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NINTENDO LAUNCHES STAR FOX ADVENTURES: AN EPIC TALE OF DINOSAUR RESCUE

Legendary Pilot Emerges from the Cockpit to Save A Planet

VANCOUVER, BC, September 24, 2002 - Eight years after cementing his status as one of the most acclaimed pilots in video game history, Fox McCloud returns in full force, extending his heroics from air to land to water to preserve the lush habitat and protect the residents of Dinosaur Planet. A joint effort by Nintendo and Rare® Ltd., the sprawling epic, Star Fox® Adventures, arrives exclusively for NINTENDO GAMECUBE(tm), for an MSRP of $69.95.

"When Star Fox first launched for the Super Nintendo Entertainment System in the mid '90s, it marked an exciting but very early attempt to move objects through a 3-D environment," explains Ron Bertram, general manager, Nintendo of Canada Ltd. "This new Star Fox Adventures for NINTENDO GAMECUBE is a stunning reminder of how far our industry has come, how gorgeous visuals and world class storytelling can deliver weeks and even months of engrossing, interactive entertainment."

Previously, Fox McCloud was content to battle enemies from his Arwing fighter. But now, he must explore the vast terrain of the planet on foot to defeat the devious General Scales and mutated dinosaurs he's enlisted to his cause. While Fox was previously visible only dimly beneath his cockpit window, players now will watch a wide array of facial expressions from Fox as he wields weapons and magic to soar above and charge through the vividly rendered forests, jungles, icescapes and hidden structures of Dinosaur Planet. With his former wing mates now retired to ground support roles, Fox teams up with a native triceratops named Prince Tricky and encounters a mysterious young woman named Krystal.

As a wholly owned subsidiary, Nintendo of Canada Ltd., based in Vancouver, British Columbia, is a leader and innovator in the $1 billion video game industry in Canada. Nintendo of Canada markets hardware and software for Game Boy®, Nintendo® 64, Game Boy Advance and NINTENDO GAMECUBE. Since the release of its first home video game system in 1983, Nintendo has sold more than 1.6 billion video games worldwide, creating enduring industry icons such as Mario(tm) and Donkey Kong® and launching such franchises as Zelda(tm) and Pokémon®. Nintendo is dedicated to the long-term development of the interactive entertainment industry, devoting its resources towards maximizing the latest technology to create the most innovative, interactive entertainment products in the world.

For more information about NINTENDO GAMECUBE, Game Boy Advance or any other Nintendo product, visit the company's Web sites, www.nintendo.ca or www.nintendogamecube.com.

NINTENDO'S GOT SOMETHING FOR EVERYONE THIS HOLIDAY SEASON

This Holiday season, Nintendo of Canada Ltd. offers video game players of all ages an unbelievable line-up of hardware, software and accessories. There will be over 150 games available for Nintendo GameCube this Christmas and over 300 Game Boy Advance games. Here are a few of the best sellers that will be available this Holiday season.

ULTIMATE HOLIDAY GIFT GUIDES

MATURE GAMERS (17 + over)

NINTENDO GAMECUBE GAMES
o Metroid® Prime (Nintendo)
o Eternal Darkness: Sanity's Requiem(tm) (Silicon Knights)
o Resident Evil® Zero (CAPCOM)
o Resident Evil® (CAPCOM)
o CAPCOM® VS. SNK® 2 EO (CAPCOM)
o PHANTASY STAR(tm) ONLINE EPISODE I & II (Sega)
o Sega Sports(tm) NHL 2K3
o Sega Sports(tm) NFL 2K3
o Sega Sports(tm) NBA 2K3
o EA Sports(tm) NHL® 2003
o EA Sports(tm) Madden NFL 2003
o EA Sports(tm) F1 2002
o EA Sports(tm) NBA LIVE 2003
o Need For Speed(tm) Hot Pursuit 2 (EA Games)

GAME BOY ADVANCE GAMES
o Metroid® Fusion (Nintendo)
o The Legend of Zelda®: A Link from the Past(tm) (Nintendo)

ACCESSORIES
o WaveBird(tm) Wireless Controller (Nintendo)
o Memory Card 251 (Nintendo)
o Nintendo GameCube v.90 Modem Adapter (Nintendo)
o Nintendo GameCube Broadband Adapter (Nintendo)

TEEN GAMERS (12 - 17)

NINTENDO GAMECUBE GAMES
o Super Mario Sunshine(tm) (Nintendo)
o Metroid® Prime (Nintendo)
o StarFox® Adventures (Nintendo/Rare)
o Animal Crossing(tm) (Nintendo)
o Super Monkey Ball(tm) 2 (Sega)
o PHANTASY STAR(tm) ONLINE EPISODE I & II (Sega)
o Sega Sports(tm) NHL 2K3
o Sega Sports(tm) NFL 2K3
o Sega Sports(tm) NBA 2K3
o EA Sports(tm) NHL® 2003
o EA Sports(tm) Madden NFL 2003
o EA Sports(tm) F1 2002
o EA Sports(tm) NBA LIVE 2003
o Need For Speed(tm) Hot Pursuit 2 (EA Games)

GAME BOY ADVANCE GAMES
o Yoshi's Island(tm): Super Mario® Advance 3 (Nintendo)
o Metroid® Fusion (Nintendo)
o The Legend of Zelda®: A Link from the Past(tm) (Nintendo)

ACCESSORIES
o WaveBird(tm) Wireless Controller (Nintendo)
o Memory Card 251 (Nintendo)
o e-Reader(tm)
o Nintendo GameCube v.90 Modem Adapter (Nintendo)
o Nintendo GameCube Broadband Adapter (Nintendo)

KIDS & TWEENS (12& under)

NINTENDO GAMECUBE GAMES
o Super Mario Sunshine(tm) (Nintendo)
o Super Monkey Ball(tm) 2 (Sega)
o Harry Potter and The Chamber of Secrets(tm) (EA Games)
o Animal Crossing(tm) (Nintendo)
o Mario Party® 4 (Nintendo)
o Wario World(tm) (Nintendo)
o Disney's Magical Mirror Starring Mickey Mouse (Nintendo)

GAME BOY ADVANCE GAMES
o Yoshi's Island(tm): Super Mario® Advance 3 (Nintendo)
o Harry Potter and The Chamber of Secrets(tm) (EA Games)
o Game & Watch Gallery 4(tm) (Nintendo)
o Disney's Magical Quest Starring Mickey and Minnie (Nintendo)

GAME BOY COLOUR GAMES
o Hamtaro(tm): Ham-Hams Unite! (Nintendo)
o Harry Potter and The Chamber of Secrets(tm) (EA Games)

ACCESSORIES
o WaveBird(tm) Wireless Controller (Nintendo)
o e-Reader(tm)
o Memory Card 251 (Nintendo)

WORLD DISCOVERS KEY PLAYER IN ENTERTAINMENT INDUSTRY IS A PLUMBER

Nintendo Video Game Character Mario Surpasses Hollywood's Harrison Ford in Global Revenues

VANCOUVER, BC, August 27, 2002 - He's a dynamic hero, a man in blue - a smooth cat with a red hat. Since his first appearance in the 1981 arcade game Donkey Kong®, his heroic antics have made him one of the largest leading men in the world. With his charming voice and unforgettable mustache, he has helped push the video game industry in North America past the film industry with projections eclipsing $10 billion (US) in revenuesby the end of 2002.

The entertainer is Mario and he is King of the "A" List. This money making celebrity plans to raise the high-bar once again as his new game, SuperMario Sunshine(tm) for NINTENDO GAMECUBE(tm) hits stores today for asuggested retail price of $69.95.

Mario catapulted to the top of the video game charts in 1985 with SuperMario Bros.® for the Nintendo Entertainment System®, which to date has sold more than 40 million units worldwide. In his 21 years, Mario's videogames have sold more than 158 million units, resulting in more than $7billion (US) in revenue. This does not include games in which Mario has"guest starred" in, including Super Smash Bros.(tm) Melee and the upcoming Mario Party®4.

"Video games are giving Hollywood a run for its money," says John Gaudiosi, columnist for the Hollywood Reporter. "Nintendo's Marioex emplifies this as he's become one of the biggest leading men in entertainment, as his $7 billion-plus (US) worldwide video game sales rank him above Hollywood's current leading man, Harrison Ford, whose films have earned more than $5.6 billion (US) worldwide in theatrical revenues over his career."

Mario is one of Nintendo's platinum characters, he is the brain-child of Shigeru Miyamoto, who is considered by TIME Magazine* as the Steven Spielberg of electronic entertainment, and one of the most prestigious video game designers and creators in the world.

"When I created Mario, I wanted him to be a character that everyone could relate to and enjoy," explains Mr. Miyamoto. "I never doubted Mario would be successful as a video game star, but I had no idea how incredibly popular and recognizable he'd be throughout the entertainment world." Mario has remained in the top revenue spot with multiple video game successes since 1985: Super Mario World® for the Super Nintendo Entertainment System®, Super Mario 64(tm) for the Nintendo® 64, and more.

According to Bruce Nash, who provides movie industry analysis at www.the-numbers.com, Harrison Ford, respectively, has generated less revenue worldwide than Mario."Ford has starred in a string of blockbusters spanning almost 30 years, including the Star Wars, Indiana Jones and Jack Ryan series," Nash said. "He's generated $3.2 billion in U.S. box office sales and more than $5.6 billion (US) in global sales. It's amazing a video game character such as Mario has surpassed that."

As a wholly owned subsidiary, Nintendo of Canada Ltd., based in Vancouver, British Columbia, is a leader and innovator in the $1 billion video game industry in Canada. Nintendo of Canada markets hardware and software for Game Boy®, Nintendo® 64, Game Boy Advance and NINTENDO GAMECUBE. Since the release of its first home video game system in 1983,Nintendo has sold more than 1.6 billion video games worldwide, creating enduring industry icons such as Mario(tm) and Donkey Kong® and launching such franchises as Zelda(tm) and Pokémon®. Nintendo is dedicated to the long-term development of the interactive entertainment industry, devoting its resources towards maximizing the latest technology to create the most innovative, interactive entertainment products in the world.

For more information about Nintendo or Super Mario Sunshine, visitthe company's Web site, www.nintendo.ca or visit www.supermariosunshine.com
*TIME Magazine, May 20, 1996

MAMMA MIA! MARIO AND NINTENDO TURN UP THE HEAT!

(note prices quoted are in Canadian "dollars" - Editor)

It's already the most-anticipated fall lineup in video game history-and it just powered up with a brand new one-two punch!

Nintendo of Canada announced that effective October 14th, eager players will be able to purchase the indigo-coloured Nintendo GameCube with the game they've been thirsting for, Super Mario Sunshine, as well as a Memory Card 59 to save their game progress, in one, aggressively priced hardware/software bundle. The Super Mario Sunshine bundle will be available at a manufacturer's suggested retail price of $279.95*.


Then, on November 3rd, players will begin to see the Nintendo GameCube itself in a whole new light. Following the overwhelming market response to the Platinum Edition of the handheld Game Boy Advance, a limited edition Platinum Nintendo GameCube dazzles the market, featuring a controller of the same shine. The Platinum Edition Nintendo GameCube will carry a manufacturer's suggested retail price of $229.95*.


Finally, for those who view 'going platinum' as a total lifestyle statement, the Platinum Game Boy Advance will make a brief return visit beginning on November 3rd as well, with an MSRP of$109.95*.

 

NINTENDO'S GAME BOY ADVANCE DEVELOPS
"READING" SKILLS VIA e-READER ACCESSORY

Canada Swipes Its Way Into a New Video Game Era

LOS ANGELES, May 21, 2002 - Nintendo turns paper trading cards into electronic fun, with the introduction of the innovative e-Reader~. When swiped through the e-Reader, paper trading cards create new game play experiences in a number of ways, depending on the card. Applications for e-Reader cards can create entire video games playable on Game Boy® Advance from just a single paper card. Other applications include enhancing game play or unlocking features in existing Game Boy Advance and NINTENDO GAMECUBETM video games. Available Sept. 16, 2002, the e-Reader will retail for a suggested $69.95 MSRP*. Card packs will retail from $4.99*

"The e-Reader creates a completely new experience for game players, fusing the enjoyment of collecting trading cards and the wonder of discovering video game secrets," says Ron Bertram, general manager, Nintendo of Canada Ltd. "Now players of all ages can build and enhance their video game collection by picking up a pack of cards."

Developed by Nintendo, the e-Reader connects to the Game Boy Advance via the cartridge slot and uses 'Dot Code Technology' to read optical data imprinted on specially designed trading cards. The library of cards begins with Pokémon®-e trading card game cards, to be distributed by Wizards of the Coast under license from Pokémon USA, Inc., which also can be used as a stand-alone trading card game; Animal Crossing-e cards that unlock features and heighten game play in the NINTENDO GAMECUBE game; and Game & Watch~-e cards, which hold an entire game printed on a single card.

Olympus Optical Co., Ltd. provides the "Dot Code Technology" used by the eReader to read data embedded on each e-Reader card. Each card can hold up to two code strips. A long bar holds 2.2 kilobytes of information and a short bar holds L4 kilobytes. The memory configuration in the e-Reader is 64 Mb mask ROM and 1 Mb flash memory. The scanned information transforms into a digital display on the Game Boy Advance screen.

NINTENDO DISCOVERS THE 'MISSING LINK':
CONNECTIVITY FOR GAME BOY® ADVANCE AND NINTENDO GAMECUBETM!

Animal Crossing Unveils Game Synergy-Console, Hand-held and Trading Cards Fuse for First Time

LOS ANGELES, May 21, 2002 - From the dawn of video game history, console and hand-held gamers have evolved as separate branches of homo sapiens interactus. Now, thanks to the remarkable power of connectivity, Nintendo has joined the two, ushering in a new strain of super garner!

At the Electronic Entertainment Expo (E3) in Los Angeles, Nintendo is showcasing several innovative games that further expand connectivity, starting with the revolutionary Animal CrossingTM, a community building adventure. This new game extends game fun from NINTENDO GAMECUBE to Game Boy Advance, opening new worlds, and also links it to trading cards with introduction of the e-Reader. Players can download full classic NES® games to the Game Boy Advance for hand-held fun on the go, and swipe trading cards through the e-Reader, which attaches to the Game Boy Advance to transport messages from the characters, game items and even music.

Connectivity features for other games can include-depending on the software design-exchanging various forms of data, unlocking new game levels or using Game Boy Advance as a supplemental game screen, controller or input device. Currently more than 20 video games in development integrate connectivity.

"Nintendo opens up new worlds, filled with unprecedented choices and possibilities for players, by connecting both our systems," says Ron Bertram, general manager at Nintendo of Canada. "Uniting the two powerhouses exemplifies Nintendo's unwavering commitment to innovation and fun."

By connecting Disney's Magical Mirror Starring Mickey Mouse for NINTENDO GAMECUBE and Disney's Magical Quest Starring Mickey and Minnie for Game Boy Advance, players can transmit some items only available on Game Boy Advance to NINTENDO GAMECUBE. In the case of Roll-o-RamaTM the Game Boy Advance unit functions as a tilt device to navigate a character through various levels. Other games in development, such as Stage DebutTM, take connectivity one step further by allowing players to transfer data to the NINTENDO GAMECUBE and face-map themselves onto in-game characters via the Game Eye accessory.

Two examples that employ the connectivity feature, Sonic Advance~ from THQ for Game Boy Advance and SonicTM Adventure 2: Battle from SEGA for NINTENDO GAMECUBE, have enjoyed great success. Players exchange Chaos characters from the two systems and train them in a series of mini-games against other Chaos characters. Both games continue to top sales charts, earning spots inside the top 10 games sold year-to-date across all platforms.

NINTENDO REVEALS ONLINE GAMING PLANS

Modem And BroadbandAdapters To Launch This Fall

VANCOUVER, B.C., May 13, 2002 - Nintendo unveiled plans for its online gaming initiative for NINTENDO GAMECUBETM, slated to begin this fall. The first announced product is Sega's Phantasy Star Online Episode I & II launching this fall in North America.

Nintendo's network strategy is built on the philosophy that online will be most successful if the game play is extremely compelling and highly affordable. To match this philosophy, Nintendo's initiative consists of a f1exible development program, favourable publisher business model, and support for all consumers whether the player connects by modem (narrowband) or broadband.

"Nintendo is known for great gaming and our first priority is to continue that legacy," explains Satoru Iwata, director, corporate planning, Nintendo Co. Ltd. "Game content developed with that sole mission will enhance the joy of video gaming."

"The profitable part of the online business is very likely several years away. Entering the business because its the hot topic of the day doesn't make a profitable business nor satisfied customers," Iwata adds. "That's why it will be a part of Nintendo's strategy, not the mainstay, as other companies are attempting to do, There still are too many barriers for any company to greatly depend on it."

Nintendo currently is making software development kits available to developers worldwide. It will begin selling both the NINTENDO GAMECUBE v.90 Modem Adapter and the NINTENDO GAMECUBE Broadband Adapter this fall at retail in Canada for a M.S.R.P. of $49.95 each.

"We understand the strong appeal of online gaming to a select group of video game players, and indeed, it's one way to increase their satisfaction in exploring new types gaming," says Ron Bertram, vice president and general manager, Nintendo of Canada Ltd. "To make online more appealing to the rest of the game-playing population, we're taking concrete steps to aid our development partners in overcoming some of the inherent technical and financial obstacles to successful online games."

As part of an incentive to publishers, Nintendo will not require royalty fees from revenue generated by a publishers game played online through the NINTENDO GAMECUBE. Nintendo is in discussions worldwide with a large number of world-class developers about online projects. The intent of the low-risk model is to encourage developers to consider new genres of games for online play. Several of Nintendo's internal development groups also are researching online projects.

For more information on Nintendo or any Nintendo product, please visit the company's Web site at www.nintendo.ca

 

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