The Legend of Video Game-Nintendo
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A History of Video Game Consoles Introduction the First Generation
A History of Video Game Consoles By Terry Amick – Gerald Long – James Schell – Gregory Shehan Introduction Today video games are a multibillion dollar industry. They are in practically all American households. They are a major driving force in electronic innovation and development. Though, you would hardly guess this from their modest beginning. The first video games were played on mainframe computers in the 1950s through the 1960s (Winter, n.d.). Arcade games would be the first glimpse for the general public of video games. Magnavox would produce the first home video game console featuring the popular arcade game Pong for the 1972 Christmas Season, released as Tele-Games Pong (Ellis, n.d.). The First Generation Magnavox Odyssey Rushed into production the original game did not even have a microprocessor. Games were selected by using toggle switches. At first sales were poor because people mistakenly believed you needed a Magnavox TV to play the game (GameSpy, n.d., para. 11). By 1975 annual sales had reached 300,000 units (Gamester81, 2012). Other manufacturers copied Pong and began producing their own game consoles, which promptly got them sued for copyright infringement (Barton, & Loguidice, n.d.). The Second Generation Atari 2600 Atari released the 2600 in 1977. Although not the first, the Atari 2600 popularized the use of a microprocessor and game cartridges in video game consoles. The original device had an 8-bit 1.19MHz 6507 microprocessor (“The Atari”, n.d.), two joy sticks, a paddle controller, and two game cartridges. Combat and Pac Man were included with the console. In 2007 the Atari 2600 was inducted into the National Toy Hall of Fame (“National Toy”, n.d.). -
1. Introduction
Latest Gaming Console 1 1. INTRODUCTION Gaming consoles are one of the best digital entertainment media now available. Gaming consoles were designed for the sole purpose of playing electronic games. A gaming console is a highly specialised piece of hardware that has rapidly evolved since its inception incorporating all the latest advancements in processor technology, memory, graphics, and sound among others to give the gamer the ultimate gaming experience. A console is a command line interface where the personal computer game's settings and variables can be edited while the game is running. But a Gaming Console is an interactive entertainment computer or electronic device that produces a video display signal which can be used with a display device to display a video game. The term "video game console" is used to distinguish a machine designed for consumers to buy and use solely for playing video games from a personal computer, which has many other functions, or arcade machines, which are designed for businesses that buy and then charge others to play. 1.1. Why are games so popular? The answer to this question is to be found in real life. Essentially, most people spend much of their time playing games of some kind or another like making it through traffic lights before they turn red, attempting to catch the train or bus before it leaves, completing the crossword, or answering the questions correctly on Who Wants To Be A Millionaire before the contestants. Office politics forms a continuous, real-life strategy game which many people play, whether they want to or not, with player- definable goals such as ³increase salary to next level´, ³become the boss´, ³score points off a rival colleague and beat them to that promotion´ or ³get a better job elsewhere´. -
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. -
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. -
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 Computer Input/Output Subsystem Education in an Undergraduate Introductory Course: a Multiperspective Study
Euskal Herriko Unibertsitatea Universidad del País Vasco Konputagailuen Arkitektura eta Teknologia Saila Departamento de Arquitectura y Tecnología de Computadores INFORMATIKA FAKULTATEA FACULTAD DE INFORMÁTICA The Computer Input/Output Subsystem Education in an undergraduate introductory course: a Multiperspective Study Dissertation Presented to the department of Computer Architecture and Technology in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in Computer Science by Edurne Larraza-Mendiluze PhD Advisor Nestor Garay-Vitoria Donostia, December 20, 2013 Servicio Editorial de la Universidad del País Vasco (UPV/EHU) Euskal Herriko Unibertsitateko Argitalpen Zerbitzua (UPV/EHU) University of the Basque Country - Editorial Service (UPV/EHU) ISBN: 978-84-9082-010-0 Laburpena Tesi hau informatikaren irakaskuntzaren ikerkuntza lerroaren barruan ko- katzen da. Oinarri gisa, teknologia, pedagogia eta edukien ezagutza eredua (TPACK model, bere ingeleseko sigletatik) hartzen du. Ikerketa honetan, aipatutako ereduaren osagai bakoitza ikuspuntu desberdin gisa erabilia izan da konputagailuaren S/I azpisistemaren irakaskuntza aztertzeko. Edukien ezagutza osagaiaren ikuspuntutik, testuliburuak, unibertsitatee- tako programak eta ikerkuntza bibliografia aztertu dira eta gaia irudikatzeko hurbilpen bat baino gehiago badaudela aurkitu da. Teknologiaren ezagutza osagaiaren ikuspuntutik, Nintendo DS makinaren S/I azpisistemaren funtzionamendua aztertu da. Pedagogiaren ezagutza osagaiaren ikuspuntutik, proiektuetan oinarritutako -
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. -
Complete-Famicom-Game-List.Pdf
--------------------------------------------------------------------------------------------- The Ultimate Famicom Software Guide -- version 1.0 -- Created by fcgamer, fcgamer26 [at] gmail [dot] com https://fcgamer.wordpress.com --------------------------------------------------------------------------------------------- INTRODUCTION / AUTHOR'S NOTE: When I first started collecting Famicom games, over three years ago, I had decided to chase after a complete set of the unlicensed software developed for the Famicom. I chose this goal partially because of my location, but also because it was a collection that few people had ever bothered to collect. Aside from a few deleted webpages available through archive.org and the incomplete sources at Famicom World and BootlegGames Wiki, there just wasn't much to go on. Hundreds of hours of searching through auctions around the globe, chatting with other collectors, and just going out and tracking down this obscure corner of Famicom collecting, and I had ended up compiling my own personal list to help aid with my own collecting goals. Since those modest times, the scope of my personal collection has evolved into collecting everything Famicom, from Russian translations to educational cartridges, to official game packs and promos as well. As such, the documents which I use to keep track of my collection / game wants also evolved, and I felt it was time to compile it into a more user-friendly document. Likewise, I would like to offer this document as a gift to all of my collecting buddies out there, who have helped sell / trade / gift me so many carts over the past three years. My collection wouldn't be where it is today without you guys, and without all of the interesting discussions about Famicom, I probably would have also lost interest by now if I were to go at it truly solo. -
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. -
240 CASE STUDY of NINTENDO AS TRADITIONAL COMPANY in JAPAN KHAIRI MOHAMED OMAR Applied Science University, Bahrain ABSTRACT
Qualitative and Quantitative Research Review, Vol 3, Issue 1, 2018 ISSN No: 2462-1978 eISSNNo: 2462-2117 CASE STUDY OF NINTENDO AS TRADITIONAL COMPANY IN JAPAN KHAIRI MOHAMED OMAR Applied science University, Bahrain ABSTRACT Each nation has own corporate issues that relates to nation’s corporate style. According to research by OECD, Mexico is the highest rate of average working hours annually in the world (“Hour worked,” 2017). It is 2,255 hours per worker in annual. Since hour in a year is 8,760, people in Mexico are working about a fourth part of a year. Assuming that workers do not need to work on weekend, then hours in a year that workers need work should be around 6,240 hours that it flexibly changes by the year. People in Mexico are working at least 8 hours daily. Claire (2015) stated that long working hours will lead to inadequate sleeping hours, and it causes insufficient working performance in research. For Japan, Japanese corporate management is sometimes argued as an issue. For example, workers in Japan increase their salary based on their seniority. It is not sometimes considered their actual ability, instead of that; company more considers their career and experience. This kind of Japanese traditional working system more tends to be applied by old company in Japan. Since Nintendo has an old history, these management implications are more applicable. Therefore, this case will be about Japanese-traditional-style management strategy of Nintendo. NINTENDO BACKGROUND Nintendo is one of the market leaders in a gaming industry. In particular, it is known as gaming hardware manufacturing corporation.