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Update 2: Let’s keep this Puzzle & Dragons train going with footage from Puzzle & Dragons: Super Mario Bros. Edition:


Update: Another video is below.


“NiNTENDOMiNATi0N” from YouTube has uploaded the first 37 minutes of Puzzle & Dragons Z. Check out the full footage below.

The latest Japanese hardware sales from Media Create are as follows:

Wii U – 22,898
PS4 – 19,782
Vita – 17,748
New 3DS LL – 17,062
New 3DS – 5,901
PS3 – 3,956
3DS – 1,520
3DS LL – 1,465
Vita TV – 687
Xbox One – 341

For comparison’s sake, here are the hardware numbers from last week:

PS4 – 20,112
Vita – 15,467
New 3DS LL – 13,981
Wii U – 7,210
New 3DS – 5,329
PS3 – 4,248
3DS LL – 1,253
3DS – 1,095
Vita TV – 558
Xbox One – 201

And here are the software charts:

1. [3DS] Puzzle & Dragons: Super Mario Bros. Edition – 179,926 / NEW
2. [WIU] Dragon Quest X: Inishie no Ryuu no Denshou Online – 98,323 / NEW
3. [WIU] Xenoblade Chronicles X – 85,586 / NEW
4. [3DS] Bravely Second – 20,195 / 120,242
5. [3DS] Girls Mode 3 – 20,103 / 99,007
6. [PSV] Minecraft: PlayStation Vita Edition – 16,166 / 125,951
7. [PSV] Saenai Heroine no Sodatekata -Blessing Flowers- – 11,202 / NEW
8. [PSV] To Heart 2: Dungeon Travelers – 10,956 / NEW
9. [PSV] Tokyo Shinseiroku: Operation Babel – 8,104 / NEW
10. [WIU] Mario Kart 8 – 7,955 / 974,448
11. [3DS] Assassination Classroom: Grand Siege on Kurosensei – 7,141 / 63,814
12. [WIU] Mario Party 10 – 6,888 / 130,353
13. [3DS] Pokemon Omega Ruby/Alpha Sapphire – 6,427 / 2,610,284
14. [PS4] Dying Light – 6,277 / 38,837
15. [3DS] Yo-Kai Watch 2: Shinuchi – 5,618 / 2,597,320
16. [3DS] Super Smash Bros. for 3DS – 5,272 / 2,220,527
17. [PS3] BlazBlue: Chrono Phantasma Extend – 4,870 / 20,420
18. [PS3] One Piece: Pirate Warriors 3 – 4,652 / 146,633
19. [PS4] Tropico 5 – 4,495 / 13,201
20. [PS4] Hyperdimension Neptunia Victory II – 4,369 / 26,979

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Yoshi’s Woolly World will be compatible with more than just the upcoming plushies and Yoshi figures. As revealed through the game’s Australian packaging, other amiibo such as Mario, Luigi, Peach and “more” unlock Yoshi designs based on the character scanned. No images yet, sadly!

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Marvelous sent out a new wave of PoPoLoCrois Farm Story screenshots today. You can find the full set of images below.

Nintendo of Europe has just confirmed that Harvest Moon: The Lost Valley will arrive on European shores June 19 for 3DS.

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Nintendo just announced via their Twitter that they will have a new shipment of amiibo for Japan on May 14th. The figures in question are Fox, Wii Fit Trainer, and Pit. After that shipment, in early June, Rosalina and Mega Man will be replenished.

We’ve known for a while now that there have been plans to have supply meet demand at some point. Though it’s obvious America is in the most dire situation, hopefully this is a sign of good things to come. We have to start somewhere!

 

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More:

Finally, please let me introduce you to one of our new efforts to maximize the value of the Nintendo IP.

Nintendo and Universal Parks & Resorts, which manages the “Universal Studios” theme parks, have reached a basic agreement about deployment of theme park attractions using Nintendo IP.

Based on this agreement, the two companies will jointly create attractive experiences by using the characters and the worlds of Nintendo games that people cannot enjoy anywhere else.

We will announce the details, including the specific period, which IP and how it will be used, at which park and the scale of the attractions, at some later date. However, today I just wanted to confirm with you that this sort of endeavor to actively use Nintendo IP has been progressing.

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On the other hand, Nintendo continues to have strong passion and believes in the promising prospects for the future of our dedicated video game system business. We will deploy our game business on smart devices not because we think that the dedicated game system business will wane, but because doing so will encourage a greater number of people to associate with Nintendo IP, to become familiar with the charms of video games and, eventually, to explore more premium experiences on our dedicated game systems. To realize this, we need to create a bridge between the two platforms.

When we announced our business alliance with DeNA, we announced an “integrated membership service,” with the mission of establishing a bridge between smart devices and dedicated game systems. The membership service will encompass multiple devices such as our existing Nintendo 3DS, Wii U, the dedicated game system NX, which is currently under development, smart devices and PCs.

While we will announce the details of this integrated membership service at a later date, I can share with you at a high level the idea is that the consumer can access multiple devices using one common ID.
For us to be able to bridge the gap between smart devices and dedicated game systems, we will offer advantages to consumers who use one ID across multiple devices.

So far, the members input their Club Nintendo ID to use the services. With this new service, our members will be able to visit Nintendo’s website and log in with one ID, and they will receive various services including the ones based on their past purchases and gameplay records as well as services that will be an improved version of the current loyalty program.

With this new membership, we are planning to deploy services that will make playing Nintendo games with their game pals more fun regardless of which platform they are accessing.

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And now, I would like to discuss our future business developments.

Right now, the game business is undergoing significant change. The spread of the Internet and social media has dramatically changed the lifestyles of people all over the world, and Nintendo is adjusting its strategic endeavors in line with the new market dynamics.

For one thing, in order to maximize the value of Nintendo IP, we are working to leverage opportunities that go beyond a traditional focus on dedicated video game systems. As you know, amiibo is one such effort. Also, we made the announcement that we will take advantage of smart devices. As smart devices are increasing in significance as the dominant window through which consumers connect with one another and with society, it is natural for us to leverage smart devices to communicate directly with our consumers.

In addition, to facilitate the ability for consumers to be closely and continuously connected with Nintendo IP, Nintendo will also deploy Nintendo IP on games for smart devices.

Regarding this subject, we announced our business alliance with DeNA on March 17. Each of our companies offers unique strengths, and we are confident that when combined, the synergies will enable us to compete strongly in the smart device space.

We will start the service for the first game application by the end of this calendar year. Internally at Nintendo, we have executed several organizational and personnel changes in order to properly operate the smart device business, and we will make further changes before the first release.

As we confirmed on March 17, all of our IP can be considered for a smart device game. On the other hand, since the game business on smart devices is already severely competitive, even with highly popular IP, the odds of success are quite low if consumers cannot appreciate the quality of a game. Also, if we were simply to port software that already has a track record on a dedicated game system, it would not match the play styles of smart devices, and the appropriate business models are different between the two, so we would not anticipate a great result. If we did not aim to achieve a significant result, it would be meaningless for us to do it at all. Accordingly, we are going to carefully select appropriate IP and titles for our smart device deployment.

Regarding the number of the titles, you may want to know that we will release approximately five titles by the end of the next fiscal year, which is the end of March 2017. You may think it is a small number, but when we aim to make each title a hit, and because we want to thoroughly operate every one of them for a significant amount of time after their releases, this is not a small number at all and should demonstrate our serious commitment to the smart device business.

We will strive to expand this business into global markets at a steady pace so that eventually we will entertain hundreds of millions of people all around the world. We are aiming to make this one of the pillars of Nintendo’s revenue structure.

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These graphs show the download sales transitions in the recent three fiscal years. In the just-ended financial year, following on from the third quarter, the fourth-quarter download sales grew dramatically and the total download sales for the full fiscal year reached 31.3 billion yen. The digital download sales increase of about 30 percent compared to the previous fiscal year should be mainly attributable to such facts as the sales of the digital versions of both the Nintendo 3DS and Wii U software increasing, especially in the overseas markets.

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