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The latest issue of Famitsu has a new column from Super Smash Bros. director Masahiro Sakurai. There aren’t any questions answered about the Wii U and 3DS games, but Sakurai does reflect on the huge amount of effort required to complete development.

He starts out with the following:

“Making things like this takes its toll. Developing Smash Bros. destroys a lot of one’s private life.”

“I constantly consider leaving part of the work to someone else, but there’s just too much to see and handle. As a result, I work from mornings to late nights, even on weekends and holidays. I hardly have any free time, let alone time to play other games.”

Next, Sakurai mentions how that with Super Smash Bros. Melee, he worked for 13 months straight with not a single day off. The schedule wasn’t quite as grueling for the new games, but the Wii U and 3DS entries still required a massive amount of work.

This information comes from Nintendo president Satoru Iwata…

Also, we will be implementing what we call a “pre-download” system with “Super Smash Bros. for Wii U” that will be released at the end of this year.

The “pre-download” system is a system in which consumers who have purchased the game before its release can download most of the game content in advance. Using this system, consumers will not have to wait for a long time to download the game after its release. They will then be able to start playing the game by only downloading a requisite minimum amount of update data.

In addition to the automatic distribution system at the time of purchase, which I have just explained, the “pre-download” system will be available with download cards sold at stores as well, by entering the download code at Nintendo e-Shop in advance. Consumers will not be required to save the download card until the release of the game if they enter the download code on the day of purchase.

This system will be implemented on Wii U first, and is planned for Nintendo 3DS next year.

As I have mentioned today, we are working on various approaches to make the digital business more user-friendly by providing a variety of payment methods, expanding distribution channels and enhancing consumer convenience.

Source

This information comes from Nintendo president Satoru Iwata…

From this summer, we commenced public transport e-money payments, starting with JR East’s “Suica,” on Wii U.

By the introduction of this function, the barrier to make small payments has been lowered, and more consumers who had never purchased products digitally before are trying them. In other words, with the increase in the number of Wii U hardware, which has cleared the barrier for digital purchases, introduction of the Suica payment function has played a role in “lowering the payment barrier,” which is an important issue in the digital business.
In addition, one clear example of the increase in the usage rate for payments under 500 yen is the 24-hour karaoke ticket.

We are considering making Suica payments available also on New Nintendo 3DS. If this is made possible, since there is an abundance of under-500-yen digital content for Nintendo 3DS, we are expecting new possibilities and opportunities.

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“Super Smash Bros. for Wii U 50-Fact Extravaganza” seemed to have been a very smart move for Nintendo. According to president Satoru Iwata, pre-orders increased “rapidly” after the presentation was shown.

Iwata stated during the company’s latest investor briefing yesterday:

As I have mentioned, “Super Smash Bros. for Nintendo 3DS” kicked off very well. Now I would like to explain how it will affect the Wii U installment.

As for bringing the “Super Smash Bros.” franchise into multiplatform format and releasing the Nintendo 3DS version first, there had been skepticism that each would end up consuming the demand for the other or it would weaken a key title for the Wii U platform. We now have a strong belief that our decision is giving the “Super Smash Bros.” franchise even more momentum. On the morning of October 24 in Japan, we released a trailer titled “Super Smash Bros. for Wii U 50-Fact Extravaganza.” A great number of people watched it online and we received a large amount of feedback.

The two installments of “Super Smash Bros.” are packed with elements that utilize the specific features of each platform. Before disclosing the “Extravaganza” trailer, people had been skeptical of whether we could actually have 50 new facts about the Wii U version. But as the trailer showcased the differences between the two versions, which seemed to surpass expectations, pre-orders for the Wii U version rapidly started to increase.

“Super Smash Bros.” is the most appealing when played together with others, and as the two versions have noticeable differences, they will not cannibalize each other. Rather, as more copies of the Nintendo 3DS version are sold and more people enjoy it, the momentum for the Wii U version becomes stronger.

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Check out some noteworthy comments from Nintendo president Satoru Iwata regarding overseas 3DS sales below:

When it comes to the overseas markets, we do not plan to launch New Nintendo 3DS/3DS XL for the U.S. or Europe this year. Additionally, there are only a couple of big titles, “Super Smash Bros. for Nintendo 3DS,” and “Pokémon Omega Ruby” and “Pokémon Alpha Sapphire,” overseas as no “YOKAI WATCH” franchises or “Monster Hunter 4 Ultimate” will be scheduled this year there. Based on these observations, some might wonder if, apart from the domestic market, the sales of Nintendo 3DS will really be able to gain momentum in the overseas markets.

The overseas markets are different from the Japanese market in both their stages of popularization of Nintendo 3DS and their market characteristics.

This information comes from Nintendo president Satoru Iwata…

Here I would like to tell you about the current situation of New Nintendo 3DS and New Nintendo 3DS XL (known as New Nintendo 3DS LL in Japan), launched on October 11 in Japan in advance of markets overseas.

The sell-through results of the two models combined was 234 thousand units, which is the largest first-week sales of remodeled devices we have ever released. New Nintendo 3DS XL has been more popular and was out of stock at many stores. We are sorry about the shortage of supply.

As you can see from the graph, the sales momentum was maintained in the second week

And third week. We feel that the new “super-stable 3D” function, new “C” stick, and accelerated CPU of the new models have been well-received by our consumers.
With the new models in addition to the consecutive release of games which could be double-million sellers, we are confident that Nintendo 3DS will establish a presence in the market in the year-end sales season in Japan.

Nintendo president Satoru Iwata discussed strong pre-orders sales for Pokemon Omega Ruby/Alpha Sapphire during the company’s latest financial results briefing yesterday. Read on below for his comments.

In addition, we have had very strong pre-orders for “Pokémon Omega Ruby” and “Pokémon Alpha Sapphire” to be released around the world in November. As you can see from the slide comparing them with those for “Pokémon X” and “Pokémon Y” released last year, the momentum of pre-orders has been robust regardless of the region.

Many people in the industry would anticipate that however dramatically “Pokémon Omega Ruby” and “Pokémon Alpha Sapphire” have been remade, their sales would be lower than those of “Pokémon X” and “Pokémon Y,” which were completely new titles, but the trend of pre-orders has gone against their expectations so far. In particular, they have been surpassed by far in Europe.

Please let me show you an interesting hypothesis explaining the reason for such strong pre-orders: Those who have enjoyed the “Super Smash Bros.” series and those who were impressed with “Pokémon Ruby” and “Pokémon Sapphire” as the first “Pokémon” title are of the same generation and overlap substantially with each other. We call it the “Hypothesis of the same-generation of “Super Smash Bros.” and “Pokémon Ruby/Sapphire.”

Those who were elementary school students when “Super Smash Bros. Melee,” and “Pokémon Ruby” and “Pokémon Sapphire” were released have grown up and they are now 18 to 25 years old. Our research in each part of the world commonly indicates that consumers between the age of 18 and 25 represent a large percentage of those who purchased “Super Smash Bros. for Nintendo 3DS” in the release period. It is approximately 30 percent in Japan, which is twice the overall average of Nintendo 3DS software, and has even reached 50 percent in the U.S. and Europe. This great momentum for the game in the initial stage was supported by this generation.

Thanks to “Super Smash Bros. for Nintendo 3DS,” consumers of this generation pay more attention to Nintendo 3DS and are likely to remember enjoying “Pokémon Ruby” and “Pokémon Sapphire.” We think this is why the pre-orders for “Pokémon Omega Ruby” and “Pokémon Alpha Sapphire” have been strong. They are now old enough to pay for their own expenses. They can afford to buy Nintendo 3DS to enjoy both “Super Smash Bros. for Nintendo 3DS” and “Pokémon Omega Ruby” and “Pokémon Alpha Sapphire” if they choose, and they might encourage their friends to play it with them too. We therefore see it important to stimulate their latent demand in the year-end sales season.

Taking into account both the trend of pre-orders and the same-generation hypothesis, we anticipate that “Pokémon Omega Ruby” and “Pokémon Alpha Sapphire” to be released next month will have more sales potential than just another remade game in the industry.

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Nintendo president Satoru Iwata commented on the sales of Super Smash Bros. for 3DS during the company’s latest investor briefing yesterday. You can find his full comments below.

I think the good global start for “Super Smash Bros. for Nintendo 3DS” has several implications.
First of all, it proved that the “Super Smash Bros.” series, which has been popular for home consoles, can have a strong presence for handheld devices. Before the release, some in the video game industry were skeptical of the sales potential of “Super Smash Bros.” for handheld devices, but now I can say that they were worrying about nothing.

Secondly, the initial sales pace was faster than either Nintendo or anyone in the industry could expect and we are afraid that the lack of stock caused inconvenience for some consumers for some time after the release both in Japan and the U.S. After a vast number of consumers started this game at one time and it spread by word-of-mouth, Nintendo 3DS has been used more actively, and we have noticed increased attention and enthusiasm in the entire market for the device. Considering that the software was released just before the year-end sales season with many anticipated titles scheduled, we believe it has really contributed to improving the momentum of the Nintendo 3DS market.

Furthermore, since characters from various Nintendo games appear in “Super Smash Bros.,” consumers naturally get to know the entire lineup of Nintendo IP and this title could make them interested in other game franchises. In other words, the more this game is played, the higher the overall value of the Nintendo IP lineup becomes.

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Not all that much to say about today’s screenshots, looks like Sakurai is just having a bit of fun!


He continues:

“It is bitter, yet tasty.”

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