Nintendo is a company of Kyoto craftsmen, and what we don't want to do is, if we know we can make something better, we don't want to leave that behind.

The advantage for Nintendo is that we always try to do things that other companies don't try to do. That is something that the general public appreciates.

The brand new user interfaces that Nintendo invented often faced skeptical views before a hardware launch but wound up becoming de facto industry standards.

We are sorry about [the E3] media briefings, specifically for those who were expecting to see Nintendo show something about ‘Super Mario’ or ‘Legend of Zelda.’

First of all, I've never once been embarrassed that children have supported Nintendo. I'm proud of it. That's because children judge products based on instinct.

As we learned a bitter lesson with the launch of the Nintendo 3DS, we are trying to take every possible measure so that the Wii U will have a successful launch.

Our thinking has always been in trying to grab the limited amount of spare time people have and always try to offer some unprecedented attraction to the consumer.

It's important not only to have the right timing of when the hardware is going to be released but also when we are going to be able to introduce quality software.

We have to think of what kinds of experiences we can create that only Nintendo can create and what no other companies can create. So the result is the Nintendo 3DS.

The term 'innovative' or 'innovation' is often vague or ambiguous. But in our definition, innovation means to make something which people think impossible possible.

When similar products are on store shelves, price competition is inevitable. Nintendo has been trying to steer clear of that direction and create a market of our own.

If you want to make short-term profits from the stock price, then I am a very bad president. But I don't think I'm so bad for maximizing the long-term value of Nintendo.

We never try to think in terms of any competitive product or company. If you do that, you just focus on a certain narrow area. Rather, we should think much more broadly.

When the economy is strong, people tend to buy three things from the top of their wish list. But when things are bad, people often buy only the first thing on their list.

We are trying to capture the widest possible audience all around the world. In other words, we are trying to capture the people who are even beyond the gaming population.

Today, if you don't understand the controller, you're not able to enjoy video games. ... We expect the Revolution controller to become the standard in video game controls.

What Nintendo has to do is make software that takes advantage of the Wii MotionPlus and make efforts to make the public understand the benefits of the Wii MotionPlus controls.

Third-party publishers, like everyone, face increasing risks associated with creating games, and you have to target your resources to the right places and the right platforms.

I never think in terms of how we can compete against the other companies; rather, our primary focus is to make consumers feel the uniqueness and attractiveness of our products.

For us to create unique experiences that other companies cannot, the best possible option for us is to be able to develop hardware that can realize unique software experiences.

If we don't take an approach that looks holistically at the form a video-game platform should take in the future, then we're not able to sustain Nintendo 10 years down the road.

The approach to make more gorgeous-looking graphics... to have the horsepower, to have much faster processing - they don't do anything to ask nongamers to play with a video game.

At the moment, most customers do not wish to pay the extra money for connection to the Internet, and for some customers, connection procedures to the Internet are still not easy.

I apologize to those supporting Wii U about the lack of new titles from Nintendo in January and February but please understand we will have new titles to offer from March onward.

What I wanted to have happen was that people who didn't know that Game Boy Advance and GBA are the same thing would remember Wii right away because it doesn't need to be abbreviated.

Even before the advent of smart devices, we employed touchscreens for our games with Nintendo DS, and we also adopted accelerometers for our Wii Remotes faster than smart devices did.

When we considered what to do with the graphics capability of the Wii, we put more attention and focus on the ability to create new experiences rather than the quality of the graphics.

Except for its backward compatibility with existing Wii software and accessories, we have so far failed to make propositions worthy of Wii U's position as a successor to the Wii system.

What I believe is that Nintendo is a very unique company because it does its business by designing and introducing people to hardware and software - by integrating them, we can be unique.

Nintendo has been a very unique company because it's not just hardware but also one of the major software publishers. Because it is in a unique position, it's given us a unique advantage.

In the case of the Nintendo 3DS, it's supposed to be the successor to Nintendo DS. As soon as the development of the original Nintendo DS was over, we started working on the successor to it.

I don't think that free games are something new. On the PC, there have always been free games. But finding them was not always easy. With the popular products like the iPhone, now it is easier.

The heart of the matter is that everybody starts video games as a beginner. Then, after going through a lot of experiences and becoming more and more fond of video games, they become the experts.

With the DS and Wii, following the titles that were released at launch, the momentum dropped when there was a gap in software releases. We're making plans so that this type of thing won't happen.

As soon as we showcased the Wii in 2006, people immediately understood. At that E3 show, I was up on the stage with other Nintendo staff playing Wii Tennis, and I could hear the excitement behind me.

In 1978, I entered the Tokyo Institute of Technology. I would have loved to study videogame programming, but nobody was teaching it then. So I went to classes on engineering and early computer science.

If you do the same thing as others, it will wear you out. Nintendo is not good at competing so we always have to challenge the status quo by making something new, rather than competing in an existing market.

It is challenging to communicate attractions which are hard to understand unless you actually touch and experience them yourself. This is especially so with Wii U because it has unprecedented entertainment potential.

I'm not interested in offering software for free of charge. That's because I myself am one of the game developers who, in the future, wants to make efforts so the value of the software will be appreciated by the consumers.

In Europe, we packed in Wii Sports with the console, so one way or another, people processed the Wii by enjoying Wii Sports. The unique, interactive nature of the game was spread thanks to the excitement from the consumer.

If the first entrant always wins the market, the Dreamcast must have won the race against the PS2, for example. There are many precedents like that in the past. The first to market is not necessarily the winner in the race.

I've never been able to control a first-person shooter, but as soon as I used the Revolution controller, I found it very easy to control the game. So, I think that's a genre that's particularly well suited for the controller.

We've been thinking very carefully about how can we possibly communicate the real value and the attraction of Nintendo 3DS. The conclusion was that there is no other way than to let as many people as possible to actually see it.

People sometimes ask me what I did when I was hired at HAL. The answer is that I was a programmer. And an engineer. And a designer. And I marketed our games. I also ordered food. And I helped clean up. And, it was all great fun.

I do not like to use the term 'Free-to-play.' I have come to realize that there is a degree of insincerity to consumers with this terminology, since so-called 'Free-to-play' should be referred to more accurately as 'Free-to-start.'

Our approach is not to look at the successes of other people and try to repeat those successes. We don't look at the success of 'Grand Theft Auto 3' and think that maybe if we create games for older audiences will see a similar success.

Games already pretty much have reached the point of photo-realism. Working on more intense graphics is not the only path we can take anymore. Simply relying on the sheer horsepower of the machine will not bring the industry a bright future.

The thing that concerns me most is that, in the digital age, if we fail to make efforts to maintain the value of our content, there is the high possibility for the value to be greatly reduced, as the history of the music industry has shown.

Sometimes you are physically tired at night, but your brain is functioning too much to go to sleep. If you can have software that helps you understand how you can shift from such a tense situation to being more relaxed, then that would help.

In order to realize the goal of creating a new starting line that anyone can instinctively understand we have come up with a design that differs greatly from any of today's controllers. We have also made bold innovations in play style as well.

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