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Mr. Iwata, you continually stated that Gaming Population Expansion was Nintendo’s corporate strategy. However, it seems as though you have not mentioned it recently. If you have set a new strategic goal for the company, I would like you to tell us about it. I understand that when you started to discuss Gaming Population Expansion about 10 years ago, it was to ensure that people didn’t stop playing video games. What challenges is the company currently facing?

I aimed to talk about Gaming Population Expansion persistently, both internally at Nintendo and externally, until people thoroughly understood it. I would show the slides with the Gaming Population Expansion message on them whenever I made a presentation. I verbally used this term so often that even I myself was concerned whether the audience would be fed up with it. I did so because, as the leader of an organization, I believe that my message cannot soak deeply into people’s minds if I do not repeatedly convey the same message to the point that the audience are fed up with it. At some point in the past, I decided that I would dare to repeat the same message without worrying about people saying, “he’s been saying the same thing again and again” or “he must have forgotten that he has said that before.” Only after I had repeatedly talked about Gaming Population Expansion, people both inside and outside the company finally started to be aware of it even when I did not talk about it. On the other hand, for the last few years I have been wondering whether people inside the company have a clear image as to exactly how we could expand the gaming population. We could not show a significant difference to our consumers as long as we were repeating similar things that we had done with Nintendo DS and Wii. We released “Wii Sports Club” and “Wii Fit U” for the Wii U system, but they did not have the same strong impact that the original Wii versions had. Those who have tried these Wii U games know that we have actually realized a variety of new things, but at a glance, they look just similar to their predecessors. I realized that we would have to redefine our definition of video games in order to cope with this situation. When we were aiming to expand the gaming population, we were, in fact, also announcing that we would expand the definition of video games, and we actually made video games out of nurturing dogs, training your brain, playing sports by moving a remote control, and weighing yourself and exercising every day. I know I do not need to explain to you the games to which I am referring. So, even though we had been expanding the definition of video games, I recognized that we would need to expand this definition further.

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Please tell me your thoughts on the potential of the existing businesses. You have explained that you would regain Nintendo-like profits in the fiscal year ending March 2017. I would like to know the expected balance between the existing businesses, Nintendo 3DS and Wii U, and new endeavors, such as more active utilization of character IP and QOL. Based on the latest financial results, I presume that it would be difficult to turn a stable and significant profit from the existing businesses because Nintendo 3DS has entered the latter half of its product lifecycle and Wii U is expensive to produce. Would you give me some clues about your outlook for the fiscal year ending March 2017?

First of all, we have never thought that the future of dedicated video game platforms would be bleak so we should migrate to a new business area. On the contrary, we continue to consider what more and better we can do to attract consumers to our dedicated video game platforms or to have them understand the value of our platforms.

Following the generally accepted theory on platform lifecycles, it is natural for you to presume that the sales of Nintendo 3DS will drop X percent each year or we cannot expect a huge increase in Wii U sales. On another front, we have witnessed one single software title completely change the entire picture of our business many times. I believe one of the most impressive stories was the time when people thought the Game Boy platform was virtually over. However, a software title called “Pokémon” turned things around for the platform and ended up creating the biggest annual sales for Game Boy in the latter half of the platform’s eventual lifecycle. Therefore, we do not believe that the situation so far means that there will not be a bright future. However, we should learn from our experiences of not being able to perfectly respond to certain social changes such as changes in the way consumers collect and receive information.

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Please explain the current structure of the development divisions and the direction you, Mr. Iwata, are taking in order to establish an ideal one. You once told us that the two hardware development divisions had been consolidated. I have heard that other software development companies mainly adopt a studio, project or division-style development structure. Please explain Nintendo’s current structure, and how you, Mr. Iwata, are planning to change it.

Currently Nintendo has four development divisions and one of them is for hardware development. Years ago, there were two different hardware divisions – one for handheld devices and one for home consoles, with few personnel interactions. In fact, we had to use completely different technologies for handheld and home console development at that time. Technologies that were suitable for handheld devices or home consoles had nearly nothing in common, so it was reasonable to divide hardware development into two divisions. However, with recent technological advances, technologies for both systems are becoming more similar. Also, just because they are home consoles does not mean today that they can consume as much electricity as they possibly can. In fact, we have already been proactively working to reduce the consumption of electricity since the Wii era. Furthermore, the Wii U GamePad has a large screen, a battery pack, control inputs and wireless modules inside, so in technological terms, it required very similar know-how to that required for developing a handheld device. Based on such experiences, we had been working toward consolidating the two divisions for a while and started the process two years ago. Of course, it takes time for two divisions to completely assimilate, and we now are confident that it has progressed very well. Senior Managing Director, Mr. Takeda, is in charge of the hardware development division.

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I would like to know a little more about amiibo. Even by taking into consideration the difference in the Wii U hardware installed bases in Japan, Europe and the United States, when I calculate how many amiibo figures have been sold against the number of compatible software titles sold in the same region, I still cannot tell why the amiibo attach rate shows such regional disparity. Also, with Nintendo 3DS compatibility, how do you think the potential of amiibo will grow? I would appreciate it if you could touch on profitability too.

Firstly, you are correct in saying that the sales of amiibo and its attach rate to the compatible software, or how many amiibo figures each consumer has purchased, differ by region.

When it comes to the figure and video game entertainment category, there are two existing franchises: Activision released “Skylanders” four years ago, and Disney released “Disney Infinity” two years ago. In contrast to these two franchises, in which each figure is compatible with one software title, amiibo is compatible with multiple software titles. While under development, it was internally referred to as “NFP (Nintendo Figurine Platform).” In other words, we were spreading the message inside the company that amiibo would be a “platform.” What we are offering with one amiibo figure is the ability to experience a range of entertainment with a variety of software. However, before we actually launched amiibo, the number of consumers who were aware of the overall concept of this product category, namely, toy figures are lined up on a store shelf in the video game section and when you buy and use it with a game, something very fun would happen, differed greatly in Japan from the rest of the world. This product category is called “Toys to Life” in the overseas markets, and it has established a large market in the United States. Although the size of the market in Europe is smaller than the U.S., there is still a certain level of awareness. On the other hand, while “Toys to Life” products had been introduced also in the Japanese market, they were yet to show results in this country. In addition, when it comes to popular toy figures in Japan, they are generally a bit smaller in size and cost a bit less than amiibo. In fact, when we first explained amiibo to Japanese distributors, they advised us that amiibo would be a little too big in size and cost slightly too much for a toy figure in Japan. However, because we were aware of size of the global market for this product category, we decided that this size and price point was most appropriate for the global market. Now that we have witnessed solid results for amiibo in the U.S., Australia and Europe, we believe we made the right decision. So, to answer to your question, we acknowledge the large awareness gap for “Toys to Life” products and their uses in Japan and the overseas markets, and we feel that some time is needed to close this gap.

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This week’s issue of Famitsu has revealed a new River City Ransom game from Arc System Works. The company is developing “Downtown Nekketsu Jidaigeki”, according to the magazine.

Here’s what we know thus far:

– Out on May 28
– Takes place several years after the NES game Downtown Special: Kunio-kun no Jidaigeki da yo Zenin Shugo
– Up to four characters can be in a party
– These include Kunimasa (Kunio / Alex in River City Ransom), Tsurumatsu (Kaoru Sonokawa / Harry in River City Ransom), and two henchman
– Can now wield a sword thanks to the game’s new “Katana Action” element
– The sword is powerful but uses energy each time you swing it
– If you use up all your energy and your stamina is depleted, you won’t be able to restore it
– Story Mode, Mission Mode, and Battle Royale Mode
– Up to 4 players can play together in Battle Royale mode

Source

This week’s UK software sales are as follows:

Individual formats

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All formats

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Source 1, Source 2

This week’s European Nintendo Downloads are as follows:

Wii U Download

SDK Paint – €4.49 / £3.99 / CHF 5.99

Wii U Virtual Console

Pac-Attack – €7.99 / £5.49 / CHF 11.20
Cybernator – €7.99 / £5.49 / CHF 11.20

Wii U DLC

Hyrule Warriors Boss Pack – €2.99 / £2.69 / CHF 4.20

3DS Retail

Hello Kitty & Sanrio Friends 3D Racing – €39.99 / £29.99 / CHF 51.90

3DS Download

Titan Attacks – €9.99 / £7.99 / CHF 12.00
Mes Comptines – €4.99 / £4.49 / CHF 7.00
Zombie Incident – €1.99 / £1.99 / CHF 2.99
Best of Arcade Games – Tetraminos – €9.99 / £8.99 / CHF 14.00

3DS Themes

Craft Paper Kirby – €1.99 / £1.79 / CHF 2.80
Kirby Sweet – €1.99 / £1.79 / CHF 2.80
Smiling Kirby – €1.99 / £1.79 / CHF 2.80

eShop Sales

Rock Zombie – €3.99 / £3.59 / CHF 5.60 until 26.03.2015, 23:59 UTC. Regular price €6.99 / £6.29 / CHF 9.80
Mystery Case Files Ravenhearst – €4.99 / £4.49 / CHF 7.00 until 26.03.2015, 23:59 UTC. Regular price €11.99 / £10.79 / CHF 16.80
Hidden Expedition® Titanic – €3.99 / £3.59 / CHF 5.60 until 26.03.2015, 23:59 UTC. Regular price €11.99 / £10.79 / CHF 16.80
Mystery Case Files Dire Grove – €2.99 / £2.69 / CHF 4.20 until 26.03.2015, 23:59 UTC. Regular price €11.99 / £10.79 / CHF 16.80
4 Elements – €2.99 / £2.69 / CHF 4.20 until 26.03.2015, 23:59 UTC. Regular price €12.00 / £10.79 / CHF 16.80
Jewel Quest 4 Heritage – €2.99 / £2.69 / CHF 4.20 until 26.03.2015, 23:59 UTC. Regular price €11.99 / £10.79 / CHF 16.80
Jewel Quest The Sapphire Dragon – €4.99 / £4.49 / CHF 7.00 until 26.03.2015, 23:59 UTC. Regular price €11.99 / £10.79 / CHF 16.80
Jewel Quest Mysteries 3 – The Seventh Gate – €2.99 / £2.69 / CHF 4.20 until 26.03.2015, 23:59 UTC. Regular price €11.99 / £10.79 / CHF 16.80
Luxor – €2.99 / £2.69 / CHF 4.20 until 26.03.2015, 23:59 UTC. Regular price €11.99 / £10.79 / CHF 16.80
Mystery Case Files Return to Ravenhearst – €4.99 / £4.49 / CHF 7.00 until 26.03.2015, 23:59 UTC. Regular price €11.99 / £10.79 / CHF 16.80
Secret Mysteries in London – €2.99 / £2.69 / CHF 4.20 until 26.03.2015, 23:59 UTC. Regular price €11.99 / £10.79 / CHF 16.80
Azada – €2.99 / £2.69 / CHF 4.20 until 26.03.2015, 23:59 UTC. Regular price €11.99 / £10.79 / CHF 16.80
Beyblade Evolution – €7.99 / £7.99 / CHF 11.00 until 05.03.2015, 23:59 UTC. Regular price €19.99 / £19.99 / CHF 28.00
Bit.Trip Saga – €4.99 / £4.49 / CHF 7.00 until 05.03.2015, 23:59 UTC. Regular price €19.99 / £17.99 / CHF 28.00
Girl’s Fashion Shoot – €4.99 / £4.49 / CHF 7.00 until 05.03.2015, 23:59 UTC. Regular price €19.99 / £19.99 / CHF 28.00
Hakuoki: Memories of the Shinsengumi – €11.99 / £11.99 / CHF 15.50 until 05.03.2015, 23:59 UTC. Regular price €29.99 / £29.99 / CHF 38.90
Virtue’s Last Reward – €9.99 / £7.99 / CHF 12.50 until 05.03.2015, 23:59 UTC. Regular price €24.99 / £19.99 / CHF 31.90
Super Black Bass 3D – €4.99 / £4.49 / CHF 7.00 until 05.03.2015, 23:59 UTC. Regular price €19.99 / £17.99 / CHF 28.00
Harvest Moon: The Tale of Two Towns – €9.99 / £8.99 / CHF 14.00 until 05.03.2015, 23:59 UTC. Regular price €19.99 / £17.99 / CHF 28.00
Hometown Story – €14.99 / £14.99 / CHF 19.45 until 05.03.2015, 23:59 UTC. Regular price €29.99 / £29.99 / CHF 38.90
Brutus & Futée – €1.99 / £1.79 / CHF 2.49 until 26.03.2015, 23:59 UTC. Regular price €6.99 / £6.29 / CHF 9.80
2 Fast 4 Gnomz – €2.99 / £2.69 / CHF 4.20 until 19.03.2015, 23:59 UTC. Regular price €4.99 / £4.49 / CHF 7.00
Monster Combine TD – €2.65 / £2.13 / CHF 3.75 until 12.03.2015, 23:59 UTC. Regular price €3.99 / £3.19 / CHF 5.60
Aqua Moto Racing 3 – €3.99 / £3.59 / CHF 5.59 until 05.03.2015, 23:59 UTC. Regular price €7.99 / £7.19 / CHF 11.19
3D Game Collection – €4.99 / £3.69 / CHF 4.99 until 12.03.2015, 23:59 UTC. Regular price €6.99 / £4.99 / CHF 6.99
Funfair Party Games – €4.99 / £3.69 / CHF 4.99 until 12.03.2015, 23:59 UTC. Regular price €6.99 / £4.99 / CHF 6.99
Gardenscapes – €5.99 / £4.49 / CHF 5.99 until 12.03.2015, 23:59 UTC. Regular price €7.99 / £5.99 / CHF 7.99
Jewel Match 3 – €4.99 / £3.99 / CHF 4.99 until 12.03.2015, 23:59 UTC. Regular price €6.99 / £4.99 / CHF 6.99
Safari Quest – €4.99 / £3.99 / CHF 4.99 until 12.03.2015, 23:59 UTC. Regular price €6.99 / £4.99 / CHF 6.99

Permanent Price Drop

VAN HELSING SNIPER ZX100 – €2.99 / £2.69 / CHF 4.20 -was €6.66 / £6.66 / CHF 9.20

Source: Nintendo PR

Nintendo’s Koichi Hayashida wants to see Captain Toad “featured in a variety of games”. It also seems as though Hayashida would be interested in having the character end up in Mario Kart. That information comes from the latest issue of GamesMaster, which contains a short interview with the Captain Toad: Treasure Tracker producer.

When asked what he foresees in the future for Captain Toad, Hayashida said:

At this stage we don’t know. I personally want to see him featured in a variety of games. I’ve even ‘secretly’ emailed the director of Mario Kart to see if he’d consider including Captain Toad, but I haven’t heard back from him yet!

Director Shinya Hiratake also answered the same question. His thoughts are as follows:

Through the development of this game I’ve grown even fonder of Captain Toad. he can’t jump, and struggles to defeat his opponents, but it’s precisely that he is not a powerful character that he can show us his unique take on all these situations. as a developer of his game, and one of his fans, I look forward to seeing where he goes next.

Big John Games has been hard at work on Cube Creator 3D. However, you may recall that the studio casually also announced Lionel Trains 3D for the eShop last August. We hadn’t received any actual details about the title… until now.

Big John Games was kind enough to share first information about the game, which is now called “Lionel City Builder 3D: Rise of the Rails”. Screenshots and concept art are posted below.

According to Big John Games’ Ken Patterson, the team initially thought about adjusting the engine used by Coaster Creator 3D for this game since its sandbox “is really strong.” However, they soon became interested in adding some stories and playable missions. The sandbox remains, but Lionel City Builder 3D will offer these new elements as well.

Lionel City Builder 3D is set fifty years in the future. Due to the breakdown of transportation between communities, they are now isolated and in decay. With no way way to transport goods, commerce slows to a crawl and cities and communities’ economies are in ruin. You’ll play as “Vin”, who is a worker at a smelting yard. Vin decides to reestablish trains as transportation and sets out to connect communities in hopes of saving the day.

Going back to the sandbox mode, Lionel City Builder 3D will provide hundreds of objects to build and unique environments. Players can assemble a train and take it through user-created landscapes. And speaking of user-creation, it’s possible to share worlds with other players through QR codes.

There are a couple of months left remaining in Lionel City Builder 3D’s development. Once done, we should see it on the 3DS eShop.

Surprise, surprise! Another interview with Eiji Aonuma has appeared. The latest one comes from Game Informer, who spoke with the Zelda producer.

There are actually quite a few interesting questions and answers. Aonuma was asked if Majora’s Mask is all a dream, teased a special event in the 3DS version for finding all of the bottles (plus there’s an extra one in this version), and shared a development nugget about Twilight Princess’ development.

Head past the break for some interview excerpts. The full talk can be found here.


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