Despite nearly unprecedented strength of the yen against major foreign currencies, Nintendo Co., Ltd. on Thursday (Japan time) reported 9-month (April to December 2008) global sales of 1,536 billion yen, an increase of nearly 17% over the same period in 2007, along with 501 billion yen of operating profits, up 27% from a year ago. This marks the fourth consecutive year that Nintendo Co., Ltd. has exceeded the previous results for the same nine month period. At the same time, recurring and net profits for the same nine month periods each declined about 18% due to 174 billion yen of foreign currency reevaluation losses from assets held in currencies other than Japanese yen (such as bank deposits without forward exchange contracts).
For the full fiscal year ending March 31, 2009, the company revised its unit sales forecast for the portable Nintendo DS™ system upward by 3% to 31.5 million globally, while the DS software forecast was lowered by 7% to 193 million. For the Wii™ system, with softness in the Japanese consumer market, full year global unit sales estimates for both hardware and software were revised downward by 3%, to 26.5 million systems and 193 million games, respectively, in spite of the overall robust sales outside Japan.
01. [Wii] Wii Play: Mario Tennis (Nintendo) 31,000 / 88,000 02. [WII] Fragile (Namco Bandai) 26,000 / NEW 03. [WII] Taiko no Tatsujin Wii (Namco Bandai) 25,000 / 316,000 04. …
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IRVINE, CALIFORNIA – JANUARY 28, 2009 – Atlus U.S.A., Inc., the only publisher that makes it look oh-so-Ys-ee, today announced that Legacy of Ys™: Books I & II for Nintendo DS™ will ship two weeks later than originally scheduled, now slated to bump into retail stores on February 24, 2009. This was of course immediately accepted because this delay would allow for each and every launch copy of the game to magically transform into a premium boxed release, with the soundtrack CD-formerly intended as a pre-order bonus-to physically be included with each and every copy of the game’s first print run.
This unexpected upgrade signals the return of Atlus Spoils, a fan appreciation campaign intended to give a little extra something to the company’s faithful followers as a thank you for their continued support. The program is planned to remain active indefinitely during 2009, meaning fans can expect additional bonuses and extras in future Atlus releases throughout the year.
We used to think of everything in terms of being tangible. Nobody thought of how you could possibly download anything. So if you buy a book in a bookstore, you’re …
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So he looks across the conference table over his impressive beard at us. Pauses. Then he says, “It’s Ghostbusters. We’re going to make a Ghostbusters game. The first really good one.”
And the other one, who for the first time since we met has paused talking for almost two consecutive minutes, adds this: “And we think you’re the right guys do it. You up for it?”
Nobody says anything for a long time. They think that after all the buildup and mystery maybe we’re disappointed, that maybe we’re trying to assess the fastest way of out of the room. But that’s not the case. The fact is that Brendan is sitting in stunned silence and I’m just trying to keep from swallowing my tongue. Mark Randel (Terminal Reality President & Chief Technologist) is taking it better: he’s just near-catatonic.
It was January 2006. We arrived at the publisher forty minutes ago, one of a few stops on a tour to show off our Infernal Engine next-gen technology demo and an original game IP we’d been developing (‘the publisher’ at this time being Vivendi, before Atari took over the title in 2008: look up ‘Activision Blizzard merger’ on Wikipedia for more info). In addition to cutting-edge lighting, materials, and rendering, the tech demo depicted squad gameplay action, heavy emphasis on chaotic environmental destruction, and extremely realistic physical interaction.
January 28, 2009 – As part of the Super Bowl XLIII festivities, EA SPORTS and Xbox 360 will host the 15th annual Madden Bowl in Tampa, Florida. The only official Madden tournament featuring NFL players, Madden Bowl XV will include the league’s brightest stars as they compete to see who has the best skills on the virtual gridiron. This year’s event will bring new meaning to the words “bragging rights” as players from each Super Bowl team – Willie Parker (Pittsburgh Steelers) and Edgerrin James (Arizona Cardinals) – will both be in the mix just days before they duke it out on the field.
The Madden Bowl is an annual event where eight current NFL Players will go head-to-head in Madden NFL 09 on Xbox 360 in a single elimination tournament. The winner is named as the 2008 champion and awarded the EA SPORTS Madden Bowl Cup.
In addition, for the first time ever in Madden Bowl history, two of the top projected quarterbacks in the upcoming NFL Draft – Mark Sanchez (USC) and Matt Stafford (University of Georgia) – will face off, one-on-one in Madden NFL 09, to determine who is the 8th, and final player, in the Madden Bowl XV tournament.
Madden fans at home will also get taste of the Madden Bowl XV action. During the evening Xbox 360 will offer fans the rare opportunity to play a game of Madden NFL 09 against one of the athletes in attendance as part of the latest Xbox LIVE online entertainment network Game with Fame session. For a chance to battle NFL All-Pro Linebacker Ray Lewis (Baltimore Ravens) on Xbox 360 direct from the Madden Bowl, send a friend request to the Xbox LIVE gamertag “RLewisGWF” between 8:00 – 9:00 PM EST.
JANUARY 28, 2009 – WASHINGTON, DC – Overall computer and video game industry hardware, software and peripheral sales climbed to $21 billion in 2008, with entertainment software sales comprising $11.7 billion of that total figure—a 22.9% jump over the previous year— the Entertainment Software Association (ESA) announced today. The industry set the new record, calculated by market-research firm NPD Group, on the strength of a December sales month in which industry revenue ($5.3 billion) topped $5 billion for the first time in any single month. By comparison, as recently as 1997, the industry generated $5.1 billion over the entire year.
“Even in difficult economic times, the video game industry continues to support our country’s local, state and national economies with record-breaking sales figures and rapid technological innovation,” said Michael D. Gallagher, president and CEO of the ESA, the trade association representing U.S. computer and video game publishers. “Our industry’s exceptional creators, artists, and storytellers, coupled with a commitment to providing unparalleled entertainment, have fueled high-octane growth, turning video games into the most sought-after medium on the market today.”