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