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Posted by GoNintendo Nov 05 2013 18:29 GMT
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A portion of a Polygon review...

While its dream events are colorful and fun, Sochi 2014 suffers from an overall lack of depth. Sochi 2014 boasts plenty of variety, and the game was great for multiplayer matches with a mixed group, where that simplicity was a boon.

Full review here

Posted by GoNintendo Nov 05 2013 18:27 GMT
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A portion of a Crimson-Head interview with Yasuhisa Kawamura, scenario writer on Resident Evil.

YK: Before answering, let me first define more accurately the context for which you use of the word 'version'. Usually, in the development of cinematic games, a game system is integrated into a world view & stories which are already defined, but this was not the case for biohazard 4.

Our priority was to build a 'game system & situation that induced fright & horror' first. Therefore, both the Hallucination and the Castle were essentially trial & error ideas that we thought of implementing – which ultimately didn't appear in the final version, of course.

In terms of the order in which things progressed, the Castle scenario came first – it was the most established - then the Hallucination element came second.

However, when the Hallucination was introduced into the narrative, the concept of the Castle, where Leon kept fighting while an illness was destroying him, was passed on. So although the Castle was replaced with the Hallucination, it remained in the game as an expression of Leon’s illness.

Also the mechanic where Leon could view a hallucinatory or spirit world and fight against its residents when the fog filled in the room, was considered then too. We had so many trials and errors in the development.

Shibata the director had a very clear concept which he described as “seeking the horror”. He had the image of 'the horror of mogaki' – or ‘struggling’. It can be difficult to directly translate this 'mogaki' word into its exact meaning, but it is a situation in which you try to wriggle with your whole body in fear, but cannot escape. He seemed to want me to create not just physical mogaki, but rather a state where Leon couldn't resist mental or psychological pains & difficulties. A kind of mogaki that’s similtaneously mental & physical.

Full interview here
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Posted by GoNintendo Nov 05 2013 18:22 GMT
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Global Link

- shortened the time period required for Game Sync
- now happens once every hour
- other bug fixes as well

Pokemon Tretta Lab

- update includes various data for the latest Pokemon Tretta promotional tretta
- gives you access to view a random selection different tretta from the star

Posted by GoNintendo Nov 05 2013 18:19 GMT
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Awhile back, we shared a feature on the final years of Cing, a developer known for their more visual novel approach to games. While we have shared all the juicy details already, you might be happy to know that the full feature is now available online. ONM had shared this in their print magazine weeks ago, but have now decided to republish online.

Posted by GoNintendo Nov 05 2013 18:09 GMT
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Are you collecting mush furniture in #ACNL? @aedavis's Meet the Neighbors is back in stock! http://t.co/OXmcPBekYo pic.twitter.com/xXlavERU0H

— Fangamer (@Fangamer) November 5, 2013

Posted by GoNintendo Nov 05 2013 18:08 GMT
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Coming from a blurb we posted earlier...

Nintendo is preparing a number of Wii U games for next year that greatly appeal to highly skilled users, but at the end of this calendar year, we have quite a few offerings that can be played by the whole family, dad and the kids, or grandparents and the kids. - Satoru Iwata

In other words, family-friendly this year to expand the market, core titles next year to bring in long-time fans.

Posted by GoNintendo Nov 05 2013 18:06 GMT
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A portion of a Dualshockers review...

The game does have its moments but it’s just not enough. I would only suggest this game if you have very little children or if you’re just looking to pass the time. There is nothing about this game that screams ”run out and buy me pronto.”

Full review here

Posted by GoNintendo Nov 05 2013 18:04 GMT
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Do you want to be the very best...like no one ever was? If so, you're going to have to put in a ton of work to climb the competitive heap out there. Becoming a Pokemon master is easy enough to do when playing single player, but taking on real-life opponents is a quickly humbling experience. The feature below will help give you some of the first and most important steps to becoming a formidable opponent.

Posted by GoNintendo Nov 05 2013 18:01 GMT
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If you believe that there is no possibility of Nintendo’s results improving, then you would be right about it being necessary to review the structure of the workforce and the company itself to match the scale of the business. However, I believe that there are upward and downward swings in the video game business, that Nintendo has the potential to be a larger-scale business, and that in order to achieve that potential, good developers, localization capability and the ability to sell overseas are necessary. We need a company with a lot of muscle, but a company that also has no excess fat – one that makes smart spending decisions. Restructuring the workforce is not the first option we consider even when cost cutting is required. I would like you to understand that this is because we do not see a dark future for Nintendo. - Satoru Iwata
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Posted by GoNintendo Nov 05 2013 18:00 GMT
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To be more specific, Nintendo Co., Ltd. used to have an International Business Division. Today, I am directly in charge of the international businesses at the company as well as being the CEO of Nintendo of America Inc. Mr. Kimishima, sitting next to me today, used to be the CEO of Nintendo of America, but since it was decided that he would return to Japan, I decided that I should assume his CEO position, at least for a while. As the CEO of the company, I visit there more often than before, and I meet with more people there. Naturally, I can now better understand the American markets.

In a variety of senses, we are now facing a big turn of the tide, particularly with respect to digitalizing our business. When it comes to systematically marketing packaged software including its distribution, I can say that Nintendo of America is the most advanced among all the distribution divisions/subsidiaries of the company. On the other hand, perfection may sometimes cause an issue when a drastic environmental change has taken place. For our distribution divisions/subsidiaries, in order to initiate a great change ourselves, it is critical to learn from our counterparts around the world and locally implement their best practices and turn the PDCA* cycle quickly. I feel that the process of learning from Japan and Europe and thereby changing in accordance with the changing times while, at the same time, making use of the existing advantages Nintendo of America possesses, has certainly become quicker in comparison to how it was before, when I was communicating indirectly with people at Nintendo of America. We would like to show some tangible results during the year-end sales season. - Satoru Iwata
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Posted by GoNintendo Nov 05 2013 17:59 GMT
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As I remarked in the presentation, digital sales in the first six months of the fiscal year have reached 11.4 billion yen, and about half of them come from digital distribution of packaged software. The other half of this figure is derived from, for example, digital-only software and downloadable content. To put it a different way, I think that our digital sales grew because both of these components grew. On the other hand, I feel that digital content that is offered through brand-new sales methods has greater potential to turn into massive hits than digitally offered packaged software. Whenever we offer a new proposition, we do so wishing that it will turn into a hit, but since we can never know when our endeavors will come to fruition, it is difficult to give a concrete figure on the breakdown of our future digital sales today.

In terms of taking greater advantage of our previous assets, I feel that there are two points to consider. As we first began to do on Wii, one method would be to release games for our previous consoles, such as Nintendo Entertainment System or Super Nintendo Entertainment System, on other Nintendo consoles as Virtual Console games. While Wii U and Nintendo 3DS already offer Virtual Console software, I feel that we have not been able to take full advantage of our assets yet, so we would like to enrich our Virtual Console lineup. As the ability to digitally offer our products has given us greater flexibility in offering new propositions to our consumers, we should naturally consider these possibilities in the future. The other point is, as you mentioned, whether we should release our games on smart devices. At the moment, however, we believe a more balanced approach would be to use our content to increase the value of our hardware as opposed to distributing it on smart devices, and therefore, we have no plans to release Nintendo content on smart devices. - Satoru Iwata
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Posted by GoNintendo Nov 05 2013 17:57 GMT
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First of all, I used the word “commitment” to show our firm determination to do our best to reach our target. However, it was perhaps not an appropriate term to use as it has, as a result, led to some reports that speculated about my resignation.

I believe that my ultimate responsibility is to maximize the long-term corporate value of Nintendo. That is how I view my role, but on the other hand, I am not saying that the current financial forecast has become unattainable. As I remarked just a while ago, the annual financial performance of a video game company rests heavily upon its success in the year-end sales season. There would of course be a significant difference between the most optimistic and the most pessimistic scenarios. This is the inevitable fate of any video game company, and even if one may hope it to be more foreseeable, we operate in an environment where it is impossible to know the outcome of a product we have produced until consumers have tried it for themselves. What is more, how players influence the value of our products and turn them into hit titles through interacting with each other, and thereby creating buzz in society, is simply beyond our reach. All we can do is offer the best entertainment that we can and do our best to motivate our consumers to talk about our products, but there is inevitably a fair degree of uncertainty in our performance. Therefore, I do not think that it is the right time to change our financial forecast.

In terms of how we view our relationship with third-party publishers, I think it is natural that there is a difference between publishers who have the software development resources like Nintendo’s to build a software lineup of their own and publishers who do not. Since former President Yamauchi passed away, I have been considering what he taught us in the end, and his words that the worst thing we can do in entertainment is to follow what others are doing spoke directly to my heart. Following and imitating others is the kind of reasoning that Nintendo tries to avoid the most, and while we certainly do not have a negative attitude toward strengthening our ties with third-party publishers, employing the same methodology as the other manufacturers would only lead to the most simplistic competitive approaches, such as price wars or money-giving that would never end. We would like to take a unique approach of our own and build sustainable relationships with our third-party publishers. - Satoru Iwata
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Posted by GoNintendo Nov 05 2013 17:54 GMT
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Nintendo’s current business is centered on Japan, the U. S., Europe and Australia, but as a company proposing interactive entertainment, the matter of what steps to take in developing markets is an extremely important medium-term issue. On the other hand, the manufacturing cost of hardware tends to increase, and there are cases that smart devices are advancing ahead of game consoles around the world, including in developing nations. Therefore, we have to consider various things in relation to whether we can perform well in new markets simply by continuing with the same approach – namely, the concept of selling products slightly cheaper in developing nations than in developed nations. However, I have not prepared material to discuss this matter today. We are intending to hold a Corporate Management Policy Briefing together with the Financial Results Briefing after the end of Q3, probably at the end of January 2014, and we would like to talk then about our ideas for Nintendo’s medium-term approach to developing markets as well as the immediate future. So please understand that I am not planning to discuss this today. - Satoru Iwata
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Posted by GoNintendo Nov 05 2013 17:52 GMT
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We have an offering of software for the end of this calendar year that encourages family fun at home. Nintendo is preparing a number of Wii U games for next year that greatly appeal to highly skilled users, but at the end of this calendar year, we have quite a few offerings that can be played by the whole family, dad and the kids, or grandparents and the kids. Other companies will launch new consoles (in the overseas markets at the end of this year), but I think they focus on targeting highly skilled users. Therefore, in that sense, though the competition will heat up because new game consoles will come out and there will be a “war of the game consoles” played out in media articles, we wonder if the target user will actually be the same. The games available at the end of this calendar year, “Super Mario 3D World,” “Wii Party U,” “Mario & Sonic at the Sochi 2014 Olympic Winter Games,” “Wii Sports Club” and “Wii Fit U,” all lean more toward family use, and we are targeting those who bought Wii and would be interested in the Wii U offerings. That is slightly different than what other companies are aiming for. Thus, in the sense that we attract consumers interested in this category of video games, I think the launch of other video game systems is also good for us because they energize the video game industry as a whole. Though there are some who take the view that intensified competition means overseas competition will be tough for Nintendo, no matter how Nintendo does domestically, I do not necessarily see it that way. This year, what Nintendo is promoting is, conversely, to stand out in the game industry for individuality. I believe we have become a unique value.

In regard to marketing expenses, at this point we do not plan on any particularly significant changes to the current forecast. However, there are probably many who look at the current first half-year financial results and feel that marketing expenses are increasing. In fact, there is a reason for this. Our financial results are all converted into yen. With the recent depreciation of the yen, marketing expenses spent in the overseas markets, when converted to yen, have increased. Please understand that the depreciated yen adds to sales while it also adds to expenses such as foreign currency marketing expenses when converted to yen. Given the current management environment, funds should naturally be used intelligently, so in that sense, we do not particularly foresee a significant deviation in marketing expenses at this point. - Satoru Iwata
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Posted by GoNintendo Nov 05 2013 17:51 GMT
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I use the term “smart device” to refer to both smartphones and tablets, and over the last two years, smart devices have certainly been a central topic in society. On trains, it is common to see people playing on their smartphones, while it is probable that they were playing with handheld gaming devices until recently. There are people who then think that the market for handheld gaming devices may be shrinking, and because there are numerous articles in favor of this notion, some people then conclude that the market for dedicated gaming systems will be eclipsed by smart devices and will diminish quickly. On the other hand, I would like to draw your attention to what I emphasized in my presentation today. In fact, I said the same thing to reporters at the Osaka Securities Exchange yesterday, but while it is true that smart devices drew the most attention in Japan last year and will probably continue to do so this year, Nintendo 3DS sold five and a half million units last year, and I am confident that we will be able to surpass the five million mark this year, too. There have been various dedicated gaming systems in history and each generation had what one might describe as a massive hit. However, even those best-selling systems in their peak year sold around four million units. Previously, the only platform to have sold more than five million units was Nintendo DS, and this time, Nintendo 3DS is set to surpass this mark for two consecutive years. The hypothesis that smart devices will replace dedicated gaming systems, in my view, does not explain this phenomenon. However, while we were able to create great momentum for Nintendo 3DS in the Japanese market, we are yet to do so in the United States and Europe. One reason why the market for dedicated gaming systems appears to have shrunk more drastically in the U.S. and Europe is that home consoles, which occupy a high proportion in their markets, are undergoing a generational shift. Nintendo launched a new hardware system, but we have yet to place Wii U on the right sales track. Others in the industry have already announced that they would launch new gaming systems, meaning that consumers feel that it is not the ideal time to purchase new hardware. The contraction in the market has in part been caused by such factors, and I do not expect this trend to continue.

On the other hand, I believe that the era has ended when people play all kinds of games only on dedicated gaming systems. For example, I think it is natural that many people feel that it is more convenient to use smart devices, as opposed to dedicated gaming systems, to play games to kill a bit of time. That is to say, there are some areas in which dedicated gaming systems were once used that now have greater potential on smart devices. On the other hand, dedicated gaming systems are developed by considering the software that is designed to run on the hardware, enabling us to make unique propositions. With that in mind, my view is that the gaming market will be segregated to a fair degree. However, this does not mean that smart devices will simply compete with dedicated gaming systems. Given their growth, I feel that we should make an effort to take advantage of their existence. For instance, we already made it possible to browse Wii U’s networking service called Miiverse on smart devices. Starting with this attempt, we are discussing among us how we can expand the use of smart devices to help drive the business of dedicated gaming systems. Smart devices have already played a central role in creating buzz among consumers above a certain age with respect to, for example, “Animal Crossing: New Leaf,” “Monster Hunter 4” or “Pokémon X/Pokémon Y.” Twitter timelines filled with tweets about Monster Hunter and Pokémon can certainly help create awareness for the products, and we also know that many watch Nintendo Direct on their smart devices. Rather than simply viewing smart devices as competitors, we should consider ways in which we can use them for our business.

I would now like to turn to your comment that Nintendo is perhaps wavering in its vision by launching Nintendo 2DS, which abandons 3D, the biggest differentiator of the product. However, launching Nintendo 2DS at this point in time requires its development work to have begun a long time ago. Generally speaking, it takes approximately one and a half years before we can bring a new hardware system onto the market, and we already realized beforehand that it would be difficult to maximize the sales potential of Nintendo 3DS without an entry-level product ready in time for the release of a new Pokémon title. Because we already knew that the range of price options for Nintendo 3DS was not sufficient in light of the highly appreciated yen at the time, we had been preparing for this launch. Incidentally the yen is now somewhat depreciated and we are able to offer Nintendo 2DS without facing profitability problems. This is very fortunate considering our business structure. We are offering such an option in order to further propel the popularity of the Nintendo 3DS platform in the overseas markets. Nintendo 2DS is, however, simply one of the options for consumers and we will continue to offer the existing Nintendo 3DS and Nintendo 3DS XL platforms in the overseas markets, and we are not saying that we will abandon 3D or cease to make new propositions in 3D. “The Legend of Zelda” title that we are going to release toward the end of the year is a superb showcase of the 3D effect, featuring a top-down style and offering a new form of gameplay by taking advantage of the 3D effect vertically. - Satoru Iwata
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Posted by GoNintendo Nov 05 2013 17:47 GMT
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When we market our packaged products through physical distribution channels, we have to consider physical costs and the subject commodity must generate a certain level of profit margin for distributors and retailers. As a result, we have limited flexibility in setting prices. This is one aspect that does not exist for the digital business. On the other hand, just as the “Free” author Chris Anderson suggests in his book, there are some people who insist that digital products tend to become cheaper and eventually become very close to being offered for free. In other words, deflation in prices in the digital business can increase if you are not careful enough.

Digitalization is progressing in a variety of different entertainment offerings, including Nintendo’s. Here, I am not specifically referring to the games available on smart devices. Such proposals as offering content free of charge or subscription fees to enjoy certain content for a fixed period are becoming more prevalent, so I can understand why some consumers might feel that the prices of packaged software are relatively higher than before. In today’s video game market, packaged software that is well received by consumers tends to have even higher sales than before but, on the other hand, the number of medium-scale hits is decreasing and recent iterations of game franchises that used to sell very well tend to sell fewer copies these days. As a result, game sales tend to polarize.

Under these market conditions, although the mainstream idea regarding the digital business in the industry before we actually started selling software in both digital and packaged formats last year was that the digital version should or must be priced lower than its packaged counterpart, we decided that, since the contents are the same, the company would offer the software at the same price, be it the packaged version or the digital version. This is because we want consumers to value software as highly as possible and because we have been trying to heighten the value of our software whenever we produce it. Prospective consumers can easily anticipate that games from established franchises such as Super Mario and Pokémon are worth the price, even before they start playing them. In fact, “Animal Crossing: New Leaf,” which we released last year in Japan, and “Luigi’s Mansion: Dark Moon,” Capcom’s “Monster Hunter 4” and Nintendo’s “Pokémon X” and “Pokémon Y” released this year, have shown both strong digital download and packaged software sales, which shows that there are a number of people who believe that digital content holds the same value as its packaged counterpart. In addition, we have already found that once consumers have made a digital download purchase, many of them tend to make another one. They notice such conveniences as the ability to always carry around the games and not having to worry about losing the physical game cards. On the other hand, when we offer a new proposal to consumers, say, when we launch a brand-new IP or when we release a game with well-known characters but with brand-new gameplay that our consumers are not familiar with, it is hard for them to anticipate and appreciate the value of the content before actually purchasing and playing with it. For these titles, if we take the ordinary approach of selling the packaged software, the software might not reach its full sales potential, and even when we are able to create something interesting, the games often can just fade away without being noticed by consumers. When we offer our consumers such new play experiences exclusively in a digital format, we intend to have wide flexibility in terms of their prices and ways to market them. With this in mind, as for the software you just mentioned, namely, “Darumeshi Sports Shop,” “Wii Sports Club” and “Pokémon Bank,” we are challenging ourselves with new pricing and sales endeavors. We are hopeful that a wider range of consumers will appreciate these unprecedented offers. Specifically concerning “Wii Sports Club,” we understand that there will be players who will play it almost every day just as they did with its predecessor, “Wii Sports,” while others will only play it when friends visit their home. We are now trying to increase the software’s sales potential by offering two different options for the people who will play it occasionally and those who will play it frequently. I do not deny the possibility that “Wii Sports Club” may become packaged software in the future. However, for the future of Wii U, we have prioritized releasing tennis and bowling by the end of this year.

Finally, regarding our Nintendo 3DS software campaign in Japan, those who purchase two Nintendo 3DS games and register them in Club Nintendo can select one game from a list of 14 titles and download it free of charge. I should mention that there are two aspects to this campaign. People often want to purchase something, but then do not end up buying it. This must have happened to you with a CD, DVD or a video game. Often you cannot recall any special reason that prevented you from doing so, but you just did not purchase it. Now that many people own a Nintendo 3DS system and we have a rich lineup of quality software for the platform, we really want to do something to encourage our consumers to make the final decision to purchase two games or more instead of one. This is one reason for this campaign.

Another factor I need to mention is that still only a portion of our consumers have actually purchased the download version of a packaged game. Having many consumers experience for themselves the download and installment process will be a positive step towards increasing digital sales in the future. As you pointed out, we discussed whether doing so could potentially destroy our software’s inherent value, but as we have been able to prepare a number of quality games this year, particularly for the end of the year, we have concluded that if many consumers can experience a digital download for themselves, we will be able to maximize the potential of Nintendo 3DS and pave the way for an even brighter future for the system. Of course, we are taking these steps with the understanding that, without the utmost care, these sorts of price tactics can go too far and can ruin the inherent value of software. - Satoru Iwata
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Posted by GoNintendo Nov 05 2013 17:43 GMT
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It took a while to confirm. But people who purchase Toki Tori 1 will get 60% off Toki Tori 2+ in both regions! How about that!?

— Two Tribes (@TwoTribesGames) November 5, 2013

Posted by GoNintendo Nov 05 2013 17:42 GMT
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There will always be more Dragon Quest games in the works, but what platform do gamers think the next outing should land on? That's what ASCII asked Japanese gamers in a survey, with the results shown below.

PS4: 62%
Wii U: 8%
iPhone: 8%
PC: 5%
Tablets 3%
Android Smartphones: 3%
Xbox One: 1%
SH-01F Dragon Quest: 1%
Other: 9%

Posted by GoNintendo Nov 05 2013 07:25 GMT
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Wii U

Software
1. Zelda: Wind Waker HD
2. Wii Street U
3. Super Castlevania IV
4. Super Mario World
5. Super Mario Bros.
6. Sonic Lost World
7. The Legend of Zelda
8. EarthBound
9. Art Academy: SketchPad
10. Pokemon Rumble U
11. Batman: Arkham Origins
12. Super Metroid
13. Zelda II – The Adventure o Link
14. Assassin’s Creed IV: Black Flag
15. DuckTales Remastered
16. Deus Ex: Human Revolution – Director’s Cut
17. Super Mario Bros.
18. Mega Man X
19. Pinball
20. Mighty Switch Force! 2
Videos
1. Super Mario 3D World Trailer 3
2. Batman: Arkham Origins Trailer
3. Adventure Time Explore the Dungeon Trailer
4. Sonic Lost World Launch Trailer
5. Super Mario 3D World Trailer
6. Pac-Man and the Ghostly Adventures Trailer
7. Assassin’s Creed IV: Black Flag Trailer
8. Sonic Lost Wrold Trailer
9. Wii Fit U – Trial Version Promo Video
10. Super Mario 3D World Trailer 2
11. Wii Party U Trailer
12. Zelda: Wind Waker HD 6/11/13
13. Wii Party U Trailer 2
14. Pokemon Rumble U Gameplay Trailer
15. Mario & Sonic at the Sochi 2014 Olympic Winter Games Trailer
16. Zelda: A Link Between Worlds Trailer 2
17. Mario Party: Island Tour Trailer
18. Nintendo Minute – Super Mario 3D World – New Levels and Power-Ups
19. Deus Ex: Human Revolution – Director’s Cut BTS Trailer
20. Super Castlevania IV Trailer

3DS

Software
1. Phoenix Wright: Ace Attorney – Dual Destinies
2. The Legend of Zelda
3. Pokemon X
4. Pokemon Y
5. Resident Evil: Revelations
6. Pokemon Dream Radar
7. Super Mario Bros.
8. Animal Crossing: New Leaf
9. Zelda: Oracle of Ages
10. Resident Evil: The Mercenaries 3D
11. SteamWorld Dig
12. Zelda: Link’s Awakening DX
13. Zelda: Oracle of Seasons
14. Dillon’s Rolling Western
15. Super Mario Bros. 2
16. Zelda: Ocarina of Time 3D
17. Sonic Lost World
18. Rune Factory 4
19. Fire Emblem: Awakening
20. Metroid
Videos
1. Pokemon X/Y Museum
2. Super Mario 3D World Trailer 3
3. Batman: Arkham Origins – Blackgate Trailer
4. Pokemon X/Y Launch Event
5. Sonic Lost World Launch Trailer
6. Adventure Time Explore the Dungeon Trailer
7. Zelda: A Link Between Worlds Trailer
8. Sonic Lost World Coming Soon Trailer
9. Sonic Lost World Trailer
10. Zelda: A Link Between Worlds Trailer 2
11. Pokemon X/Y: Mega-Evolved Pokemon Revealed
12. Three New Mega-Evolved Pokemon Revealed
13. Zelda 3DS XL
14. SpongeBob Squarepants Plankton’s Robotic Revenge Trailer
15. Mario Party: Island Tour Trailer
16. Super Mario 3D World Trailer
17. Pokemon X/Y: Battle Dreams
18. New York Comic-Con: Mr. Aonuma Panel
19. Pokemon X/Y: New Regions
20. Pokemon X/Y: Accolades Trailer

Video updates

Wii U
Wii FIt U – Fit Meter Trailer
Zelda: A Link Between Worlds The Running in NY Video
Assassin’s Creed IV: Black Flag Trailer
Meet the Neighbors with Wayne Brady
Mario Party Island Tour Trailer
Super Castlevania IV Trailer
The Legend of Zelda 3DS XL
Zelda: A Link Between Worlds Dungeon Trailer
Pokemon X/Y: Accolades Trailer
Pokemon X/Y: Join the Millions
Wii Fit U Fit Meter Overview Video
Wii Party U with Wayne Brady
The Man Cave with Wayne Brady
Play Ball with Wayne Brady
Wii Fit U – Trial Version Promo Video
Sonic Lost World Launch Trailer
Adventure Time Explore the Dungeon Trailer
3DS
Angry Birds Star Wars Trailer
Meet the Neighbors with Wayne Brady
Mario & Sonic: Sochi 2014 Commercial
Zelda 3DS XL
Arcade Classics 3D Trailer
Milon’s Secret Castle Trailer
Angry Bunnies Trailer
Wii Party U with Wayne Brady
The Man Cave with Wayne Brady
Play Ball with Wayne Brady
Wii Fit U – Trial Version Promo Video
Teenage Mutant Ninja Turtles Trailer 2
Adventure Time Explore the Dungeon Trailer
Sonic Lost World Launch Trailer
Star Soldier Trailer
Super Mario 3D World Trailer 3

Posted by GoNintendo Nov 05 2013 07:18 GMT
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- game due out in Japan on Feb. 6th for 5,490 ye
- special edition 3DS XL bundle due on the same day for 24,390 yen
- bundle includes a grey-on-white Dragon Quest Monsters 2-themed original design, complete with blue Slimes, and a copy of the game
- limited edition figure set that includes the game and small figures of Iru and Luca will cost 6,990 yen

Pre-order bonuses

Lawson and Ministop – “Berry Slime” monster and “Dexterity Sword” weapon
Tsutaya – “Lime Slime” monster and “Passion Whip” weapon
Ion – “Peach Slime” monster and “Figurative Magic Wand” weapon
Square Enix e-Store – “Lemon Slime” monster and “Thief Hatchet” weapon

Posted by GoNintendo Nov 05 2013 03:55 GMT
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Slated for 3DS eShop on 11/7 (subject to change): KORG M01D ($34), 4 Elements ($5.99), Secret Agent Files: Miami ($7.99), and Luxor ($5.99)

— Vernon Schieck (@kitroplious) November 5, 2013

Posted by GoNintendo Nov 05 2013 03:54 GMT
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- focus on racing to the finish line
- shorter boards
- return to individual turn-based gameplay
- 81 new mini-games
- new addition of Boo!
- StreetPass allows players to battle in mini-games against shadowy ghost characters
- shake the die on the lower screen before flicking it up to the upper area
- AR cards utilized in Ka-Goomba
- gyroscopic controls used in Slip Not
- gyroscopic controls for changing item orientation in Spin the Bubble
- drawing pictures on the bottom screen and utilizing the microphone return
- microphone usage in Choicest Voice relies on an amplitude envelope rather than pitch
- seven boards
- Banzai Bill’s Mad Mountain has a Banzai Bill that will fly over the board if his spot is landed on
- this ends up knocking players off a cliff to the previous areas of the board below
- you can choose to move forward or hide in a cave to avoid the Bill
- Shy Guy’s Shuffle City utilizes special playing cards to help players strategically find their way to the end
- other boards include a village reminiscent of Toad Town in Paper Mario
- this board contains special dice block items
- another board is a grasslands/woodland area with Chain Chomps
- another area is a space themed board that channels Super Mario Galaxy complete with special rocket spaces
- single player mini-game tower mode has you battling up multiple floors
- Mario Party Points can be earned throughout the game to unlock collectibles
- these include voices, music, and character illustrations.
- this is the second Mario Party developed by former Hudson Soft folks moved to Nd Cube

Posted by GoNintendo Nov 05 2013 03:46 GMT
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We already knew that Sonic Lost World didn't have a good debut in Japan, but that was focusing in on the sub-5,000 copies the 3DS version sold at launch. Now info has come in for the Wii U version, putting it at 2,076 copies sold. Sonic games really don't seem to do all that hot in Japan, and unfortunately that trend seems to be continuing.

Posted by GoNintendo Nov 05 2013 03:41 GMT
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Did you take advantage of the Club Nintendo offer to grab The Legend of Zelda: A Link to the Past? If so, you might have gotten a faulty code. Thankfully Nintendo was quick to identify the issue. You can now grab a replacement code at no cost. Thanks to WolfLink22 for the heads up!