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2008年12月9日 星期二

80萬台Wii在感恩節周售出,經濟風暴對任天堂一點影響也沒有

Iwata - 800,000 Wiis sold during Thanksgiving week, economical issues not impacting Nintendo

“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. Fortunately for us a lot of shoppers put our products at the top of their list.” - Satoru Iwata
Iwata also dropped some details on sales of Wii and DS. According to the Nintendo president, the Wii managed to sell over 800,000 units during Thanksgiving week alone (in North America). That would beat out the 350,000 units it managed to sell during the same period last year. Not forgetting the portable side of things, Iwata confirmed that DS sales were up 20% during Thanksgiving week, when compared to sales during the same time last year (once again, North America only).

“岩社長表示: 經濟很旺盛時,在每個人的購買清單裡有三種東西是很想要買的,

但當經濟不好時,人只能從清單裡挑一個東西來買。幸運地是,還是有很多消費者將

任天堂的產品列為優先之選。”

岩社長也稍為透露Wii 及DS的銷量細節,根據岩社長的說法,Wii單單在美國感恩節周

就銷售破80萬台。這項數據足足打破去年同時間的銷量35萬台,還有 不要忘了掌上機

的銷量,岩社長證實,DS銷量同樣跟去年同時間相比,也在感恩節周期間成長了20%。

來源:GoNintendo

2008年12月7日 星期日

對惡魔城夢幻新作所存的一絲希望

Sources have told me that Igarashi had two ideas for this “next gen” Castlevania — one in 3D that’s more of an adventure game like Zelda, and another in 2D that’s more of a sequel to Symphony of the Night.
To be honest, either of those could be really cool. But there’s definitely one that I’m hoping to see more.
I ran into Iga at the Tokyo Game Show back on October and asked him about it. He couldn’t say, but the question brought a huge smile to his face. As much as I suspect we’re getting the 3D game, a big part of me wants to believe his smile hinted otherwise.

對惡魔城夢幻新作所存的一絲希望

來源顯示,Igarashi(惡魔城製作人)對次世代惡魔城心裡有2種想法—1種是3D玩法


像是薩爾達那樣的冒險遊戲,另一種是2D玩法像是月下夜想曲系列一樣

老實說,以上兩種都很不賴,但其中一種是我想了解更多有關它的消息

在10月東京電玩展結束後,我去找Igarashi並向他詢問這款新作的消息,他不能透露,


但這詢問卻讓他的臉上露出大微笑。雖然我們已有3D的新作了,但相反地,對我來

言,我卻相信他那微笑一定有暗示些什麼才對。

來源:GoNintendo


2008年12月4日 星期四

水口哲也正開發Wii的音樂遊戲

Mizuguchi working on Wii music game
Mizuguchi, the man behind Rez and Lumines, has announced that he is working on a music game for the Wii.
Right now, the only thing we know about the project is that it’s called ‘QJ’.

Mizuguchi hopes that this game will bring us a new way to play music titles, thanks to the Wiimote.

水口哲也正開發Wii的音樂遊戲
一手打造Rez和Lumines的水口哲也,宣布他正開一款Wii的音樂遊戲
目前,唯一知道的訊息是這項計畫稱做QJ
水口哲也希望,這款音樂作品能夠藉由Wii控制器為我們帶來新奇的玩法。


來源:GoNintendo

2008年12月2日 星期二

老任每賣一台Wii可賺6美元

Nintendo makes $6 on every Wii sold, and more interesting facts
Nintendo makes $6 on every Wii sold, Microsoft breaks even with 360, and Sony loses money on PS3
60% of Wii games sold are first party, 30% of 360 games are first party, and 15% of PS3 games are first party
Wii owners are expected to purchase 220 million units of software this year, 125 million for 360 owners, 120 million for PS3 owners
Nintendo’s gross margin on game software is 65%, Sony gets 60%, Microsoft gets 50%

老任每賣一台Wii可賺6美元以及一些有趣的數據
老任每賣一台Wii可賺6美元,微軟每賣一台360打平,新力每賣一台
PS3就虧損Wii的6成遊戲銷售都來自本家,而360有3成,PS3來自本家的銷售佔百分之15
今年,
Wii玩家的遊戲購買量預估可達2億2千萬美元,360玩家達1億2千5百萬美元,PS3達1億2千萬美元
在遊戲銷售的毛利上,老任獲利65% ,新力獲利60%,微軟獲利50%

來源:GoNintendo

2008年11月29日 星期六

激情卡車製作人正在開發最高機密的任天堂新作

ExciteTruck developers working on top-secret Nintendo game

Right now, the 20 employees at Monster Games are working on a top-secret video game for Nintendo. They’ve worked on it for two years and are nearly finished. The process is so private the designers must darken their monitors when the bottled-water deliveryman enters the office.

Monster Games worked on ExciteTruck for the Wii, and it seems that their specialty is creating racing games. No mention as to what platform they are developing on. With their racing game background, I am thinking they could be working on an F-Zero or Pilotwings sequel.

激情卡車製作人正在開發最高機密的任天堂新作

現在,Monster Games的20名遊戲開發人員,正在為老任開發最高機密新作,遊戲已開發2年且

接近完成階段。整個開發過程都很隱密,甚至在送水小弟進公司時,遊戲設計者都要把電腦銀幕

暫時關閉才行。

Monster Games為Wii開發了激情卡車,很明顯這家公司的特長就是製作賽車類的遊戲。至於所

開發的平台為何則隻字未提。既然這家公司是做賽車遊戲出身的,我想有可能是在開發F-Zero

或Pilotwings的系列作。

來源:GoNintendo

2008年11月27日 星期四

Capcom不確定是否會製作以針對DSi為特色的作品

Capcom not sure if they’ll create DSi-specific titles

As the Nintendo DSi was just released recently, Capcom would like to see the response of users in the future and respond to that. We select the console based on our game concept.

Therefore, after analyzing the sales situation and user trends for Nintendo DSi, if we have some contents suitable for the console, we will consider it. - Capcom President Haruhiro Tsujimoto

I wonder if Capcom has a set number that they’d like to see the DSi hit, and then they would be convinced to developer DSi-specific games.

Capcom不確定是否會製作以針對DSi為特色的作品

最近老任的DSi發售了,Capcom想看看玩家對這台新型掌上機反應情形,以及如何回應。遊戲概念是我們選擇平台的理由。

因此,在分析銷售情況以及玩家對Nintendo DSi品牌效力後,如果這平台有適當的題材發揮的話,我們就會考慮製作了。


我猜想,Capcom自己一定有設個標準,要看看DSi的銷售會有多賣,然而他們就會被說服去開發以針對DSi為特色的遊戲。

來源:GoNintendo

2008年11月26日 星期三

Aonuma 直到他做出比時之笛更優秀的作品,不然薩爾達系列作不會結束

Aonuma won’t quit the Zelda series until he surpasses the quality of Ocarina

“I’m happy that a title I worked on some time ago remains highly praised to this day, but that also shows how none of the subsequent games in the series have surpassed it.

As someone who is still working on the series, I have mixed feelings about that. Because I haven’t yet surpassed it, I can’t quit.

Surprisingly, that simply motivation may be the reason I continue to work on the Zelda series.” - Eiji Aonuma

Aonuma 直到他做出比時之笛更優秀的作品,不然薩爾達系列作不會結束

我很高興過去所開發的這款作品,至今評價還是如此高,但那也表示,


這系列後來所推出的作品,仍然沒有一款可以超越時之笛。

團隊裡的一些同事還是繼續開發此系列,我的心情感到錯綜複雜。


我還沒做出超越時之笛的作品,所以我不能就這樣結束。

令人意外的是,就是這樣簡短的動機讓我繼續開發薩爾達系列作的理由吧


來源:GoNintendo