POPULARITY
Costing just 12,500 yen, Nintendo's revolutionary handheld console, the Game Boy, was released in Japan on 21st April, 1989, quickly selling out its initial stock of 300,000 units. With its compact size, cartridge-based games, and impressive battery life, the Game Boy went on to become a cultural phenomenon, setting the stage for a new era of portable entertainment. Arion, Rebecca and Olly explain why the device's humble monochrome display and lack of backlight were actually secrets of its success; consider Gunpei Yokoi's design philosophy of "lateral thinking with withered technology"; and reveal how Super Mario Land, not Tetris, was very nearly bundled in with the U.S. release… Love the show? Support us! Join
El episodio de esta semana va dedicado a recordar la llegada de la primera gran consola portátil de Nintendo por el éxito de la Game Boy. En los años 80 y 90, la industria de los videojuegos estaba dominada por las consolas de sobremesa y las máquinas arcade. Sin embargo, en 1989 todo cambió con el lanzamiento de un dispositivo que revolucionó la forma de jugar: la Game Boy de Nintendo . La Game Boy fue creada por Gunpei Yokoi, un ingeniero de Nintendo responsable también de las famosas Game & Watch. Su idea era simple: hacer una consola portátil accesible, duradera y con una batería de larga duración. ¿Tuviste una Game Boy? ¿Cuál era tu juego favorito? Cuéntanos en redes o en los comentarios del episodio. No dejes de suscribirte al podcast en tu plataforma favorita para escuchar cada mañana a las 7:00 (hora española peninsular) un nuevo episodio. También puedes conectar con este podcast a través de nuestra cuenta de Bluesky desde donde seguimos la conversación cada día.
Today, we're exploring the Bandai WonderSwan, an innovative handheld console released in 1999 and designed by the legendary Gunpei Yokoi. We'll start by uncovering how Bandai entered the gaming market and Yokoi's design philosophy of “lateral thinking with withered technology.” Then, we'll examine the WonderSwan's unique features, including its long battery life, dual-orientation gameplay, and exclusive library of Japanese titles. Finally, we'll reflect on its legacy, its battle against Nintendo's Game Boy, and its status as Yokoi's final gaming creation. So, grab a single AA battery and join us as we power up the WonderSwan on today's trip down Memory Card Lane! Find out more at https://a-trip-down-memory-card-lane.pinecast.co
In this episode, we dive into one of the most iconic gaming consoles of all time: the Nintendo GameBoy. Released in 1989, the GameBoy forever changed the landscape of portable gaming, offering players the chance to enjoy video games on the go. We take a look at the history behind its development, the vision of its creator Gunpei Yokoi, and how Nintendo's gamble with this handheld device set the stage for the company's dominance in the portable gaming market. We explore the GameBoy's technical aspects, including its monochrome screen, simple design, and impressive battery life. While its graphics and sound may seem primitive by today's standards, we discuss how these limitations became a part of its charm, and how Nintendo made the most of the technology available at the time. In addition to the system's specs and game library, we also discuss the cultural impact of the GameBoy. This device was not just a hit in Japan and the U.S.; it quickly became a global phenomenon. We talk about how it influenced the design of future portable gaming systems and how its success helped establish the idea of gaming as a portable, on-the-go experience. The GameBoy's popularity marked the beginning of a new era in gaming, one where players no longer needed to be tethered to a TV or a console. We also explore the GameBoy's legacy, discussing how it evolved over time. We touch on how the GameBoy's legacy paved the way for future Nintendo handheld consoles like the Nintendo DS and Switch, which continue to carry the torch for portable gaming today. Finally, we wrap up by reflecting on the lasting influence the GameBoy has had on the gaming industry and its enduring place in the hearts of fans. Whether you grew up with it or discovered it later, the GameBoy remains an unforgettable part of gaming history. Tune in as we celebrate the portable console that started it all and explore why it continues to be a beloved piece of gaming nostalgia. Talk2TheHand is an independent throwback podcast run by husband and wife, Jimmy and Beth. Obsessed with 90s nostalgia and 90s celebrities, we'll rewind the years and take you back to the greatest era of our lives. New episodes bursting with nostalgia of the 90s released on Tuesdays. Please subscribe to our podcast and we'll keep you gooey in 1990s love. Find us on Twitter @talk2thehandpod or email us at jimmy@talk2thehand.co.uk or beth@talk2thehand.co.uk
Die Game & Watch-Reihe war eine Serie tragbarer Spiele, die von Nintendo zwischen 1980 und 1991 auf den Markt gebracht und von Gunpei Yokoi entworfen wurde. Jedes Gerät hatte neben dem Spiel (Game) auch eine digitale Uhr (Watch) und ab 1981 zusätzlich einen Wecker. Die Serie war in Japan und international sehr erfolgreich und markierte Nintendos ersten großen globalen Erfolg in der Videospielbranche. Henner und Chris nehmen sich im Gespräch der Geschichte der niedlichen Geräte an, leiten den historischen Kontext her und bewerten die Bedeutung für Nintendo und die Spielebranche. Podcast-Credits: Sprecher/Redaktion: Henner Thomsen, Gunnar Lott Audioproduktion: Fabian Langer, Christian Schmidt Titelgrafik: Paul Schmidt Für Unterstützer von Stay Forever erscheint demnächst auch noch eine SFT-Bonus-Folge mit weiteren Geschichten rund um Game&Watch! Dank an David Gschmeidler von gameandwatch.at für Informationen und Bildmaterial, Erik Voskuil von beforemario.com für Bildmaterial, Kathrin Bonn von der Japanisch-Deutschen Gesellschaft Schleswig-Holstein (djg-sh.de) und natürlich an Fabian. Lektüretipps: David Gschmeidler, Gerhard Meyer: The Unofficial Game & Watch Collector's Guide Florent Gorges: L'Histoire de Nintendo Vol. 2 - Les Game & Watch David Sheff: Game Over: How Nintendo Conquered the World (nicht uneingeschränkt zu empfehlen)
Today, we'll look back at the Nintendo's first handheld line, the Game and Watch series. Our tale begins by looking again at the early career of its creator, Gunpei Yokoi, and discussing the events that led to the creation of the very first Game and Watch. We'll then talk about various Game and Watch models, taking a moment to discuss why the Game and Watch version of Donkey Kong is one of the most important pieces of gaming history. Finally, we'll talk about how Game and Watch continues to influence modern gaming. Join us today for a bite-size gaming lesson on today's trip down Memory Card Lane. Find out more at https://a-trip-down-memory-card-lane.pinecast.co
The Gameboy is 35-years-old this week so we're taking a walk down memory lane to when we were both Gameboy Boys. We discuss the creator of the Gameboy, Gunpei Yokoi, and his wild ride from messing around making extendo hands to creating the 4th most popular video game system of all time. Also Tom explains what a cartridge is to Tim and they both really hate Tiger handhelds.For weekly episodes of Books: The Podcast and much, much more check out the TCGTE Patreon!Like the show? Rate The Complete Guide to Everything 5-Stars on Apple Podcasts and let us know what topic they should check out next.Follow Tim on Twitter: @yourpaltim and Instagram: @yourpaltimFollow Tom on Twitter: @tomreynolds and Instagram: @tomreynoldsAdvertise on The Complete Guide to Everything via Gumball.fmSee Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
The Nintendo Virtual Boy was one of the company's infamous flops, but why? Why did the system fail so hard that Nintendo killed it off after just one year? See omnystudio.com/listener for privacy information.
Don't take the prodigy pathway. David Epstein says become a broad thinker instead. The idea for Nintendo's Game Boy system was born from a philosophy that had a much less catchy name: lateral thinking with withered technology. The term was coined by Gunpei Yokoi, a Nintendo employee who started at the company with a similarly dry job: machine maintenance worker. One day, a Nintendo executive noticed that Yokoi had built a simple extendable-arm-grabber toy in his free time. Let's sell it, the executive said. It became a small hit. Yokoi was eventually promoted to help build out the company's video game business. But he recognized that he didn't have the expertise to advance the cutting edge of the video game world. So he decided on a very specific strategy: take already well-understood knowledge and technology from different domains and combine them in unique ways to create new products. The result was the Game Boy. In this interview with Big Think, David Epstein, author of the 2019 book "Range: Why Generalists Triumph in a Specialized World," explains how lateral thinking — a type of thinking where you approach problems from non-obvious angles — is a problem-solving strategy that's surprisingly well-suited for our fast-changing world. --------------------------------------------------------------------- About David Epstein: David Epstein is the author of the New York Times bestsellers Range: Why Generalists Triumph in a Specialized World and The Sports Gene. He has master's degrees in environmental science and journalism and has worked as an investigative reporter for ProPublica and a senior writer for Sports Illustrated. He lives in Washington, DC. --- Send in a voice message: https://podcasters.spotify.com/pod/show/bigthink/message Learn more about your ad choices. Visit megaphone.fm/adchoices
TCW Podcast Episode 200 - The History of Handheld Games Part 3 In our concluding episode exploring the evolution of handheld games, we kick off with the Amiga and the allure of bouncing balls before delving into the Atari Lynx, an early and captivating handheld console. Despite its appeal, the Lynx struggled against challenges like its high price, the limited library of engaging games, and subpar battery life, ultimately being overshadowed by the Nintendo Game Boy—a device well-suited for puzzle games. Sega's Game Gear, whose origin may have stolen its design from Nintendo or Epyx- It's complicated. The Game Gear was notable but never had a lasting impact. Gunpei Yokoi took a daring leap with the Virtual Boy, which unfortunately flopped, returning to familiar ground with the Game Boy Pocket. Yokoi's departure coincided with the rise of Pokémon, injecting new vitality into handheld gaming. Yokoi later founded his own company, contributing to the development of Bandai's Wonderswan. This prompted Nintendo's response with the Game Boy Color. Despite various attempts, no other company has managed to dethrone Nintendo as the undisputed king of handheld consoles. Brownest of the brown Liquors: https://www.youtube.com/watch?v=n39897a9hNk Amiga Bouncing Ball CES 4K: https://www.youtube.com/watch?v=YlAhRJjOhDg Atari Lynx Cooler Than You Think: https://www.youtube.com/watch?v=GXZUX8803Wg Lynx - Chip's Challenge: https://www.youtube.com/watch?v=Qw4EFHGemfQ Lynx - Blue Lightning: https://www.youtube.com/watch?v=xKUJsqDux6A Lynx - Gauntlet The Third Encounter: https://www.youtube.com/watch?v=ZplHuUekqF8 Lynx - Kalax: https://www.youtube.com/watch?v=VBPNolD7Fmc Lynx - California Games: https://www.youtube.com/watch?v=mAc8Su1huLE Game Boy - Super Mario Land: https://www.youtube.com/watch?v=PGLmpjWTTnI Game Boy - Tetris: https://www.youtube.com/watch?v=BQwohHgrk2s Game Boy - Doctor Mario: https://www.youtube.com/watch?v=FU9rkqHSiTg Game Boy - Allyway: https://www.youtube.com/shorts/nyoNner2NH0 Game Boy JP Launch Commercial 1: https://www.youtube.com/watch?v=UkOk_E_3J0E Game Boy JP Launch Commercial 2: https://www.youtube.com/watch?v=2hXxgNT3ib0 Virtual Boy Overview: https://www.youtube.com/watch?v=Pn8TFhK87ZM Types of Batteries Explained: https://www.youtube.com/watch?v=dId6loUiV_0&t=423s Duracell Commercial (1982): https://www.youtube.com/watch?v=FOe_Xohknjc First Energizer Bunny Commercial: https://www.youtube.com/watch?v=qiFQsxGUQOI Game Boy Pocket Commercial: https://www.youtube.com/watch?v=OwvZSWQAMak Game Boy Pocket - Generation Gap: https://www.youtube.com/watch?v=GPje2eIf2v8 Pokémon Green: https://www.youtube.com/watch?v=d1-rXw07VNA Game Boy Pocket and Light: https://www.youtube.com/watch?v=4yz24JQpSHY Game Boy Color Commercials: https://www.youtube.com/watch?v=UcRUaEftYJ4&list=PLy22iKf8SNXgNl8NpIqZX5du72dnDdE9F Bandai Wonderswan: https://www.youtube.com/watch?v=y5zLek3wPG8 Pokémon Silver: https://www.youtube.com/watch?v=lWVOYuRHaQ8 Space Odyssey: https://archive.org/details/2015MonnensGoldberg New episodes are on the 1st and 15th of every month! TCW Email: feedback@theycreateworlds.com Twitter: @tcwpodcast Patreon: https://www.patreon.com/theycreateworlds Alex's Video Game History Blog: http://videogamehistorian.wordpress.com Alex's book, published Dec 2019, is available at CRC Press and at major on-line retailers: http://bit.ly/TCWBOOK1 Intro Music: Josh Woodward - Airplane Mode - Music - "Airplane Mode" by Josh Woodward. Free download: http://joshwoodward.com/song/AirplaneMode Outro Music: RolemMusic - Bacterial Love: http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/
Jag har bjudit in branschveteranen Martin Lindell för att prata om Virtual Boy. Efter dokumentären om Virtual Boy & Gunpei Yokoi var klar så kände jag att jag hade mer jag ville prata om, och under friare former, så jag bjöd då in Martin för ett gott snack!Följ Martin på instagram:https://www.instagram.com/manualmartin/Martins hemsida:https://martinlindell.com/Stötta Speldags och bli Patreon:https://www.patreon.com/speldags Hosted on Acast. See acast.com/privacy for more information.
In this week's episode, I look back at some of my favorite classic video games, and also discuss my book advertising results from October 2023. This week's coupon is for the audiobook of CLOAK OF BLADES as excellently narrated by Hollis McCarthy. You can get the audiobook of CLOAK OF BLADES for 75% off at my Payhip store with this coupon code: NOVBLADES The coupon code is valid through November 28th, 2023, so if you find yourself wanting to get caught up with Nadia's adventures before CLOAK OF EMBERS comes out, why not start with an audiobook? TRANSCRIPT Hey, everyone. Welcome to Episode 174 of the Pulp Writer Show. My name is Jonathan Moeller. Today is November the 3rd, 2023, and today we're going to talk about classic video games. We'll also discuss October 2023's ad results and made up words that turn out to be not made up after all. Before we get into all that and then an update about my current writing project, it is time for Coupon of the Week. This week's coupon is for the audiobook of Cloak of Blades as excellently narrated by Hollis McCarthy. You can get the audiobook of Cloak of Blades for 75% off in my Payhip store with this coupon code NOVBLADES and that is spelled NOVBLADES and you get that in the show notes. The coupon code is valid through November 28th, 2023, so if you find yourself wanting to get caught up with Nadia's adventures before Cloak of Embers comes out, why not start with an audiobook? You can get the coupon code and the links in the show notes for this episode. Now let's have an update on my current writing projects. I am 107,000 words into Cloak of Embers, which puts me on Chapter 21 of 22 so I'm almost done and I'm hoping to get that wrapped up next week if all goes well. At 107,000 words, I'm not sure how long it will be once I'm done editing and by the time the rough draft is done, but it will almost certainly be either the longest or second longest book that had Nadia as a main character. So that will be something to look forward to. I'm also 9,500 words into the book I'm going to write after Cloak of Embers and I will discuss that a bit more and what I intend to do with that after Cloak of Embers is published, hopefully in November. But we'll see. In audiobook news, Dragon Skull: Wrath of the Warlock is almost done in audiobook, as excellently narrated by Brad Wills and we just have to finish proof listening to it and hopefully we should have that come out before the end of November if all goes well. Brad is also going to start work on Dragonskull: Doom of the Sorceress before much longer, and that will probably (given how the holidays are falling this year) come out in either late December or January, with January being the more likely outcome. In other audiobook news, Hollis McCarthy will soon start the recording of Ghost in the Serpent, so hopefully we'll have more updates on that soon. 00:02:30 Reader Questions/Comments Before we get to our topics today, let's have a few questions from readers. Our first question is from Lisa, who writes to ask: Hello, I just started reading your book series with your character Ridmark Arban and I am wondering what is the very first book to start with. Is it the one called the First Quest or is it a different one to start with? Also I have been looking all over the Internet trying to figure out what the book order is for your character Ridmark Arban and I'm having no luck. In answer to your question Lisa, the very first book with Ridmark Arban would be Frostborn: The Gray Knight. That is the first book in the Frostborn series, and Ridmark is also the main character in Sevenfold Sword and then Dragontiarna, though I would recommend starting with Frostborn: The Gray Knight. And you can find the series reading order on either my website or it should be in the metadata on all the different retailers. And I think we have that set up properly now. Frostborn: The First Quest is a prequel to the main Frostborn series that I put out for free to people to read and enjoy as a bit of back story, but it's a prequel and the actual official starting point of the Frostborn series would be Frostborn: The Gray Knight. Our next question…well, it's more of a comment really is from Juana who writes about the upcoming Cloak of Embers and her opinion of the character of Victoria Carrow. And this is what she thinks Victoria will be A: she's the head of Singularity B: She is a criminal elf. C: She killed Tarlia and took her place or D: She is an anthrophage elder with really good impulse control. In any case, she is bad news and I just don't like her. Ah, as you might guess from that comment, Juana is a longtime reader who has read many of my books. Thanks for that, Juana. She has been very suspicious of Victoria Carrow from the beginning, when she first appeared, way back in Cloak of Ashes back in 2020. Well, Victoria does have a secret and we are going to find out what it is in Cloak of Embers. And during the process of writing this book, I realized that talking about Victoria's secret had an additional meaning that I did not intend but in this sense we are talking about the secret held by Victoria Carrow and not the apparel company. And now for a question a couple of different readers have had over the past few months since Silent Order: Pulse Hand came out. A reader emailed to ask of the word materiel, spelled MATERIEL in Silent Order: Pulse Hand was a mistake and asked if it should have been spelled material, MATERIAL. No, that spelling is correct. Materiel is a real word when spelled with an E. It refers to weaponry, supplies and equipment used for war in the military or to quote the Wikipedia definition: “Materiel are supplies, equipment and weapons in a military supply chain management, and typically supplies and equipment in a commercial supply chain context. In a military context, the term materiel refers to either the specific needs, excluding manpower of a force to complete a specific mission, or the general sense of the needs, excluding manpower of a functioning army. An important category of materiel is commonly referred to as ordnance, especially concerning mounted guns, artillery and the shells they consume, along with fuel and munitions in general the steady supply of ordnance is an ongoing logistical challenge in active combat zones.” Or to put it another way, not only is materiel a real word, it is in fact a topic to which many serious minded military officers have devoted much serious minded thought since a failure to address your military's materiel needs means you're going to lose the war before the first shot is fired. To be fair, as a science fiction and fantasy writer, I make up a lot of words. Grammarly is always so impressed that I use so many unique words but it really isn't fair because I do make a lot of them up. That said, I was a history major, which was not helpful to finding a real job, but turned out to be useful for concept and terms for fantasy novels. Like in Frostborn, I use the terms dux and comes for noblemen instead of duke and count because Latin was the primary language of Andomhaim and the terms duke and count were derived from the Latin words dux and comes. However, given how confused some people were by the terms dux and comes, if I had to do it all over again, I would probably default to duke and count, just to reduce reader confusion. Though urvaalg was one of my better made-up words. No one ever gets confused about what an urvaalg is. So those are the comments and questions for the week. If you have a comment or question you'd like addressed on the show, leave it as a comment on one of my websites and we will see if we can get to it. 00:07:09 Ad Results for October 2023 Our next topic for today is ad results from October 2023. Since it's past the 1st of November, it's good time to look back and see how my ads did for October 2023. I have to admit that October was a pretty weak month for sales for a variety of reasons beyond my control or honestly anyone's control. For one thing, the economy remains bad and inflation is high, especially in the US. For another, the international news in October was very bad, which always puts a damper on discretionary entertainment spending like books. Amazon US was consistently glitchy throughout all of October and still isn't working right as of the time of this recording. I can't prove this, but I think the books category faced strong competition from video games in October, especially Spiderman 2 for PlayStation and Super Mario Wonder for the Switch. Full disclosure, I did buy Super Mario Wonder and I'm playing it and it's excellent. On the plus side, Ghost in the Serpent had a strong start and Silent Order did very well in October on the strength of the Bookbub feature deal back in the first week of September and the lingering halo effect from Pulse Hand coming out soon afterwards. People are generally more willing to start a finished series than an unfinished one, especially in the science fiction and fantasy space. All my ads for October turned a profit, which I am very grateful for. So here's how the Facebook ads did. For Frostborn, I got back $5.44 for every dollar I spent, with 44% of my profit coming from the audiobooks. For the Ghosts. I got back $7.46 for every dollar spent, with 8% of the profit coming from audiobooks. If you take out Ghost in the Serpent, my profit comes to $2.95 with 20% of the profit coming from the audiobooks. For Cloak Games and Cloak Mage, I got back $3.19 for every dollar spent and for Silent Order, I got back $4.45 for every dollar spent. For Amazon ads, the only thing I advertised myself was Dragonskull: Sword of the Squire, which did pretty well. For every dollar spent, I got back $3.41, with 27% of the profit coming from the audiobook. So we see once again, that audiobooks, once you have them, are usually a good additional profit for a long series. For some reason I could never really get the Cloak Games or Cloak Mage audiobooks to sell, which is why I said usually instead of certainly. I think in November I'm going to do things a little bit differently. I'm going to try advertising Frostborn entirely on Bookbub ads, which I haven't used in a while. Facebook has been making some changes to the way targeting works on its ad platform, and I can see those changes making it less useful to advertise books there. Additionally, Facebook has also begun testing a subscription service for an ad free experience, which obviously would make Facebook way less useful for book advertising. The advantage for Bookbub ads is that some of the targeting has already been done for you. Like with Facebook ads, one of the keys to success is to make sure you've targeted your audience correctly. With Bookbub ads, everyone looking at the Bookbub e-mail is already looking for discount books anyway, so some of the targeting work has been done for you already. Anyway, if Facebook is considering pivoting away from ads in favor of paid subscriptions, it will be good to have backup options ready. And as always, thanks for reading. There would be no point in advertising these books if people didn't read them. 00:10:29 Main Topic of the Week: Classic Video Games So, let's go on to our main topic this week: something fun because it's my podcast and I wanted to talk about something fun. That topic is classic video games. The main way I have played classic video games for the last four years is the Nintendo Switch, which I bought in September 2019. I've mentioned before that I didn't play any console games from about 1998 to 2019. There were several good reasons for this. First, I was really busy. Second, consoles are expensive and I definitely didn't have the money to drop on many games for the 2000s and most of the 2010s. Third, while I did play games, I played on the PC. I remember in 2007 not going out to eat for a while to save up to buy a better video card so I could play Elder Scrolls 4: Oblivion on something other than the very lowest video settings. But 2019 marked a major personal milestone, my 100th book. Dragontiarna: Knights was about to come out and a few people asked what I wanted to do to mark this milestone. Maybe take a trip, go on vacation, that kind of thing. Instead, I decided that I wanted a Nintendo Switch. But why a Nintendo Switch? At Easter 2018, my younger brother unexpectedly gave me a Super Nintendo Classic as a present. For a while, at the end of the 2010s, Nintendo intermittently sold two mini consoles, the Nintendo Classic and the Super Nintendo Classic, each one accompanied with recreations of the old style controllers and some of the greatest hits for the respective console. Playing around with the Super Nintendo Classic got me interested in the Switch since the Switch online subscription service also came with emulators for the NES and the Super Nintendo. I have played a lot of NES and Super Nintendo games back in the 1990s, but I only rarely had the chance to finish them. Partly it was because I was busy and partly because the technology to save games back then really didn't exist for either the Nintendo or the Super Nintendo, with a few exceptions. If you ran out of lives and died, or you had to go do something and turn off the console, that was it. Your game was gone and you had to start over from scratch. But after Dragontiarna: Knights was published, I made up my mind about what I wanted to do to celebrate, and I got a Switch. As it turned out, getting the Nintendo Switch 8 months before the great COVID freak out turned out to be a really, really good idea. It gave me the opportunity to beat several games, actually numerous games that I had run out of time to play. The first one was The Elder Scrolls 5: Skyrim, which I had gotten for the PC back in 2011 and played intermittently ever since, but never found the time to finish. I beat it for the first time on Switch and then I finished Bloodstained: Ritual of the Night, which was a spiritual successor to the various Castlevania games of the 1990s. With a combination of Switch Online, save states, and some of the anthology collections available for the console, I managed to finish some of the classic games from the ‘80s and early ‘90s that I never had the chance to finish earlier, like the original Super Mario Games, Super Mario Brothers, Super Mario 3 for the NES, and Super Mario World for the Super Nintendo. I never really got into Super Mario 2 for the NES and never really tried to play it. The Castlevania series: the three Castlevania games for NES, Castlevania 2 for the Game Boy (the first Castlevania for Game Boy really isn't worth playing) and Castlevania 4 and Castlevania Dracula X for the Super Nintendo and I finally got to beat all those. The Zelda series: the original Legend of Zelda for NES (which I never finished) and Link to the Past for Super Nintendo, which is in fact one of the few Super Nintendo games I actually finished back when it originally came out, but I enjoyed being able to play it on the Switch with saved states. Super Metroid, which I never got a chance to play at all in the ‘90s and is deservedly a classic. You frequently see its mechanics turn up in many other modern games. Lest you think I spent all my time replaying the classics, I did finish some newer games as well. The remake of Link's Awakening was excellent, a good updating of the Gameboy Classic. Metroid Dread was absolutely superb, even though it took me a while to finish some of the boss fights. I also finished Elder Scrolls Blades, which I'm not going to say was a great game, but I still enjoyed it and I am proud to say I beat the final boss without paying for a single micro transaction, though I did buy the soundtrack, which makes for good background listening while writing epic fantasy. I keep meaning to play the remake of Metroid Prime, but I haven't gotten around to it yet. The multiplayer games also turned out to be great fun. I started bringing Mario Kart 8 and some controllers to family gatherings. Turns out nearly everyone likes Mario Kart. They say alcohol is a social lubricant, but Mario Kart is almost as effective and results in a lot fewer hangovers, though I do lose at Mario Kart a lot. Additionally, playing the old multiplayer classics like the original Super Mario with someone who appreciates them is always fun. So I think it's safe to say that I've gotten a lot of enjoyment out of that Nintendo Switch I bought back in 2019. What's interesting is that the Switch is about 7 years old now as of this recording, which is the eternity in technology terms, yet it's still going strong. Microsoft, Sony, and the PC game market have been locked in an arms race for even more powerful hardware and more detailed graphics. By contrast, the Switch was fairly underpowered even for 2017, when it came out. And while it's been updated a few times in the year since, it's still essentially the same device. Pretty much every phone manufactured in the 2020s is more powerful than the Switch, but Nintendo doesn't seem super interested in rushing into their next console, though the rumor mill has been talking about the Switch Two or the Switch Pro for years. In fact, just a couple of weeks ago they released a Super Mario Wonder for the Nintendo Switch, and it was a huge hit and received universal acclaim on Metacritic. This approach makes sense once you know of Nintendo's philosophy of withered technology. This was a strategy articulated by Nintendo game designer Gunpei Yokoi (and I apologize if I pronounce his name wrong), who called it lateral thinking of withered technology. This philosophy described using mature technology that was well understood and cheaply obtained rather than cutting edge stuff to create unique game experiences different than anything else available. I suspect this is a variant of a philosophy you see among successful people in every field. They rely on the boring but practical methods and combine them in ways to create something unique. Or if you dig into the many successes, you will find that the people behind them stuck to the well established fundamentals but did them really well, and that's what the Switch does, isn't it? It's a unique experience. You can plug it into the dock and play it on your TV or unplug it and use it like a handhole console like a super powered Game Boy. I can play on my couch or take it with me to those family gatherings and plug into the TV for Mario Kart 8. It's an idea that seems incredibly obvious in hindsight, but it really wasn't at the time. Dragontiarna: Knights was my hundredth book in 2019, and my most recent book, Ghost in the Serpent, was 145. Maybe when I hit 150 I should get a Switch OLED model, or the mythical Switch 2, if it is come out by then. So that is it for this week. Thanks for listening to the Pulp Writer Show. I hope you found the show enjoyable. A reminder that you can listen to all the back episodes on thepulpwritershow.com. And if you enjoyed the podcast, please leave a review on your podcasting platform of choice. Stay safe and stay healthy and see you all next week.
I detta avsnitt går vi in på djupet med historien om Nintendos Virtual Boy - en historia om Nintendos kanske största misslyckande men också om mannen bakom konsolen. Missa inte Speldags på Youtube:https://www.youtube.com/channel/UCdq8KFK2QnCVUe9lrxZeaMwKolla in Speldagsshoppen här:https://speldags.myspreadshop.se/Stötta Speldags via Patreon och bli medlem i Speldagsklubben:https://www.patreon.com/speldagsLänkträd för Speldagshttps://linktr.ee/speldags Hosted on Acast. See acast.com/privacy for more information.
This week on The Free Cheese, congratulations Gunpei Yokoi! Our second Console Ranking episode adds ten additional consoles to the list, many of which we've never held before. How do they stack up against our favorites? Tune in and find out.
Codex History of Video Games with Mike Coletta and Tyler Ostby - Podaholics
Mike and Tyler continue their history of Nintendo before video games. They discuss the hiring of Gunpei Yokoi, Iroshi Imanishi, Masayuki Uemura, and the impact that had on Nintendo in the late 1960s to early 1970s. Their source is The History of Nintendo: 1889-1980, from playing cards to Game & Watch, Volume 1 by Florent Gorges. The theme music is by RoccoW. The logo was created by Dani Dodge.
En este episodio, hablamos por fin de este personaje, Gunpei Yokoi, quien fue uno de los máximos responsables de que Nintendo se dedicara a esto del videojuego. repasamos la historia de un hombre que lo cambio todo. En Twitter @del_gdc. -Tasio (a la espera de Twitter) -Otakon como @Otakon_sk8 -Pacoco como @PacokO -David como @By_ExPreSsiOn -Pepe Cerro como @PEPE9101 -Ramon el Oso como @RamonElOso Nuestro canal de Telegram https://t.me/joinchat/HvztImoSpz944MIm
Joe and Ethan look at an odd sequel that is loaded with nostalgia for Ethan, and has no nostalgia at all for Joe! Another game developed and produced my Gunpei Yokoi's team at Nintendo R&D 1, Super Mario Land 2: 6 Golden Coins is a really solid and inventive platformer with lots of player choice, and some smart evolutions from the first Super Mario Land. It is a really solid Mario title, and a great snack of a game, perfect for the Game Boy. I mean, the game that birthed Wario has to be good!
Ce concierge s'appelait Gunpei Yokoi, un Japonais né en 1941. Bricoleur dans l'âme depuis enfant, il étudie l'électronique mais pas vraiment studieux, ses résultats scolaires l'empêchent d'intégrer les géants du secteur. Il doit se rabattre sur un emploi de concierge chez un modeste fabricant de cartes à jouer créé en 1889 : "Nintendo". Les Grosses Têtes vous proposent de découvrir ou redécouvrir le nouveau podcast de Florian Gazan. Dans "Ah Ouais ?", Florian Gazan répond en une minute chrono à toutes les questions essentielles, existentielles, parfois complètement absurdes, qui vous traversent la tête. Un podcast RTL Originals. Découvrez la page Facebook Officielle des "Grosses Têtes" : https://www.facebook.com/lesgrossestetesrtl/ Retrouvez vos "Grosses Têtes" sur Instagram : https://bit.ly/2hSBiAo Découvrez le compte Twitter Officiel des "Grosses Têtes" : https://bit.ly/2PXSkkz Toutes les vidéos des "Grosses Têtes" sont sur YouTube : https://bit.ly/2DdUyGg
Ce concierge s'appelait Gunpei Yokoi, un Japonais né en 1941. Bricoleur dans l'âme depuis enfant, il étudie l'électronique mais pas vraiment studieux, ses résultats scolaires l'empêchent d'intégrer les géants du secteur. Il doit se rabattre sur un emploi de concierge, électricien, homme à tout faire chez un modeste fabricant de cartes à jouer créé en 1889. Et dont le nom est assez poétique puisqu'en français, il se traduit par "Laissons la chance au ciel", en japonais : "Nintendo". À l'origine, Nintendo est spécialisé dans les cartes, pas encore Pokémon mais des Hanafuda, un jeu traditionnel japonais. Comme Gunpei Yokoi s'ennuie ferme dans ce boulot, il commence à bricoler des jouets dont un Ultrahand, un bras extensible façon Inspecteur Gadget qui permet de ramasser des objets à distance. Dans "Ah Ouais ?", Florian Gazan répond en une minute chrono à toutes les questions essentielles, existentielles, parfois complètement absurdes, qui vous traversent la tête.
It's a full on mega episode as we talk about three big topics! First, Joe and Ethan discuss the September direct in full and dissect it for Mario goodness, as well go off on tangents about Octopath Traveler II and Kingdom Hearts III. Secondly we discuss some very recent news with the first trailer for the Mario movie, where we discuss Chris Pratt's Linda Belcher like Mario voice. Finally, we get into baby's first graphic design program with Mario Paint and really dig into the fun of creating on the SNES. It's a banger of an episode; give it a listen!
Nintendo was world-famous by the 1980s but the origins of the company go back a century earlier - to September 23rd, 1889, when Fusajiro Yamauchi founded Nintendo Koppai, a maker of brightly-coloured ‘Hanafuda' cards. The hand-painted playing cards, made of mulberry bark, were produced for decades and were a favourite of Yakuza gangsters for use in illegal gambling. In this episode, Arion, Rebecca and Olly look into the bizarre businesses with which Nintendo experimented before their pivot into video games; explain how a plastic concertina hand changed the fortunes of the company's toy division; and reveal how the inventor of the Game Boy, Gunpei Yokoi, was on a quest for love… Further Reading: • ‘23 September 1889: Nintendo starts making playing cards' (MoneyWeek, 2020): https://moneyweek.com/349214/23-september-1889-nintendo-starts-making-playing-cards • ‘Nintendo's erotic playing cards' (CNET, 2012): https://www.cnet.com/culture/nintendos-erotic-playing-cards/ • ‘Nintendo Hanafuda Playing Cards Deck Review - Let's open some packs' (Diggo Decks, 2022): https://www.youtube.com/watch?v=wI7u0_sVxTU We'll be back on Monday - unless you join
En este programa estaremos conversando sobre la primera entrega de Super Mario lanzada para Game Boy, titulo que a nivel de contenido dista mucho de todo lo que conocíamos hasta esa fecha, 1989, dentro de la saga, y lo cual tiene que ver con que esta entrega fue desarrollada por un grupo totalmente distinto, mas concretamente por el team conocido como "Nintendo R&D1" liderado por Gunpei Yokoi, creador de la consola Game boy, de ahí que esta juego nos presente un mundo, un villano, sonidos, enemigos y una princesa totalmente nueva. Sin mencionar además que incluso la música (la cual revisaremos a lo largo del programa) también se percibe distinta a entregas anteriores, y la cual en esta ocasión fue compuesta por Hirokazu Tanaka.
In this episode we have a duology of NES dropping block puzzlers, from the fondly remembered Dr. Mario to the much less remembered Yoshi! As an added bonus, we wrap up some early 90's Mario cameos on the Gameboy, some of which are just plain weird! Here are the other five games being covered.Baseball (Gameboy)Alleyway (Gameboy)Tetris (Gameboy)F1 Racing (Gameboy)Qix (Gameboy)
We look back at the Virtual Boy, a tabletop portable video game console released by Nintendo in July 1995. As part of our discussion, we'll look at the history of the technology that went into creating it. We'll also talk about how it came to Nintendo, and how the console changed throughout the development process. Finally, we'll look again at the legacy of its creator, Gunpei Yokoi, and talk about how this system fits perfectly as part of his design philosophy, which is still a part of Nintendo today.
¡Bienvenidos a la Iniciativa Zelda! ¿Queréis saber cómo nació Zelda? Para entender los orígenes de la saga Zelda, nos tenemos que remontar hasta 1977, época en la que Nintendo estaba dejando atrás los juegos de mesa clásicos y se empezaba a centrar en desarrollar dispositivos electrónicos para jugar, de la mano de Gunpei Yokoi. En los años 70, Nintendo logró lanzar al mercado el primer juguete electrónico japonés, la Nintendo Beam Gun, de la que vendieron más de un millón de unidades. ¿Queréis saber más? ¡Escuchad el primer episodio de la Iniciativa Zelda! La iniciativa está formada por ICG, The Last Player Podcast, Siete Bits, Punto de Partida, Arqueología Nintendo, L3, GTM, Newplayer Podcast, Distrito 42, Topal Games, La Taberna del Moguri, Fenyx Games, Un Café con Nintendo, GAMELX, A Link To The Podcast, Reflejando el Juego y El Hypercubo. ¡No os olvidéis de escuchar el siguiente episodio de la mano de Insert Coin Games ICG! Visita nuestra súper web: http://sectorgaming.tv Intagram: https://www.instagram.com/sectorgamingtv/ Twitter: @sectorgamingtv Nos puedes ver en: Twitch: https://www.twitch.tv/sectorgamingtv YT: https://www.youtube.com/c/sectorgamingtv FB: https://www.facebook.com/SectorGamingPodcast/ Nos puedes escuchar en: Spotify: https://open.spotify.com/show/1kmzuU1aGBHbKqAz08qOoP Ivoox: https://www.ivoox.com/podcast-sector-gaming_sq_f1921985_1.html Amazon Music: https://music.amazon.com/podcasts/9deba130-2100-4547-b998-c7c5b26a2ea2/sector-gaming Apple Podcast: https://podcasts.apple.com/us/podcast/sector-gaming/id1517561335 ¡Mil gracias a Fenyx Games por diseñar las portadas y a la Iniciativa Podgaming por hacer esto posible!
Cuidado oyente, que el duo calavera formado por Josedan y Primy se marcan un podcast histórico-nostálgico sobre las “maquinitas” o las Game & Watch, como prefieras llamarlas. Además de contarnos sus anécdotas de abuelos cebolleta, nos deleitaran con la historia de cómo su creador Gunpei Yokoi les dio forma hasta ser lo que conocemos hoy. Nostalgia, anécdotas por un tubo y cacharros antiguos ¿Qué más queréis? Contacta con nosotros en: www.yoteniaunjuego.com YouTube: https://www.youtube.com/yoteniaunjuego Instagram: @yoteniaunjuego Telegram: @yoteniaunjuego Twitter: @yoteniaunjuego Facebook: https://www.facebook.com/yoteniaunjuego E-mail: yoteniaunjuego@gmail.com Intro: All Of My Angels (Machinae Supremacy) Outro: Pieces (Machinae Supremacy) Musica de fondo: Youtube.com
Llegamos a la parte final de nuestro especial de Nintendo en Latinoamérica, cubriendo los últimos años con subdistribuidores locales en la región, tropiezos interesantes como la Virtual Boy, el lanzamiento simultáneo de la Nintendo 64, y el final de las ediciones sudamericanas de Club Nintendo. Invitados especiales: Toño Rodríguez, Julio Arrieta, Jorge Smolar, Lucas Pedrós.
IN a new episode of [speed-run], Solo returns the microphone after a little hiatus to give a slightly longer than brief history on the accomplishments and importance of GUNPEI YOKOI •• && don't forget to subscribe for all our weekly content and find us over on Twitter and Instagram for more! • Subscribe: https://www.youtube.com/peoplelikegames • Instagram: https://www.instagram.com/peoplelikegames • Twitter: https://www.twitter.com/peoplelikegames
Mario goes portable in this launch title for the OG Gameboy! This is a really weird object lesson in what happens when you give a team of engineers their crack at making a "Mario." You get a game that is definitely a condensed Mario adventure that ends up steeping very heavily into the "weird" of Mario with about half the charm and memorability. At least Princess Daisy survived! We have a ton of fun in this episode, so please listen along.
Hello old friends! On this episode of "Here We Go!" We wrap up the 80's NES Mario cameos in what is a very fast and loose episode on a bunch of random games. We also talk about the recent Nintendo Direct, as well as go on some fun tangents. The games included in this episode are...TennisGolfPinballFamicom Grand Prix 1 and 2 I am a Teacher: Mario no SweaterAll Night Nippon: Mario Bros. Punch Ball Mario Bros.Punch Out!!
TCW Podcast Episode 155 Nintendo Playing With Toys In our final look at Nintendo in the early years, we see the transition into toys and electronic games. Nintendo brought over some popular western games such as Twister in partnership with Milton Bradly. The legendary engineer Gunpei Yokoi invented some of Nintendo's first toys. These toys included; the Ultra Hand, the Ultra Machine, and the Ultra Scope. Nintendo progressed further into electronic entertainment by focusing on light gun technology with photovoltaic cells. The home light gun games were a hit. Nintendo decided to develop a larger version to be used in bowling alleys. However, the oil embargo of the 1970s caused such economic turmoil that most orders were canceled. It is at this point that Nintendo refactored the technology for use in the traditional coin-op space. TCW 037 - Nintendo and Gunpei Yokoi: http://podcast.theycreateworlds.com/e/nintendo-and-gunpei-yokoi/ Nintendo Rabbit Coaster Game: http://blog.beforemario.com/2011/02/nintendo-rabbit-coaster-game-mid-60s.html Time Bomb Commercial 1964: https://www.youtube.com/watch?v=VfHdq-pTDuQ Twister 50 Years: https://www.youtube.com/watch?v=pysdD9JSs2w How Johnny Carson Saved Twister: https://www.history.com/news/how-johnny-carson-saved-twister Before Mario Nintendo Ultra Hand: http://blog.beforemario.com/2011/03/nintendo-ultra-hand-1966.html Before Mario Nintendo Ultra Machine: http://blog.beforemario.com/2011/03/nintendo-ultra-machine-1967-1974.html Nintendo Ultra Machine TV Commercial: https://www.youtube.com/watch?v=JL7QAVCgF64 Before Mario Nintendo Blocks: http://blog.beforemario.com/2011/10/nintendo-n-block-introduction-1968-71.html Nintendo N&B Block Ringer Commercial: https://www.youtube.com/watch?v=X9cLRoiJAFw Before Mario Nintendo Cotton Candy Machine: http://blog.beforemario.com/2011/09/nintendo-candy-machine-1970.html Before Mario Nintendo Photocopier: http://blog.beforemario.com/2012/12/nintendo-copilas-part-2-1971.html Before Mario Ultra Scope: http://blog.beforemario.com/2011/06/nintendo-automatic-ultra-scope-ultra.html Nintendo Automatic Ultra Scope: https://www.youtube.com/watch?v=tY9QFOnlatc Ultra Man: https://www.youtube.com/watch?v=ApGnXOIZB0o Nintendo Love Tester: https://www.youtube.com/watch?v=y3vUwM3CO3Y Distilled Water VS Tap Water: https://www.youtube.com/watch?v=7hQh8eg30IY How Solar/Photovoltaic Cells Work: https://www.youtube.com/watch?v=L_q6LRgKpTw Before Mario Kôsenjû SP: http://blog.beforemario.com/2011/02/light-gun-games-kousenjuu-sp-and.html Before Mario Electro Safari and Bird Targets: http://blog.beforemario.com/2011/02/nintendo-electro-safari-and-electro.html Nintendo Roulette Commercial: https://twitter.com/nintendomemo/status/913881627704676352 Before Mario Nintendo Jumping Bottle: http://blog.beforemario.com/2012/05/nintendo-jumping-bottle-1970.html Before Mario Duck Hunt: http://blog.beforemario.com/2012/09/nintendo-kousenjuu-duck-hunt-1976.html Before Mario Types of Guns and Riffles: http://blog.beforemario.com/2011/04/nintendo-kousenjuu-guns-and-rifles-sp.html Kôsenjû Custom Lever Action Rifle: http://blog.beforemario.com/2011/03/nintendo-custom-lever-action-rifle-and.html Pictures of the Laser Clay Shooting System: https://www.youtube.com/watch?v=qFddF9nKUq8 TCW 067 - The Birth of the Japanese Consoles: http://podcast.theycreateworlds.com/e/the-birth-of-the-japanese-consoles/ New episodes on the 1st and 15th of every month! TCW Email: feedback@theycreateworlds.com Twitter: @tcwpodcast Patreon: https://www.patreon.com/theycreateworlds Alex's Video Game History Blog: http://videogamehistorian.wordpress.com Alex's book is available for preorder and should be released through CRC Press in December 2019: http://bit.ly/TCWBOOK1 Intro Music: Josh Woodward - Airplane Mode - Music - "Airplane Mode" by Josh Woodward. Free download:http://joshwoodward.com/song/AirplaneMode Outro Music: RolemMusic - Bacterial Love - http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/
To gain clues about the future, it's helpful to look at the past. But if the dominance of mobile, digital, and free-to-play video games in 2021 is anything to go by, the future of video games may be unrecognizable to those of us who grew up blowing into our NES cartridges. But is it all bleak, or can we find some ray of gaming hope in the face of these dark, dystopian days?We'll also be discussing PlayStation's newly patented system for coaching players who have "fallen below a skill threshold," how Square Enix's president already knows you hate NFTs, Ed Boon's blessing on a petition to remake the original Mortal Kombat trilogy, and the wrestler who owns 2,706 copies of the Burger King game Sneak King.Finally, class is in session with Professor Ryebread in our Gaming History 101 segment. In this episode, we're looking back at the legacy of the game design giant, Gunpei Yokoi.Hosts: @retrogamebrews, @donniegretro, @wrytersviewOpening theme: "Gamers Week Theme" by Akseli TakanenPatron theme: "Chiptune Boss" by @donniegretroClosing theme: "Neon City" by @donniegretroSupport the show (https://www.patreon.com/Gamersweek)
L'ullet dret de Gunpei Yokoi, la màquina que va veure nèixer Pokèmon i que ens va fer gaudir del Tetris per primer cop. Salvadora dels viatges en cotxe i dels dies de pluja a l'estiu. Repassem el llegat de la mítica Game Boy tot xerrant sobre els nostres records i jocs preferits.
Muere el creador de NES y SNES / Horizon Worlds abierto al público / La piratería sigue bajando / Cápsula de suicidio / Amazon retira Alexa·com / Fallo gravísimo en Teams para Android / Instagram reimplementará el orden cronológico Patrocinador: La nueva Roomba J7+ https://www.irobot.es/roomba/serie-j es el aspirador inteligente más completo para tu hogar. Incorpora más sensores, es más eficiente y con mayor capacidad de limpieza https://www.irobot.es/roomba/serie-j. Funciona con Alexa, Google y su app para móviles. Hasta dos meses sin cambiar su depósito https://www.irobot.es/roomba/serie-j. Muere el creador de NES y SNES / Horizon Worlds abierto al público / La piratería sigue bajando / Cápsula de suicidio / Amazon retira Alexa·com / Fallo gravísimo en Teams para Android / Instagram reimplementará el orden cronológico
Mejor conocido como el creador del Game Boy de Nintendo, Gunpei Yokoi es la mente maestra que ayudó a propulsar a la compañía de videojuegos hacia la estratósfera. Hablemos de esta legendaria, y un poco olvidada figura. ¡Tomen sus dados, carguen sus mandos, acomoden sus fichas y prepárense para los roles, pues ya comienza Calabozos y Controles! ¡No te olvides de sintonizarnos todos los jueves, sabemos que no te arrepentirás! Síguenos en nuestras redes y distintas plataformas: https://linktr.ee/CalabozosyControles
Nintendo's dominant '80s run on the video game industry produced several hit franchises that remain important today. Metroid might not be a massive juggernaut like Super Mario Bros. or The Legend of Zelda, but it's still an icon of the industry ... and for good reason. In the first season of Game Informer's Video Gameography podcast, we're tackling Metroid. Developed by Nintendo R&D1 and produced by the creator of the Game Boy, Gunpei Yokoi, Metroid thrilled fans with its creative approach to platforming action. While most games gave you a set path to follow, Metroid dropped you into a haunting, alien world and let you freely explore to discover upgrades and ultimately save the universe from biological warfare. Join hosts Ben Reeves (@BenjaminReeves), Marcus Stewart (@MarcusStewart7), and special guest, Game Informer's senior editor Dan Tack (@dantack) for the next hour as we explore Metroid's lore, development history, and lasting impact. If you'd like to get in touch with the Video Gameography podcast, you can email us at podcast@gameinformer.com. You can also join our official Game Informer Discord server by linking your Discord account to your Twitch account and subscribing to the Game Informer Twitch channel. From there, find the Video Gameography channel under "Community Spaces."
4 Tháng 10 Là Ngày Gì? Hôm Nay Là Ngày Mất Của Đại Tướng Võ Nguyên Giáp SỰ KIỆN 2006 - WikiLeaks ra mắt. 2004 - SpaceShipOne giành được Giải thưởng Ansari X cho chuyến bay vũ trụ tư nhân. 1957 - Sputnik 1 trở thành vệ tinh nhân tạo đầu tiên quay quanh Trái đất. Ngày lễ và kỷ niệm Ngày Động vật thế giới Ngày Phòng cháy, chữa cháy toàn dân Sinh 1300 – Trần Minh Tông, hoàng đế thứ năm của nhà Trần (m. 1357). 1814 – Jean-François Millet, họa sĩ Pháp (m. 1875) 1903 - John Vincent Atanasoff , nhà vật lý và hàn lâm người Mỹ, đã phát minh ra máy tính Atanasoff – Berry (mất năm 1995) 1961 - Kazuki Takahashi , tác giả và họa sĩ minh họa người Nhật, tạo ra trò chơi Yu-Gi-Oh! Mất 2013 – Võ Nguyên Giáp, nhà chỉ huy quân sự và nhà hoạt động chính trị Việt Nam (s. 1911). 1904 - Frédéric Auguste Bartholdi , nhà điêu khắc người Pháp, thiết kế Tượng Nữ thần Tự do (sinh năm 1834) 1997 - Gunpei Yokoi , nhà thiết kế trò chơi người Nhật, tạo ra Game Boy (sinh năm 1941) Chương trình "Hôm nay ngày gì" hiện đã có mặt trên Youtube, Facebook và Spotify: - Facebook: https://www.facebook.com/aweekmedia - Youtube: https://www.youtube.com/c/AWeekTV - Spotify: https://open.spotify.com/show/6rC4CgZNV6tJpX2RIcbK0J - Apple Podcast: https://podcasts.apple.com/.../h%C3%B4m-nay.../id1586073418 #aweektv #4thang10 #WikiLeaks #SpaceShipOne #Yu-Gi-Oh #VõNguyênGiáp #GameBoy Các video đều thuộc quyền sở hữu của Adwell jsc, mọi hành động sử dụng lại nội dung của chúng tôi đều không được phép. --- Send in a voice message: https://anchor.fm/aweek-tv/message
hamne dekha ki ek hi cheez me specialization ke bajaaye pehle kaafi cheeze sample karo aur phir kisi ek field me enter karo. Kyunki agar aap different fields me jump karoge to ye hame ek outsider advantage mil sakti hai jaise ki John davis ko oil solution me mili thi. Iske baad hamne Nintendo company ke Gunpei Yokoi ki story bhi dekhi thi ki jaha par saare video game companies technology me dep jaa rhi thi graphics improve kar rhi thi vahi par. Nintendo game company ne sasti lcs se game boyy naam ki han held game bana di aur gaming industry ko dominate kar diya. Phir hamne NASA ke challenger space shuttle ki case study dekhi ki kaise unka space shuttle explode kar gaya kyunki vo ek hi philosophy ko maante the data data data. Aur apne puraane believes ko tod nhi rahe the yaani RANGE of experiences ke liye ready nhi the. Iske ilava hamne ye bhi dekha ki hame different set of first principles apne brain me rakhne chahiye. Ise "T" learning bhi bolte hai. Jisme T ki horizontal line dikhaati hai ki hame kaafi range of cheeze karne chahiye aur T ki vertical line dikhaati hai ki un range of cheezo me se ek do cheeze select kar ke unme acha ban jaana chahiye. Kyunki Real enviornment ek wicked learning enviornment hai jo golf aur chess se bilkul different hai. Ab ham jaante hai ki aap soch rahe honge ki ye itni saare different topic par jaldi se jaldi kaise knowledge le. SO do not worry hamne aapke liye 150 se zaada book summaries different different topic me hindi me free me GIGL app par de rakhi hai. Jinhe aap sun sakte hai aur kaafi saare "first principle" thinking models apne brain me install kar sakte hai. To agar aap RANGE of great ideas chahte hai to aap GIGL app. download kar sakte hai jo IoS aur android dono me available hai. --- Send in a voice message: https://anchor.fm/greatideasgreatlife/message
¡Bienvenid@s al vigesimocuarto capítulo de Arqueología Nintendo! El título de este programa no es otro que "GUNPEI YOKOI, el DIOS de los JUGUETES". En este capítulo tan especial vamos a tratar de homenajear la imagen del gran genio GUNPEI YOKOI. Hablaremos de su vida, de su legado y de su trágica muerte. También hablaremos de un mito que ha dado mucho que hablar, y que vamos a derribar mediante datos y hechos. Nos referimos a ese infundado rumor que dice que la muerte de Gunpei estuvo orquestada por Nintendo. Como hablar de una figura tan mítica como Gunpei Yokoi es toda una responsabilidad, tenemos el increíble honor y placer de contar para este capítulo con la contribución de tres grandes escritores y expertos de Nintendo: FLORENT GORGES, UXÍO PEREZ y MARÇAL MORA. Menudo lujo!!! Así que, no lo dudéis, abrochaos los cinturones, y acompañadnos en este viaje. No olvidéis dejarnos vuestros comentarios y sugerencias: Mail: arqueologia.nintendo@gmail.com Twitter: @PodcastNintendo
Topic starts at: 28:35. This week we discuss the legacy and impact of Gunpei Yokoi. Don’t forget to support the show at https://patreon.com/retrowarriors and come chat with us in Discord at https://discord.gg/WxyjUcJpEx. You can also buy some RW stickers at https://www.redbubble.com/people/rwshow/ and listen to Cinema Rogue at cinemarogues.podbean.com
¡Bienvenid@s al vigesimotercer capítulo de Arqueología Nintendo! El título de este capítulo no es otro que "GAME BOY POCKET y la redención de GUNPEI YOKOI". En el programa de hoy vamos a hablar sobre la conceptualización e historia de esta primera gran revisión de nuestro querido ladrillo gris. La POCKET puede parecer una revisión un tanto vaga y un concepto superficial, pero la historia detrás de su creación no os va a decepcionar! Por otro lado, dedicaremos un apartado a hablar de la GAME BOY POCKET en España. Además de esto, vamos a dedicar el inicio del programa a hablar sobre una de las portátiles más desconocidas de SEGA: la NOMAD! Así que, no lo dudéis, abrochaos los cinturones, y acompañadnos en este viaje. - Anuncio sobre la GAME BOY POCKET en España: https://www.youtube.com/watch?v=z9OJtRZotw0 - Edición de la Nintendo Acción usada en el programa: https://archive.org/details/Nintendo_Accion_049 No olvidéis dejarnos vuestros comentarios y sugerencias: Mail: arqueologia.nintendo@gmail.com Twitter: @PodcastNintendo
We're no strangers to covering obscure stuff on XVGM Radio...but this might be the most obscure thing we've chat about: Bandai's Wonderswan family of handhelds. Going after the Game Boy was a lofty goal, one which made the Wonderswan succumb. But today, we dig up the grave of Bandai's Wonderswan, the Wonderswan Color and the SwanCrystal, to delve into some video game music that we just can't put our finger on. Does it sound like Game Boy? Master System? Something else? We talk about the rise and fall of the little Japan-only handheld along with Mike's confusion over this system and the Neo Geo Pocket, Comparisons to adult film concepts (just how many times Chou Aniki can get stuck in a washing machine, super big bro?!) The legacy of Gunpei Yokoi and his tragic end, plus we get super nerdy about the life and death of the Bandai Wonderswan: All on Episode 76!
We’re no strangers to covering obscure stuff on XVGM Radio...but this might be the most obscure thing we’ve chat about: Bandai’s Wonderswan family of handhelds. Going after the Game Boy was a lofty goal, one which made the Wonderswan succumb. But today, we dig up the grave of Bandai’s Wonderswan, the Wonderswan Color and the SwanCrystal, to delve into some video game music that we just can’t put our finger on. Does it sound like Game Boy? Master System? Something else? We talk about the rise and fall of the little Japan-only handheld along with Mike’s confusion over this system and the Neo Geo Pocket, Comparisons to adult film concepts (just how many times Chou Aniki can get stuck in a washing machine, super big bro?!) The legacy of Gunpei Yokoi and his tragic end, plus we get super nerdy about the life and death of the Bandai Wonderswan: All on Episode 76!
¡Bienvenid@s al vigesimosegundo capítulo de Arqueología Nintendo! El título de este capítulo no es otro que "VIRTUAL BOY, un fracaso... ¿NECESARIO?". En el programa de hoy vamos a recordar una de las consolas más maltratadas en la historia de Nintendo, tanto a nivel comercial como a nivel popular. Aun así, no todo son sombras en lo relativo a este peculiar aparato, ya que de rebote nos condujo a la conceptualización y desarrollo de la mítica GAME BOY POCKET. Además de esto, vamos a derribar uno de los mitos que rodean a esta consola y al destino de su creador: Gunpei Yokoi. Durante muchos años se ha dicho que esta consola supuso el fin de la carrera de Gunpei en Nintendo, ¡aunque actualmente se sabe que esta afirmación es mentira! Sobre esto también hablaremos en este capítulo tan especial. Así que, no lo dudéis, abrochaos los cinturones, y acompañadnos en este viaje. No olvidéis dejarnos vuestros comentarios y sugerencias: Mail: arqueologia.nintendo@gmail.com Twitter: @PodcastNintendo
Continuamos el tema del Episodio Pasado. Entre las menciones de hoy aparecen Shigeru Miyamoto, Gunpei Yokoi y John Romero. --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app Support this podcast: https://anchor.fm/nshaped/support
TCW Podcast Episode 134 - Famicom We look at the Family Computer, or the Famicom's development. The state Nintendo was in before they entered into home dedicated consoled, and then explored programable consoles. We look at how the console was developed with the main focus being on cost and quality. The reason behind the use of the MOS 6502 chipset, sourcing ROM chips, and bringing it together into the red package that many love to this day. This is part one of a two part look at the Famicom in Japan! TCW 037 - Nintendo and Gunpei Yokoi: http://podcast.theycreateworlds.com/e/nintendo-and-gunpei-yokoi/ TCW 067 - The Birth of the Japanese Consoles: http://podcast.theycreateworlds.com/e/the-birth-of-the-japanese-consoles/ OPEC Oil Embargo 1973 NBC Nightly News: https://www.youtube.com/watch?v=VCLRlVxOH-Q Wild Gunman Back to the Future 2: https://www.youtube.com/watch?v=KMy1zO8m8sM Wild Gunman Arcade 1974: https://www.youtube.com/watch?v=GToJgyymvFs A Critical Hit! Wild Gunman: https://www.acriticalhit.com/wild-gunman-74-the-forgotten-first-fmv-game/ Before Mario Blog: http://blog.beforemario.com/ TCW 027 - The Magnavox Patent Lawsuits: http://podcast.theycreateworlds.com/e/the-magnavox-patent-lawsuits-friday-september-16-2016-1003-am/ Nintendo Color 15: https://www.youtube.com/watch?v=LGCUhmrz7MQ New episodes on the 1st and 15th of every month! TCW Email: feedback@theycreateworlds.com Twitter: @tcwpodcast Patreon: https://www.patreon.com/theycreateworlds Alex's Video Game History Blog: http://videogamehistorian.wordpress.com Alex's book is available for preorder and should be released through CRC Press in December 2019: http://bit.ly/TCWBOOK1 Intro Music: Josh Woodward - Airplane Mode - Music - "Airplane Mode" by Josh Woodward. Free download:http://joshwoodward.com/song/AirplaneMode Outro Music: RolemMusic - Bacterial Love - http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/
¡Bienvenid@s al decimoquinto capítulo de Arqueología Nintendo! El título de este capítulo no es otro que "El Problemático Nacimiento de la GAME BOY (1979-1989)". Damos un paso adelante en nuestro podcast, y después de siete capítulos dejamos de lado nuestra querida FAMICOM, o NES. Nos adentramos en este decimoquinto capítulo en la historia de una videoconsola igualmente querida e igualmente carismática: la GAME BOY. A día de hoy, es imposible no tener un pequeño hueco en nuestros corazones dedicado a este gran sistema. Pues bien, por muy extraño que parezca, el desarrollo de la GAME BOY estuvo repleto de problemas, discusiones y desavenencias entre sus dos principales creadores (Gunpei Yokoi y Satoru Okada) y el presidente de la compañía (Hiroshi Yamauchi). ¿El resultado final? Una de las videoconsolas más exitosas de la historia. ¿Queréis conocer más? Pues venga, no lo dudéis, abrochaos los cinturones, y acompañadnos en este viaje No olvidéis dejarnos vuestros comentarios y sugerencias: Mail: arqueologia.nintendo@gmail.com Twitter: @PodcastNintendo
Jeremy Parish, Matt Alt, and Bill Mudron conclude their discussion of the life and times of Gunpei Yokoi (and the larger history of video games) by looking back at the inventions he helped spearhead, from Nintendo's Game & Watch to Bandai's WonderSwan.
Much the way we all set our status to not show when we're in a game, the Game and Watch was originally created to allow Japanese sallarymen to play games at work while their boss was none the wiser. This week we're joined by Matt Alt as he discusses his article, “How Gunpei Yokoi Reinvented Nintendo,” which is pulled from a chapter in his new book Pure Invention. See more from Matt Alt: Twitter: @matt_alt Instagram: @altmattalt Website: mattalt.com The Video Game History Hour music is Blippy Trance by Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 4.0 License: http://creativecommons.org/licenses/by/4.0/
Jeremy Parish speaks to Bill Mudron and Matt Alt about the work of Nintendo legend Gunpei Yokoi and how his innovative pre-video game creations reflect the post-war culture and industrial boom Japan experienced during the ’60s and ’70s.
This episode has nothing to do with Naruto guys, instead Will Returns in time for a special Halloween where James shows evidence that the spiral is god’s signature, as well as share some of his own personal and most frightening experiences in his life. Email: WeAppreciateManga@Gmail.com 057: Junji Ito’s Uzumaki (a.k.a. Spiral) By Junji Ito English Translation by Yuji Oniki Special thanks to @Nirakirameart for today's tribute illustration. Topics: Reminiscent to ‘Final Destination’ where death is quantitative and systematic. What makes it frightening is how you can be aware of its workings yet still be powerless because of concepts like manifest destiny, divine fate and the fact that death is simply a universal force of nature. Or Lovecraft, where the enemy is invisible, the spiral too is a force of nature, it too is universal. The model/actor (a.k.a. star) system, Ito would use the likeness of Uzumaki’s Kirie and Shuichi for Dissolving Classroom’s Keiko and Azeri. (Osamu did this system first) Similarities to the horror of RL Stine and Hino’s Horror manga. Only truly scary story is what happens to Shuichi’s mother, because mental illness = frightening. Other media Videogame for wonderswan (Gunpei Yokoi, sold 3 mill units but only 8% market share.) Curse simulator, you play as an agent of the spiral curse. Gathering items and planting them. Film – directed by Higuchinsky and released in 2000, if you're interested then James recommends you see the movies directed by David Lynch, Shinya Tsukamoto and Hideo Nakata. Animated mini-series 2021 Colin Stetson does the score. (known for his work on Heredetary and Red Dead Redemption 2) Why the spiral? (The golden ratio / Fibonacci sequence) The Fibonacci sequence starts like this: 0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 55 and so on forever. Each number is the sum of the two numbers that precede it. It's a simple pattern, but it appears to be a kind of built-in numbering system to the cosmos. It’s the code that nature seems to abide to. And if God was a mathematician, they would favour this code. Sources and Recommended Reading/Watch List: Junji Ito’s Interview with Crunchyroll, talking about the 2021 anime adaptation of Uzumaki. For those interested in the WonderSwan videogame you can watch this video. Super Eyepatch Wolf’s video critique and analysis of the animated ‘Junji Ito Collection’ can be found here. And an example of frame Interpolation is in this video here. ‘The golden ratio and Fibonacci numbers’ by Richard Dunlap can be purchased on Amazon. Synopsis: Set in the seaside town of Kurouzo Cho, Kirie Goshima and her boyfriend Shuichi Saito slowly witness a sinister force plague their town. At first Shuichi’s father becomes obsessed about spirals. His obsession leads towards his death and afterwards Shuichi’s mother is quick to succumb to what Shuichi refers to as “the curse of the spiral”. Shuichi Saito’s father loved all things spiral related, his mother, starts to fear all things spiral related. Soon Shuichi is orphaned and becomes a recluse. Although as the spiral curse causes many episodes of horror Shuichi is still available when Kirie needs him most. These episodes include souls imprisoned within pottery, Kirie’s spiralling hair having a parasitic mind of its own, schoolboys turning into snails as if they were infected with a virus and a deadly light house. During these episodes, Shuichi protects Kirie from a sentient hurricane, however as part of the spiral curse the town becomes a magnet to hurricanes and sink holes, sending kurouzo Cho into a wasteland that isolates its residents. The residents are only safe inside the old row houses, which remain oddly immune to the malevolent elements. And when overcrowding becomes an issue, Kirie and Shuichi set out to escape. Unfortunately they become lost in the woods, when they spiral back into the town they planned to leave, they find that they have been in a time vortex and what seemed like a short time in the woods has been years past for Kurouzo Cho, on their return the row houses have become extended and formed into a spiral building. Essentially one long spiralling house, this leads into a well like chasm where the lake once existed but is now dried up. It’s the centre of the spiral that Kirie and Shuichi find themselves drawn towards, and where ultimately their fate is sealed. Facebook - facebook.com/weappreciatemanga/ Instagram – weappreciatemanga.co.uk Twitter - @RealJamesFitton Website – Weappreciatemanga.com Email – Weappreciatemanga@gmail.com
On this episode of the world famous Sofa King Podcast, we talk about the interesting history and massive success of the Japanese gaming giant Nintendo (and we might just look at little red plumber who jumps on psychedelic mushrooms and hides in pipes while we’re at it). Nintendo didn’t start like you think it did. Well, if you thought it started a hundred and twenty years ago by printing playing cards on tree bark for Yakuza gambling dens, then you thought right. From there, a maintenance man named Gunpei Yokoi was discovered to have created a toy to keep himself entertained at work, and the company president happened to see it. This became a massive success called the Ultra Hand and sold millions of units. Nintendo was officially in the toy biz. Yokoi developed several hit toys, including the hugely successful Game Watch, which was the engineering and spiritual successor to the Game Boy. But everything changed when a game designer named Shigeru Miyamoto created the game Donkey Kong with its popular hero Jumpman. Ultimately, renamed Mario, he went on to the best the star of the show for Nintendo, headlining every game system, creating a (horrible) 80s TV show, and becoming the first of many icons for Nintendo. Their systems ranged in ability and success from the Famicon (aka the Nintendo Entertainment System or NES) to the SNES, N64, Wii, Game Cube, and of the course different generations of the Game Boy, all culminating in the Switch. Nintendo found success by always doing exactly what other video game companies did not do. It even survived the video game crash of 1983 that destroyed world-leader Atari. They also clung to their intellectual property and used them very wisely: Mario, Luigi, Bowser, Donkey Kong, Princess Peach, Zelda, Link, Metroid, Mario Kart, Smash Brothers, Animal Crossing, and more. They all have been substantial successes for this little upstart card company from Japan. Visit Our Sources https://www.youtube.com/watch?v=UsKyquWWl-s https://www.nintendo.co.uk/Corporate/Nintendo-History/Nintendo-History-625945.html https://en.wikipedia.org/wiki/History_of_Nintendo https://en.wikipedia.org/wiki/Nintendo https://www.bbc.co.uk/newsround/48606526 https://interestingengineering.com/the-extraordinary-and-surprising-history-of-nintendo https://en.wikipedia.org/wiki/Shigeru_Miyamoto
¡Bienvenid@s al sexto capítulo de Arqueología Nintendo! Este capítulo lo hemos titulado como "El nacimiento de las Game & Watch". Este título también es muy descriptivo, y es que en este episodio hablaremos de cómo las Game & Watch pasaron de ser un vaga idea en la mente del genio Gunpei Yokoi, a uno de los aparatos más queridos por los niños y los adultos de los años 80. Dedicaremos también unos minutos a destacar la figura de Gunpei Yokoi, merecedor de todo reconocimiento por su indiscutible contribución al mundo del entretenimiento. Pues todo esto y mucho más en este sexto capítulo. ¿Nos acompañáis en este viaje? No olvidéis dejarnos vuestros comentarios y sugerencias: Mail: arqueologia.nintendo@gmail.com Twitter: @PodcastNintendo
Gunpei Yokoi is a name you may or may not know, but even if you haven't, he affected your life. In fact his contributions have in many ways have had significant impact on modern culture. What do we do to affect innovation? How do we go about growth and invention? What does "upgrade" really mean? If you are a business owner, manager, inventor or innovator, this is an episode you should know.
I speak to Kelsey Lewin, a video game historian and collector, retro games store owner, and self-proclaimed Wonderswan enthusiast, about the challenges — and also the merits — of researching and archiving the artefacts connected to games development and culture, both past and present. She also shares her insights on how the growth in retro gaming helps fuel interest in games history, why some of the most interesting stories are far beyond the typical narratives of games history, what quirky things we can find when looking into the Wonderswan and its inventor, the famed Game Boy hardware designer Gunpei Yokoi, and much more. Kelsey co-directs the https://gamehistory.org/ (Video Game History Foundation) with Frank Cifaldi, where the two of them have been doing amazing work in preserving and archiving the artefacts of games development and culture — not so much the games themselves, but rather more the packaging and documentation, the source code, the marketing materials, the magazines, etc. And she also co-owns Pink Gorilla Games, a retro games store located in Seattle. This is the fifth entry in a new series of interviews I'm running alongside the main show — every month(ish) I'll talk to a different person who's exploring games history, in one way or another, to learn about the many ways people are preserving the games industry's past as well as to further our understanding of how this wonderful medium (and the industry that's built around it) has come to be the way it is now. Interview conducted May 25th, 2020. Links I couldn't fit them inside the podcast summary character limit, so if you're interested you'll need to head to the episode page on my website: https://lifeandtimes.games/episodes/files/interview-kelsey-lewin.html (lifeandtimes.games/episodes/files/interview-kelsey-lewin.html) To support Kelsey and her work you can: https://gamehistory.org/donate/ (Donate to the Video Game History Foundation) Follow her on Twitter https://twitter.com/kelslewin/ (@kelslewin) Subscribe to https://www.youtube.com/channel/UCVfhjBPhPY41aHm4DAR4M6Q (her YouTube channel) Buy stuff from http://pinkgorillagames.com/ (Pink Gorilla Games) You can support me and my work by: Subscribing to http://patreon.com/lifeandtimesofvideogames (my Patreon) Donating https://paypal.me/mossrc (via PayPal) Following me (https://twitter.com/MossRC (@MossRC)) or the show (https://twitter.com/LifeandTimesVG (@LifeandTimesVG)) on Twitter and Instagram (https://instagram.com/lifeandtimesvg (@lifeandtimesvg)) Buying my books — https://secrethistoryofmacgaming.com/ (The Secret History of Mac Gaming) is available now, albeit temporarily in digital form only (as it's now out of print) https://www.bitmapbooks.co.uk/products/the-secret-history-of-mac-gaming-expanded-edition (from Bitmap Books), while Shareware Heroes: Independent Games at the Dawn of the Internet (the subtitle got changed to "The renegades who redefined gaming at the dawn of the internet") is still some ways off being finished out August 2022 and can be https://unbound.com/books/shareware-heroes/ (preordered from Unbound). I'll have a book/ebook version of my audio documentaries out soon. And telling other people to check out my stuff. Thank you to all of my wonderful supporters https://www.patreon.com/lifeandtimesofvideogames (on Patreon) for making this possible, but especially to my $10+ backers Seth Robinson, Rob Eberhardt, Wade Tregaskis, Eric Zocher, Simon Moss, and Vivek Mohan. You can help, too — a contribution as little as $1 a month makes a big difference towards ensuring this show has a bright future ahead of it. (And as a Patron you'll get to skip those pesky cross-promotions from other shows on my network, among various other bonuses like transcripts and extra content.)
Gare aux Pixels - Attention un pixel peut en cacher un autre - Retrogaming Podcast
Bonjour à toutes et à tous, cet épisode spécial SEGA est en deux parties car l’enregistrement a duré beaucoup plus longtemps que d’habitude (environs 6h30 ^^). Nous avons essayé de faire un résumé de l’histoire de SEGA pour fêter les 60 ans de l’entreprise un peu à la manière de l’épisode sur Gunpei Yokoi. Nous sommes aussi accompagnés dans cette 1ere partie par une personne qui a été notre tout premier invité dans le podcast : Le Metalleux Geek Au programme : Actus : Rayman Redemption sur PC, Bloodstained: Curse of the Moon 2, 2 nouveaux jeux pour le stick SNK, Alex Kidd in Miracle World DX, Metal Slug Code : JInterview de l’invité : Le Metalleux GeekDossier : L’histoire de SEGATest retro : Space Harrier sur SEGA Master System – YoutubeTest retro : Shinobi III : Return of the Ninja Master sur SEGA Megadrive – Youtube Credits audio : Intro : Turtles in Time – Sewer Surfin Metal de Florian Haack Sommaire : Castlevania – Vampire Killer [Metal Cover] de Nestalgica News : Street Fighter 2 Guile theme goes Heavy Metal de Charlie Parra del Riego Remerciements : Ducktales Moon Theme – METAL
Cuando inventas el Game Boy, obviamente Nintendo te da toda la libertad creativa que quieras. En este caso, Gunpei Yokoi voló muy alto y tristemente el Virtual Boy fue el sol para sus alas de cera. Esta es la historia de cómo pasó de mantenimiento a ser una de las mentes más importantes en la historia de la industria de los videojuegos. ¡Denle play y suscríbanse!
Erstveröffentlichung am 05.08.2015! Halt 6 ist der zweite Teil der Videospielesaga, in dem sich die Drei mit den alten, portablen Spielekonsolen beschäftigen! Nintendo Game Boy, Sega Game Gear und Atari Lynx sind die Zauberwörter dieser Haltestelle. Steigt mit ein und erfahrt was Andi von der Bachelorette hält, weshalb Chris wegen Yoshi weinen musste, warum Svens Game Boy direkt im Schnee landete und welches das wohl beste Handheldspiel aller Zeiten ist. Unser unendlicher Dank geht an Gunpei Yokoi der den Game Boy erfand und damit eine ganze Generation prägte! Die EPler freuen sich auch weiterhin über jeden Download und jede Bewertung bei Apple Podcast, Spotify und Audio Now.
Kelsey Lewin comes back on ARGcast to share her knowledge and love for all things WonderSwan, including its famed creator Gunpei Yokoi!
Wonder no more, ARGonauts! Kelsey Lewin returns to drop some serious knowledge on the "swan song" of Gunpei Yokoi - the WonderSwan. Join in to learn about this series of handhelds that continued the spirit of the original Game Boy, and how Gunpei truly defined Nintendo's design philosophy. The news this week kicks off with the auctioning of the Nintendo Play Station prototype as well as the drama surrounding it. That's followed by some obscure titles coming to Nintendo Switch Online, a new 2D Ninja Gaiden proposed, and the Atari VCS flirting with cross-play functionality. This week's Stage of History celebrates the beloved Final Fantasy IV. Robert also shares his impressions of the Sonic the Hedgehog movie. And don't forget to grab our game code giveaways! Nintendo Play Station Super NES CD-ROM Prototype (AUCTION) February’s Nintendo Switch Online update includes two SNES games previously unavailable in US and two NES oddities Blazing Chrome developer wants to make a 16-bit Ninja Gaiden 4 ATARI, WONDER BRING US THE CROSS-PLATFORM GAMING OF OUR DREAMS Follow David | Follow Robert Find episode clips on our YouTube playlist! Got a question, comment, or suggestion for the show? Email us or send a tweet! Check out our Patreon to help support the show and get cool perks along the way. Also, join our Discord room to chat all things retro gaming.
Bedtime History: Inspirational Stories for Kids and Families
Learn about the founders of Nintendo and the talented people who have designed their games over the years.
Gare aux Pixels - Attention un pixel peut en cacher un autre - Retrogaming Podcast
Bonjour à toutes et à tous, pour cet épisode nous avons décidé de vous parler d’un grand nom du jeux vidéo : Gunpei Yokoi. Le récit de sa vie sera ponctué de tests de jeux liés à la carrière de ce grand homme. Au programme : Actus : Les dernières sorties récentes, Panzer Dragoon et Command & Conquer en Remaster, Stick Arcade Capcom… (00:05.17) Dossier : Gunpei Yokoi (00:26.31)Test retro : Donkey Kong sur Arcade et sur NES – Youtube (01:11.47)Test retro : Super Mario Land sur Gameboy – Youtube (01:48.28)Test retro : Gunpey sur Wonderswan – Youtube (02:27.15)Remerciements : Florent Gorges pour son travail exceptionnel sur les ouvrages L’Histoire « non-officielle » de Nintendo ( chez OmakeBooks) qui nous ont servi de principales sources d’information pour faire ce podcast. (02:48.22) Credits audio : Intro : Turtles in Time – Sewer Surfin Metal de Florian Haack Sommaire : Castlevania – Vampire Killer [Metal Cover] de Nestalgica News : Street Fighter 2 Guile theme goes Heavy Metal de Charlie Parra del Riego Remerciements : Ducktales Moon Theme – METAL COVER de PirateCrab Bonne écoute à toutes et à tous et bon retrogaming !
Having explored the span of the Virtual Boy's library, let's now create a little context for its existence. There's more to this curious little system than the fact that it bombed at retail and Nintendo cut its life short. It represents designer Gunpei Yokoi's passion for interesting applications for affordable technology, prefigured some game industry design standards, and presented a remarkably solid library of software. Was Virtual Boy flawed? Absolutely. But that doesn't mean it's not worth experiencing, or remembering.
Han pasado tres décadas desde que Nintendo, de la mano de Gunpei Yokoi, lanzó al mercado el Game Boy, el primer gran fenómeno en el mundo de las consolas portátiles, cambiando el mundo de los videojuegos para siempre. Síguenos en Twitter y YouTube como LaGranCN
Today the gang tackles more bizarre, giant plant life in World 3-3! Jay joins Andy and Aaron once more to discuss glitches, infinite lives tricks, and the immortal classic Tron. Also in this episode, a discussion of the life of one of gaming's greatest innovators, Gunpei Yokoi. intro music: "8-bit Eighties" by injury (http://ocremix.org) twitter: @onestageatatime Andy: @primmtropolis Aaron: @aaronindatwits email: onestagepod@gmail.com FB: facebook.com/onestagepod insta: @onestageatatime --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app --- Send in a voice message: https://anchor.fm/one-stage-at-a-time/message
in EP. 75, SOLO & LILO as usual cover the week's top gaming stories. for april 24, we take a look at: [quick scope] - [1] epic games developers detail perpetual crunch with Fortnite, [2] Able Gamers x accessibility, [3] Nintendo partners with tecent & officially plans to launch Switch in china, [4] European esports federation is formed by 12 countries, [5] & more. [solo's something or another] - with the 30th anniversary of the original Gameboy, solo reflects on the importance of Gunpei Yokoi & lateral thinking with withered technology [final lap] - le squad speculate on the impact of China’s new gaming legislation
Rick and Mike discuss the classic Nintendo gem Metroid on this episode. We discuss everything from the game's development and creation by Gunpei Yokoi to Hip Tanaka's ethereal atmospheric soundtrack. We also discuss the game contemporaries in the Legend of Zelda, Super Mario Bros. and Kid Icarus not to mention the games which its influenced including Terraria, Shadow Complex, Steamworld Dig, Symphony of the Night AND LITERALLY EVERY OTHER INDIE GAME. Join us as we add another game to the List of Games.
Otra entrega de las curiosidades de la historia de la informática. En este caso hablaremos de Nintendo, su primera consola portatil y principalmente del creador de la misma, Gunpei Yokoi.
Would YOU bone an android? Apologies in advance for the audio quality of this episode, we’re still figuring out the new equipment! PATREON: https://www.patreon.com/LFAB EMAIL: askletsfightaboss@gmail.com TWITTER: https://twitter.com/LetsFightABoss INSTAGRAM: https://www.instagram.com/letsfightaboss REDDIT: https://www.reddit.com/r/letsfightaboss Quest Log: Aggretsuko, Barry, A Quiet Place, Atlanta Season 2, The Rain Strategy Talk: Detroit: Become Human, God of War Quicktime Events: Sony has ceased production of physical PS Vita games, Milla Jovovich to star in Monster Hunter film, Yakuza 3, 4 and 5 getting remastered for the PS4, TotalBiscuit passes away at age 33, Battlefield V has a woman on the cover and pissbabies pissed themselves, Shenmue 3 delayed another year to 2019 Loot Drop: Niamh - AnthonysCustoms on YouTube - https://www.youtube.com/user/AnthonysCustoms Jenny Nicholson on YouTube - Is Forces of Destiny good? - https://youtu.be/H3PKipRZKv0 John - The Kid From Brooklyn on YouTube - Starbucks Stick it up Your @$$ - https://youtu.be/6DyG60KT-MY Bryan - Jeremy Parish on YouTube - Game Boy World Bonus Episode #01: Gunpei Yokoi - https://youtu.be/QHS9WX5krS0
En este programa, emitido el 14 de Mayo de 2018, te hablamos de los nuevos detalles sobre el servicio online de pago de Nintendo Switch; de la nueva empresa de videojuegos de Google, Arcade; de los 8 añazos de desarrollo de Red Dead Redemption 2; de las ultimas predicciones de Michael Pachter; y de la pelicula de Monster Hunter; para continuar en nuestra seccion retro con el anuncio de la Neo Geo Mini; la aparición de una entrevista a Gunpei Yokoi de 1996; del proyecto de demake de Breath of the Wild para Gameboy; de las declaraciones de Giles Goddard sobre las condiciones de trabajo de Nintendo en los 90; de los nuevos detalles sobre la edicion en castellano de "Service Games: El Auge y caida de Sega"; de las fotos hechas con la Gameboy Camera en el GP de F1 de China; para terminar con nuestros comentarios retrasados, y la review de Nintendo Labo.
'Super Mario Land' - Interluder Daniel und der 'Eskapist der Herzen' Sascha vom iLike Podcast nehmen sich den 'Stay Forever'-Podcast zum Vorbild und brettern in einem gut 1,5 Std dauernden Interlude durch den Game-Boy-Klassiker 'Super Mario Land'. Dabei präsentieren wir euch natürlich nicht nur einen Reiseführer für Sarasaland, Birabuto, Muda und Tschai, sondern sprechen auch über unsere persönlichen Erfahrungen mit dem Kult-Spiel. Außerdem wagen wir einen Blick hinter den Vorhang und nehmen den Werdegang von Gunpei Yokoi und Satoru Okada (R&D1), die Macher hinter dem 2D-Jump'n'Run-Klassiker unter die (Game-Boy-)Lupe (mit Licht!). Zudem besprechen wir die Zusammenhänge mit dem erfolgreichen Launch des Nintendo Game Boy sowie schwenken hin und wieder auf die illustere Unternehmensgeschichte von Nintendo selbst. Dazu gibt es wie von uns gewohnt auch wieder einen Blumenstrauß stumpfer hessischer Gags sowie die ein oder andere persönliche Anekdoten auf die Ohren. Vielen Dank an dieser Stelle auch noch einmal an Sascha, der sich die Zeit genommen hat uns bei unserem kleinen Experiment unterstützt hat. Da es 'mal wieder drunter und drüber ging, macht ein klassisches Inhaltsverzeichnis an dieser Stelle einfach keinen Sinn. Sorry dafür ;) In diesem Sinne, viel Spaß mit 'Super Mario Land (Interlude 5)'! Eure Eskapisten, Daniel und Sascha (und Markus und Lukas) Wir freuen uns natürlich riesig über Feedback, Kritik und Anregungen auf https://www.facebook.com/dieEskapisten/ ! Vielen lieben Dank für's Anhören und euren Support! Folge direkt herunterladen
Attention : ce podcast contient une double dose de flash. On continue la formule bimensuelle avec à chaque émission 2 chroniques aux sujets variés ayant en commun de parler technologie et/ou vie numérique. Au menu de cet épisode : Cosmoflash : Les tendances du CES 2018 FLashT : Rencontre du 3eme Tips Voilà voilà, on espère que ça vous plaira. Parlez-en autour de vous (il parait que ce podcast rend les dents belles et fortes). Retrouvez nous sur Facebook (https://www.facebook.com/ecoledesfaq/) et Twitter (https://twitter.com/EcoleDesFAQ). Vous pouvez également nous trouver sur iTunes (https://itunes.apple.com/fr/podcast/ecole-des-faq/id1191485621), n’hésitez pas à nous laisser un commentaire et 5 étoiles si ça vous a plu) ainsi qu'au stand barbe à papa à côté du grand huit . Retrouvez les TweetPostLike et les liens de bas de podcast sur notre site : http://ecoledesfaq.fr/ (Crédits : Remipapillon - Générique L'école des FAQ / The Breeders - Cannonball / Ratatat - Loud pipes)
Internal commentary for the potential song title "Yar's Revenge Designer Howard Scott Warshaw Slam Dunks A Football" by The Flowers of Disgust appears here courtesy of The Flowers of Disgust: The football was innovative yet enigmatic. | HSW is in my view the most important pre-NES Era game designer from a creative standpoint, and I include Al Alcorn in this statement. | pre-NES or pre-Miyamoto? | Is there really a difference? I mean yes, I suppose you could date a so-called "Miyamoto Era" from the time he joined Nintendo in 1977, or maybe with his creation of Donkey Kong in 1981, but I really don't think this is what people normally think of when they think of Miyamoto's influence from a game design standpoint (Not to mention such a designation would completely ignore the meaningful contributions of Gunpei Yokoi, who was essentially Miyamoto's mentor on the project). While no serious person would claim Donkey Kong itself isn't historically significant, the game itself doesn't hold a candle to the likes of Super Mario Bros. or Zelda in terms of actual influence on the direction of video game design. In many areas DK is much more derivative than it is innovative, from its characters and plot (cribbed from King Kong and Popeye, among others) to its gameplay (which owes a lot more than is generally recognized to earlier titles such as Space Panic and Crazy Climber). What I think is actually the more important thing to recognize about Donkey Kong is the story of its development, from the last ditch effort to recoup the sunk costs of the Radar scope debacle to Hiroshi Yamauchi's decision to entrust NOA's future in the harebrained schemes of one low-level engineer -- and the lucky accident of its sucess. It's this spirit of throwing everything at the wall and seeing what sticks that continues to drive most of Nintendo's successes to this day. So in summary I would say that although Miyamoto's pre-NES work certainly represents an auspicious beginning to his career as a designer, he did not achieve greatness (nor his corresponding industry "rock star" status) until his later work for the NES/Famicom, which likewise did not become a true worldwide phenomenon until the successes of SMB and Zelda, among others. This is why I would argue that to say "Pre-Miyamoto" is essentially the same thing as saying "Pre-NES" from a periodizational perspective, which is the implicit perspective of all of our song titles and commentary. | Have you played "Space Panic"? That game SUUUUUUCKS! | No, but I did play Crazy Climber on an original cabinet last week, and the control scheme is pretty fascinating. There are two joysticks that have to be alternated simultaneously up and down to simulate (more or leass) the physical act of climbing. Takes some getting used to but it's really quite clever. | To me the important thing about Miyamoto isn't any particular game feature or innovation that he invented. The genius of Myamoto is really his ability to take an existing genre and carefully refine it so that it becomes more "fun". Hence, Donkey Kong is way more "fun" than Space Panic. Even though, through a certain narrow lens, Space Panic might be more "innovative", Donkey Kong is really a much more important game in the history of the genre. To go back to your original statement, I guess I think the central questions is: what do you mean by "from a creative standpoint"? I wonder if you aren't defining "creativity" a bit too narrowly when you dismiss Miyamoto's early arcade work. | Sure, that's probably a valid criticism. And I do agree with you in regards to Miyamoto's penchant for refining the innovations of others, and of course the "fun" factor remains something that is poorly understood to this day (On this particular point I would recommend Curtiss Murphy's excellent blog and podcast "Game Design Zen", especially his hugely insightful visual representation of what he and others term 'flow' which can be found in the post for episode 2). I just think if you're going to be so reductive as to say, "This here is 'The Miyamoto Era'" (and though you didn't use that exact term I think it's fair to say it's implied by your use of 'Pre-Miyamoto' as a delineator) then it makes far more sense to designate his work on the Family Computer as the herald of that era because, again, it was not until that point that he became an icon. It was not until that point that he did his most important, most innovative, and most influential work. It was not until that point that he fully emerged from the shadows of Yokoi et al. to finally wield complete control over what I would without hesitation call the Gesamtkunstwerk of SMB and Zelda. Donkey Kong is a landmark in the history of Nintendo, surely, but in the story of Miyamoto's development, it is mere prologue. | What?? | Please explain to which element(s) of the preceeding your query is referring. | Objectively speaking, I think the original Donkey Kong is probably more significant than Yar's Revenge in terms of it's impact, though admittedly, without defining precisely what we mean by 'significant', this is basically a nonsensical statement. With regards to fun, I think it's all well and good to explore the concept of "fun" on a objective/theoretical level. "Fun" may indeed be a wooly concept that, from a game-design perspective, is tricky to define in a purely reductive sense. HOWEVER we shouldn't lose sight of the fact that in our subjective experience as players-of-games, it is all too easy to identify when a game is "fun". One is reminded of the famous line by Supreme Court justice Potter Stewart, "I know it when I see it". Stewart of course, was referring to pornography, but it is equally applicable in this case. I can't tell you precisely what makes a game fun, but I know whether a game is fun or not when I play it. I will look this Curtiss Murphy gentleman though, as this does seem an interesting topic. | When did I ever say that Yar's Revenge was "more significant" than Donkey Kong "in terms of it's [sic] impact"? My original statement was focused solely on creativity of design, and did not reference DK at all. I freely concede that DK was more impactful than YR; I'm simply stating an opinion about Howard Scott Warshaw's artistic chops. At the risk of going off on a tangent, let's draw on, as an analogy, a comparison between Pong and Computer Space, Nolan Bushnell's prior effort from the previous year. Now I'm sure as hell not going to say Pong is poorly designed (the hallmark of good design often being simplicity, which is its own rabbit hole...), but what I will say is that Computer Space is a way more interesting game, at least considered intrinsically. While simple by today's standards, it failed essentially because it was designed and playtested exclusively by engineers and mathematicians, and hence was too confusing for the average n00b to grasp. I think there's room to argue which game is 'better' from a creative standpoint, but we should absolutely not make the mistake of saying Pong is artistically better than Computer Space specifically because of the former's relative success. Now, with regard to your rather confusing citation of Potter Stewart (who always makes me think of (Jimmy) Stewart's nemesis Mr. Potter from It's a Wonderful Life), I'm not certain what point you are trying to get across. Potter Stewart's statement is generally not quoted earnestly even by anti-pornography activitsts these days; are you reappropriating it into the arena of fun in video games in an effort to genuinely endorse the concept of subconscious objective identification as a process, or are you making a wry, pithy critique of modern gamers' fickleness/proclivity to rush to judgement? I am reacting specifically to your statement "...in our subjective experience as players-of-games, it is all too easy to identify when a game is 'fun'." [Empahsis added]. It seems like you are implying in this first part of your argument that we are making a mistake when we rely on our gut instincts when engaging in video game criticism, but then you go on to, it would seem, essentially endorse the Potter Stewart approach immediately thereafter. Could you clarify, please? | To clarify, I am endorsing the view of "fun" as something that we should generally trust our guts on, even though it is difficult to define in a reductive sense. In that quote, I should not have said "all too easy", but rather just "really fucking easy". Likewise I think Potter's statement re:pornography is in most cases correct, though I'll concede that it really doesn't lend itself to any concrete legislation–certainly not any good legislation. Re: HSW, Yar's Revenge, Donkey Kong etc… I think essentially we are struggling with different ideas about what "creativity" is, what it means for something to be "important" and certainly what it means for something to be "important from a creative standpoint". You seem to be endorsing the view that a game can be "important from a creative standpoint" when it is interesting but shitty. If you think "creativity" is really just about doing something "original" or "new", being the "first" to do some particular thing, then I guess that's a reasonable statement to make. I tend to take a more holistic view of creativity myself, put more emphasis on the overall artistic vision, and the execution thereof. | And I'm not necessarily disagreeing with most of that, I'm simply drawing a distinction between creative success (or artistic success, if you prefer) and commercial success. Frankly, I don't know what you're talking about when refer to something being "interesting but shitty"; are you saying Yar's Revenge is shitty?? Or are you referring to Computer Space/Pong/Crazy Climber/Space Panic? I'd say Space Panic is the only one of those you could credibly claim to believe is shitty, but for the sake of argument I'd say that yes, something can be interesting even if it is shitty. However I do concede it most probably can't be "important from a creative standpoint", at least in the sense that I employ that phrase (that it has exerts a lasting influence on at least some significant subset of game design). In this sense I think it's laughable to say that Yar's Revenge is not significant. If you look at HSW's body of work it seems to be his most fondly remembered game (or at least tied with Raiders) and he is easily the most celebrated Atari designer from that time period. | Yars' Revenge is ok I guess. It's certainly quirky, and I could see how people might have found it fun. If we're talking about single-screen space shootin' games i'd definitely take Robotron 2084 over it any day of the week. "Raiders", OTOH, seems completely unplayable and cryptic. I think people probably like to talk about the importance of Raiders because (like "Adventure") it seems kinda like a proto-adventure-game or proto-metroidvania thing. Fair enough I guess. Again, for my part, I'm less concerned with who "came up with" these ideas "first", and I'm more interested in who made games that were actually fun to play. When I look at "Raiders" I see a game whose designer was over ambitious and didn't really understand the limitations of the platform for which he was designing… an interesting failure at best. That's better than an uninsteresting failure, but not exactly the hallmark of a great game-designer IMO. Again, if all you care about is who was first-to-market with some particular "innovation", then sure HSW is your man.| That's all well and good, and such reductionism would be fine if we could all agree on an objective classification of what constitutes "fun", which is in my esitmation a fool's errand. However, since we are prisoners of our own predilections in taste, we cannot make a consistent, quantifiable analysis of any game unless we make the effort to subsume our subjective reaction underneath at least a veneer of cold, logical, data-driven criticism. Of COURSE it matters that we find a game "fun", but without the wisdom that comes from patient, comparative study of the titles that comprise its various peers, antecedents and imitators, and without appraisal given to the personalities and forces behind its genesis, our analysis is doomed to be incomplete. I'm not by any means saying that innovation is the only important thing to focus on, but I am fascinated by it because I yearn to gain a deeper understanding of how things developed and where they are likely to go in the future. That's what keeps me getting up in the morning, at least from a video gaming standpoint. | I prefer to think of my "fun" benchmark as more holistic than reductive. | Sure, and Id preferto be having sex with Scarlet Johanson, but that doesn't mean it's the case. | Zing! | Agreed. I think we're done here. Today's strip
TCW Podcast Episode 056 - Revisions and Updates We go over our past episodes and provide updates, if we have any, on each one. There are a lot of little tidbits, and expansion on a variety of topics. Some of the big ones are Namco, the Nutting Associates, and James Morgan. Happy Holidays everyone! Episode 1 "All I can do is ask why?": 0:02:54 Episode 2 "You talked to whom?": 0:07:07 Episode 3 "What makes and Industry?": 0:12:49 Episode 4 "A Tale of Cycles": 0:13:54 Episode 5 "The Untold History of Sega": 0:20:03 Episode 6 "The Early History of Electronic Arts": 0:22:55 Episode 7 "History of the Arcade": 0:31:22 Episode 8 "Birth of the Japanese Game Center": 0:31:45 Episode 9 & 10 " History of Mediagenic Parts I &II": 0:32:11 Episode 11 "The Genesis of JRPGs": 0:39:25 Episode 12 & 13 "History of Acclaim": 0:40:45 Episode 14 "Nintendo Playing with Power!": 0:42:40 Episode 15 "The Story of Chuck E Cheese": 0:43:24 Episode 16 "Early Computer Game Platforms: The Trinity, and The Disciples": 0:45:03 Episode 17 & 18 "The British 8-Bit Computer Market Hardware & Software": 0:45:20 Episode 19, 20, & 21 "The Great Video Game Crash": 0:46:00 Episode 22 "The Galaxy Game": 0:51:40 Episode 23 "The Complete Tetris Story": 0:52:12 Episode 24 "The Project and Others in the Field": 0:52:45 The Digital Antiquarian: https://www.filfre.net/ Sega-16: http://www.sega-16.com/ Episode 25 "Mattel Electronics?": 0:56:01 Episode 26 & 27 "The Magnavox Odyssey & Patent Lawsuits": 0:58:05 Episode 28 "Picking up the Pieces: The US Arcade Industry After the Crash": 0:58:25 Episode 29 "50 Years of Namco": 0:58:40 Episode 30 "Doom!": 1:09:17 Episode 31 "An Epic Game": 1:09:47 Episode 32 "History of the Atari Brand": 1:09:59 Episode 33 "The Saga of Sega": 1:12:02 Episode 34 The Nutting Associates": 1:12:11 Episode 35 "EA - The Teenage Years": 1:27:38 Episode 36 "Raiding Eidos": 1:30:25 Episode 37 "Nintendo and Gunpei Yokoi": 1:30:33 Episode 38: "Origin Story": 1:30:40 Atari James Morgan Update: 1:31:15 New episodes on the 1st and 15th of every month! TCW Email: feedback@theycreateworlds.com Twitter: @tcwpodcast Alex's Video Game History Blog: http://videogamehistorian.wordpress.com Intro Music: Josh Woodward - Airplane Mode - Music - "Airplane Mode" by Josh Woodward. Free download:http://joshwoodward.com/song/AirplaneMode Outro Music: RolemMusic - Bacterial Love - http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/
Welcome to The Diad Presents! This week features part two of a two-part spectacular! Get your WonderSwan on. The show can be downloaded here, or streamed here: Some of the sources I relied on are here: Jeremy Parish Article And the track list is below: # - Game - Track - System - Composer 1 - Raku Jongg - Track 15 - WonderSwan - ? 2 - Engacho! - Ending Theme - WonderSwan - Suguru Yamaguchi 3 - "Gekitou! Crash Gear Turbo - Gear Champion League" - BGM 02 - WonderSwan - ? 4 - "Rockman EXE - N1 Battle" - PET Configuration - WonderSwan - Yusuke Beppu 5 - "Rockman EXE - N1 Battle" - Navi Clash! (Regular Battle) - WonderSwan - Yusuke Beppu 6 - Pocket Fighter - BGM 05 - WonderSwan - Satoshi Ise & Norihiko Togashi 7 - Pocket Fighter - BGM 11 - WonderSwan - Satoshi Ise & Norihiko Togashi 8 - "Star Hearts - Hoshi to Daichi no Shisha" - BGM 16 - WonderSwan - Yusuke Beppu & Shigenori Masuko 9 - "Medarot - Perfect Edition Kabuto Version" - BGM 02 - WonderSwan - ?
Welcome to The Diad Presents! This week features part one of a two-part spectacular! Get your Game Boy on. The show can be downloaded here, or streamed here: Some of the sources I relied on are here: Hanafuda info Yokoi Interview History of Nintendo's R&D1 And the track list is below: # - Game - Track - System - Composer 1 - Ottifanten - Der Zoo Music - Game Boy - Stello Doussis 2 - Drymouth - Billy's Theme - Game Boy - Jake Kaufman 3 - Tintin: Le Temple du Soleil - Area 1-2 Music - Game Boy - Alberto Gonzalez 4 - Trip World - World 3 (Part 1) - Game Boy - """Phase Out"" (Masayuki Iwata, Tsutomu Ishida & Atsushi Mihiro)" 5 - Turok 2: Seeds of Evil - Mountain Stage - Game Boy - Alberto Gonzalez 6 - International Superstar Soccer - Title Theme - Game Boy - Akira Yamaoka (?) 7 - Gradius: the interstellar assault - Staff Roll - Game Boy - Yoshiyuki Hagiwara
Mario Bros. is a platform game developed and published for arcades by Nintendo in 1983. It was designed by Shigeru Miyamoto and Gunpei Yokoi, Nintendo's chief engineer.
TCW Podcast Episode 037 - Nintendo and Gunpei Yokoi We go over the career of Gumpei Yokoi. From his falling into a job at Nintendo until his untimely death. We cover his contributions to Nintendo, and the game industry, and set the record straight on what he did, and did not have influence on. In the end his true legacy is the talent he mentored, philosophy, and vision that still influences Nintendo to this day. Game and Watch Collection: https://www.youtube.com/watch?v=7HZiBtXwyHM Radar Scope: https://www.youtube.com/watch?v=XvAq7Kckid8 Arcade Donkey Kong: https://www.youtube.com/watch?v=UBHJhla8TO4 Arcade Mario Brothers: https://www.youtube.com/watch?v=54olndhqPSA NES Speed Run Metroid: https://www.youtube.com/watch?v=67kQ3l-1qMs Kids React to Gameboy: https://www.youtube.com/watch?v=0pCp8g-VjOs Virtual Boy: https://www.youtube.com/watch?v=Jjz4bls_gPs The Wonderswan: https://www.youtube.com/watch?v=SPJrmNq-1Ow New episodes on the 1st and 15th of every month! TCW Email: tcwpodcast@gmail.com Twitter: @tcwpodcast Alex's Blog: http://videogamehistorian.wordpress.com Intro Music: Josh Woodward - Airplane Mode - Music - "Airplane Mode" by Josh Woodward. Free download:http://joshwoodward.com/song/AirplaneMode Outro Music: RolemMusic - Bacterial Love - http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/
Josh talks about one of the most influential people in video game history. Music Credits Background Music Song: How Attractive Artist: DJ Cutman Link: http://gamechops.com/wii-u-grooves/ End Song Song: Awakening (Overworld) Artist: DJ Cutmand and Spamtron Link: http://gamechops.com/meowmeow-and-bowwow/ All music provided by: http://gamechops.com/ Tags: gaming. retro gaming, gunpei yokoi, nintendo, gameboy, virtual boy, game and watch, ultra hand, gaming history, gaming legend
Our first episode post on our fancy new site! Today’s episode looks at two very different but equally compelling stories. Liam dives into Two and a Half Men’s strange finale, and Tom regales some Nintendo history with the story of Gunpei Yokoi.
En esta entrega de En Descarga Radiónica, Diego Bolaños e Iván Samudio viajan en el tiempo 35 atrás, cuando un 09 de Julio de 1981 se estrenó el videojuego Donkey Kong, título icónico de Nintendo y del género de plataformas, creado por Shigeru Miyamoto y Gunpei Yokoi.
En esta entrega de *En Descarga Radiónica*, Diego Bolaños e Iván Samudio viajan en el tiempo 30 años atrás, cuando un 06 de agosto de 1986 se estrenó en Japón el videojuego *Metroid*. Título de acción y aventuras creado por *Gunpei Yokoi*, considerado como uno de los grandes hitos de *Nintendo* por presentar a una de las primeras heroínas del entretenemiento electrónico, la única e inigualable *Samus Aran*.
In honor of the Virtual Boy's 20th anniversary, we take a look at the controversial but charming "third tier" of Nintendo in the mid-1990's. Touching upon every released game for the system, we lead up to the brief development of Rare's red and black Donkey Kong Country 2 port. Welcome to Space World. Let's go!
With batteries at the ready, Rick and Ben discuss the first line of Nintendo’s Game Boy family. From limited colors to excessive accessories, our hosts talk about the culture and games that made the first mega-selling handheld system so awesome. Plus Rick admits to his step-mother’s superior Tetris skills, and Ben fesses up to his irresistible compulsion to buy yard sale Game Boys. File Under: Nintendo, Game Boy, Game Boy Pocket, Game Boy Color, Gunpei Yokoi, Nintendo Research and Development 1, Game Boy Camera & Printer, Super Game Boy, Tetris, Pokemon Red & Blue, Pokemon Gold & Silver, Frogger, Pokemon Yellow, Final Fantasy Legend, Super Mario Land, Wario Land, Metal Gear Solid, The Legend of Zelda, Link’s Awakening, Oracle of Ages, Oracle of Seasons, Metroid II, Kirby’s Dream Land, Donkey Kong Land, Donkey Kong Country, Dr. Mario, Gargoyle’s Quest, Kid Icarus: Of Myths and Monsters, Final Fantasy Adventure, Perfect Dark, Radar Mission, Kwirk, Legend of the River King, Spiritual Warfare, Solar Striker Find us on the web: Rick on Twitter: https://twitter.com/WrathRainbows Ben on Twitter: https://twitter.com/theragu40 ThePastCast website: http://www.thepastcast.com
Mzo, Finch, & Geen hunt for treasure in Wario Land: Super Mario Land 3 & Virtual Boy Wario Land: some of the finest, and perhaps last, video games that Gunpei Yokoi produced for Nintendo.Podcast Links:Twitter: @WDIGSWTumblr: http://wdigsw.tumblr.comFacebook: http://facebook.com/wdigswEmail: wonderdudesingamesoftworld@gmail.com Mzo:Twitter: @BadtzMzoYouTube: http://youtube.com/badtzmzo Finch:Twitter: @FinchiekinsTumblr: http://finchiekinstheowl.tumblr.com Geen:Twitter: @Geen82Tumblr: http://geen82.tumblr.com
Novo episódio do Debug Mode, o Podcast da GameFM! Brincamos novamente de realidades alternativas em mais uma parte da série "E se?"! Dessa vez fizemos um "especial Nintendo" respondendo as perguntas "E se a Nintendo tivesse rejeitado o Wii Remote?" e "E se Gunpei Yokoi nunca tivesse nascido?". Confira! O post Debug Mode #53: E se? [Parte 2] – Podcast apareceu primeiro em GameFM » Debug Mode - Podcast.
Nintendo startet sin håndholdte era med Game & Watch-maskinene allerede i 1980. Disse ble designet og utviklet av et team ledet av maskinvaredesigner Gunpei Yokoi, og den samme gjengen fikk braksuksess med Game Boy ni år senere. Opprinnelig postet av TOR-STEINAR N. TANGEDAL på Gamer.no Vidundermaskinen tok verden med storm, til tross for en maskinvare som […]
Questions this week:What are the highlights of GDC that aren't covered by mainstream game media?Who would you like to hear in David Hayter's place to play Solid Snake in Metal Gear Solid V?What are the worst things you can do when remaking a classic video game?Try to make it on TV by writing a video game themed spec script of a currently airing TV show.IMPROV ZONE: GameStop manager interviewing Brandon and Duke Nukem.If Electronic Arts did April Fool's publicity stunts, what would they be like?Review BioShock infinite as if you were bribed just the right amount above your dignity threshold to do so.How would Nintendo be different if Gunpei Yokoi were alive and with us today?LIGHTNING ROUND: Apps to Apples (55:45)
Retour sur un inventeur de génie
Retour sur un inventeur de génie