35 million in Japan and 42.56 million overseas. 2) From 1988: 16-bit CPUs and CD-ROMs The market for 16-bit consoles, which offered improved graphics and sound over 8-bit models, began in 1987 with the NEC PC Engine, which featured an 8-bit CPU but 16-bit-equivalent graphics and processing. The first true 16-bit models were the Sega Mega Drive in 1988 and the Nintendo Super Famicom in 1990. Although the 16-bit Super Famicom was the successor to the Family Computer, games for the latter were not compatible with the former. Nevertheless, the Super Famicom was superior to the NEC and Sega models in terms of audio-video performance, so it captured an overwhelming market share amounting to 49.10 million units shipped, including 17.17 million in Japan and 31.93 million overseas. Sega’s Mega Drive was the first console with a true 16-bit CPU. As the successor to the Sega Mark III and Master System, the Mega Drive could accept games for these earlier models via an optional adapter. Games were also available from third parties. Despite these features, however, Sega was unable to take the lead in 16-bit models due to the Super Famicom’s overwhelming popularity. Following the launch of 16-bit consoles, manufacturers released outboard CD-ROM drives to play software. Sega released the Mega-CD for its Mega Drive, and NEC the CD-ROM2 and Super CD-ROM2 for its PC Engine. CD-ROM software offered far better graphics and sound, as well as more capacity, than cartridge software. They also could be produced faster and at less cost. Soon CD-ROMs were the standard medium for game software. Interestingly, Nintendo was engaged in developing a CD-ROM drive for its Super Famicom, but never released it. 3) From 1994: 32-bit and 64-bit CPUs A series of 32-bit game consoles came out beginning in 1994, offering yet again higher performance than existing models. Most of these consoles used CD-ROMs. The 3DO Real, based on specs developed by the 3DO Company of the U.S., was released by Matsushita Electric Industrial. The unit price was undercut significantly by the subsequently launched PlayStation and Sega Saturn, so 3DO faded from the market. The 32-bit game console market was divided between the Sony PlayStation and Sega Saturn, but the PlayStation seized an overwhelming share based on the success of hit titles, particularly Final Fantasy and Dragon Quest, both by Square Enix. Sony shipped 102.49 million PlayStations, including 21.59 million in Japan, 40.78 million in North America and 40.12 million in Europe. Two years after the launch of the PlayStation, Nintendo released the 64-bit Nintendo 64, but the model was unable to break the PlayStation’s stranglehold on the market. Worldwide shipments totaled 32.93 million units 4) From 2000: PlayStation 2 After the introduction of 32-bit consoles, Sony released the PlayStation 2 (PS2), Sega the Dreamcast and Nintendo the GameCube. Microsoft then entered the market with the Xbox. The PS2 is compatible with the PlayStation, but the other consoles are not compatible with their respective predecessors. The PS2 helped to popularize DVDs for gaming, since it accepts DVD- ROMs, and can even play DVD videos. The PS2 quickly grabbed an overwhelming share, largely because it could use the huge number of games people had already purchased for the some 100 3 Industrial Reports (c) JETRO, 2007 million PlayStations sold worldwide. Worldwide shipments of the PS2 have amounted to 101.37 million, 22.83 million in Japan, 40.99 million in North America and 37.55 million in Europe. Sega’s Dreamcast shipped only 9.13 million units, so the company dropped out of the hardware market. Microsoft’s Xbox, plagued by initial product glitches and a glaring lack of appealing software, was unable to succeed in Japan. 5) From 2005: Next-generation consoles Microsoft, despite its initial failure with the Xbox in Japan, stole the lead on sixth-generation models with the Xbox 360, launched in December 2005. Sony released the PS3 in November 2006 and Nintendo the Wii in December 2006. B. Portable game consoles The first portable game devices were the Game & Watch series, which Nintendo launched in 1980. Games were built in, and the consoles could not accept external software. Nevertheless, the series was very popular, with some 13 million units shipped in Japan. The Game Boy, however, revolutionized the portable game device market in 1989 (Fig. 2). Fig. 2 Milestones in Portable Game Consoles 1980 Game & Watch (Nintendo) 1989 Game Boy (Nintendo), Lynx (Atari) 1990 Game Gear (Sega), PC Engine GT (NEC) 1994 Game Boy Bros. (Nintendo) 1995 Virtual Boy (Nintendo) 1996 Game Boy Pocket (Nintendo) Game Boy Light, Game Boy Color (Nintendo) 1998 Neogeo Pocket (SNK) 1999 WonderSwan (Bandai), Neogeo Pocket Color (SNK) 2000 WonderSwan Color (Bandai) 2001 Game Boy Advance (Nintendo) 2002 Swan Crystal (Bandai) 2003 Game Boy Advance SP (Nintendo) Nintendo DS (Nintendo) 2004 PSP (SCE) 2005 Nintendo DS Lite, Game Boy micro (Nintendo) Source: Computer Entertainment Suppliers Association, 2006 CESA Game White Paper.
Recommended publications
  • ANNUAL REPORT 2000 SEGA CORPORATION Year Ended March 31, 2000 CONSOLIDATED FINANCIAL HIGHLIGHTS SEGA Enterprises, Ltd
    ANNUAL REPORT 2000 SEGA CORPORATION Year ended March 31, 2000 CONSOLIDATED FINANCIAL HIGHLIGHTS SEGA Enterprises, Ltd. and Consolidated Subsidiaries Years ended March 31, 1998, 1999 and 2000 Thousands of Millions of yen U.S. dollars 1998 1999 2000 2000 For the year: Net sales: Consumer products ........................................................................................................ ¥114,457 ¥084,694 ¥186,189 $1,754,018 Amusement center operations ...................................................................................... 94,521 93,128 79,212 746,227 Amusement machine sales............................................................................................ 122,627 88,372 73,654 693,867 Total ........................................................................................................................... ¥331,605 ¥266,194 ¥339,055 $3,194,112 Cost of sales ...................................................................................................................... ¥270,710 ¥201,819 ¥290,492 $2,736,618 Gross profit ........................................................................................................................ 60,895 64,375 48,563 457,494 Selling, general and administrative expenses .................................................................. 74,862 62,287 88,917 837,654 Operating (loss) income ..................................................................................................... (13,967) 2,088 (40,354) (380,160) Net loss.............................................................................................................................
    [Show full text]
  • 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
    [Show full text]
  • UPC Platform Publisher Title Price Available 730865001347
    UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435
    [Show full text]
  • Video Game Archive: Nintendo 64
    Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 ​ Table of Contents…………………………………………………………………………………………. 3 ​ Table of Figures……………………………………………………………………………………………5 ​ Acknowledgements……………………………………………………………………………………….. 7 ​ Executive Summary………………………………………………………………………………………. 8 ​ 1-Introduction…………………………………………………………………………………………….. 9 ​ 2-Background………………………………………………………………………………………… . 11 ​ ​ ​ 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 ​ 2.2 - The Console and its Competitors:………………………………………………………………. 16 ​ ​ Development of the Console……………………………………………………………………...16
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • Videogames at the Library: Ahistoricalperspective
    VideoGames at the Library: AHistoricalPerspective Gustavo Marfia∗,AlessandroAmoroso∗,MarcoRoccetti∗,GiulioBasile∗,ClaudioE.Palazzi† ∗ Dipartimento di Scienze dell’Informazione - Universit`adiBologna,Italia Email: {amoroso, marfia, roccetti}@cs.unibo.it † Dipartimento di Matematica Pura e Applicata - Universit`adegli Studi di Padova, Italia Email: [email protected] Abstract —We present an overview or the video games available at the Film Library of Bologna. This institution, in collaboration with the University of Bologna, has a whole collateral branch dedicated to the video games, as they can be considered a recreational activity somehow related to movies. This collection of video games conceptually starts from the ones that are strictly connected to movies, and then expands to a wider class of video games. A video game could be related with a movie either as its direct inspiration, its prequel or collateral plot, or also be created as a direct consequence of that movie. The expansion of the collection available in the Library includes a historical set of video games. In this paper we discuss the historical perspective of the relationship between technology and video games, providinga complete historical view of the video games by means of the titles and the consoles available in the Library. Several dedicated consoles are still in working conditions and could be used by the visitors of the Library. I. INTRODUCTION The collection of the Play Room of the Film Library of Bologna contains about 2000 video games, whose releases Fig. 1. Temporal distribution of games available at the Library with respect to the hardware platforms range from 1979, till the present date.
    [Show full text]
  • Instruction Booklet 53920A
    OFFICIAL NINTENDO POWER PLAYER'S GUIDE AVAILABLE AT YOUR NEAREST RETAILER! WWW.NINTENDO.COM Nintendo of America Inc. P.O. Box 957, Redmond, WA 98073-0957 U.S.A. www.nintendo.com INSTRUCTION BOOKLET PRINTED IN USA 53920A PLEASE CAREFULLY READ THE SEPARATE HEALTH AND SAFETY PRECAUTIONS BOOKLET INCLUDED WITH THIS WARNING - Electric Shock ® PRODUCT BEFORE USING YOUR NINTENDO HARDWARE To avoid electric shock when you use this system: SYSTEM, GAME DISC OR ACCESSORY. THIS BOOKLET CONTAINS IMPORTANT HEALTH AND SAFETY INFORMATION. Do not use the Nintendo GameCube during a lightning storm. There may be a risk of electric shock from lightning. Use only the AC adapter that comes with your system. Do not use the AC adapter if it has damaged, split or broken cords or wires. IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING Make sure that the AC adapter cord is fully inserted into the wall outlet or WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES extension cord. Always carefully disconnect all plugs by pulling on the plug and not on the cord. Make sure the Nintendo GameCube power switch is turned OFF before removing the AC adapter cord from an outlet. WARNING - Seizures Some people (about 1 in 4000) may have seizures or blackouts triggered by CAUTION - Motion Sickness light flashes or patterns, such as while watching TV or playing video games, Playing video games can cause motion sickness. If you or your child feel dizzy or even if they have never had a seizure before. nauseous when playing video games with this system, stop playing and rest.
    [Show full text]
  • A Nintendo 3DS™ XL Or Nintendo 3DS™
    Claim a FREE download of if you register ™ a Nintendo 3DS XL ™ or Nintendo 3DS and one of these 15 games: or + Registration open between November 27th 2013 and January 13th 2014. How it works: 1 2 3 Register a Nintendo 3DS XL or Nintendo 3DS system and one of 15 eligible games Log in to Club Nintendo Use your download code at www.club-nintendo.com by 22:59 (UK time) on January 13th 2014. 24 hours later and in Nintendo eShop check the promotional banners before 22:59 (UK time) Eligible games: for your free download code on March 13th, 2014 • Mario & Luigi™: Dream Team Bros. • Sonic Lost World™ to download ™ • Animal Crossing™: New Leaf • Monster Hunter™ 3 Ultimate SUPER MARIO 3D LAND for free! • The Legend of Zelda™: • Pokémon™ X A Link Between Worlds • Pokémon™ Y ™ • Donkey Kong Country Returns 3D • Bravely Default™ ™ • Fire Emblem : Awakening • New Super Mario Bros.™ 2 ™ • Luigi’s Mansion 2 • Mario Kart™ 7 ® • LEGO CITY Undercover: • Professor Layton The Chase Begins and the Azran Legacy™ Please note: Club Nintendo Terms and Conditions apply. For the use of Nintendo eShop the acceptance of the Nintendo 3DS Service User Agreement and Privacy Policy is required. You must have registered two products: (i) a Nintendo 3DS or Nintendo 3DS XL system (European version; Nintendo 2DS excluded) and (ii) one out of fi fteen eligible games in Club Nintendo at www.club-nintendo.com between 27th November 2013, 15:01 UK time and 13th January 2014, 22:59 UK time. Any packaged or downloadable version of eligible software is eligible for this promotion.
    [Show full text]
  • Poképark™ Wii: Pikachus Großes Abenteuer GENRE Action/Adventure USK-RATING Ohne Altersbeschränkung SPIELER 1 ARTIKEL-NR
    PRODUKTNAME PokéPark™ Wii: Pikachus großes Abenteuer GENRE Action/Adventure USK-RATING ohne Altersbeschränkung SPIELER 1 ARTIKEL-NR. 2129140 EAN-NR. 0045496 368982 RELEASE 09.07.2010 PokéPark™ Wii: Pikachus großes Abenteuer Das beliebteste Pokémon Pikachu sorgt wieder einmal für großen Spaß: bei seinem ersten Wii Action-Abenteuer. Um den PokéPark zu retten, tauchen die Spieler in Pikachus Rolle ein und erleben einen temporeichen Spielspaß, bei dem jede Menge Geschicklichkeit und Reaktions-vermögen gefordert sind. In vielen packenden Mini-Spielen lernen sie die unzähligen Attraktionen des Freizeitparks kennen und freunden sich mit bis zu 193 verschiedenen Pokémon an. Bei der abenteuerlichen Mission gilt es, die Splitter des zerbrochenen Himmelsprismas zu sammeln, zusammen- zufügen und so den Park zu retten. Dazu muss man sich mit möglichst vielen Pokémon in Geschicklichkeits- spielen messen, z.B. beim Zweikampf oder Hindernislauf. Nur wenn die Spieler gewinnen, werden die Pokémon ihre Freunde. Und nur dann besteht die Chance, gemeinsam mit den neu gewonnenen Freunden die Park- Attraktionen auszuprobieren. Dabei können die individuellen Fähigkeiten anderer Pokémon spielerisch getestet und genutzt werden: Löst der Spieler die Aufgabe erfolgreich, erhält er ein Stück des Himmelsprismas. Ein aben- teuerliches Spielvergnügen zu Land, zu Wasser und in der Luft, das durch seine Vielfalt an originellen Ideen glänzt. Weitere Informationen fi nden Sie unter: www.nintendo.de © 2010 Pokémon. © 1995-2010 Nintendo/Creatures Inc. /GAME FREAK inc. TM, ® AND THE Wii LOGO ARE TRADEMARKS OF NINTENDO. Developed by Creatures Inc. © 2010 NINTENDO. wii.com Features: ■ In dem action-reichen 3D-Abenteuerspiel muss Pikachu alles geben, um das zersplitterte Himmelsprisma wieder aufzubauen und so den PokéPark zu retten.
    [Show full text]
  • 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.
    [Show full text]
  • Sword & Shield—Vivid Voltage Card List
    Pokémon TCG: Sword & Shield—Vivid Voltage Card List Use the check boxes below to keep track of your Pokémon TCG cards! 001 Weedle ● 048 Zapdos ★H 095 Lycanroc ★ 142 Tornadus ★H 002 Kakuna ◆ 049 Ampharos V 096 Mudbray ● 143 Pikipek ● 003 Beedrill ★ 050 Raikou ★A 097 Mudsdale ★ 144 Trumbeak ◆ 004 Exeggcute ● 051 Electrike ● 098 Coalossal V 145 Toucannon ★ 005 Exeggutor ★ 052 Manectric ★ 099 Coalossal VMAX X 146 Allister ◆ 006 Yanma ● 053 Blitzle ● 100 Clobbopus ● 147 Bea ◆ 007 Yanmega ★ 054 Zebstrika ◆ 101 Grapploct ★ 148 Beauty ◆ 008 Pineco ● 055 Joltik ● 102 Zamazenta ★A 149 Cara Liss ◆ 009 Celebi ★A 056 Galvantula ◆ 103 Poochyena ● 150 Circhester Bath ◆ 010 Seedot ● 057 Tynamo ● 104 Mightyena ◆ 151 Drone Rotom ◆ 011 Nuzleaf ◆ 058 Eelektrik ◆ 105 Sableye ◆ 152 Hero’s Medal ◆ 012 Shiftry ★ 059 Eelektross ★ 106 Drapion V 153 League Staff ◆ 013 Nincada ● 060 Zekrom ★H 107 Sandile ● 154 Leon ★H 014 Ninjask ★ 061 Zeraora ★H 108 Krokorok ◆ 155 Memory Capsule ◆ 015 Shaymin ★H 062 Pincurchin ◆ 109 Krookodile ★ 156 Moomoo Cheese ◆ 016 Genesect ★H 063 Clefairy ● 110 Trubbish ● 157 Nessa ◆ 017 Skiddo ● 064 Clefable ★ 111 Garbodor ★ 158 Opal ◆ 018 Gogoat ◆ 065 Girafarig ◆ 112 Galarian Meowth ● 159 Rocky Helmet ◆ 019 Dhelmise ◆ 066 Shedinja ★ 113 Galarian Perrserker ★ 160 Telescopic Sight ◆ 020 Orbeetle V 067 Shuppet ● 114 Forretress ★ 161 Wyndon Stadium ◆ 021 Orbeetle VMAX X 068 Banette ★ 115 Steelix V 162 Aromatic Energy ◆ 022 Zarude V 069 Duskull ● 116 Beldum ● 163 Coating Energy ◆ 023 Charmander ● 070 Dusclops ◆ 117 Metang ◆ 164 Stone Energy ◆
    [Show full text]