THIS IS AN INTERVIEW I GOT FROM IGN64.COM
IGN Editor-in-chief Douglass Perry and IGN64.com Peer
Schneider interviewed a calm, snappy Howard Lincoln at the E3
show in Atlanta.
Q:How do you feel about the show? Are you glad about
Nintendo’s presence?
Howard: I feel very good about the show. I’m very proud how
our industry as a whole has grown in the last four years. This is
the fourth E3. I think that amazing things have happened. Not
only do we have a very viable trade association, but tonight we’re
going to have the first awards presented by the Academy of
Interactive Arts and Sciences. In the long run, this is really
important for the growth and vitality of the videogame industry as
a whole. At least in the history of Nintendo of America, as long
as I’ve been at NOA, we probably have the strongest lineup of
games and other products that we’ve ever had for this back half
of 1998.
I’m very excited about Zelda, as I think most people are. We’re
excited about Game Boy and Color Game Boy, I’m excited
about taking Sony on about market share in the back half of
1998. These market shares are never stable; they go up and
down, and I think we have a good hand of cards to play, and
we’ll play them aggressively. Overall I think it’s shaping up to be
a great show. I’ll be looking forward to getting back Los Angeles
next year. I have a little difficulty with the heat right now. Other
than that I couldn’t be better.
Q:Let’s talk a little about Zelda. Zelda was originally on the
64DD and now it’s on the biggest cartridge for the N64, 32 MB
(256 Mbits). My biggest concern is that Nintendo of America
won’t be able to get it out before Christmas. What are the
dangers of that?
Howard: I think that’s a legitimate concern. There is a very high
probability that we will not see any delays on this particular game.
It is a critical game for N64 – really for all of the markets in the
world. It’s very important for Nintendo Japan, and in Europe as
well as the US.
Q:It’s an important universal title.
Howard: Yes. We’ve certainly had our share of delays in games.
And it’s very difficult for gamers to understand the dynamics of
what happens. Most of the time we delays things because of
quality control, where the game developer is simply not satisfied.
That’s been the case of a few Rare games. But in speaking with
Miyamoto, based on what I know, I don’t anticipate this being an
issue.
Q:November 23.
Howard: Yes, this is a key marketing date. It’s the start of
Thanksgiving week. It’s the heaviest retail weekend leading up
until Christmas, and it’s always the day on which we launch major
titles.
Q:Are you worried that you’re not going to make demand? I
remember that you didn’t have enough cartridges of Goldeneye
last year.
Howard: Goldeneye was a learning experience for us. We’ve
done some things to correct that in the US, in the assembly of
cartridges in Redmond, as opposed to bringing them over by
ship. We’re doing the same thing in Germany with Nintendo of
Europe.
Q:How come you’ve decided to do that now, this late in the
game, in 1998?
Howard: We’ve decided to do it because of the competitive
pressure, the need to get product out as quickly as possible. And
the realization that we could delays everyone’s inventory risk
simply by doing some of the assembly of the games in the US, as
opposed to them being on a boat and shipping across the Pacific
for 12 days. We can airship the cartridges and then do the
packaging, shrink wrapping, and all of that in Redmond.
I think the demand for Zelda is going to be enormous. The
numbers we’re talking about staggering. But as we get closer to
that date we will have a very good idea in our own minds about
the kind of manufacturing risk we’re willing to take. So, I can’t
say there aren’t going to be any shortages, so you have to hope
there are going to be some, you know? But, we certainly don’t
want to have the kind of out-of-stocks we had before.
Q:In the press conference, you said that you expect to sell more
than 2 million cartridge of Zelda between November 23 and New
Years Eve. So, you’re going to make 2 million cartridges and
ship them on day one, right?
Howard: Well, those numbers of big, but we deal in large
volumes like that. Banjo-Kazooie will be over a million in the US
alone. So, ramping up those kinds of numbers shouldn’t be a
problem.
Q:So can you give us a solid number of Zelda cartridges that
NOA will produce in the US alone?
Howard: Peter Main, our VP of Sales and Marketing, initial cut
out is 2 million. I can’t quarrel with that. I think the expectations
of gamers is warranted, and the game delivers, you guys have
seen it. It’s awfully, awfully good. How many we do in the US? I
mean this could be the biggest game of all time for Nintendo. This
is a Miyamoto classic. You know, we’ve sold almost 4 million
Super Mario 64s in the US alone.
Q:Are you expecting a simultaneous release in Japan and the
US?
Howard: I think that the Japan launch will be a little bit before
our US launch. Mr. Yamauchi has not finalized that date. In
Europe, there is no Thanksgiving, so that date doesn’t have
significance as a holiday, so our goal is to get it out in late
November, early December.
Q:Do you think that the capability of manufacturing cartridges in
Germany will pave the way for more simultaneous releases?
Howard: Well, it’s not the manufacturing of the cartridges; it’s
the assembly. But it does cut down the shipping times
dramatically. Our goal, particularly with the announcements we
made in Rome, at the European Distributor meeting, is to shoot
for either simultaneous release or within a very short period of
time. As opposed to bringing stuff out months and months later.
Sometimes, like with 1080, which launched in April, they’re going
to launch that in Europe in October, that just makes sense. Unless
you ski in the summer, you know. But other than that, but our
overall goal is to come out with as simultaneous releases as
possible.
Q:Are you going to assemble cartridges for second and third
parties in Redmond as well?
Howard: Many of the big third parties are already essentially
doing just for we’re doing. They’re air freighting in the parts and
then doing the final packaging and shrink wraps.
Q:Zelda is going to appear on a 256 Mbit cartridge. Have there
been any requests for games from third-party developers for this
size cartridge?
Howard: We have given the pricing for all of the cartridge
configurations, including the 256, and most of the third party
product this year will be 96 Mbit or 128 Mbit. I’m not aware of
any third-party developer yet who has requested this size, but
that’s just a matter of time.
Q:I felt that yesterday you handled really well the questions about
the 64DD, but that you were growing tired of them, and so I
don’t want to ask you about them, but we have to. (Laughter)
Are you glad that the 64DD isn’t coming out in the US this year?
Howard: Well, let me put it this way, I’m not very upset about it
because of the huge line-up both Game Boy and Nintendo 64
products that we have coming. And there is a limit to any
company’s ability to successfully launch products. I think we’ve
got our hands full, with Game Boy, including Color Game Boy
and Pokemon, and with the strong line-up of N64 titles. I’m not
shedding any tears over it, let’s put it that way.
Q:In the press conference on Wednesday, you said that there
was an indefinite release date for the 64DD arriving in 1999. Do
you think that the 64DD will come out in the US ever?
Howard: I don’t know. I really don’t. That is a truthful answer.
Q:Is this a decision that will made by Nintendo Co. Ltd.?
Howard: That will be a decision made by Nintendo of America.
Obviously, it will involve Mr. Yamauchi will be involved. But it is
primarily an NOA decision.
Q:Are there any plans to upgrade the technology if it’s pushed
back?
Howard: There are a number of projects in the works for N64 in
addition to DD64, and I’ll just have to ask you to stay tuned. But
I think that when we do make these announcements that
everybody will feel very good.
Q:A long time ago, Nintendo was courting Netscape about a
certain deal, and I heard possibilities of network capabilities in the
64DD, which even appeared on a spec sheet, and then they were
dropped again. What’s happening with networking or any kind of
linking capabilities?
Howard: We are very interested in the category of multiplayer
games, including online gaming. We have good relations with
Netscape, always have since Jim Clarke founded it. We have
good relations with a number of companies in that area. I really
can’t say anything more about it at this time, but I have high
regard for Netscape.
Q:With the introduction of Dreamscape… I mean Dreamcast,
that lovely new name for Sega’s hardware, do you feel that
developers will flock away from N64 to the Dreamcast?
Howard: You guys also took shots at N64. You gotta be fair
here. I thought Nintendo 64 was one of the most creative new
titles in the history of man. Talk about a process of
elimination…You eliminate everything until you get to 64 and N.
Q:With the introduction of the Dreamcast to the cast of gamers
out there who are always looking for a new console, do you feel
that the N64’s fire is being blown out? Yesterday at the news
conference, you mentioned that fact that you were looking
forward to the next 36 months of N64 games – which’s three
years. Are you expecting the N64 to live longer than that?
Howard: I think the life of the N64 is longer than that. We’re still
selling large numbers of NES, both software and hardware. So
we sold more than 6 and 8,000 units of SNES hardware in the
US alone, and that’s 6 to 8,000 more units than have been sold
than Dreamcast.
To answer your question, I think the life cycle of the N64 will be
very long.
Q:Don’t you feel that the new Dreamcast, which has a 128
Hitachi RISC CPU, will simply overshadow the N64, and leave it
quickly behind?
Howard: I think this: New technology and new videogame
systems are always of great interest to the media, and to the
hardcore gamers and to those who really follow this industry
closely. And that certainly makes sense – we certainly knew this
when we launched Nintendo 64. We spend a year of so talking
about it, and using that as a competitive advantage. But for the
mass majority of people who are in this marketplace, it’s all really
a matter of games that are here and now.
In the case of Dreamcast, as in the case with any new piece of
hardware, it is totally dependent on the quality of software that
they can come up with at launch. And even if they do that right,
there are certainly a lot of other hurdles, and they need to get that
right. Do I think that ultimately there are going to be next
generations of hardware? Sure. That’s the nature of the business,
and we’ve participated in that, and expect to participate in that in
the future. But I think that the life cycle of Nintendo 64 is longer
than most people think, and there are still a lot of things that can
be done technically on N64 that haven’t been done from a
development standpoint on the N64. And I think that when you
see games like Zelda and Perfect Dark, that’s an indication that
there’s still a lot of room to go. However, having said that,
everybody in this industry is always looking at next-generation
stuff, and we’re included in that.
Q:I noticed an interesting shift when the N64 was released, and
the target group was very young. Age six to 12, and when I look
at the age level of game that are coming out now, there are a lot
of games for grown-ups and have more adult subject matter.
Howard: I don’t think that the demographics were that narrow
when we launched N64. Certainly games like Super Mario 64
appealed to anyone who’s young at heart. What’s happening is
that you’re seeing N64 games that are skewing both ends of the
market. We’ve always been strong in the younger age category.
We are reaching out with games like Goldeneye, games like
Perfect Dark, games from third-party companies, games like
Zelda, to an older demographic. But it’s important to understand
what’s actually happening here. When we talk about the
demographic, they have always been wider than people think, we
knew we had 90-year-old people playing NES. Not a lot, but we
had some. So the demographics were always wider. The sweet
spot for NES and Super NES was boys seven to 14. That still is
the sweet spot for our business. What’s happened is that those
gamers are now adults, and from their point of view, paying
videogames makes perfectly good sense. It’s not something new,
it’s something that they’ve done, and it is a viable form of
entertainment. Those people are gravitating toward videogames.
And we have to supply games for them. So, we’re recognizing
that we can’t just do a certain genre of games, we have to do the
kind of games.
Q:When you first launched Nintendo 64, did you foresee having
more titles out? You said that by the end of the year you will have
100 titles out. Your competitors have about 400 more games out
than that.
Howard: Yeah, I don’t think we are ever going match the
number of titles that Sega and Sony have reached. And I never
foresaw that we would be matching them title for title. I’m
generally pleased with the number of titles we have out.
I will post Part 2 of this interview next week!