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March,
2005
3/28
Update
NINTENDO STAR MARIO DELIVERS PROPOSAL TO HONORARY
MAYOR JOHNNY GRANT TO ADD VIDEO GAMES TO HOLLYWOOD WALK
OF FAME
Video Game Icon Lobbies for Creation of Interactive
Entertainment Category Alongside TV, Movie, Radio Stars
on World-Renowned Landmark
| WHAT: |
Video game giant Mario appears in Los
Angeles to deliver a proposal to create a new
Interactive Entertainment category on the
world-famous Hollywood Walk of Fame. The new
category honoring video game heroes would
supplement the current Walk of Fame categories
for Film, Television, Recording, Stage and Radio
to allow the stars of interactive entertainment
to receive stars on the Walk of Fame.
All the way from the Mushroom Kingdom, Mario
will deliver his proposal on March 30 to
Hollywood Mayor Johnny Grant at the Hollywood
Walk of Fame.
|
| VISUALS: |
Mario and supporters rally for the cause
Mario and supporters submitting proposal to
Hollywood Mayor Johnny Grant who will deliver it
to the Hollywood Chamber of Commerce
|
| WHERE: |
Grauman’s Chinese Theatre (6925 Hollywood
Blvd.)
Hollywood, CA
|
| WHEN: |
Wednesday, March 30, 2005
9 a.m. – 10 a.m.
|
| BACKGROUND: |
The video game industry is giving Hollywood
a run for its money with nearly $10 billion in
revenue last year. Contributing to that figure
is the strength of franchise characters such as
Mario, whose game sales have jumped beyond the
most bankable of Hollywood legends.
Mario is leading the charge on behalf of the
video game industry to get video game icons
recognized and honored with stars on the
prestigious Hollywood Walk of Fame. Video game
fans have taken up the cause as well with an
online petition that calls for an Interactive
Entertainment Category to be added to the Walk
of Fame. The petition has more than 3,000
signatures and is available at
www.petitionspot.com/petitions/walkoffame.
|
|
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3/11
Update
2005 GAME DEVELOPERS
CONFERENCE KEYNOTE ADDRESS DELIVERED BY NINTENDO PRESIDENT SATORU IWATA
(Mr. Iwata enters stage following introduction from Jamil Moledina, Director of
the Game Developers Conference) Thank you very much, Jamil. On my business card,
I am a corporate president. In my mind, I am a game developer. But in my heart—I
am a gamer. Today, I’d like to speak to you from my heart … about our jobs … and
about our industry. I remember the first video game I ever played. It was
Pong—and I loved it! By the time I was in high school, I was the first person in
my class to buy an early Hewlett-Packard pocket calculator. I think I was one of
the original early adopters! But where most people used their calculators for
higher mathematics … I used mine to program video games. My first creation was a
baseball game. I don’t think anyone can say it had bad graphics. Because it had
no graphics! Game play was represented only by numbers. But when I saw my
friends playing that game … and having fun …it made me feel proud. To me, this
was a source of energy—and passion.
As that passion for games began to blossom … I think my life course was set. In
1978 I entered the Tokyo Institute of Technology. I would have loved to study
video game programming—but no one was teaching it then. So I went to classes on
engineering and early computer science. But after class, when my friends went
back to their rooms to study, I took off on my motorcycle for one retail store
in Tokyo. This was the first store to have a department entirely dedicated to
personal computers. That was my hangout—and I was not alone. There were others
there who also looked at those early computers, and thought the same thing I
did—how could we play games on them? We became friends … formed a club …and soon
rented an apartment in the Ahkihabara district of Tokyo, where we began
designing our own games. We worked until midnight or later every night … and
that group of friends is what became the company known today as HAL. The name
came from the computer in the movie 2001: A Space Oddyssey. “HAL.” We thought
that name was very cool. Also, this is what I looked like back then. (old photo
of Iwata appears on the screen) Like all game creators … I was extremely cool
too, don’t you think? So, I don’t really remember how, but I managed to keep up
with my classwork and graduated from the institute. But when it came time to
take a job, I had the distinction of joining the smallest company of any
graduate in my class. I left to become only the fifth full-time employee of HAL.
And when I told my father this, you can imagine it was not the happiest moment
in the history of my family.
People sometimes ask me what I did when I was hired at HAL. Well, the answer is
that I was a programmer. And an engineer. And a designer. And I marketed our
games. I also ordered a lot of take-out food. And I helped clean up. And—it was
all great fun! Perhaps the biggest moment in the history of HAL came when we
heard the rumor that Nintendo was developing a machine capable of incredible new
graphics—the Famicom, or NES as it was called here in the states. We knew that
this machine was for us. So we used every contact we could to get a meeting with
Nintendo, sure that one of our ideas would become an instant hit. Yes, Nintendo
did hire us. But not to amaze the world with one of our projects. Instead, they
told us to fix one of their projects—a game that had seriously fallen behind
schedule. Instead of “creating” a game, we “repaired” a game – and it eventually
was released as NES Pinball. That experience taught us that even “artists” must
know the business side of game development. After all, if a game never comes to
market, there is very little chance of it making any money! Working in those
days was also instructive in another way. Because the graphics were so primitive
by today’s standards, we asked ourselves how we could spur the players’
imaginations … as a substitute for what we couldn’t display on the screen.
Think about this. Someday our games won’t look any better. What will we do then?
Well, our work was satisfactory enough that we formed a close association with
Nintendo. And as HAL invented a couple of early franchises, we also learned
other lessons. Our first Kirby game taught us the value of teamwork. Since not
everyone can be a Miyamoto, we discovered that ideas can come from several team
members, building on each other, to make something superior to what one person
could invent. Then, we worked with the famous Japanese creator Shigesato Itoi,
who was already an avid gamer himself, to develop his first idea for a game.
That series, called Mother in Japan and released here in America as Earthbound,
proved to us that ideas take on a special appeal when they become interactive.
Many years and many projects later I went to work for Nintendo full time … and
then one day, about three years ago, Mr. Yamauchi appointed me to succeed him as
company president. Of course, this was a great honor, but it was also a great
challenge. I knew this would require committing much more time, and assuming
much more responsibility. But fortunately, game developers are familiar with
such things! So, I’d like to move on this morning and answer two questions that
I’m often asked, now that I’ve had two decades of experience in the video game
world. First, over the last 20 years as a developer, what things have changed?
And second, what things have stayed the same?
One thing that has not changed—and will not change—is our nature as a form of
entertainment. Like any other entertainment medium, we must create an emotional
response in order to succeed. Laughter .. fear .. joy .. anger .. affection ..
surprise .. and most of all, pride of accomplishment. In the end, triggering
these feelings from our players is the true judgement of our work. This is the
bottom-line measurement of success. Secondly, we must always weigh challenge and
reward. How much work—and frustration—a player is willing to withstand? Depends
on the personality and skill of the player. Core gamers have a huge appetite for
challenge. Casual gamers want less difficulty. At Nintendo, we believe it is our
responsibility to make games for all skill levels. And most definitely, that
includes people who are not playing our games now. The third thing that has not
changed is the importance of the idea. Of course it is valuable to devise an
extension or offshoot of a current idea. But it is invaluable to come up with a
brand-new idea of what a game can be. I’m sure there are a few of you out there
in the audience today with such creativity—and our industry needs you! Fourth,
this truth never changes—software sells hardware. People buy game systems to
play the games they love. I agree with Steve Jobs, the head of Apple, when he
says, “software is the user experience. Software is the driving technology not
just of computers .. but of all consumer electronics.” Finally, what has not
changed is the value of intellectual property. If it is true that software sells
hardware…it is more true than ever that franchises sell software.
While our industry has made hit games with names like Spider-Man and James Bond
and NFL Football, I think we should be proud that our best games are those whose
heroes and worlds we invented ourselves. So then, on the other side of the coin,
what do I think of when I consider what has changed? One word immediately comes
to mind—bigger! Especially here in the Western Hemisphere, the business is
bigger—the North American and European retail markets alone are now worth
approximately $17 billion. In the U.S., game sales were up another 8 percent
last year. There are games in your living room ... your office ... on your PDA
... your cell phone ... and of course, best of all, on your Nintendo DS! Many in
the media are shocked to learn that young men now spend more time playing games
than watching TV. I think those of us in this room could have told them that a
long time ago! Of course, the games themselves have become much bigger in
several ways. They are bigger in a technical sense…occupying more digital space.
That, in turn, requires bigger teams…bigger budgets…and bigger challenges in
meeting deadlines. This also means that big game companies are getting bigger—by
consuming smaller ones. We know that in the next generation, budgets for AAA
console games will regularly move into eight digits—and that’s before any
marketing money is spent. Only the biggest companies can afford such costs. Not
surprisingly, the success of our industry—and the profit margins for hit
games—has again drawn big interest from larger entertainment companies. But we
may not be compatible.
Their books, movies and TV shows are exactly the same for every user. But our
games let players help write their own screen plays—and their own endings. Now,
I don’t think any of this is news—bigger budgets, bigger staffs, bigger
companies. It’s there for all of us to see. “Big” is obvious. On the other hand,
what’s more prominent in my thinking these days is how our industry is getting
“smaller.” We are “smaller” in the amount of risk we’re willing to accept. We
are also “smaller” in how we define video games. The list of genres seems
fixed—shooters, sports, platforms, puzzles and so on. When is the last time we
invented a new genre? But as importantly, even within these genres, we have
reduced the “environments” we use. The racing tracks .. the sound tracks .. the
bosses .. the heroes .. are starting to look more and more alike. Consider Tiger
Woods Golf and Mario Golf—each a successful franchise, but using two different
looks for the same genre. Such variety is becoming harder and harder to find. We
are even getting “smaller” in how we define progress. Making games look more
photorealistic is not the only means of improving the game experience. I know,
on this point, I risk being misunderstood. So remember, I am a man who once
programmed a baseball game with no baseball players. If anyone appreciates
graphics, it’s me! But my point is that this is just one path to improved games.
We need to find others. “Improvement” has more than one definition. And finally,
I am most concerned with what we think of as a gamer.
As we spend more time and money chasing exactly the same players, who are we
leaving behind? Are we are creating games just for each other? Do you have
friends and family members who do not play video games? Well, why don’t they?
And, I would ask this: How often have you challenged yourself to create a game
that you might not play? I think these questions form an important challenge for
all of us. So, I have preached more than enough about the state of our industry.
You may be wondering, how does Nintendo plan to respond? Let me answer a couple
things in a straightforward way. First, has Nintendo turned its back on the
hard-core gamer? I don’t believe so. If we were not interested in core gamers,
we would not have packed-in Metroid Prime Hunters for each of you, when you went
out and bought your Nintendo DS. This is not just excellent game entertainment,
but also a signal that we want the DS to be for core gamers, too. We would not
have partnered with n-Space in order to take a new look at shooters in the game
Geist, which is coming exclusively to Nintendo GameCube. It will move your
emotions, and move your definitions of this genre. And if we were not interested
in core gamers, GameCube would not be the home to the first big hit of 2005 here
in America—Capcom’s Resident Evil 4. It’s a sign that not only do we care about
core gamers, but core gamers care about Nintendo.
And most of all, we would not be finishing the most-anticipated game in our
industry this year ... a brand-new Legend of Zelda. I would love to tell you all
about it. But actions speak louder than words. We have chosen you to see the
first new footage of Zelda, since E3 10 months ago. So take a look! (Legend of
Zelda video trailer runs) A new look is only one part of the Zelda story. Much
more of the mystery will be revealed at E3. This latest Zelda adventure will
appeal to core gamers—and all gamers—just like every previous version. The
reason, I believe, is that it meets the standards we set for all software we
develop. We call these standards the four “I”s. First, is it truly
innovative—something different from what has come before? Second, is it
intuitive? Does control of the game, and the direction of gameplay, seem
natural? Third, is it inviting? Do you want to spend time in this world? And
finally, how does it measure up in terms of interface? Can the player connect in
new ways? Certainly, few games can score perfectly in each of these areas. But
at Nintendo, this is how we measure ourselves. And while we apply these
standards to our software projects, there is also an obvious hardware
example—Nintendo DS. It was designed to
demonstrate both innovation and new forms of interface, to be both intuitive and
inviting. So far, people seem to have decided that it does all of that. As of
today, we have shipped 4 million DS systems to Japan and North America—in just
16 weeks since launch. And those numbers do not include Europe, where Nintendo
DS begins selling tomorrow. I know that you are all familiar with the novel
aspects of DS game play ... incorporating the two screens, the touch screen, and
the microphone. What you may not have much knowledge of yet…is wireless game
play. We are now finishing up a game, Mario Kart, that will allow eight players
to compete simultaneously. Yes, gamers already know that Mario Kart is fun. But
does the DS version make it even more fun? Well, let’s find out. Let me ask you
this: Is there anyone out there who is celebrating a birthday today? If so,
please stand up. OK, please come up here to the stage. In fact, if your birthday
is any day this week, please stand up. I will need six of you to come up here
and join me… Come on, don’t be shy! (audience members approach stage) Bill
Trinen from Nintendo of America is also going to join us, and we will form a
test group for wireless Mario Kart on Nintendo DS. On the screen above us, you
will see my kart…I hope leading the race…and all others trailing behind me! \
(Real-time onstage Mario Kart DS live demonstration by Iwata, Trinen and six
audience members) These days I spend so much of my time on meetings and
interviews and traveling, I sometimes forget how much fun I have playing games—I
liked that! Well, this demonstration of wireless Mario Kart brings us up to the
present moment. This is a product that we will bring to the market later this
year. But I would like to spend the rest of my time today on what is perhaps the
next logical question—where does Nintendo go from here? Let me try to explain it
first with an image. In the universe of interactive entertainment, there is a
planet we call video games. It is the one we know best. But ... it is only one.
Also in our universe are other planets which entertain, but in different ways
from current games. It is this part of the universe we are anxious to explore.
So, this idea creates the dual passions of Nintendo. On one hand, we work every
day to make what we describe as “video games” better. We want to give players
what they want. But at the same time, we are intent on finding out what else we
can use to entertain. Our second goal is to show players something new …
something they may not even know they want. You already are familiar with a good
example of this philosophy. It’s Pokémon.
At its core, Pokémon is a wonderful role-playing game. But it’s also much more.
Players collect and trade Pokémon, maybe the same way you once collected and
traded bottle cap or baseball cards. Pokémon expanded RPGs to places they hadn’t
gone before. Another example was our decision to put PictoChat into the DS. It’s
not a game .. not a competition. But a way for us to better understand how
communicating wirelessly might also entertain. And PictoChat, as a wireless
function, also represents just the latest step in something much larger for
Nintendo. I want to announce today that, following the groundbreaking work we
have always done in connecting players, we will aggressively pursue Wi-Fi
connections—beginning with Nintendo DS. The original Game Boy connected two
players with a cable .. then four players on Game Boy Advance. We put four
control ports on our consoles .. and then made our controllers wireless. With
Pokémon FireRed and LeafGreen, we packaged wireless adapters with the games.
That introduced unfamiliar players, over fairly large distances. This is all
part of a unifying philosophy that continues with Nintendo DS. Every aspect of
Nintendo DS is designed to be friendly to all audiences. Therefore, Wi-Fi should
be easy for everyone, too. Our goal is to make this process simple and seamless.
Users shouldn’t give it a thought.
Wi-Fi connections will feel like local area network connections…because they
will use a common API. We will let DS owners enjoy Wi-Fi without the difficulty
of entering an SS-ID or WEP key. And maybe most importantly, we will remove the
most important consumer barrier—because Nintendo’s Wi-Fi connections will be
free. As I said: simple and seamless. So, you may want to know, is this
infrastructure ready to go? Almost. What about development? Where are the dev
kits? By E3, you won’t be asking that question. Well, then, what about the
entertainment? I can say today that you will be playing Wi-Fi games on DS this
year. What we are developing internally—and externally with a number of
people—is very exciting to me. At least one of these projects, I believe, will
be groundbreaking. And we look forward to your Wi-Fi games, too! Let me give you
one example of what we’re working on ... Internally we’re developing Animal
Crossing Wi-Fi. We chose this property for a couple of reasons. First, it is one
of those “non-game games” I mentioned—a form of entertainment that really
doesn’t have a winner, or even a real conclusion. And because of its
unrestrained pace of action, it avoids wireless latency issues. Before, you
could take Animal Crossing to a different village. Now, with Wi-Fi, you can take
it around the world. So, we feel that our form of free and easy wireless play
helps move our industry in a new direction. But we are making similar moves in
software as well.
I want again to bring Bill Trinen out to demonstrate two other things that come
from a different part of the interactive entertainment universe. But even before
we show them, I can tell you: They may seem unusual, because they are something
different. This first one is the current passion of Mr. Miyamoto – and Bill
himself! (Bill Trinen conducts live demonstration of Nintendogs) As you see,
this product will expand our audience to players who currently are not satisfied
with what we’ve been offering them. I’m also going to ask Bill to show you one
other software project ... we’re calling Electroplankton. That sounds different:
e-lec-tro-plank-ton—and it looks different, too. The idea here is that
creativity should not just belong to the developer ... but to the player, as
well. (Bill Trinen demonstrates Electroplankton live) This game is different.
It’s designed to produce harmony—not adrenaline. So far, we are seeing different
kinds of reactions to Electroplankton. Some test players are confused—they keep
looking for their score, or the next enemy. But others are hypnotized. There are
people who simply refuse to turn the game off. No matter what your own reaction,
I think you can agree that this is definitely not from the world we currently
call video games.
Thank you, Bill! So, this is Nintendo’s plan. Make our existing game world much
better—better Zeldas, better Marios, better partnerships creating games like
Resident Evil 4. But also, exploring other worlds in interactive entertainment.
For us, this is a passion. This is a mission of adventure. And most importantly,
we want you—the creative heart for our entire industry—to take that journey with
us. You may remember from E3 last year that we explained that “DS” had two
meanings—Dual Screen, and Developers’ System. And Nintendo Revolution is a
developers’ system, too. With IBM, we are creating Revolution’s core processor,
which we have codenamed “Broadway”—because Broadway is the capital of live
entertainment. With ATI, we are developing the graphics chipset, code-named
“Hollywood”—because Hollywood is the capital of movie entertainment. With
Revolution, we are determined to create the new capital of interactive
entertainment. Now, a couple of specifics. First, contrary to much speculation,
I can announce today that Revolution will be backward compatible. The best of
the Nintendo GameCube library will still be enjoyed by players years from now.
Second, as I said earlier, we intend to incorporate wireless technology in all
we do. Therefore, Nintendo Revolution will be Wi-Fi enabled—built into every
system.
And third, even though the game experience enjoyed by players will be far
different on Revolution, developing for it will be familiar. It will not require
a steep new learning curve. In this way, just like Nintendo DS, it’s a place
where the best ideas—not the biggest budgets—will win. And make no mistake. We
expect third-party publishers will be fully supportive of what we’re doing. From
this point forward, in support of all of our product lines, Nintendo will be
expanding our development reach. Some of these new games will come from larger
internal teams. Some from the kinds of game partnerships we’ve formed with third
parties over recent years. Maybe some day, we’ll work on a game together. I’d
like that! If you don’t mind, I will finish today with memories from one more
franchise in my development career—Super Smash Bros. At the time it was being
developed for Nintendo GameCube, I was already working full time for Nintendo,
but my heart told me I was still a developer. So, as president, I assigned
myself to HAL—to rejoin the team finishing the game. Once again, I was living on
the Japanese developer’s diet of chips, pizza and rice balls ... and working
through the night. From their offices, it was possible to see Mount Fuji, which
many say is most impressive if you’re willing to wake up and see it at dawn. But
during this period, just as years before with our Kirby games, we at HAL would
see the sun shining on the mountain before we ever went to bed! Many say the
sight of first light on Mt. Fuji inspires them.
But for me: I hope I never see it again! I also remember the first version of
Smash Bros., developed for Nintendo 64. The concept for this game, as you know,
was to take the classic, friendly Nintendo franchise characters .. and have
them, as you say here in America, “beat the heck out of each other.” The idea
was not brand new—there certainly have been a lot of fighting games. And the
characters looked pretty much the same way they always had. So, when we brought
the idea to Nintendo, the concept did not sound hip or cool or revolutionary.
And because of all this, there were people both inside and outside Nintendo who
did not strongly favor our idea. And this was the environment that our team
worked under. That attitude remained until the moment of truth—the moment when
testers began picking up the controllers ... and actually playing the game. This
is what happened: People smiled. Then laughed. Then began shouting to each
other. That was the moment when everything for Smash Bros. changed. And I must
tell you, this was also one of the proudest moments in my development career.
Yes, the Smash Bros. series has become a great worldwide success because it’s
sold over 10 million copies worldwide. But the memory of that first moment …
when the testers began to play ... stays with me always. That is that
moment…that I call success.
We at HAL found a way to bring our idea to life. Our team believed deeply in the
concept, and we did not waver in our approach. So in this important sense, we at
HAL were just like every one of you. Even if we come from different sides of the
world ... speak different languages ... even if we eat too many chips – or rice
balls … even if we have different tastes in game .. Every one of us here today
is identical…in the most important way. Each one of us has the heart of a gamer.
Thank you for your attention!




3/10
Update
Nintendo Revolution Details
and More!
NINTENDO PRESIDENT OUTLINES BOLD VISION TO
ATTRACT NEW AUDIENCES TO VIDEO GAMES
Game Developers Conference Attendees Hear First
Details about 'Revolution,' Upcoming Wi-Fi Service for
Nintendo DS
SAN FRANCISCO, March 10, 2005 – Thousands of video game developers in a
standing-room-only crowd today heard Nintendo President
Satoru Iwata outline the company's bold vision for the
future. Iwata, a veteran video game designer and player
himself, made several major announcements during his
Game Developers Conference keynote speech, "The Heart of
the Gamer," including such highlights as:
- Nintendo's next game console, code-named
"Revolution," is proceeding on schedule and will
include both backward compatibility and Wi-Fi
features.
- Nintendo soon will offer a free Wi-Fi connection
service to Nintendo DS™ owners.
- Iwata demonstrated several new software titles
using the innovative features of the Nintendo DS,
including voice recognition, touch-screen control
and wireless connectivity.
- Iwata unveiled new images from the highly
anticipated Legend of Zelda® adventure
coming this year for Nintendo GameCube™.
"This is Nintendo's plan: make our existing game
world better," Iwata said. "For us, this is a passion.
This is a mission of adventure."
Revolution: Iwata announced that
Revolution will feature built-in Wi-Fi protocols, which
will allow users around the world to connect with one
another wirelessly. Revolution's technological heart, a
processing chip developed with IBM and code-named
"Broadway," and a graphics chip set from ATI code-named
"Hollywood," are being designed to deliver game
experiences not possible to date.
"We're excited to be developing the graphics chip set
for Revolution, which continues our longstanding
relationship with Nintendo," says Dave Orton, ATI
Technologies Inc.'s president and chief executive
officer. "As the leading graphics provider, ATI is
committed to delivering exceptional visual performance
that enables consumers to interact with new and visually
compelling digital worlds. ATI is proud to support
Nintendo's innovative contributions to gaming."
Nintendo DS: Iwata announced that
the Wi-Fi protocol for Nintendo DS will provide users
with a link to other players across the country or
around the world. Once the service begins later this
year, Nintendo DS users will be able to connect to the
service wirelessly at Wi-Fi hot spots, whether they're
at home, in a hotel or at a coffee shop. As one of
several Wi-Fi games, Nintendo's in-house development
team is creating a new Animal Crossing™ game
for global Wi-Fi play.
On the keynote stage, Iwata also took part in a
spontaneous eight-player wireless contest of Mario
Kart® DS to demonstrate the local area network
capabilities of Nintendo DS. He added that shipments of
the DS game system have now surpassed 4 million units to
North America and Japan in the 16 weeks since launch.
With the system set to debut in thousands of stores
across Europe within hours of his address, that number
will approach 6 million units shipped by the end of
March.
DS software: The speech featured a
live demonstration of two Nintendo DS software titles
that Iwata said represented types of entertainment that
go beyond the traditionally accepted definitions of
"video games." One, Nintendogs, asks owners to
nurture and interact with a variety of breeds of digital
puppies. Puppy owners can issue voice commands, play
games and train their puppies while developing real
emotional bonds with them. Nintendogs is set to
launch later this year in North America. The second
title, Electroplankton, offers an otherworldly
array of sights and sounds aimed to soothe or stimulate
players with the innovative use of both the touch screen
and voice interaction. "This is designed to produce
harmony, not adrenaline," Iwata said.
Zelda: Iwata wowed the crowd by
showing previously
unreleased footage of the stunning Legend of
Zelda adventure for Nintendo GameCube. The game
will launch later this year, and is expected to be the
most sought-after game of 2005 on any console.
Nintendo will announce more information about both
Revolution and the Nintendo DS Wi-Fi service at the
Electronics Entertainment Expo in Los Angeles in May. To
hear the full audio podcast of Iwata's speech, visit
www.nintendo.com.
The worldwide leader and innovator in the creation of
interactive entertainment, Nintendo Co., Ltd., of Kyoto,
Japan, manufactures and markets hardware and software
for its popular home and portable video game systems.
Each year, hundreds of all-new titles for the
best-selling Game Boy® Advance SP, Nintendo DS™ and
Nintendo GameCube™ systems extend Nintendo's vast game
library and continue the tradition of delivering a rich,
diverse mix of quality video games for players of all
ages. Since the release of its first home video game
system in 1983, Nintendo has sold more than 1.9 billion
video games and more than 336 million hardware units
globally, creating enduring industry icons such as
Mario™ and Donkey Kong® and launching popular culture
franchise phenomena such as Metroid®, Zelda™ and
Pokémon®. A wholly owned subsidiary, Nintendo of America
Inc., based in Redmond, Wash., serves as headquarters
for Nintendo's operations in the Western Hemisphere.
For more information about Nintendo, visit the
company's Web site at
www.nintendo.com.
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Zelda 2005 Release
Information!
In an interview
with IGN, Nintendo's vice president of sales and marketing, Reggie Fils-Aime
finally gave some information about the release date of the realistic Zelda game
we all saw at E3 last year.
IGNcube: Nintendo previously stated
that Mario 128 could be a GameCube title, and then it
suggested that it might instead be for Revolution. Is Mario
128 for GameCube or Revolution?
Reggie: We're going
to answer that question at E3. You know, we at Nintendo are
probably waffling back and forth on what's the best thing to
do. Legend of Zelda is going to be on GameCube. We're going
to launch that this holiday. And there's more to come on
what happens with Mario 128.
Source: IGN
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