Nintendo's (Interesting) CES PR

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Jeremy B Horwitz

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Jan 21, 1995, 1:30:17 PM1/21/95
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What follows are a group of Nintendo's more consumer-oriented press releases
from CES. My apologies for the delay in bringing these to the Net...
(Thanks to NoA-Golin/Harris-Lisa Sorge for providing these.)

----

FOR IMMEDIATE RELEASE

DONKEY KONG COUNTRY IS THE NUMBER ONE
VIDEO GAME IN THE WORLD
------------------------------------
Six Million Cartridges Sold in First Six Weeks

LAS VEGAS, January 3, 1995 -- The world over, Donkey Kong Country has been
hailed as the most successful video game in history. After just six weeks in
release, Nintendo today announced that more than 6 million cartridges of the
revolutionary new video game have already been sold worldwide, respresenting
approximately $400 million in sales.

"Donkey Kong Country has become the fastest selling video game in the
history of the industry," says Howard Lincoln, chairman of Nintendo of America
Inc. "In virtually every area of the world where it was available, whether
Japan, Europe or North America, the game has literally blown out of retail
outlets. The sales success of Donkey Kong Country has surpassed even our
wildest dreams."

Accolades for Donkey Kong Country have come from many distinguished
sources. Prominent toy and video game experts have already selected it as the
top video game of the year. Media outlets as wide-reaching as TIME Magazine,
CNN, MTV, NBC-TV's "The Today Show," The Chicago Tribune, The Los Angeles Times,
and "CBS This Morning" have all selected Donkey Kong Country as the best video
game of the year.

At a time when other video game manufacturers are asking consumers to
shell out hundreds of dollars on accessories, adapters and other gizmos, Donkey
Kong Country defines the strength and value that remains in the 16-bit format.

"At Nintendo, we believe great video games are the key to success --
great graphics, sound, excitement, and most of all, fun," explains Peter Main,
Nintendo of America's vice president, marketing. "Donkey Kong Country is not
only the most technologically advanced game in history, it's also the most
enjoyable -- and it's only the first in a long line of upcoming Super NES titles
that will maintain the gold standard for 16-bit game play."

Produced using Nintendo's proprietary video game technology, Advanced
Computer Modeling (ACM), Donkey Kong Country features stunning, completely
computer-rendered graphics. The game's characters were designed using the same
software and Silicon Graphic's workstations and supercomputers that helped bring
the special effects to life in major motion pictures such as Jurassic Park and
Forrest Gump. Donkey Kong Country is available exclusively for the Super NES at
a manufacturer's suggested retail price of $69.95*.

Nintendo Co., Ltd., of Kyoto, Japan, is the leader in the worldwide $15
billion retail video game industry. As a wholly owned subsidiary, Nintendo of
America Inc., based in Redmond, Washington, serves as headquarters for
Nintendo's operations in the Western Hemisphere, where more than 40 percent of
American homes own a Nintendo system.

# # # #

*NOTE:
ALTHOUGH NINTENDO OF AMERICA INC. MAY SUGGEST RETAIL PRICES FOR PRODUCTS,
THE DEALER IS FREE TO DETERMINE ON ITS OWN THE PRICES AT WHICH IT WILL SELL
PRODUCTS.

FOR IMMEDIATE RELEASE


GTE AND NINTENDO ANNOUNCE JOINT VENTURE AGREEMENT TO DEVELOP VIDEO GAME
PRODUCTS;
EXPLORE NETWORK GAMING

New FX Fighter Title Co-Published by Both Companies
For Super Nintendo Platform To Be Previewed at CES

LAS VEGAS, January 4, 1995 -- GTE Interactive Media and Nintendo of America Inc.
today announced that they have entered into a joint venture agreement to
develop, market, publish and distribute video games, as well as to explore new
technologies.

The two companies will preview results of their first joint development
effort, FX Fighter -- a 3-D perspective fighting game using Nintendo's
state-of-the-art FX2 graphics enhancer chip for the Super Nintendo Entertainment
System (Super NES) platform -- at the Consumer Electronics Show in Las Vegas,
January 6 - 9, 1995.

"Nintendo is committed to bringing its millions of brand-loyal players
fresh new games that provide truly unique game play experiences," explains
Howard Lincoln, chairman of Nintendo of America Inc. "To this end, we've joined
forces with GTE Interactive Media. Their unparalleled ability to engage top
creative talent for collaborative content development and focus on new
technologies will be an invaluable resource to Nintendo."

This partnership, which marks the first time Nintendo has co-published a
16-bit cartridge-based game product with an outside company, is expected to be a
long-term venture marrying the strength of both partners.

The corporate collaboration will occur at multiple levels, including
joint development and co-publishing of FX Fighter.

Other projects include support by GTE Interactive Media for the new
Nintendo
Ultra 64 home video game system now under development and to be launched in the
Fall of 1995, as well as network gaming and interactive service delivery with
the GTE Corporation, the $20 billion corporate parent of GTE Interactive Media.

According to Richard Robinson, president, GTE Interactive Media,
development of the 16-bit FX Fighter title is just the starting point of the
company's relationship with Nintendo. "We're excited about using our global
network of creative talent and advanced technological capabilities as a resource
for one of the world's most successful video game companies. Our combined
strengths will provide customers with increasingly exciting game play as we move
forward toward the platforms and networks of the future."

The joint venture combines Nintendo's strength and brand recognition in
the video game market with GTE Interactive Media's creative resources,
collaborative environment and leading edge technology. It will also tap GTE
Corporation's leadership in delivery of worldwide communications services.

As the entertainment, consumer electronics, and communications industries
converge, the partnership with GTE gives Nintendo the potential to reach out to
its huge brand-loyal base of players in exciting new ways. For GTE Interactive
Media, the venture leverages Nintendo's dominance in the video game market to
build credibility and distribution for its products. Nintendo, which worldwide
sold a record-breaking six million cartridges of its latest smash-hit, Donkey
Kong Country, the last six weeks of 1994 alone, is already in 40% of U.S. homes
via its installed base of 15.5 million 16-bit Super Nintendo Entertainment
Systems, 17 million Game Boys and more than 35 million 8-bit Nintendo
Entertainment Systems.

"Cross-industry alliances are critical today and this is a win-win for
both interactive entertainment companies," notes Patrick Ferrell, president of
IDG's Infotainment World Division, which publishes GamePro and Electronic
Entertainment magazines. "Nintendo will help GTE gain access to the retail
channel and GTE, in turn, can accelerate Nintendo's entry into network gaming,"
he added.

GTE Interactive Media and Nintendo pooled equal resources in the
co-development of the first jointly published title, FX Fighter, a compelling
new fighting game for the 16-bit Super NES platform, representing the next wave
in interactive entertainment. Featuring cutting-edge motion capture technology
combined with real-time, polygon-based characters, FX Fighter uses Nintendo's
technologically advanced FX2 chip to provide faster play, more natural moves,
and smoother animation in a cartridge-based fighting game. To enhance its 3-D
graphics, FX Fighter is the first game to use a unique accelerated 3-D rendering
technology. Robinson notes that the new rendering technology and the Super FX
chip were developed by UK-based Argonaut Software, which is a core part of the
creative team that the joint venture assembled to develop FX Fighter.

GTE Interactive Media is an innovative software publishing operation with
a multi-million dollar "digital media studio" in Southern California that brings
together the world's leading game developers, artistic talents and system
manufacturers on development projects. In addition to FX Fighter, the company
has a growing multi-platform line of products that it markets under its GTE
Entertainment label.

GTE Interactive Media was founded in 1990 as a unit of GTE. GTE is the
largest U.S.-based local telephone company and the second-largest cellular
services provider in the United States. With nearly $20 billion in revenues in
1993, the corporation is the fourth-largest publicly owned telecommunications
company in the world. The company provides interactive television services via
Main Street and is developing a new interactive video network that will pass
seven million homes within the next 10 years.

Nintendo Co., Ltd. of Kyoto, Japan, is the leader in the worldwide $15
billion video game industry. As a wholly owned subsidiary, Nintendo of America
Inc., based in Redmond, Washington, serves as headquarters for Nintendo's
operations in the Western Hemisphere where more than 40 percent of American
homes own a Nintendo system.

# # # #

FOR IMMEDIATE RELEASE


NINTENDO SIGNS AGREEMENT WITH CATAPULT ENTERTAINMENT
TO SUPPORT XBAND VIDEO GAME MODEM

Super NES Players Now Able to Compete Against Each Other,
Send Messages Via Telephone Lines

LAS VEGAS, January 5, 1995 -- Nintendo of America Inc. today announced an
agreement with CatapultTM Entertainment, Inc. to license and support Catapult's
XBANDTM Video Game Modem for Nintendo's Super Nintendo Entertainment System
(Super NES).

XBAND is the only multi-player video game modem and network that allows
16-bit cartridge game players to play their favorite video games against
opponents in other locations in real time over a telephone line. The XBAND
Video Game Modem for the Super NES, distributed by video game publisher and
Nintendo licensee T-HQ Inc., will be available in April 1995 for a suggested
retail price of $69.95*.

Under the agreement, Nintendo will provide Catapult with trademark and
technical licenses, as well as the technical support necessary to ensure
compatibility with Super NES hardware and game titles.

"We're delighted to announce this licensing agreement between Nintendo
and Catapult," says Howard Lincoln, chairman of Nintendo of America Inc. "By
using Catapult's XBAND in conjunction with our Super NES, game players across
the country will be able to compete with one another in real time on virtually
any Nintendo software title, thus providing a new gaming experience with all
their favorite games."

"We're very excited about signing this agreement with Nintendo to bring
networked gaming to Nintendo's installed base of more than 18 million Super NES
players," says Adam Grosser, president and CEO of Catapult. "Our alliance with
Nintendo and the ability to bring networked gaming to the consumer at such a low
cost will establish XBAND as the premiere product for the video game category.
Together, we will provide players with a whole new gaming experience."

XBAND matches players subscribing to the XBAND Network with an available
competitor of equal skill level or a competitor of their choosing. Players are
identified by a unique character icon and code name to protect their privacy and
anonymity. When players connect to the Network, they receive game play tips,
personal statistics, ranking information and updates on other players and
competitions organized through the network.

Players also have the ability to send and receive messages through the
network's electronic mail system, X-Mail, and XBAND's on-line newspaper,
BANDWIDTH, providing players with the latest updates on the video game scene, as
well as entertainment and sports news.

Parents can set controls on the number of hours and times of day their
children are able to play on the Network, as well as any long distance calling
restrictions. All connections to the XBAND Network are local calls unless long
distance game playing has been specified by a player and/or parent. These
controls can be updated at any time by a parent, making this a very
parent-friendly system.

Nintendo Co., Ltd., of Kyoto, Japan, is the leader in the worldwide $15
billion retail video game industry. As a wholly owned subsidiary, Nintendo of
America Inc., based in Redmond, Washington, serves as headquarters for
Nintendo's operations in the Western Hemisphere, where more than 40 percent of
American homes own a Nintendo system.

Catapult Entertainment, Inc., headquartered in Cupertino, Calif., was
formed to establish premiere products and services to support networked real
time interactive entertainment by senior executives from Sony Pictures
Entertainment, General Magic, T-HQ and Apple Computer.

# # # #

Catapult and XBAND are trademarks of Catapult Entertainment, Inc.

*NOTE: ALTHOUGH NINTENDO OF AMERICA INC. MAY SUGGEST RETAIL PRICES FOR
PRODUCTS, DEALER IS FREE TO DETERMINE ON ITS OWN THE PRICES AT WHICH IT WILL
SELL PRODUCTS.


FOR IMMEDIATE RELEASE

JAMES BOND BLASTS INTO THEATERS AND ONTO NINTENDO


Nintendo Secures Worldwide Rights
to a New James Bond Goldeneye Video Game

LAS VEGAS, January 6, 1995 -- The world's leading video game company and the
most successful film franchise in history are teaming up to take the video game
industry and box office by storm. Nintendo of America Inc. has signed an
agreement with EON Productions Limited for the development and worldwide video
game license for a new James Bond video game, Goldeneye. The agreement also
includes the use of actor Pierce Brosnan's likeness, the new James Bond, as the
game's main character.

Nintendo is developing the Goldeneye video game for the Super Nintendo
Entertainment System (Super NES). The release of the game is anticipated to
coincide with the film's Christmas 1995 release.

"James Bond has built unparalleled name recognition over the past 20
years and Nintendo is excited to be aligned with such legendary success," says
Nintendo's Peter Main, vice president, marketing. "Over the years, Bond has
been the quintessential high-technology spy, and as the video game industry's
technology leader, we feel a certain kinship with him."

In Goldeneye, James Bond is back with a vengeance! The story line of
this major motion picture is set firmly in the present day with key sequences
being shot in the New Russia. Swiftly changing political patterns make old
opponents new best friends, and former friends...deadly enemies. The film begins
production mid-January 1995.

U.K.-based Rare, Ltd., creator of Nintendo's 1994 blockbuster video game,
Donkey Kong Country, will be developing the Goldeneye video game using Silicon
Graphics workstations -- the same supercomputers used by Industrial Light and
Magic to bring computer-rendered special effects to movies such as the dinosaurs
in Jurassic Park, the villainous morphing in Terminator 2, and the historical
adventures of Forrest Gump.

"I've played a lot of interesting characters in my career, but I've never
appeared in a video game," laughs Pierce Brosnan, Goldeneye's new Bond. "Bond,
as Ian Fleming described him, was always a brand leader in the high tech spy
game, so teaming up with Nintendo makes great good sense to me."

Goldeneye is the 17th James Bond adventure created by legendary film
maker Cubby Broccoli. "When we shot Dr. No. in the Caribbean way back in 1962,
only H. G. Welles could have envisioned the Brave New World of Video Games that
has so captured the imagination of both young and old over the past few years.
I salute your vision and like many of my generation remain in awe of your
technical achievements in the new entertainment field."

Since 1962, when James Bond made his debut with actor Sean Connery, 16
James Bond films have been made, including: Licence to Kill, The Living
Daylights, A View To A Kill, For Your Eyes Only, Moonraker, and The Spy Who
Loved Me.

Goldeneye is an Albert R. Broccoli presentation of a United Artists film,
produced by Michael G. Wilson and Barbara Broccoli and directed by Martin
Campbell. Goldeneye will be released by MGM/UA Distribution Co. in North
America and United International Pictures in the rest of the world for Christmas
1995.

Nintendo Co., Ltd., of Kyoto, Japan, is the leader in the worldwide $15
billion retail video game industry. As a wholly owned subsidiary, Nintendo of
America Inc., based in Redmond, Washington, serves as headquarters for
Nintendo's operations in the Western Hemisphere, where more than 40 percent of
American homes own a Nintendo system.

# # # #

FOR IMMEDIATE RELEASE


POPULAR FIGHTER-HELICOPTER TOUCHES DOWN ON SUPER NES

Nintendo's Second Generation Super FX Chip and NovaLogic'sTM
Voxel SpaceTM Technology Combine to Offer the Most Realistic
Flight Simulator on a Home Video Game System

LAS VEGAS, January 6, 1995 -- Nintendo of America Inc. today announced that
NovaLogic's PC and CD-ROM flight simulator game, ComancheTM, has landed
exclusively on the Super Nintendo Entertainment System (Super NES). The highly
popular fighter-helicopter video game will fly into homes in July for a
manufacturer's suggested retail price of $69.95*.

"One of the best PC and CD-ROM flight simulation games has now been
brought to the best home video game system," says Peter Main, Nintendo's vice
president, marketing. "The flight control has been perfectly adapted to the
Super NES controller for ease of playability, and the screen graphics will
immerse players into a totally new gaming experience."

COMANCHE TECHNOLOGY

The 16-megabit Comanche was produced with two of the most innovative 3-D
graphics technologies currently available: Nintendo's second generation Super
FX graphics co-processor chip and NovaLogic's Voxel Space technology. Only the
powerful graphics processing power of the new Super FX chip could make it
possible for Comanche to be brought to the home video game market. Voxel Space
is NovaLogic's proprietary 3-D terrain display technology which replaces slower
traditional 3-D graphics techniques.

COMANCHE GAME PLAY

Comanche is an action/arcade fighter-helicopter simulation game where one
or two players pilot an RAH-66 Comanche helicopter on 30 all-new missions
created specifically for the Super NES version. The chopper will blast across
Voxel Space-rendered terrains.

NovaLogic, Inc. is a leading developer and publisher of technologically
advanced interactive entertainment products. Founded in 1985, NovaLogic
currently develops and publishes a wide-range of computer games on PC floppy
disk and CD-ROM formats (including the recently released Armored Fist, the
original disk-based release of ComancheTM, Comanche CDTM, WolfPack CDTM, and
UltrabotsTM), Macintosh floppy disk and CD-ROM formats (the recently released
WolfPack Macintosh), and Super NES (Comanche).

Nintendo Co., Ltd., of Kyoto, Japan, is the leader in the worldwide $15
billion retail video game industry. As a wholly owned subsidiary, Nintendo of
America Inc., based in Redmond, Washington, serves as headquarters for
Nintendo's operations in the Western Hemisphere, where more than 40 percent of
American homes own a Nintendo system.


# # # #

*NOTE: ALTHOUGH NINTENDO OF AMERICA INC. MAY SUGGEST RETAIL PRICES FOR
PRODUCTS, DEALER IS FREE TO DETERMINE ON ITS OWN THE PRICES AT WHICH IT WILL
SELL PRODUCTS.


FOR IMMEDIATE RELEASE


NINTENDO OF AMERICA
FIRST HALF 1995 RELEASES:

SUPER NINTENDO ENTERTAINMENT SYSTEM


FX FIGHTER (Working Title)

May 1995; MSRP $69.95*

_ 16-megabit; one- or two-player fighting game

_ Developed through a new partnership with GTE

_ Utilizes the second generation Super FX graphics co-processor
chip

_ Features fighting polygon characters -- the first on a 16-bit
system!

_ Human, alien, and animal combatants battle on a wide variety of
backgrounds

_ 3-D setting allows players to view the action from a number of
different angles


COMANCHE

July 1995; MSRP $69.95*

_ 16-megabit, Helicopter Simulation

_ One or two players

_ Based on popular PC-flight simulation game and developed by
NovaLogic

_ Uses second generation Super FX graphics co-processor chip

_ Employs Voxel SpaceTM technology which enables players to pilot
the fighter
helicopter through 3-D, ultra-realistic environment

_ Features 30 new missions

_ Two-player, split-screen option

EARTH BOUND

April 1995; MSRP $69.95*

_ 24-megabit, Role-Playing Game

_ One-player sequel to the Japanese role-playing game, Mother

_ Designed in the style of Dragon Warrior and Final Fantasy III

_ Game's heroes delve into the psychic, the supernatural and the
unknown

_ Players face present-day aliens and UFOs

_ Fantastical tools include ray-guns and extra-sensory perception


STARFOX 2

August 1995; MSRP $69.95*

_ 16-megabit, Space Shooter/Flight Simulation Game

_ One- or two-player sequel to top-selling original, StarFox

_ Utilizes second generation Super FX chip

_ Features a more wide-open playing field to cruise through, and a
new,
detailed storyline

_ New feature lets characters "morph" on-the-fly into other types
of crafts

_ Includes a strategy map window for planning and tracking progress


_ Includes original StarFox cast as well as new characters


KIRBY'S AVALANCHE

February 1995; MSRP $49.95*

_ 8-megabit, Action/Puzzle Game

_ One- or two-player fast-paced game in style of mega-hits Dr.
Mario and Tetris

_ Objective is to fill up the opponent's side with falling
multi-colored blobs

_ Line up four or more blobs to make make multiple groups of blobs
disappear and trigger an "avalanche" of falling blobs onto the
opponent

_ In the one-player mode, Kirby battles 16 different enemies from
his
previous games

_ One of first two Kirby games designed specifically for the Super
NES


KIRBY'S DREAM COURSE

February 1995; MSRP $49.95*

_ 16-megabit, Action Game

_ One- or two-player golf-like game with a croquet twist

_ Kirby is the ball

_ Players hit enemies to make them disappear and give Kirby special
powers

_ Final enemy becomes the hole in which to sink Kirby

_ Features eight different, challenging courses with eight holes
for each
course, plus a secret course

_ One of first two Kirby games designed specifically for the Super
NES


# # # #


*NOTE: ALTHOUGH NINTENDO OF AMERICA INC. MAY SUGGEST RETAIL PRICES FOR
PRODUCTS, DEALER IS FREE TO DETERMINE ON ITS OWN THE PRICES AT WHICH IT WILL
SELL PRODUCTS.


FOR IMMEDIATE RELEASE

COLOR IT LOUD WITH HOT NEW GAME BOYS

Game Boy Reflects Players Own Style with Five Exciting New Colors

LAS VEGAS, January 6, 1995 -- Vibrant yellow, radiant red, gorgeous green, deep
black, "high-tech" transparent. Players, pick your color! Now video game
players can select a Game Boy in a color that reflects their own distinct
personality and style.

With an installed base of more than 40 million users worldwide and more
than 400 Game Boy games to choose from, this new "Play it Loud" Game Boy series
comes in five hot new colors with a clear carrying case that can hold as many as
six software titles.

"Game Boy is breaking into the '90s with these exciting new colors," says
Peter Main, Nintendo's vice president, marketing. "Game Boy continues to be the
world's leading portable game system enjoyed by gamers everywhere. These new
color Game Boys introduce another round of excitement to this great product
line."

Game Boy, the world's Number One portable video game system with more
than 65 percent of this market, allows video game enthusiasts to take their
video games anywhere. The 8-bit, hand-held Game Boy features an LCD screen and
earphones that provide digital stereo sound. Game Boy's Game Link cable offers
two players the opportunity to join their Game Boys in competition, and the
Four-Player Adapter allows head-to-head competition for four players.

Nintendo's new releases for Game Boy include Wario Blast, featuring
Mario's arch-nemesis, Wario, blasting his way into the chaotic world of
Bomberman; and Space Invaders, an identical re-creation of the original 1970s
arcade hit of the same name which helped launch the video game industry. In
first-half 1995, Nintendo plans to release three new Game Boy games: Donkey
Kong Land, a Donkey Kong Country for Game Boy featuring completely
computer-rendered graphics; Kirby's Dream Land 2, featuring the lovable Kirby on
a set of new adventures; and Mario's Picross, a challenging picture-crossword
puzzle game.

The hand-held color Game Boy has a manufacturer's suggested retail price
of $54.95* and will be available March 20.

Nintendo Co., Ltd., of Kyoto, Japan, is the leader in the worldwide $15
billion retail video game industry. As a wholly owned subsidiary, Nintendo of
America Inc., based in Redmond, Washington, serves as headquarters for
Nintendo's operations in the Western Hemisphere, where more than 40 percent of
American homes own a Nintendo system.

# # # #

* NOTE: ALTHOUGH NINTENDO OF AMERICA INC. MAY SUGGEST RETAIL PRICES FOR
PRODUCTS, DEALER IS FREE TO DETERMINE ON ITS OWN THE PRICES AT WHICH IT WILL
SELL PRODUCTS.


FOR IMMEDIATE RELEASE


COLOR IT LOUD WITH HOT NEW GAME BOYS

Game Boy Reflects Players Own Style with Five Exciting New Colors

LAS VEGAS, January 6, 1995 -- Vibrant yellow, radiant red, gorgeous green, deep
black, "high-tech" transparent. Players, pick your color! Now video game
players can select a Game Boy in a color that reflects their own distinct
personality and style.

With an installed base of more than 40 million users worldwide and more
than 400 Game Boy games to choose from, this new "Play it Loud" Game Boy series
comes in five hot new colors with a clear carrying case that can hold as many as
six software titles.

"Game Boy is breaking into the '90s with these exciting new colors," says
Peter Main, Nintendo's vice president, marketing. "Game Boy continues to be the
world's leading portable game system enjoyed by gamers everywhere. These new
color Game Boys introduce another round of excitement to this great product
line."

Game Boy, the world's Number One portable video game system with more
than 65 percent of this market, allows video game enthusiasts to take their
video games anywhere. The 8-bit, hand-held Game Boy features an LCD screen and
earphones that provide digital stereo sound. Game Boy's Game Link cable offers
two players the opportunity to join their Game Boys in competition, and the
Four-Player Adapter allows head-to-head competition for four players.

Nintendo's new releases for Game Boy include Wario Blast, featuring
Mario's arch-nemesis, Wario, blasting his way into the chaotic world of
Bomberman; and Space Invaders, an identical re-creation of the original 1970s
arcade hit of the same name which helped launch the video game industry. In
first-half 1995, Nintendo plans to release three new Game Boy games: Donkey
Kong Land, a Donkey Kong Country for Game Boy featuring completely
computer-rendered graphics; Kirby's Dream Land 2, featuring the lovable Kirby on
a set of new adventures; and Mario's Picross, a challenging picture-crossword
puzzle game.

The hand-held color Game Boy has a manufacturer's suggested retail price
of $54.95* and will be available March 20.

Nintendo Co., Ltd., of Kyoto, Japan, is the leader in the worldwide $15
billion retail video game industry. As a wholly owned subsidiary, Nintendo of
America Inc., based in Redmond, Washington, serves as headquarters for
Nintendo's operations in the Western Hemisphere, where more than 40 percent of
American homes own a Nintendo system.

# # # #

* NOTE: ALTHOUGH NINTENDO OF AMERICA INC. MAY SUGGEST RETAIL PRICES FOR
PRODUCTS, DEALER IS FREE TO DETERMINE ON ITS OWN THE PRICES AT WHICH IT WILL
SELL PRODUCTS.


FOR IMMEDIATE RELEASE


NINTENDO OF AMERICA
FIRST HALF 1995 RELEASES:

GAME BOY


DONKEY KONG LAND

March 1995; MSRP $34.95*

_ 4-megabit, Action Game

_ One-player; Super Game Boy compatible

_ The first completely computer-rendered video game for a portable,

hand-held game system.

_ Graphics design is similar to that of Nintendo's innovative,
mega-hit
Super NES video game, Donkey Kong Country

_ Donkey Kong, Diddy Kong and the Kong family are joined by new
characters
as they battle video game villains -- the evil Kremlings

_ More than 30 new levels to explore with plenty of secrets to find


KIRBY'S DREAM LAND 2

May 1995; MSRP $29.95*

_ 4-megabit, Action Game

_ Super Game Boy compatible

Sequel to Nintendo's successful 1992 Game Boy hit,

Kirby's Dream Land

_ Features more levels than in original

_ Three new, friendly characters help Kirby by enhancing his
abilities and
making him more powerful


MARIO'S PICROSS

June 1995; MSRP $29.95*

_ 2-megabit, Puzzle Game

_ Challenging "picture crossword" game

_ Super Game Boy compatible

_ Players are given a grid of squares and must determine in which
square
a block should be placed to create a picture

_ Numbers along the edges of the puzzle serve as clues and indicate
how
many squares in each row or column must be blocked

# # # #

*NOTE: ALTHOUGH NINTENDO OF AMERICA INC. MAY SUGGEST RETAIL PRICES FOR
PRODUCTS, DEALER IS FREE TO DETERMINE ON ITS OWN THE PRICES AT WHICH IT WILL
SELL PRODUCTS.


FOR IMMEDIATE RELEASE

NINTENDO INTRODUCES VIDEO GAME PLAYERS TO
THREE-DIMENSIONAL WORLDS WITH NEW
VIRTUAL REALITY VIDEO GAME SYSTEM

32-Bit Virtual Boy Previewed At Winter Consumer Electronics Show

LAS VEGAS, January 6, 1995 -- Nintendo, the world's largest manufacturer and
marketer of video games, today provided attendees of the Consumer Electronics
Show a preview of Virtual BoyTM, the first virtual reality system developed and
produced for the mass market. The RISC-based, 32-bit system utilizes two
high-resolution, mirror-scanning LED (light emitting diode) displays to produce
a 3-D experience not possible on conventional television or LCD screens.

Virtual Boy's unique design eliminates all external stimuli, totally
immersing players into their own private universe with high-resolution red
images against a deep black background. The 3-D experience is enhanced through
stereophonic sound and a new specially designed, double-grip controller which
accommodates multi-directional spatial movement.

Virtual Boy was formally unveiled at the Winter Consumer Electronics
Show. The new product will be released simultaneously in the U.S. and Japan at
a suggested retail price of $200 for the hardware system. The manufacturer's
suggested retail price for the software will be in the $50 range.

Backing the U.S. launch with more than $20 million in marketing support,
Nintendo projects Virtual Boy sales in the U.S. of 2 million hardware units and
4 million software units by March of 1996. A number of highly qualified
third-party developers in the U.S., Japan and Europe are already working on
exciting new game concepts for Virtual Boy. Nintendo of America has established
a third-party publishing program for Virtual Boy and will host a developers
conference in early February in Seattle.

Virtual Boy combines 3-D image immersion technology developed by Nintendo
with proprietary display technology created by Reflection Technology, Inc., of
Waltham, Massachusetts, and licensed exclusively within the video game market to
Nintendo on a worldwide basis. Reflection is a recognized leader in
miniaturized display products and holds exclusive worldwide patents for
technology that incorporates color matrix LED (light emitting diode) displays
which, when combined in the stereoscopic Virtual Boy, produce a complete 3-D
experience.

"It has always been Nintendo's strategy to introduce new hardware systems
only when technological breakthroughs allow us to offer innovative entertainment
at a price that appeals to a worldwide audience," says Nintendo Co., Ltd.,
President, Hiroshi Yamauchi. "Virtual Boy delivers this and more. It will
transport game players into a 'virtual utopia' with sights and sounds unlike
anything they've ever experienced -- all at the price of a current home video
game system."

Virtual Boy is a stand-alone, table-top unit which does not connect to a
television screen. It is powered by six AA batteries. Accessories will include
an AC adaptor and a rechargeable battery adaptor, which will be sold separately.

"We are very confident of the market potential for Virtual Boy," says
Nintendo of America Chairman, Howard Lincoln. "Nintendo is extremely excited
with the tremendous opportunity this exclusive technology affords."

Reflection Technology, Inc. is a world leader in virtual display
technology and mobile messaging. Reflection develops and markets virtual
displays and products that incorporate these displays. Reflection's patented
Scanned Linear Array (SLA) displays are being used in a new generation of
products that are expanding the horizon of the telecommunications and consumer
electronics markets.

Nintendo Co., Ltd., of Kyoto, Japan, is the leader in the worldwide $15
billion retail video game industry. As a wholly owned subsidiary, Nintendo of
America Inc., based in Redmond, Washington, serves as headquarters for
Nintendo's operations in the Western Hemisphere where more than 40 percent of
American homes own a Nintendo system.

# # # #
Virtual Boy is a trademark of Nintendo


FOR IMMEDIATE RELEASE


NINTENDO ULTRA 64 "DREAM TEAM" PREPARES FOR 1995 LAUNCH

Strategic Partnerships With Technology Leaders Key To Success of
Next Generation Video Game System

LAS VEGAS, January 6, 1995 -- The term "Dream Team" is reserved for those
instances when talent of great magnitude is gathered together for a common
purpose, such as the triumph of the U.S. Basketball (Dream) Team in the 1992
Olympic Games, or the highly touted partnership of Hollywood moguls, Geffen,
Spielberg and Katzenberg.

The video game industry now has its own "Dream Team" as the world's
largest video game producer, Nintendo, has been signing agreements with the
world's leading visual technology leaders for development of Nintendo Ultra
64TM, the powerful new 64-bit home video game system being developed in
conjunction with Silicon Graphics, Inc. (NYSE: SGI). The "Dream Team" line-up
includes: Nintendo Co., Ltd.; Silicon Graphics, Inc.; Alias Research Inc.;
Rambus Inc.; MultiGen, Inc.; Rare Ltd. and Rare Coin-It Toys & Games, Inc.; WMS
Industries Inc.; Acclaim Entertainment, Inc.; Williams Entertainment Inc.;
Paradigm Simulation, Inc.; Spectrum HoloByte; and DMA Design Ltd.

With the launch of Nintendo Ultra 64 on schedule for fall 1995, this
"Dream Team" is hard at work designing, testing and perfecting the hardware and
software for Nintendo's breakthrough system. With cutting-edge hardware that
delivers real-time, three-dimensional game play, the Nintendo Ultra 64 system
will surpass any current or future high-end video game system.

Hardware development progress at Silicon Graphics is right on target to
meet Nintendo's fall 1995 launch schedule. As Tom Jermoluk, president and chief
operating officer at Silicon Graphics explains: "The engineering team has
consistently met all milestones. Silicon Graphics and MIPS are moving to
silicon in January -- that's tech talk for saying the hardware designs are
complete and we're readying for mass production."

"The caliber of talent assembled for Nintendo's Ultra 64 Dream Team is
the definition of true industry leadership," says Howard Lincoln, chairman of
Nintendo of America.

Nintendo Ultra 64 is the first application of Reality Immersion
Technology, a new generation of video entertainment that enables players to step
inside real-time, three-dimensional worlds. Software development tool companies
Alias and MultiGen will make it possible for publishers to create games with
imagery, graphics, environments and character movements more realistic than ever
thought possible on a home entertainment system. Meanwhile, Rambus technology
will increase data speed to an industry-leading 500 MHz.

Several key software companies, including Acclaim, Williams
Entertainment, and Spectrum HoloByte, have already been made privy to these
development tools and will publish games exclusively for Nintendo Ultra 64. A
number of not-yet-disclosed, third-party publishers are also currently working
on titles exclusive to the Nintendo Ultra 64 format.

The Nintendo Ultra 64 Dream Team, profiled:

Silicon Graphics, Inc.

First on board for development of the Nintendo Ultra 64 system was
Silicon Graphics, Inc., the world leader in visual computing and creator of the
computer graphics technology used by Industrial Light and Magic for developing
the special effects in numerous blockbuster motion pictures. Using the RISC
microprocessor technology from Silicon Graphics' subsidiary, MIPS Technologies,
Inc., Nintendo Ultra 64 will be the first application of Reality Immersion
Technology.

Alias Research Inc.

A world leader in the development of advanced computer graphics software
products, Alias is creating customized 3-D graphics development tools for
Nintendo Ultra 64. Alias is a clear leader in its field, which is developing
software technology that allows artists and game designers to create
next-generation characters, environments and imagery for a new class of video
games -- only on Nintendo Ultra 64.

Rambus Inc.

Nintendo's powerful new hardware system will utilize breakthrough
high-speed memory technology from Rambus to make fluid three-dimensional imagery
possible. The 500 MHz speed of the Rambus technology, contained within the
powerful 64-bit Nintendo system, is a major leap in performance in contrast to
the slower speeds of 30 MHz to 66 MHz in most current personal computers.

MultiGen, Inc.

MultiGen's 3-D development technology will make it possible for game
developers to design games in which players will have real-time 3-D interaction
with the video game as it is being played. Game developers for Nintendo Ultra
64 will be able to use MultiGen's advanced 3-D technology along with the
development tools provided by Alias to bring to life the next wave of video
entertainment.

Rare Ltd. and Rare Coin-It Toys & Games, Inc.

Now famous for their creation of the completely computer-rendered video
game, Donkey Kong CountryTM for the Super NES, UK-based Rare is developing a
series of video games exclusively for Nintendo Ultra 64. For example, the
arcade version of Killer Instinct, created by Rare for Nintendo, and
manufactured and distributed worldwide by WMS Industries as an award-winning
arcade game, will be one of the first titles available for the 64-bit system
upon its release this fall.

WMS Industries Inc.

In March 1994, Nintendo and WMS Industries Inc. formed a joint venture,
Williams/Nintendo Inc., to market 64-bit video games exclusively for Nintendo
Ultra 64. At the same time, Nintendo has granted WMS Industries a long-term,
worldwide license to create and distribute arcade video games utilizing
Nintendo's proprietary 64-bit technology.

WMS Industries is now manufacturing and distributing two hot Nintendo
arcade games -- Killer Instinct and Cruis'n USA. Both of these arcade games
will be introduced by Nintendo as home games for play exclusively on Nintendo
Ultra 64.

Acclaim Entertainment, Inc.

Acclaim is the first of Nintendo's Super NES third-party publishers to
begin development of a video game exclusively for Nintendo's new 64-bit home
video game system. Acclaim will employ its award-winning motion capture
technology in developing Turok: Dinosaur HunterTM, the first Acclaim Valiant
Comics-based video game to be introduced since Acclaim purchased Voyager
Communications, publishers of Valiant Comics.

Williams Entertainment Inc.

Williams Entertainment Inc., a subsidiary of WMS Industries, is
developing a new advanced version of the popular game DoomTM exclusively for
play on Nintendo Ultra 64. Given the revolutionary capabilities of the 64-bit
system, this new Doom will contain many unique features including new game play
levels, additional characters and enhanced graphics.

Paradigm Simulation, Inc.

Paradigm Simulation will create a three-dimensional game using the
company's real-time software technology exclusively for Nintendo Ultra 64.
Under the agreement, the design team at Paradigm Simulation will work directly
with a team headed by Shigeru Miyamoto, creator of Nintendo's smash hits, Donkey
Kong and Super Mario Bros.TM

Spectrum HoloByte

Spectrum HoloByte will develop and publish the game, Top Gun: A New
AdventureTM, based on Paramount's blockbuster movie, Top Gun, exclusively for
play on Nintendo
Ultra 64. Spectrum, a leading Super NES video game developer, also produced the
mega-hit
PC version of Tetris and the heralded PC flight simulator, Falcon.

DMA Design Ltd.

Dundee, Scotland-based DMA, creator of the classic series of "LEMMINGS"
video games, will dedicate its resources to support the launch of Nintendo Ultra
64.

Nintendo

Nintendo Co., Ltd., of Kyoto, Japan, is the leader in the worldwide $15
billion retail video game industry. As a wholly owned subsidiary, Nintendo of
America Inc., based in Redmond, Washington, serves as headquarters for
Nintendo's operations in the Western Hemisphere, where more than 40 percent of
American homes own a Nintendo system.

# # # #


FOR IMMEDIATE RELEASE


NINTENDO ANNOUNCES EXCLUSIVE GAME AND HARDWARE ADVANCES FOR WORLD VIDEO GAME
PLAYERS

"Fast Forward" from Holiday Sales Dominance to
Revolutionary Breakthroughs

LAS VEGAS, January 6, 1995 -- On the heels of a decisive, across-the-board
victory during the holiday selling season, Nintendo of America Inc. today
announced bold new initiatives which will bring super spy James Bond,
telecommunications leader GTE and the first true 3-D video games exclusively to
Nintendo. Nintendo is exhibiting at the four-day 1995 Winter Consumer
Electronics Show (WCES) which opened today in Las Vegas.

"Over the last six weeks Donkey Kong Country has become the fastest
selling video game in history, and it's only the first blast in a Nintendo blitz
of new and affordable technical magic for video game consumers throughout 1995,"
promises Peter Main, Nintendo's vice president, marketing. "Our 1995 line-up
includes more breakthrough games for the Super Nintendo Entertainment System,
big news for Game Boy and the introduction of not one, but two revolutionary new
hardware systems, Virtual Boy and Nintendo Ultra 64."

The world's most famous secret agent will be working for a new global
power in 1995. Nintendo signed an agreement with EON Productions Limited for
the development and worldwide distribution rights for the creation of a Super
Nintendo Entertainment System James Bond video game, based on the upcoming
movie, Goldeneye. U.K.-based Rare Ltd. will develop the first title using
Advanced Computer Modeling, the graphics technology perfected in the smash hit
Donkey Kong Country. The licensing agreement also includes the use of actor
Pierce Brosnan's likeness, the new James Bond, as the game's main character.

In additional Show news, Nintendo is partnering with GTE Interactive
Media, the leader in telecommunications and technology, to pool their resources
in a wide range of areas including content development, marketing, publishing
distribution and technology. This partnership is evidence of both companies'
commitment to develop and market the most advanced technologies that will
deliver the best in home entertainment. Planned as a long-term alliance, this
agreement leverages Nintendo's and GTE's market leadership positions.

The first product co-developed by Nintendo and GTE, FX Fighter for the
Super NES, is a fighting game utilizing the second generation Super FX graphics
co-processor chip to produce fighting polygon characters -- a first for the
16-bit system.

Nintendo also is teaming up with NovaLogic, the successful maker and
marketer of PC games, to bring the immensely popular Comanche, a helicopter
simulation game, to the Super NES platform.

Other hot 16-bit titles being previewed in Nintendo's 50,000-square-foot
booth at the Las Vegas Convention Center include two new adventures featuring
the lovable character Kirby, Kirby's Avalanche and Kirby's Dream Course; StarFox
2, the Super FX sequel to the hugely successful 1993 space adventure game of the
same name; and a new role-playing game, Earth Bound.

The undisputed holiday sales king, Donkey Kong Country, returns to the
Show floor as Nintendo announced that sales of this blockbuster title will
remain strong through first-half 1995. Nintendo will support Donkey Kong
Country with new dedicated advertising and a $12 million promotion with Kellogg.

Game Boy is sporting a new look which is being unveiled at WCES. The
world's leading hand-held video game system will now be available in five hot
new color housings -- yellow, red, green and black -- as well as transparent.
New games for Game Boy include Donkey Kong Land, the first completely
computer-rendered video game for a hand-held platform which follows the antics
of the stars of this year's current Number One video game, Donkey Kong Country.
Other games include Kirby's Dream Land 2, a sequel to the earlier successful
Game Boy adventure, and Mario's Picross, a unique picture-crossword puzzle game.

New technology is a primary focus for the 1995 WCES and Nintendo
continues to take the lead. A prototype of its new exclusive, portable 3-D
video game system, Virtual Boy, will be previewed on the Show floor for select
media and guests. While this 32-bit system will not be officially unveiled
until summer, the prototype will provide U.S. audiences with the first glimpse
of what the future of video gaming will hold.

Nintendo Ultra 64 is on target and gearing up for a fall release. The
"dream team," which includes Silicon Graphics, Alias Research, Rambus Inc.,
MultiGen Inc., and Rare Ltd., to name a few, are hard a work designing, testing
and perfecting the hardware and software for Nintendo's breakthrough system.
With cutting-edge software development tools that deliver real-time,
three-dimensional software, the Nintendo Ultra 64 will surpass any current or
future high-end video game system.

Nintendo Co., Ltd., of Kyoto, Japan, is the leader in the worldwide $15
billion retail video game industry. As a wholly owned subsidiary, Nintendo of
America Inc., based in Redmond, Washington, serves as headquarters for
Nintendo's operations in the Western Hemisphere, where more than 40 percent of
American homes own a Nintendo system.

# # # #


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