LONDON & SAN FRANCISCO (March 23, 2006) – SEGA Europe Ltd. & SEGA of America, Inc. today announced that they will be providing SEGA titles as part of the Virtual Console system for Nintendo’s new generation console Nintendo Revolution.
“SEGA continues to develop innovative ways to showcase its new generation leadership,” says Naoya Tsurumi, Chief Executive Officer, SEGA of America, Inc. and SEGA Europe, Ltd. “SEGA’s support of the Virtual Console system will introduce more gamers to classic Genesis hits and reinvigorate many of our popular brands.”
SAN JOSE, Calif., March 23 /PRNewswire/ — Nintendo President Satoru Iwata today challenged a crowd of game developers to think differently and take a fresh approach to the creation of video games. During his keynote address at the Game Developers Conference in San Jose, Calif., Iwata said Nintendo will provide developers with the tools they need to disrupt the traditional methods of game creation, much as the company already has.
These tools include the controller for Nintendo’s next home console (code-named Revolution), which lets users control the action on their television screens through the motion of the controller itself. The controller lets game developers create new kinds of gaming experiences, ones that enhance the experience for hard-core gamers while making video games moe
accessible and less intimidating to novices. The new forms of innovative software that can be created by any size developer will be made available for download via Revolution’s Virtual Console service.
“This new approach is like stepping onto an unexplored continent for the first time, with all the potential for discovery that suggests,” Iwata said. “No one else can match the environment we’re creating for expanding the game experience to everyone. Our path is not linear, but dynamic.”
Iwata also announced partnerships with Sega and Hudson to offer downloadable access to their classic games via Revolution’s Virtual Console. Revolution owners will be able to relive their past gaming glories from the Sega Genesis console by playing a “best of” selection from more than 1,000 Genesis titles, as well as games sold for the TurboGrafx console (a system jointly developed by NEC and Hudson). These games join Revolution’s access to 20 years of fan-favorite Nintendo games from the NES(R), Super NES(R) and Nintendo(R) 64 eras.
Iwata also revealed for the first time that a new game called The Legend of Zelda(R): Phantom Hourglass would be released for Nintendo DS later this year.
Iwata, a game developer himself, revealed behind-the-scenes stories about the development of three key initiatives.
For the industry leading Nintendo Wi-Fi Connection, internal engineers and developers overcame a series of hurdles to make the system seamless and flexible enough to allow players to choose to play wirelessly either with friends or against unknown opponents. The Nintendo Wi-Fi Connection reached 1 million unique users in just 18 weeks — nearly five times the adoption rate of the leading online game console network.
He described a pivotal meeting in coming to agreement on development of the incredibly popular “brain games” in Japan. A leading Japanese scientist attached a sci-fi-looking wired helmet to a Nintendo staffer and then visually demonstrated stimulation of brain activity as the staffer played prototype software.
Finally, he described the hundreds of sketches, dozens of prototypes and company-wide collaboration that led to the final form of the unique Revolution controller system, which resembles a traditional TV remote control. He called the related research and manufacturing costs of the new control system, “…our method to disrupt the market…realizing a new way to connect a player to his game.”
The worldwide leader and innovator in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its popular home and portable video game systems. Each year, hundreds of all-new titles for the best-selling Game Boy(R) Advance SP, Nintendo DS(TM) and Nintendo GameCube(TM) systems extend Nintendo’s vast game library and continue the tradition of delivering a rich, diverse mix of quality video games for players of all ages. Since the release of its first home video game system in 1983, Nintendo has sold more than 2 billion video games and more than 360 million hardware units globally, creating enduring industry icons such as Mario(TM) and Donkey Kong(R) and launching popular culture franchise phenomena such as Metroid(R), Zelda(TM) and Pokemon(R). A wholly owned subsidiary, Nintendo of America Inc., based in Redmond, Wash., serves as headquarters for Nintendo’s operations in the Western Hemisphere.
PAWTUCKET, R.I. Feb. 13, 2006– The Hasbro Properties Group, the intellectual property development arm of Hasbro, Inc. (NYSE: HAS) and Activision, Inc, (NASDAQ: ATVI), a leading publisher of interactive entertainment software products, announced today a license that grants Activision the global rights, excluding Japan, to develop console, handheld and PC games based on Hasbro’s renowned TRANSFORMERS brand. The first game will be tied to the much-anticipated July 4, 2007 movie release of the live action TRANSFORMERS film from DreamWorks Pictures and Paramount Pictures.
The TRANSFORMERS brand has been one of the best-selling boys’ action brands in a wide-range of categories, from toys to publishing to apparel, since its launch as a global property in 1984. Hasbro is currently gearing up to activate one of the Company’s most ambitious marketing and merchandising programs yet to coincide with the live action movie in 2007.
“We are thrilled to work with Activision to bring the widely popular TRANSFORMERS brand to the world of digital entertainment and introduce millions of consumers to our best-known TRANSFORMER and biggest hero of all time—OPTIMUS PRIME,” said Jane Ritson-Parsons, president of the Hasbro Properties Group (HPG). “As the leading developer of video games, Activision shares our passion and excitement for the TRANSFORMERS story line. We know this world-class and creative team will bring TRANSFORMERS to life in powerful and exciting ways as we immerse a broad audience in this pop-culture phenomenon.”
“TRANSFORMERS has all of the elements necessary to translate incredibly well into video games,” said Mike Griffith, President and CEO, Activision Publishing, Inc. “We look forward to bringing the Transformer robots to life with the latest interactive technology and graphics.”
The announcement of Activision as the global game publisher for the TRANSFORMERS brand marks the beginning of Hasbro’s commitment to bring its well-known toy and game brands further into the digital media space. This effort follows the reacquisition of its video gaming rights from Infogrames Entertainment SA last June.
“Video gaming is a natural next step for our classic properties as children and adults alike live more of their lives around technology,” said Ritson-Parsons “We see the digital arena as a great complement to the lifestyle experiences that we’re providing to consumers in a variety of categories.”
In addition to console, handheld and PC-based games, Hasbro plans to expand the TRANSFORMERS brand’s reach through ring tones, mobile gaming and a host of other products for gaming fans of all ages.
REDMOND, Wash., Nov. 16 /PRNewswire/ — Nintendo of America today announces it will include a play control system in its next home video game system, code-named Revolution, coming in 2006.
By using a password-controlled setting, adults can decide what flexibility they’ll allow younger players to have in playing video games rated E (Everyone), E10+ (Everyone 10 and Older), T (Teen) or M (Mature). The system
also ensures that dedicated adult gamers can opt to play without limitations. How does it work? The actual game software will contain a code indicating the rating, which will activate the control system to remain locked or unlocked. The feature will be included in every Revolution console worldwide.
“Even though many Nintendo games are rated E, E10+ or T, we believe this kind of feature should be included in the hardware. It’s the right thing to do,” explains Reggie Fils-Aime, Nintendo of America’s executive vice president
of sales & marketing. “Game ratings are on the front and back of every game package, so families can easily make a decision about whether a game is right for them.”
Game ratings are determined by a consensus of at least three specially trained raters reporting to the Entertainment Software Ratings Board. ESRB raters are of various ages and backgrounds, and to ensure their objectivity, are not permitted to have any ties to the computer and video game industry. The rating system, in place since 1994, is frequently cited as an example for other industries to follow.
“Nintendo has added an important tool for families in Washington state and around the world,” said Gov. Chris Gregoire. “This new option gives parents more information and more control over what video games their kids play and at what age.”
Nintendo’s next console will usher in a new era of video gaming. It will feature a controller designed to be used with either one hand or two, a first in the video game industry. The position and motion of the controller itself
dictates the action on the television screen. A second, plug-in expansion gives hard-core gamers additional control for more in-depth game play. Revolution will play both new game discs, as well as Nintendo GameCube(TM)
discs. It also will have access to 20 years of fan-favorite games, including those from the Nintendo(R) 64, Super NES(R) and NES(R) eras.
The worldwide leader and innovator in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its popular home and portable video game systems.
Each year, hundreds of all-new titles for the best-selling Game Boy(R) Advance SP, Nintendo DS(TM) and Nintendo GameCube(TM) systems extend Nintendo’s vast game library and continue the tradition of delivering a rich, diverse mix of quality video games for players of all ages. Since the release of its first home video game system in 1983, Nintendo has sold more than 2 billion video games and more than 353 million hardware units globally, creating enduring industry icons such as Mario(TM) and Donkey Kong(R) and launching popular culture franchise phenomena such as Metroid(R), Zelda(TM) and Pokemon(R). A wholly owned subsidiary Nintendo of America Inc., based in Redmond, Wash., serves as headquarters for Nintendo’s operations in the Western Hemisphere.

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