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The second Theatrhythm Final Fantasy demo goes live in Japan on Wednesday.


Genius Sonority, the developer behind numerous Pokemon titles including Pokemon Colosseum, Pokemon XD: Gale of Darkness, and Battle & Get! Pokemon Typing DS, has announced a brand new title for the eShop. The company will be bringing “Denpa Ningen RPG” to the Japanese store next Wednesday. It’ll cost 800 yen.

Curious as to what Denpa Ningen RPG is all about? Read on below for the first details!

– Denpa Ningen (“electric wave person”) are little critters which exist alongside the electric waves that float around you every day
– Use the 3DS to capture the Denpa Ningen
– Create a team to rescue an important person from the demon king
– Different types of Denpa Ningen
– Some have elemental properties which can be discerned based off their color
– Some Denpa Ningen have antennas
– Antennas indicate special abilities
– Body size of the Denpa Ningen is related to HP, attack strength, and speed
– Make a varied party before entering dungeons

I might be wrong about this, but I believe Denpa Ningen RPG will be the first eShop game to receive a demo. A trial will hit the Japanese eShop tomorrow.

You can find the game’s website here.

Thanks to Thomas N for the tip!


Thanks to Smeagle for the tip!


A portion of the DS’ success can be attributed to casual titles such as Brain Age and Nintendogs. However, Nintendo has yet to introduce the same software to the 3DS.

Nintendo won’t be porting any of the Touch Generations games to the 3DS, but they are working on a number of casual titles for the system.

President Satoru Iwata said:

“As for the ‘Touch-Generations’ titles for the Nintendo DS, as many of you recognize that these titles were able to gain popularity among different consumers and to expand the total number of consumers for the hardware, we often receive such questions as ‘Why don’t you do the same for the Nintendo 3DS?’ If the company was to simply port these ‘Touch-Generations’ titles to the Nintendo 3DS, there would be nothing fresh. Although we have not included the software in the lineup that we have announced so far for this year, we are, of course, preparing several titles with which we will be able to aim to expand the entire gaming population. By releasing these titles in the market, and by linking them with other network activities of the company, by taking advantage of such communications among friends as ‘Swapnote’ or interactions in public enabled by ‘StreetPass’ communication, if we can beef up the joy of the software, and if we can communicate to consumers the brand-new experiences such software can deliver, I believe we will certainly make a change. For example, in comparison to the Nintendo DS and the Wii, fewer senior consumers are using the Nintendo 3DS today. It must be inevitable as there are few titles among the Nintendo 3DS software so far developed with this age demographic in mind. The situation must change after applicable software is introduced. However, for the Nintendo 3DS, we have to first maintain the situation in which the current owners of the Nintendo 3DS will be satisfied. We cannot put too much priority on expanding the entire user demographic at present. It is important to maintain a good sense of balance here.”

Source


When the Wii U launches, Nintendo won’t just be concerned about the console’s price point and initial launch lineup. They’ll also be focusing on maintaining the sales momentum once it’s on store shelves.

Satoru Iwata believes that add-on content is one way of maintaining market momentum. This is because people could play a particular title once again if such content is announced. By doing this, Nintendo can keep some momentum, raise profits, and can increase the lifespan of certain products.

Iwata said:

“…In determining the launch date of the Wii U, we need to take into account not only what to release at the launch period but how to keep the sales momentum after then. In the past, I mentioned that having strong momentum is very important for game platform businesses, and as a matter of course, we are now more convinced of that and we need to have a backup plan ready.

“Regarding the add-on content I mentioned before, effectively providing such content for a game which has sold well could be a way to keep the market momentum. The sales pace is getting slower day by day even for the biggest hit software. If we could announce some big news in connection with the add-on content for such software, many people would start playing it again, which could be an opportunity to revive the momentum. In this context, the add-on content should be considered as a key to extending the lifespan of products and to maintaining the sales momentum, as well as a chance to earn additional profits.”

Source


Swapnote has been very successful since its arrival on the eShop. In a four week period following its launch, over 10 million notes were exchanged.

Nintendo president Satoru Iwata is hoping that the app will continue to be used in the future. He noted that the company is working on “some plans to encourage more people to use it, and you will find out what I am talking about when we reveal such plans in the future.”

Iwata said:

“I’m afraid I cannot show you anything quantitative as I have no data here. The only quantitative thing I can tell you is that more than 10 million handwritten notes have been exchanged in the four weeks after the launch of the service, which you can see in the Iwata Asks interview posted on our website (in Japan) just the other day. So I can say that users are using this software actively to some extent. And, I believe that the number of handwritten notes to be exchanged will increase at an accelerated pace if we can have users continue to enjoy the software for a long time. In fact, we have some plans to encourage more people to use it, and you will find out what I am talking about when we reveal such plans in the future. Therefore, we believe this software will gain more popularity going forward. From a qualitative standpoint, “Swapnote” is very popular among women. Watching the people around our employees and myself, I have the impression that a lot of women of all ages enjoy using it. Therefore, this software works really well to have women feel familiar with the Nintendo 3DS. I will be preparing some quantitative data for the next briefing.”

Source



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