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General Nintendo

Nintendo of America just shared another update about the status of amiibo on its Facebook page.

According to the message, a number of amiibo are returning to stores “over the next few days”. These figures include Marth, Meta Knight, and Ike. Keep in mind that there will be “limited quantities”.

Nintendo’s full message states:

Heads up! Marth and a few other amiibo like Meta Knight and Ike will be hitting shelves in limited quantities over the next few days.

For more information on timing and availability, be sure to visit your local retail stores or check out their websites.

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Amiibo News put together a new video comparing the Japanese Villager amiibo reprint and the figure’s original design. Watch it below.

Yesterday, we heard that the Meta Knight amiibo could be potentially returning to Best Buy. Now we’re hearing something similar with the Lucario and King Dedede figures at Toys “R” Us.

Reddit user “ziggary”, an employee at the retailer, was able to find out that over 1,800 Lucario amiibo are sitting at one distribution center. There are also over 200 King Dedede units in the same area. It’s unclear if a restock is actually happening, but this is a positive sign.

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The Splatoon hype continues as Inside-Games just announced via Twitter that plushies based off of the squids in Splatoon are heading to Japan in late July.

These awesome plushies will come in orange and green and will be both be priced at 2,800 yen.

As someone who’s excited for Splatoon beyond comprehension, and wants as much Splatoon merchandise as possible, this is really exciting to see. Let’s hope these make their way to the west and we see even more plushies later down the line! Maybe some Inklings and Octolings too? Let’s just hope these are ink-free.

Splatoon releases on May 29th, 2015

 

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Last year, Mega64 worked with Nintendo for the company’s E3 2014 video. It turns out that the same can be said of this year’s version as well.

Mega64 has now uploaded the official video to its YouTube channel, and the description states that they “helped behind the scenes in making Nintendo’s E3 2015 announcement video.”

Mega64 also wrote on its website:

You may have noticed that Nintendo released a brand new video today promoting their plans for E3 2015! And in case you’re wondering… yes, the Mega64 crew did help in creating the video (as if you couldn’t tell by the sound of my gnarled singing voice). While we weren’t really in spotlight of this piece, we still worked behind the scenes to bring Nintendo’s big announcements to life.

I’m a tiny bit surprised! Since the Mega64 logo didn’t pop up at the end of the video Nintendo uploaded yesterday, I assumed that they were’t involved. Guess I was wrong!

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Nintendo has announced via one of its Twitter accounts that the gold and silver Mario amiibo will be sold in both Australia and New Zealand.

At Target, consumers will have an opportunity to nab the gold Mario. EB Games intends to sell the Mario – Silver Edition amiibo.

Note that both of these retailers will have “only a limited number available” of their respective figures. The Mario – Silver Edition amiibo launches on May 30, but there’s no word yet as to when the gold version is releasing.


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Level-5 decided to take the “Busters” mode from Yo-Kai Watch 2 and turn it into its own game. Something similar is now taking place in manga form.

CoroCoro’s June issue is launching a manga adaptation of the Yo-Kai Watch Busters game. Level-5 is credited as the original creator, and Atsushi Ohba is drawing the series.

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An internal notice from GameStop confirms that the retailer will not be taking pre-orders for the Mario – Silver Edition amiibo. Supply at the retailer is expected to be “limited”, and there will not be “any replenishments.”

If other retailers take pre-orders for the Mario – Silver Edition amiibo, we’ll be sure to let you know.

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Satoru Iwata closed out the Q&A portion of Nintendo’s latest financial results briefing by further discussing the company’s smart device software strategy. Iwata was asked about how often titles will be released, and how long service will be obtained.

Here’s the full question from one of the investors:

In my mind, I already have a clear-cut image as to what will happen in a year or two from today, but I hope to be able to correctly understand your mid-term smart device software strategy. Although you emphasize that the aspect of “service” is stronger with smart device games (as they, unlike packaged software for dedicated game systems, require constant content updates after release), we often see that some of them have shown temporarily good results immediately after their releases by climbing to the top of the download chart. On the other hand, as I hear what Mr. Iwata has said so far, I feel as if the company is willing to increase the relevant revenue gradually over a long time. Does your strategy involve constantly releasing three or four titles every year or will you limit the total number of titles to be released to around at least five at the start and maintain the service operations for such limited number of software for five or even 10 years in order to steadily increase the revenue?

Iwata’s complete response – covering Nintendo’s smart device plans and related benefits, plus IP strategy – is posted below.

For many years, Nintendo used Club Nintendo as its primary membership service. That’s finally coming to an end this year, and DeNA is being brought in to come up with something brand new.

During last week’s financial results briefing, Nintendo president Satoru Iwata offered up a lengthy explanation as to why the company is finally doing away with Club Nintendo. Read on below to check out what was shared.

So far, Nintendo has built its official website, started the Club Nintendo membership service, made its dedicated video game systems network compatible, started Miiverse and has constructed other online services one at a time. When we constructed each one of them, we were trying to create a certain solution to achieve a certain goal or to address to a certain issue. In other words, we did not have an overall vision as to what the final and comprehensive format should be like and, as a result, we cannot say each of these services was connected to one another in an ideal way. Also, when we were designing them, we did not have the idea of building a bridge between smart devices and dedicated video game systems and, at least five years ago, we could not foresee that smart devices would have increased in significance to be the dominant window through which consumers connect with one another and society. When we look at Nintendo’s current network services from this perspective and others, they look like patchwork. They are not ideally designed for user convenience, and when we try to improve one, we have to modify not only the portion directly related to that service but also other seemingly unrelated components, so it cannot be done easily. In other words, we have many ideas that we would like to realize but we have not been able to execute them as smoothly as we had hoped.


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