Donkey Kong 64
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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. -
Donkey Kong 64
NUS-P-NDOP-NFRG SPIELANLEITUNG MODE D’EMPLOI CONTENTS Deutsch . 4 Français . 24 64 LA MANETTE DE JEU NINTENDO® TABLE DES MATIERES La manette multidirectionnelle de la manette Nintendo64 est dotée d’un système unique de capteurs analogiques qui répondent à vos commandes instantanément HISTOIRE .................................................. 25 LES INSTRUMENTS DE CANDY ......................... 33 et avec précision, principalement lors de brusques changements de direction. ENAVANT ................................................. 26 APPAREIL PHOTO DES BANANA-FÉES ................ 34 Un contrôle aussi précis est impossible avec une manette conventionnelle. LES KONGS JOUABLES .................................. 27 OBJETS POUR SINGES ................................... 34 [0999/Z4/NFR/N64] Lorsque vous allumez la console (interrupteur sur ON), laissez la AUTRES KONGS .......................................... 28 OBJETS SIMIESQUES SPÉCIAUX ........................ 36 manette multidirectionnelle en position verticale. AUTRES PERSONNAGES ................................. 29 TRUCS DE SINGE ......................................... 37 Si le stick est incliné (comme dans la figure ci-contre) au moment CONTRÔLE DES SINGES ................................. 30 JEU MULTI-JOUEURS ..................................... 39 où vous allumez la console, c’est cette position qui sera retenue CAPACITÉS SPÉCIALES DE CRANKY ................... 32 LES NIVEAUX ............................................. 40 comme position de référence. Les jeux utilisant la manette -
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 Nintendo 64: Nintendo’S Adult Platform? the Dichotomy of Nintendo And
THE NINTENDO 64: NINTENDO’S ADULT PLATFORM? THE DICHOTOMY OF NINTENDO AND CHILDREN’S VIDEO GAMES by Nicholas AshmorE, BA, TrEnt UnivErsity, 2016 A Major ResEarch ProjEct prEsEnted to RyErson UnivErsity in partial fulfillmEnt of thE rEquirEmEnts for thE dEgrEE of Master of Arts in thE English MA Program in LiteraturEs of ModErnity Toronto, Ontario, Canada, 2017 ©Nicholas AshmorE 2017 1 Contents Author’s DEclaration 2 Introduction 3 Toys, Or ElEctronics?: A BriEf History of Nintendo and ChildrEn’s EntertainmEnt 6 LEssons From Childhood StudiEs and Youth: ThE Adult Hand, Child PlayEr, and NostalgiA 11 Nintendo’s GamEs: ThE PowEr of ExclusivE SoftwarE 15 PhasE OnE: Launch, Super Mario 64, and ChildrEn’s VidEo GamEs 17 PhasE Two: 1998 and thE First Turning Point 22 PhasE ThrEE: ThE Dichotomy of MaturE GamEs: 2000 Onward 26 Conclusion 30 Works Cited 31 Video GAmEs Cited 33 Appendix 34 2 AUTHOR'S DECLARATION FOR ELECTRONIC SUBMISSION OF A MAJOR RESEARCH PROJECT I hereby declare that I am the sole author of this MRP. This is a true copy of the MRP, including any required final revisions. I authorize Ryerson University to lend this MRP to other institutions or individuals for the purpose of scholarly research. I further authorize Ryerson University to reproduce this MRP by photocopying or by other means, in total or in part, at the request of other institutions or individuals for the purpose of scholarly research. I understand that my MRP may be made electronically available to the public. 3 Introduction WhEn thE Nintendo 64 was rElEasEd in 1996, TIME Magazine gavE it thE distinction of “MachinE of thE YEar,” arguing that Nintendo had rEvitalized thE somEwhat stagnant vidEo gamE consolE markEt of thE 1990s, which had offErEd littlE morE than incrEmEntal hardwarE upgradEs and mostly unsuccEssful add-on dEvicEs. -
Ign.Com IGN.COM Unplugged 002 Vol
VOL.1 :: ISSUE 3 :: JUNE 2001 STAPLES NOT INCLUDED IGN.COM unpluggedCOMPLETELY FREE* *FOR IGNinsiders ANGELINA JOLIE LARA CROFT, SUPER STAR EE33 FFEEAATTUURREESS GGAALLOORREE EE33 WWrraapp--UUppss FFrroomm AAllll YYoouurr FFaavvoorriittee EEddiittoorrss BBAABBEESS OOFF EE33 WWhhoo NNeeeeddss GGaammeess WWhheenn YYoouu HHaavvee TThhiiss EEyyee--CCaannddyy GAMECUBE UNVEILED The Inside Look At Nintendo''s New Console MMAATT HHOOFFFFMMAANN''SS BBMMXX 1100 PPaaggee SSttrraatteeggyy GGuuiiddee snowball PLUS :: GBA Tony Hawk 2 & DC Floigan Bros. http://insider.ign.com IGN.COM unplugged http://insider.ign.com 002 vol. 1 :: issue 3 :: june 2001 unplugged :: contents Dear IGN Reader -- s3 pecial What you see before you is a E ROUND-UP sample issue of our monthly PDF ISSUE magazine, IGN Unplugged. We have limited this teaser to just a mail call :: 003 few pages, randomly selected from the June issue of the full 90 news :: 006 page-magazine. You can download releases :: 008 IGN Unplugged to your hard drive and read it on your computer or easily print it out and take it with dreamcast :: 022 you to pass some time on long Feature: E3 Wrap-Up trips (or the can). Previews gamecube :: 026 Subscribers to IGN's Insider service get a new issue of Feature: E3 Wrap-Up Unplugged every month -- but Feature: GameCube Unveiled that's just a fraction of the great Previews content and services you receive playstation 2 :: 035 for supporting our network. Feature: E3 Wrap-UP IGNinsider is updated daily with Feature: Sony's Online Plans cross-platform discussions, Previews detailed features and high-quality handhelds :: 043 downloads. Some of the stories Feature: E3 Wrap-Up are offered to non-subscribers for Previews free at a later date, others remain xbox :: 047 on IGNinsider forever. -
The Many Lives of the Jetman: a Case Study in Video Game Analysis Will Brooker
The Many Lives of the Jetman: A Case Study in Video Game Analysis Will Brooker This article examines the changing meanings and forms of the computer game Jetpac, which was originally released by Ultimate for the ZX Spectrum in 1983 and has been recoded by individual programmers during the late 1990s, in at least three different shareware versions, for PC and Spectrum emulators. Through this analysis, it asks a simple question: how can we approach, and perhaps teach, the academic study of computer and video games? Introduction: Games and Theory At the present time, it seems that the study of video games is considered suitable for courses in technical production and for magazine and newspaper reviews, but not for academic degree modules or, with very few exceptions, for scholarly analysis [1]. Video games are a job for those at the design and coding end of the process, and a leisure pursuit for those at the consumption end. There exists very little critical framework for analysing this unique media form. This article suggests a possible set of approaches, based partially on the two pioneering studies of video games of the late 1990s: J.C. Herz’s Joystick Nation (London, Abacus 1997) and Steven Poole’s Trigger Happy (London: Fourth Estate, 2000). Both are exceptional and invaluable sallies into the field, yet both tend towards the journalistic, crafting nifty prose and snappy rhetoric at the expense of academic conventions. Poole, for instance, ends his early chapter sub-sections with slogan-neat but essentially meaningless tags such as “Kill them all”, [2] “You were just too slow” [3] “Go ahead, jump”[4] and, perhaps most glaringly, “The fighting game, like fighting itself, will always be popular”[5]. -
Super Mario 64 Was Proclaimed by Many As "The Greatest Video Game
The People Behind Mario: When Hiroshi Yamauchi, president of Nintendo Co., Ltd. (NCL), hired a young art student as an apprentice in 1980, he had no idea that he was changing video games forever. That young apprentice was none other than the highly revered Shigeru Miyamoto, the man behind Mario. Miyamoto provided the inspiration for each Mario game Nintendo produces, as he still does today, with the trite exception of the unrelated “Mario-based” games produced by other companies. Just between the years 1985 and 1991, Miyamoto produced eight Mario games that went on to collectively sell 70 million copies. By record industry standards, Miyamoto had gone 70 times platinum in a brief six years. When the Nintendo chairman Gunpei Yokoi was assigned to oversee Miyamoto when he was first hired, Yokoi complained that “he knows nothing about video games” (Game Over 106). It turned out that the young apprentice knew more about video games than Yokoi, or anyone else in the world, ever could. Miyamoto’s Nintendo group, “R&D4,” had the assignment to come up with “the most imaginative video games ever” (Game Over 49), and they did just that. No one disagrees when they hear that "Shigeru is to video gaming what John Lennon is to Music!" (www.nintendoland.com) As soon as Miyamoto and Mario entered the scene, America, Japan, and the rest of the world had become totally engrossed in “Mario Mania.” Before delving deeply into the character that made Nintendo a success, we must first take a look at Nintendo, and its leader, Hiroshi Yamauchi. -
DONKEY KONG COUNTRY RETURNS Disc 1 Into the Disc Slot
INSTRUCTION BOOKLET (CONTAINS IMPORTANT HEALTH AND SAFETY INFORMATION) Any manuals provided with this software are digital reproductions of the original printed manuals. Please note that references may be made to features that can’t be used in this version of the game. There may also be references to outdated consumer information, e.g. warranties and support hotlines. For product information, please visit the Nintendo website at: www.nintendo.com For technical support and troubleshooting, please refer to the Operations Manual for your Wii U console or visit: support.nintendo.com For age rating information for this and other software, please consult the relevant website for the age rating system in your region. PEGI (Europe): www.pegi.info USK (Germany): www.usk.de Classification Operations Branch (Australia): www.classification.gov.au OFLC (New Zealand): www.classificationoffice.govt.nz Russia: minsvyaz.ru/ru/doc/index.php?id_4=883 [0610/UKV/RVL] The in-game language depends on the one that is set on your Wii console. This game includes five different language versions: English, German, French, Spanish and Italian. If your Wii console is already set to one of them, the same language will be displayed in the game. If your Wii console is set to a different language This seal is your assurance that Nintendo has than those available in the game, the in-game default language will be English. You can change the in-game reviewed this product and that it has met our language by changing the language setting of your Wii console. For further instructions about how to change language settings please refer to the Wii Operations Manual – Channels & Settings. -
The History of Nintendo: the Company, Consoles and Games
San Jose State University SJSU ScholarWorks ART 108: Introduction to Games Studies Art and Art History & Design Departments Fall 12-2020 The History of Nintendo: the Company, Consoles And Games Laurie Takeda San Jose State University Follow this and additional works at: https://scholarworks.sjsu.edu/art108 Part of the Computer Sciences Commons, and the Game Design Commons Recommended Citation Laurie Takeda. "The History of Nintendo: the Company, Consoles And Games" ART 108: Introduction to Games Studies (2020). This Final Class Paper is brought to you for free and open access by the Art and Art History & Design Departments at SJSU ScholarWorks. It has been accepted for inclusion in ART 108: Introduction to Games Studies by an authorized administrator of SJSU ScholarWorks. For more information, please contact [email protected]. The history of Nintendo: the company, consoles and games Introduction A handful of the most popular video games from Mario to The Legend of Zelda, and video game consoles from the Nintendo Entertainment System to the Nintendo Switch, were all created and developed by the same company. That company is Nintendo. From its beginning, Nintendo was not a video gaming company. Since the company’s first launch of the Nintendo Entertainment System, or NES, to the present day of the latest release of the Nintendo Switch from 2017, they have sold over 5 billion video games and over 779 million hardware units globally, according to Nintendo UK (Nintendo UK). As Nintendo continues to release new video games and consoles, they have become one of the top gaming companies, competing alongside Sony and Microsoft. -
Intramural Sports Life Size Mario Kart Rules 2016-2017
Intramural Sports Life Size Mario Kart Rules 2016-2017 Rule 1: Racers A. 8 racers will compete in each race representing the 8 different characters in Mario Kart 64 (1 Donkey Kong, 1 Princess Peach, 1 Mario, 1 Luigi, 1 Toad, 1 Bowser, 1 Yoshi, 1 Wario) a. The amount of races and tournament format will be determined after registration closes Rule 2: Course Layout A. The first NC State Intramural Life-Size Mario Kart race will be played at the Oval on Centennial Campus based on the Mario Kart 64 Luigi Raceway found below: Rule 3: Gameplay B. A race is completed once all karts have finished 3 complete laps C. Racers will speed walk throughout the race except when they receive a power-up (Star or Mushroom) or are hit by a projectile item (Green Shell, Red Shell, Blue Shell, or Banana) a. Speed Walking – When one foot must be in contact with the ground at all times. D. There will be three tables containing Item Boxes located throughout the track where racers will have the opportunity to pick ONE up when they pass each table. E. Item Boxes will have one power-up item or projectile item underneath. a. Power-up items include and can be used accordingly: i. Mushroom – When a racer receives a mushroom they can then run to the next item box table. They can be hit by a projectile weapon during this time. ii. Star – When a racer receives a star they can run to the next item box table. They cannot be hit by a projectile weapon during this time. -
Un Nuovo Banjo Kazooie Potrebbe Arrivare Su Nintendo Switch
Un nuovo Banjo Kazooie potrebbe arrivare su Nintendo Switch Il genere platform è stato da sempre uno di quelli che si è meglio adattato al3D ; c’è stato un periodo, esattamente nel passaggio dalla generazione16-bit alla 32/64-bit, in cui tutti giochi sarebbero dovuti diventare tridimensionali, indipendente dal loro genere, ma questa decisione non giovò per molti titoli (basti pensare aCastlevania su N64, Contra: Legacy of War su Sony Playstation e Sega Saturn o l’orrendo Bubsy 3D). Super Mario 64 dimostrò al mondo come il platform poteva funzionare, ma soprattutto evolversi, nelle console di nuova generazione; in uno scenario in cui in molti tentavano di dare la miglior definizione diplatform 3D, come la Sony Computer Entertainment con Spyro the Dragon, uscì un platform che riscrisse le regole di un genere quasi ancora agli albori: stiamo parlando diBanjo-Kazooie , titolo di Rare uscito esclusivamente su Nintendo 64 nel 1998. Lo studio inglese non solo andava d’accordo con Nintendo ma lo era ancora di più con l’innovazione: già ai tempi dello SNES tirarono fuori Donkey Kong Country, titolo che utilizzava l’allora innovativagrafica 3D pre-renderizzata, e su Nintendo 64, Rare finì per gettare le basi per gli FPS moderni con Goldeneye 007. Banjo-Kazooie prese i concetti di Super Mario 64, gioco già innovativo di suo, e li espanse: il titolo, che vedeva un orso campagnolo e un picchio rosso chiacchierone (o meglio, chiacchierona… sì, Kazooie è femmina) al salvataggio della sorella del primo, presentava un overworld e livelli più espansi, una storyline e dei personaggi più definiti, mosse e meccaniche sempre nuove ma soprattutto tantissimi oggetti da collezionare (tanto che fu coniato il termine “Collectathon” per descrivere giochi simili a questo). -
Donkey Kong Country: Tropical Freeze Is a Platform Game in Which You Control Donkey Kong on His Adventures Across Various Islands Filled with Traps and Puzzles
Donkey Kong™ Country: Tropical Freeze 1 Importan t Informati on Setup 2 Controll ers and Sou nd 3 Oinl ne Feusat re 4 Parent al Contro ls Idntro unctio 5 AuTbo t hiGs am e 6 Gtget in Srdta te 7 Seav Daat Hwto o Plya 8 MpSa crese n 9 Bsca i Plya 10 Sing le- Player Mode 11 Multip layer Mo de Actions 12 Basic Acstion WUP-P-ARKP-00 13 Joint Acstion 14 Mult ipl ayer Actio ns Device s and Ite ms 15 Vieh csle 16 Barrels 17 Items Lreade bsoard 18 Time Atta ck Leaderboa rds Prod uct Inform ati on 19 Copyrigh t Informati on 20 Supp ort Inform ati on 1 Importan t Informati on Thank you for selecting Donkey Kong™ Country: Tropical Freeze for Wii U™. This software is designed only for use with the European/Australian version of the Wii U console. Please read this manual carefully before using this software. If the software is to be used by young children, the manual should be read and explained to them by an adult. Before use, please also read the contents of the Health and Safety Information application on the Wii U Menu. It contains important information that will help you enjoy this software. Language Selection The in-game language depends on the one that is set on the console. This title supports five different languages: English, German, French, Spanish and Italian. If your Wii U console language is set to one of these, the same language will be displayed in the game.