Nintendo Entertainment System Essays

  • Tasty Baby Belly Monkeys Analysis

    1487 Words  | 6 Pages

    found, the author writes “a melon came floating along, tsunbara, tsunbara…He was just getting ready to cut it open when he heard a crying noise, boro, boro.” The incorporation of these Japanese words strengthens the connection between the book and Japanese, even though the true essence of the culture and its values were stripped, thus perpetuating the lack of understanding of Japanese culture in America. Another classic Japanese folktale that has made its way to the United States is The Crab and

  • Self Discovery In S. E. Hinton's The Outsiders

    849 Words  | 4 Pages

    Teenagers constantly worry what other people think of them: friends, family, even strangers. They’ve all been there. But what teenagers should really be worrying about is what they think of themselves. Teens should not be pressured to choose between what they want to be based on what others want them to be. Yet, teenagers think that their options are limited, and that’s where they take the wrong turn. In The Outsiders, S.E. Hinton presents the idea that self-discovery makes teenagers realize that

  • Zelda Research Paper

    434 Words  | 2 Pages

    The Legend of Zelda games feature a mixture of puzzles, action, adventure/battle gameplay, and exploration. These elements have remained constant throughout the series, but with refinements and additions featured in each new game. Later games in the series also include stealth gameplay, where the player must avoid enemies while proceeding through a level, as well as racing elements. Although the games can be beaten with a minimal amount of exploration and side quests, the player is frequently rewarded

  • Star Fox Research Paper

    1897 Words  | 8 Pages

    prototype called NESGlider, that was being developed for Nintendo's first home console, the Nintendo Entertainment System. The prototype was inspired by a game named Starglider, released in 1986 for the Atari ST, Commodore Amiga, MS-DOS, and Apple II, among other platforms. Starglider was developed by a British company named Argonaut Software. Argonaut was formed in 1982 and eventually worked on Star Fox with Nintendo EAD. The prototype was eventually ported

  • Life In The 1980s

    475 Words  | 2 Pages

    enjoyed many transformations in technology and their way of life. Although it was available in the 1970s, cable television became standard for most American households. ESPN, Nickelodeon, and MTV became especially popular for people looking for entertainment. The videocassette recorder (VCR) allowed Americans to record television shows and watch them according to their own schedule and view feature films in the privacy of their own homes. (“Life in the 1980s”) But perhaps one of the greatest changes

  • The Cost Of Doing Business In Nintendo

    1683 Words  | 7 Pages

    Nintendo is a fairly well-recognized company all across the globe, with many characters and franchises that people have come to know and love. At the very least, most people know of their mascot character, Mario. Despite their characters seemingly undying popularity and their companies great financial status however, it would seem that there was one place where Nintendo simply could not seem to make a decent profit, and ultimately had to cease doing business in that area. The location in question

  • Violent Video Games Essay

    964 Words  | 4 Pages

    In 1972, Magnavox made the first video game console that could be played at home. This made video games much easier to access and allowed people to play for longer periods of time. Since then, consoles have become much more sophisticated and elaborate, with greater graphics and a greater selection for the games a person can play. However, video games are the target of one of the hottest psychology debates. Many people are arguing whether or not video games cause violence in teenagers and pre­teens

  • Nintendo Case Study

    709 Words  | 3 Pages

    Nintendo had pertained to other industries before it rose in popularity within the video game market. The company became very familiar with business tactics as well as marketing long before it entered the gaming industry as it was founded on September 23, 1889 by Fusajiro Yamauchi in Japan. Their products varied, beginning with producing Japanese playing cards to branching off into the toy market, establishing the company’s future direction. By 1981, Nintendo began to test the waters by releasing

  • Cranbrooke Company Vs Intelex Case Study

    2778 Words  | 12 Pages

    This paper is dedicated to the arbitrary case between Cranbrooke Company (plaintiff) v. Intellex (defendant). Intellex, Incorporated (hereinafter Intellex) is an American company which is working on the development and production of video games decks and cartridges. Intellex was operating only on the American market and when it made its reputation in US and occupied American market with its video games products, the company eventually decided to try to explore European market as well. In order to

  • How Did Atari Set The Standard Of Video Games

    260 Words  | 2 Pages

    During that time, Atari set the standard for video games. Before Nintendo came along in the late eighties, the word Atari was synonymous with video gaming. Even more popular than the system itself were the games that were created to go along with Atari 2600. O Adventure - Frequently considered the first action adventure video game, Adventure allowed gamers to move a character through colour coded castles in search of swords and keys. O Asteroids - A favored of Star Wars fans everywhere, Asteroids

  • Textual Analysis Of Galaga

    2230 Words  | 9 Pages

    “We have the ability to project ourselves into just about anything we control.” [J.Schell, 2008] Galaga is a Japanese shoot ‘em up arcade game that was released in 1981, developed and published by Namco [Japan] and by Midway in North America. The following is my analysis and experience having played/studied the game under the headings: story, technology, aesthetics, and mechanics. Story “We filter reality through our sense, and through our minds, and the consciousness we actually experience is a

  • Personal Narrative-The Pinball Hall Of Fame

    559 Words  | 3 Pages

    The Pinball Hall of Fame If you were ever a pinball machine fan at any time in your life, this place may blow your mind. I first heard of it when I visited the Riviera hotel. Located next to their food court was an arcade, and they had working pinball machines, some of which were from the 1960s. These are the type of machines I would play back in the 1970s. The mechanical type that had mechanical reels for the scoring. This was long before the digital electronics versions came along in the 980s

  • Toy Industry Five Forces Analysis

    1273 Words  | 6 Pages

    Five Force Analysis of the Toy Industry After World War II and with the creation of television the toy industry flourished. There are several factors that contribute to the continued growth of the toy industry such as: engineering and technological innovations, increase in annual income wages of the middle class, and assembly line production. Dominated by five main companies: Mattel, Namco Bandai, Lego, Hasbro and Jakks Pacific, the global toy industry is a multibillion-dollar industry, which generates

  • Shigeru Miyamto's Influence On The Real World

    555 Words  | 3 Pages

    with bright clothes and a thick mustache. All he did was jump, so he was originally named “Jumpman.” The boss of Nintendo wanted a more marketable name, so he eventually named him “Mario” after his angry landlord who had a mustache as thick as Mario’s. (“How Super Mario”)

  • Final Essay

    977 Words  | 4 Pages

    be spent on products from a video game company called Nintendo. The early days of Nintendo weren’t profitable or diverse, but one man managed to change not only the trajectory of the company, but the entire gaming industry. Hiroshi Yamauchi orchestrated a gaming revolution. Before Sony’s Playstation and Microsoft’s Xbox, there was a more dominant video game system on the market. This gaming console was the Nintendo Entertainment System (NES). Nintendo’s success didn’t start in video games

  • Harvard Business Case Study Nintendo's

    1359 Words  | 6 Pages

    The primary issue facing management in this case is that while Nintendo continues to create gaming products, they are not keeping up with their global competition to the best of their ability. Nintendo is a company that has had great success in the last 150 years in the gaming market. They have prided themselves in keeping their cultural traditions alive, while producing competitive games and software devices for gamers around the world. The game console and video game market is changing rapidly

  • Are Video Games Considered Art Essay

    994 Words  | 4 Pages

    This question has been going on for generations. Video games and if they are considered art. Are they considered art? Can a game made out of pixels be considered a master piece? Video games have been around for quite a long time, starting with Mario or Pacman. Art is everywhere, so why can’t it be in a video game? Video games are considered art. In an extraordinary amount of ways. Have you ever seen how much work is put into a game, or just how much time it takes in general? Some games can take

  • Red Riding Hood Legend Analysis

    731 Words  | 3 Pages

    Net Entertainment, and is scheduled to be their second major dive into the fairytale themed slots genre, following the success of their legendary Jack and the Beanstalk slot machine game. There are even rumours that by making Red Riding Hood fall under the banner of Fairytale Legends, NetEnt are creating a franchise of their own, with our Fairytale Legends slots to follow. At this moment in time, though, that prospect is pretty much hearsay. Developers As we’ve mentioned, Net Entertainment are the

  • Swot Analysis Of Gamestop

    1315 Words  | 6 Pages

    buying and selling of video game, gaming consoles and sometimes in electronics. The company sells both new and previously used video game hardware; physical and digital video games, pre-owned and value video game products; personal computer (PC) entertainment software in various genres, such as role-playing games (RPG’s), simulators, adventure and many more; digital merchandises, including PlayStation Plus and Xbox Live subscriptions; video game accessories, such as controllers, gaming headsets, and

  • Cultural Appropriation In Pop Culture

    912 Words  | 4 Pages

    The argument of cultural appropriation has always been a huge topic, particularly with the rise of social media. The debate is strongly portrayed in pop culture such as animations, games, movies, fashion and art. The portrayal of cultural appropriation in these different platforms usually happen through language, music, clothing, and appearance. Given an example of a animated Disney movie “Moana” released in 2016, it tells the story of adventurous pacific islander which is the chief’s daughter, who