1St Quarter Results for Fiscal Year Ending March 2021
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Manual-3DS-Animal-Crossing-Happy
1 Important Information Basic Information 2 amiibo 3 Information-Sharing Precautions 4 Online Features 5 Note to Parents and Guardians Getting Started 6 Introduction 7 Controls 8 Starting the Game 9 Saving and Erasing Data Designing Homes 10 The Basics of Design 11 Placing Furniture 12 Unlockable Features Things to Do in Town 13 Nook's Homes 14 Visiting Houses and Facilities 15 Using amiibo Cards Internet Communication 16 Posting to Miiverse 17 Happy Home Network Miscellaneous 18 SpotPass 19 Paintings and Sculptures Troubleshooting 20 Support Information 1 Important Information Please read this manual carefully before using the software. If the software will be used by children, the manual should be read and explained to them by an adult. Also, before using this software, please select in the HOME Menu and carefully review content in "Health and Safety Information." It contains important information that will help you enj oy this software. You should also thoroughly read your Operations Manual, including the "Health and Safety Information" section, before using this software. Please note that except where otherwise stated, "Nintendo 3DS™" refers to all devices in the Nintendo 3DS family, including the New Nintendo 3DS, New Nintendo 3DS XL, Nintendo 3DS, Nintendo 3DS XL, and Nintendo 2DS™. CAUTION - STYLUS USE To avoid fatigue and discomfort when using the stylus, do not grip it tightly or press it hard against the screen. Keep your fingers, hand, wrist, and arm relaxed. Long, steady, gentle strokes work just as well as many short, hard strokes. Important Information Your Nintendo 3DS system and this software are not designed for use with any unauthorized device or unlicensed accessory. -
Annual Financial Report
Annual Financial Report KONAMI HOLDINGS CORPORATION and its subsidiaries Consolidated Financial Statements For the fiscal year ended March 31, 2021 KONAMI HOLDINGS CORPORATION TABLE OF CONTENTS 1. Consolidated Financial Statements ................................................................................................. - 1 - (1) Consolidated Statement of Financial Position ............................................................ - 1 - (2) Consolidated Statements of Profit or Loss and Comprehensive Income ......... - 3 - (3) Consolidated Statement of Changes in Equity ............................................................ - 5 - (4) Consolidated Statement of Cash Flows .......................................................................... - 6 - Notes to Consolidated Financial Statements ............................................................................ - 7 - Independent Auditors' Report ..............................................................................................................- 62 - 2. Business Review ....................................................................................................................................- 69 - 3. Risk Factors .............................................................................................................................................- 75 - Responsibility Statement .........................................................................................................................- 79 - As used in this annual report, references -
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 -
38 Studios: Rhode Island Economic Development Corp
38 Studios: Rhode Island Economic Development Corp. (“RIEDC”) Discussion Materials June 14, 2010 Public Session – Private and Confidential Interactive Entertainment Industry Overview Interactive Entertainment Market Opportunity Growth in the Interactive Entertainment Market will be Primarily Driven by Software Sales . Worldwide revenue representing retail value of shipments of videogame consoles, dedicated handheld gaming devices, and packaged software for consoles and handhelds reached a record high of $71.7 billion in 2008, up 15% from 2007’s record high of $62.4 billion. The worldwide market is expected to reach $124.1 billion in 2013, a projected compounded annual growth rate of 11.0%. While hardware revenue is projected to decline and then rise again in 2012 and 2013 due to the console cycle, the retail value of software shipments is expected to increase at a compounded annual growth rate of 14.3% in the projected years, reaching $101.8 billion in 2013. Worldwide Interactive Entertainment Revenue by Component ($ in Billions) Hardware Software '09E-'13E $150.0 CAGRs: $124.1 11.0% $108.7 $96.8 $100.0 $91.5 $81.9 $71.7 14.3% $62.4 $101.8 $89.8 $80.0 $59.7 $71.1 $50.0 $39.1 $46.6 $40.7 $25.4 $21.6 $25.1 $22.2 $22.3 $13.7 $20.3 $16.8 $18.9 0.1% $0.0 2006A 2007A 2008A 2009E 2010E 2011E 2012E 2013E Source: IDC, May 2009 38 Studios: Rhode Island Economic Development Corp. 2 Market Opportunity by Geography North America and Western Europe Each Currently Represent 40% of Total Market Share . -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for the Nine-Month Period Ended December 2013 (Briefing Date: 1/30/2014) 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. Consolidated Statements of Income Transition million yen FY3/2010 FY3/2011 FY3/2012 FY3/2013 FY3/2014 Apr.-Dec.'09 Apr.-Dec.'10 Apr.-Dec.'11 Apr.-Dec.'12 Apr.-Dec.'13 Net sales 1,182,177 807,990 556,166 543,033 499,120 Cost of sales 715,575 487,575 425,064 415,781 349,825 Gross profit 466,602 320,415 131,101 127,251 149,294 (Gross profit ratio) (39.5%) (39.7%) (23.6%) (23.4%) (29.9%) Selling, general and administrative expenses 169,945 161,619 147,509 133,108 150,873 Operating income 296,656 158,795 -16,408 -5,857 -1,578 (Operating income ratio) (25.1%) (19.7%) (-3.0%) (-1.1%) (-0.3%) Non-operating income 19,918 7,327 7,369 29,602 57,570 (of which foreign exchange gains) (9,996) ( - ) ( - ) (22,225) (48,122) Non-operating expenses 2,064 85,635 56,988 989 425 (of which foreign exchange losses) ( - ) (84,403) (53,725) ( - ) ( - ) Ordinary income 314,511 80,488 -66,027 22,756 55,566 (Ordinary income ratio) (26.6%) (10.0%) (-11.9%) (4.2%) (11.1%) Extraordinary income 4,310 115 49 - 1,422 Extraordinary loss 2,284 33 72 402 53 Income before income taxes and minority interests 316,537 80,569 -66,051 22,354 56,936 Income taxes 124,063 31,019 -17,674 7,743 46,743 Income before minority interests - 49,550 -48,376 14,610 10,192 Minority interests in income -127 -7 -25 64 -3 Net income 192,601 49,557 -48,351 14,545 10,195 (Net income ratio) (16.3%) (6.1%) (-8.7%) (2.7%) (2.0%) - 1 - Nintendo Co., Ltd. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27. -
Fairy Tail Explodes Onto Home Consoles Today!
FAIRY TAIL EXPLODES ONTO HOME CONSOLES TODAY! Join Natsu, Lucy and the Fairy Tail Guild on a Magical Adventure on the Nintendo Switch™, PlayStaon®4 and Windows PC via Steam®! Hertfordshire, 30th July 2020 - Today, KOEI TECMO Europe and developer GUST Studios released their spellbinding JRPG, FAIRY TAIL, on the Nintendo Switch™, PlayStation®4 computer entertainment system and Windows PC via Steam®. The game, based on the anime and manga of the same name by Hiro Mashima, marks the first time a FAIRY TAIL game has been released on home console in the West! FAIRY TAIL invites players to re-live, or experience for the first time, the series’ enchanting storyline from the popular Tenrou Island arc through to the Tartaros arc, along with all-new never before seen story and quest elements. The magical world of FAIRY TAIL is brought to life with remarkable detail throughout this all-new gaming experience, with phenomenal focus on delivering the type of magic and mystique fans of the worldwide sensation anime and manga series have been craving. Throughout their journey, players will be able to form their dream five-mage battle party from a selection of over 16 iconic characters, including: Natsu, Lucy, Gray, Erza, Wendy, Gajeel, Juvia, Rogue, Kagura, Sherria, Sting, Ichiya, Laxus, Mirajane, Jellal and Gildarts. The character’s unique magic abilities from the series are brought to life within the game, including Unison Raids where characters can combine together to unleash their magic spells at once and overpower enemies. Even Extreme Magic Spells can be used, including Kanna’s Fairy Glitter – which can be activated when magic attacks are combined – to get the upper hand in battle. -
Hi-Bit Pixel Graphics – the New Era of Pixel Art
Hi-Bit Pixel Graphics – The New Era of Pixel Art Olli Heikkinen Thesis May 2021 Degree Programme in Information Business Systems Game Production 2 ABSTRACT Tampere University of Applied Sciences Information Business Systems Game Production Olli Heikkinen Hi-Bit Pixel Graphics – New Era of Pixel Art Bachelor's thesis 35 pages May 2021 This bachelor’s thesis studies how pixel graphics in video games are seen today, and what current trends make classic pixel graphics hi-bit. This thesis briefly covers the beginnings of pixel graphics, how pixel graphics in video games have changed over the years, as well as a few key techniques that make hi-bit pixel art. To further demonstrate the elements of hi-bit pixel graphics, a short game demo “Mr. Skullerton’s Vault” was created in the Unity game engine. In this demonstration a variety of different hi-bit pixel art techniques were tested, including pixel perfect settings, normal mapping, skeletal animation. The techniques tested in this demonstration proved to be significant elements, which distinguish classic pixel graphics from hi-bit pixel art Key words: pixel graphics, pixel art, video game graphics 3 CONTENTS Introduction ................................................................................................ 5 1 Pixel art in general ................................................................................ 7 1.1 Pixel art in video games today ....................................................... 8 1.2 Why Hi bit-pixel art? .................................................................... -
E-Sports Rules
UCSF E-Sports Game-Specific Rules Super Smash Bros. Ultimate Mario Kart 8 Deluxe Rocket League League of Legends Among Us Super Smash Bros. Ultimate 1. Games will be played best 3 out of 5 a. Playoffs best 4 out of 7 2. Prior to each match, players should add each other as friends on their respective Nintendo Switch consoles. 3. Whoever is the “Home” player, person who is listed first, on the schedule is responsible for creating the lobby through the following screen selections: a. “Online” → “Smash” → “Battle Arenas” → “Create Arena” b. If there are any questions as to who the “Home” player is, contact your opponent via Discord to confirm match time as well as who will take responsibility for the “Home” player. 4. The following settings are required for all UCSF E-Sports Super Smash Bros Ultimate matches a. Type: All Skill Levels b. Visibility: Friends c. Format: 1-on-1 d. Rules: 1. Style: Stock 2. Stock: 3 3. Time Limit: 7:00 4. FS Meter: Off 5. Damage Handicap: Off 6. Items: Off and None 7. Click Advanced a. Stage Hazards: Off b. Team Attack: Off c. Launch Rate: 1.0x d. Score Display: Off e. Show Damage: Yes e. Click More Settings: 1. Max Players: 2 2. Stage Selection: Choice 3. Custom Stages: Off 4. amiibo: Off 5. Spirits: Off 6. Voice Chat: Off f. Arena Name: What week in the season it is (Ex: Week 1 or Week 2) 5. In the event an incorrect ruleset is used, the match should be stopped and reset with the correct ruleset. -
Deck 13 Announces Publishing Collaboration with Indie Developer Burning Arrow for the Other 99
Deck13 Interactive GmbH | Deck13 Games | Gutleutstr. 82 | D-60329 Frankfurt | Germany Press Release DECK 13 ANNOUNCES PUBLISHING COLLABORATION WITH INDIE DEVELOPER BURNING ARROW FOR THE OTHER 99 First Gameplay Footage For First Person Survival Adventure Game Released Today Frankfurt, April 21, 2016 – UK startup studio Burning Arrow Ltd. has teamed up with Deck13 (Lords of the Fallen, The Surge) to release their ambitious debut title, The Other 99. The first person survival adventure will be released on PlayStation4, Xbox One and PC, starting with an Early Access release this July. First footage of the game is now availa- ble on Steam. Jan Klose (Managing Director, Deck13): “We’re very happy that our publishing branch, Deck13 Games, is taking off, and that we’ve earned the trust of the talented people at Burning Arrow. We’ll help them to reach a big audience with their unique and creative game.” Thomas Brown (Co-owner, Burning Arrow): “We are very excited about our debut title, The Other 99, and are thankful to Deck13 for spotting its potential. We look forward to their continued support and can’t wait to bring out more information in the coming months.” In The Other 99, players find themselves on an island with nothing but a note which reads, “the only way off the island is through the other 99.” Each enemy NPC is just as desperate to survive as you, and will stop at nothing to achieve their goal.... The game features brutal visceral combat, story driven exploration and stealth elements. Users are invited to join the communities on Facebook, Twitter and visit the Steam page. -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes. -
Sony Computer Entertainment Inc. Introduces Playstation®4 (Ps4™)
FOR IMMEDIATE RELEASE SONY COMPUTER ENTERTAINMENT INC. INTRODUCES PLAYSTATION®4 (PS4™) PS4’s Powerful System Architecture, Social Integration and Intelligent Personalization, Combined with PlayStation Network with Cloud Technology, Delivers Breakthrough Gaming Experiences and Completely New Ways to Play New York City, New York, February 20, 2013 –Sony Computer Entertainment Inc. (SCEI) today introduced PlayStation®4 (PS4™), its next generation computer entertainment system that redefines rich and immersive gameplay with powerful graphics and speed, intelligent personalization, deeply integrated social capabilities, and innovative second-screen features. Combined with PlayStation®Network with cloud technology, PS4 offers an expansive gaming ecosystem that is centered on gamers, enabling them to play when, where and how they want. PS4 will be available this holiday season. Gamer Focused, Developer Inspired PS4 was designed from the ground up to ensure that the very best games and the most immersive experiences reach PlayStation gamers. PS4 accomplishes this by enabling the greatest game developers in the world to unlock their creativity and push the boundaries of play through a system that is tuned specifically to their needs. PS4 also fluidly connects players to the larger world of experiences offered by PlayStation, across the console and mobile spaces, and PlayStation® Network (PSN). The PS4 system architecture is distinguished by its high performance and ease of development. PS4 is centered around a powerful custom chip that contains eight x86-64 cores and a state of the art graphics processor. The Graphics Processing Unit (GPU) has been enhanced in a number of ways, principally to allow for easier use of the GPU for general purpose computing (GPGPU) such as physics simulation.