Games Nintendo DS Big Brain Academy
Developed by Nintendo - Nintendo of America (2006) - Trivia Game - Rated Everyone
Those who have trained their brain to a healthy age can now test its "weight" in Big Brain Academy, the second title in Nintendo’s medley of mental mini-games. The title includes a series of brain-stimulating exercises designed to improve thinking, memorization, computation, analysis, and identification. After taking an initial test to identify cognitive strengths and weaknesses, players will receive a brain weight score that will hopefully increase over time with daily practice in e... Read more
Platform: Nintendo DS
Publisher: Nintendo of America
Release Date: June 6, 2006
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Games Nintendo DS Big Brain Academy, size: 4.5 MB
Games Nintendo DS Big Brain Academy
Big Brain Academy Wii Degree : Family Game Time Episode 8 Part 2
User reviews and opinions
|s1arti||3:07am on Saturday, September 25th, 2010|
|Great little game, really good little family game which is why I rate 4 stars. This was one of the first DS games I got and I became very addicted to it. There are 5 categories to test yourself on Compute, Identify, Think. better than dr whatevers brain training game lol|
|lickthefrog||5:03am on Wednesday, June 2nd, 2010|
|I have a child with learning difficulties and found that it has helped her in many areas and the game is easy for her to grasp and work out which she ...|
|comtra01||7:23pm on Monday, April 5th, 2010|
|When you get your final score and you get a D on Big Brain Academy, the game will compare you to being as smart as a fashion designer.|
|OHreally?||10:01pm on Friday, March 12th, 2010|
|Thought I would try this as didnt really like some of the other brain training stuff - was disappointed.|
Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.
Nintendo of America Inc. P.O. Box 957, Redmond, WA 98073-0957 U.S.A.
PRINTED IN USA
PLEASE CAREFULLY READ THE SEPARATE HEALTH AND SAFETY PRECAUTIONS BOOKLET INCLUDED WITH THIS PRODUCT BEFORE USING YOUR NINTENDO HARDWARE SYSTEM, GAME CARD OR ACCESSORY. THIS BOOKLET CONTAINS IMPORTANT HEALTH AND SAFETY INFORMATION. IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES.
WARNING - Repetitive Motion Injuries and Eyestrain
Playing video games can make your muscles, joints, skin or eyes hurt after a few hours. Follow these instructions to avoid problems such as tendinitis, carpal tunnel syndrome, skin irritation or eyestrain: Avoid excessive play. It is recommended that parents monitor their children for appropriate play. Take a 10 to 15 minute break every hour, even if you don't think you need it. When using the stylus, you do not need to grip it tightly or press it hard against the screen. Doing so may cause fatigue or discomfort. If your hands, wrists, arms or eyes become tired or sore while playing, stop and rest them for several hours before playing again. If you continue to have sore hands, wrists, arms or eyes during or after play, stop playing and see a doctor.
WARNING - Seizures
Some people (about 1 in 4000) may have seizures or blackouts triggered by light flashes or patterns, such as while watching TV or playing video games, even if they have never had a seizure before. Anyone who has had a seizure, loss of awareness, or other symptom linked to an epileptic condition should consult a doctor before playing a video game. Parents should watch when their children play video games. Stop playing and consult a doctor if you or your child have any of the following symptoms: Convulsions Eye or muscle twitching Loss of awareness Altered vision Involuntary movements Disorientation To reduce the likelihood of a seizure when playing video games: 1. Sit or stand as far from the screen as possible. 2. Play video games on the smallest available television screen. 3. Do not play if you are tired or need sleep. 4. Play in a well-lit room. 5. Take a 10 to 15 minute break every hour.
WARNING - Battery Leakage
The Nintendo DS contains a rechargeable lithium ion battery pack. Leakage of ingredients contained within the battery pack, or the combustion products of the ingredients, can cause personal injury as well as damage to your Nintendo DS. If battery leakage occurs, avoid contact with skin. If contact occurs, immediately wash thoroughly with soap and water. If liquid leaking from a battery pack comes into contact with your eyes, immediately flush thoroughly with water and see a doctor. To avoid battery leakage: Do not expose battery to excessive physical shock, vibration, or liquids. Do not disassemble, attempt to repair or deform the battery. Do not dispose of battery pack in a fire. Do not touch the terminals of the battery, or cause a short between the terminals with a metal object. Do not peel or damage the battery label.
WARNING - Radio Frequency Interference
The Nintendo DS can emit radio waves that can affect the operation of nearby electronics, including cardiac pacemakers. Do not operate the Nintendo DS within 9 inches of a pacemaker while using the wireless feature. If you have a pacemaker or other implanted medical device, do not use the wireless feature of the Nintendo DS without first consulting your doctor or the manufacturer of your medical device. Observe and follow all regulations and rules regarding use of wireless devices in locations such as hospitals, airports, and on board aircraft. Operation in those locations may interfere with or cause malfunctions of equipment, with resulting injuries to persons or damage to property.
that this product is licensed or manufactured by Nintendo. Always look for this seal when buying video game systems, accessories, games and related products.
Nintendo does not license the sale or use of products without the Official Nintendo Seal.
The official seal is your assurance
THIS GAME CARD WILL WORK ONLY WITH THE NINTENDO DS VIDEO GAME SYSTEM.
Wireless DS Single-Card Download Play
Table of Contents
How to Be g in.. Control s... Home room.. The C las se s.. Cate gorie s and Ac tivitie s. G ame Settings...
Both Screens Top Screen
THIS GAME ALLOWS WIRELESS MULTIPLAYER GAMES DOWNLOADED FROM ONE GAME CARD.
Wireless DS Multi-Card Play
Touch Screen In this manual, a screenshot with a blue frame shows the top screen, while one with a red frame shows the Touch Screen.
THIS GAME ALLOWS WIRELESS MULTIPLAYER GAMES WITH EACH DS SYSTEM CONTAINING A SEPARATE GAME CARD.
How to Begin
Nintendo's game pages, at www.nintendo.com/games, feature walkthroughs, frequently-asked questions, and codes for many of our games. If your answer isn't there, check out our forums where you can exchange tips with other gamers online. For more information about our forums, visit www.nintendo.com/community. If you don't have access to the web-site, recorded tips for many titles are available on Nintendo's Power Line at (425) 885-7529. This may be a longdistance call, so please ask permission from whoever pays the phone bill.
Make sure that the Nintendo DS is turned off. (To turn the power on or off, press and hold.) Insert your Big Brain Academy DS Card into the top slot of your DS system, then press until you hear a click. Touch the Big Brain Academy panel on the DS Menu Screen.
If your system has been set to Auto Mode, you can skip this step. See the Nintendo DS instruction booklet for more information.
20052006 Nintendo. ALL RIGHTS, INCLUDING THE COPYRIGHTS OF GAME, SCENARIO, MUSIC AND PROGRAM, RESERVED BY NINTENDO. TM, AND THE NINTENDO DS LOGO ARE TRADEMARKS OF NINTENDO. 2006 NINTENDO. ALL RIGHTS RESERVED. This product uses the LC Font by Sharp Corporation, except some characters. LCFONT, LC Font and the LC logo mark are trademarks of Sharp Corporation.
The game is controlled with the Touch Screen and a stylus.
(See the Categories and Activities section on Pgs. 10-15 for more information.)
Touch the title screen to enter the Homeroom where you can create save files. Touch an empty slot to start a new file, or touch a name to continue a previously saved game. Continuing a Game Touching a name will take you to the Select Class screen (Pg. 6).
.Return to the previous screen.
Starting a New File If you touch the button marked Register, you can enter your name and create a new file. Youll return to the Homeroom screen when registration is complete.
.See page 16.
text. It will only appear when there is more text to see.
.Touch this icon to scroll through
Touch the timer to move it from the left to the right side of the screen.
Press START to quit the game.
Playing and Sending Demos
Demo lets you take a sample test (Pg. 6). You don't need to register to play a demo. Each category (Pg. 10) of the test will take 30 seconds.
Close the Nintendo DS to activate Sleep Mode. This will reduce your battery consumption. If you activate sleep mode while answering a question, the game will return to the Select Class screen.
Test results will not be saved.
Use Send Demo to give a demo to a friend wirelessly.
Big Brain Academy has three classes. Each one is designed to help you increase the weight of your mighty brain and also have fun along the way! Simply touch a class to access it.
See page 8 for information about Versus.
(Work on Activities)
Practice mode lets you work on activities at your own pace. Use it to improve at activities that are giving you trouble, or to get even better at ones where you excel. Each activity has three difficulty levels: Easy, Normal, and Hard.
Choose a category Choose an activity Choose a difficulty level
(How Big Is YOUR Brain?)
When you take the test, it gives you a score that represents your brains weight. Tests consist of one activity from each category, and each activity takes sixty seconds. Touch "Start" to begin a test.
Average score (white line)
High score (yellow line)
When you finish, the percentage of correct answers will appear, as well as your brain weight and actual score. You will be awarded a gold, silver, or bronze medal based on your performance. Continue Return to category selection Try Again Play same activity again
When you have finished the test, you will see your brain weight, brain type, and a letter grade.
Review questions that you missed. Medal
2 -8 Players
(Challenge Your Friends with One DS Card)
P1 (Parent Unit) P2 P8 (Child Units)
Compete against friends to see who has the biggest brain!
DS Wireless Play (with multiple DS Cards)
DS Download Play (with one DS Card)
The first player to answer correctly earns ten grams. If another person answers correctly before the timer reaches zero, he or she will get a slightly lower score (depending on how many players are participating). If you miss a question, the game subtracts grams from your score. The first person to reach 300 grams is the winner. If you want a shorter game, you can set a different target weight. You can turn the timer on or off. Turning it on lets all players answer a question, while turning it off ends a question as soon as one person gets the correct answer.
Touch Form a Group.
Touch the name of the player who formed the group.
Touch DS Download Play on the DS Menu Screen.
Player entry screen
A results screen that shows the total score of each player will appear after each activity. The player with the lowest score will choose the next activity from the following screen.
When you see the names of all players, touch OK.
Wait until P1 touches OK.
Touch Big Brain Academy. (Downloading may take up to one minute.)
* You can play Versus with a combination of DS Download and DS Wireless Play.
When the download is finished, select a question and begin! Note that you cant quit out of a Versus class.
Categories and Activities
The Big Brain Academy will work your brain in five categories. This section explains the activities in each category.
Each category contains three different activities. The five categories are as follows:
Examine the pictures on the top screen, then tap the heaviest character on the Touch Screen.
The animals move from the top to the bottom of the screen and make a turn each time they reach a corner. Draw a line on the Touch Screen to help them meet up.
The Test class automatically selects one activity from each category. You can choose your category and activity in Practice and Versus classes. The icon on the Touch Screen indicates the you see,
difficulty level of a question. The more the more difficult a question is.
C. Bone Yard
The arrows on the top screen show how objects on the Touch Screen will move. Examine the arrows, then drop a bone on the square where the dog will land. Sometimes blocks will move and push the dog,
A. Sound Bites
Listen to the sounds that the characters make, then touch their pictures in the order that they made noise.
A. Missing Link
Examine the picture on the top screen, then draw lines to connect the dots in the marked locations.
B. Flash Memory
Memorize the numbers and symbols that flash on the top screen, then tap the same sequence into the number pad on the Touch Screen.
CubeGame B. Cube Game
Count the number of blocks on the top screen, then tap the Touch Screen to input your answer.
Examine the cards on the top screen, then tap Memorized when you are confident you know them. When some of the cards flip over, tap the Touch Screen to identify them.
C. Animal Lines
Examine the pattern on the top screen, then trace through the pattern on the Touch Screen.
The two panels on the Touch Screen show a variety of coins. Touch the panel with the greater dollar amount. You can press the A Button to turn the numerical values on or off.
A. Shadow Shift
Examine the moving silhouettes on the top screen, then tap the corresponding shapes on the Touch Screen. If you answer correctly, the silhouettes will reveal themselves.
B. Add Agency
Count the number of figures on the top screen, then touch the two panels that add up to the same amount.
B. Get in Shape
Examine the shape on the top screen, then select the pieces used to build it on the Touch Screen. If you tap a matching piece, it will appear in the shape. You must locate every matching piece to pass.
C. Written Math
Solve the math problem and input your answer on the Touch Screen.
Examine the pictures on the Touch Screen and tap the matching pairs. Some puzzles have more than one match.
Touch (<) or (>) to switch between Surround, Stereo, and Headphones settings.
Establishing the DS Wireless Link (DS Wireless Play)
This section explains how to establish your DS wireless link for DS Wireless Play.
What You Will Need:
If you want to erase a single save file, touch Erase Data, then the name on the homeroom screen. Once data is erased, it is gone forever. Nintendo DS Big Brain Academy Game Card One for each player One for each player
1. Make sure that all DS systems are turned off, then insert a Big Brain Academy Game Card into each system. 2. Turn on the power of all the systems. The DS Menu Screen will appear. 3. Touch the Big Brain Academy panel. 4. Follow the instructions on page 9.
This game uses an auto-save feature. Any time you make progress, the game automatically saves it to the file that you are using. (See the Homeroom section on Pg. 5 for more details.) You can erase all data by pressing + + + + +
at the same time while the screen to the right is displayed. Be careful! Once you erase data, it is gone forever!
Establishing DS Wireless Link (DS Download Play)
This section explains how to establish the link for DS Download Play.
Important Wireless Communication Guidelines:
Please be aware of the following concerning wireless link play: Do not operate the Nintendo DS within 9 inches of a pacemaker while using the wireless feature. Observe and follow all regulations and rules regarding use of wireless devices in locations such as hospitals, airports, and on board aircraft. Operation in those locations may interfere with or cause malfunctions of equipment, with resulting injuries to persons or damage to property. During wireless game play, an icon will appear on either the upper or lower displays showing the signal strength of the wireless signal. The icon has four modes depending on the signal strength, as shown below.
No. of Bars Strength Weaker Stronger
Nintendo DS systems One for each player Big Brain Academy Game Cards One You can enjoy Big Brain Academy even if you do not have enough DS Game Cards for all players.
Steps for the host
1. Make sure that all DS systems are turned off, then insert a Big Brain Academy Game Card into the system. 2. Turn on the power of all the systems. The DS Menu Screen will appear. 3. Touch the Big Brain Academy panel. Game-Selection Screen 4. Now follow the instructions on page 9.
Steps for guests
1. Turn on the power of all the systems. The DS Menu Screen will appear. 2. Touch the DS Download Play panel. The game-selection screen will appear. 3. Touch the Big Brain Academy panel. The game-confirmation screen will appear. 4. When the correct software appears, touch Yes. P1 will start the download process. 5. Please follow the instructions on page 9. Game-Confirmation Screen
Begin with the distance between systems at about 30 feet or less and move closer or farther apart as desired, keeping the signal strength at two or more bars for best results. Keep the maximum distance between systems at 65 feet or less. The systems should face each other as directly as possible. Avoid having people or other obstructions between the DS systems. Avoid interference from other devices. If communication seems to be affected by other devices (wireless LAN, microwave ovens, cordless devices, computers), move to another location or turn off the interfering device.
General Producer Takashi Tezuka Producer Hiroyuki Kimura Director Yoshinobu Tomoaki Assistant Director Yoshikazu Yamashita Question Development System Programming Toshikazu Kiuchi Sequence Programming Hiroki Sotoike Link Programming Takeshi Miyamoto Design Director Hideki Fujii UI Design Director Takahiro Hamaguchi UI Design Hiroko Tsuji Satoshi Furukawa Tomoaki Kuroume Music Kenta Nagata Sound Programming Toru Asakawa Level Design Director Yusuke Akifusa Question Data Creation Kiyoshi Ishibiki Tetsuya Ohishi Ryuichiro Sakima Shoichiro Takeyoshi Kenta Motokura Takeshi Hosono Kazumi Yamaguchi Yasuhiko Matsuzaki Atsushi Mishima Technical Support Hironobu Kakui Masahiro Takeguchi Progress Management Keizo Kato North American Localization Alan Averill Thomas Connery Scot Ritchey North American Localization Management Jeff Miller Leslie Swan Bill Trinen Nate Bihldorff Package/Manual Ross Hirai Marsha Rollinger Hao-ni Hsieh Hitomi Ross Debug Naofumi Terazono Yuuki Tanikawa Super Mario Club NOA Product Testing Artwork Fumiyoshi Suetake Yumiyoshi Mibu Special Thanks Tomoko Ichikawa Nahoko Ishida Nintendo EAD Executive Producer Satoru Iwata All Rights, including the copyrights of Game, Scenario, Music and Program, reserved by NINTENDO.
Important Legal Information
Warranty & Service Information
Copying of any video game for any Nintendo system is illegal and is strictly prohibited by domestic and international intellectual property laws. Back-up or archival copies are not authorized and are not necessary to protect your software. Violators will be prosecuted. This video game is not designed for use with any unauthorized copying device or any unlicensed accessory. Use of any such device will invalidate your Nintendo product warranty. Nintendo (and/or any Nintendo licensee or distributor) is not responsible for any damage or loss caused by the use of any such device. If use of such device causes your game to stop operating, disconnect the device carefully to avoid damage and resume normal game play. If your game ceases to operate and you have no device attached to it, please contact Nintendo Customer Service (see below). The contents of this notice do not interfere with your statutory rights. This booklet and other printed materials accompanying this game are protected by domestic and international intellectual property laws. For further information or assistance, please contact: Nintendo Consumer Service www.nintendo.com or call 1-800-255-3700 (U.S. and Canada)
You may need only simple instructions to correct a problem with your product. Try our website at www.nintendo.com or call our Consumer Assistance Hotline at 1-800-255-3700, rather than going to your retailer. Hours of operation are 6 a.m. to 7 p.m., Pacific Time, Monday - Sunday (times subject to change). If the problem cannot be solved with the troubleshooting information available online or over the telephone, you will be offered express factory service through Nintendo. Please do not send any products to Nintendo without contacting us first. HARDWARE WARRANTY Nintendo of America Inc. ("Nintendo") warrants to the original purchaser that the hardware product shall be free from defects in material and workmanship for twelve (12) months from the date of purchase. If a defect covered by this warranty occurs during this warranty period, Nintendo will repair or replace the defective hardware product or component, free of charge. The original purchaser is entitled to this warranty only if the date of purchase is registered at point of sale or the consumer can demonstrate, to Nintendo's satisfaction, that the product was purchased within the last 12 months. GAME & ACCESSORY WARRANTY Nintendo warrants to the original purchaser that the product (games and accessories) shall be free from defects in material and workmanship for a period of three (3) months from the date of purchase. If a defect covered by this warranty occurs during this three (3) month warranty period, Nintendo will repair or replace the defective product, free of charge. SERVICE AFTER EXPIRATION OF WARRANTY Please try our website at www.nintendo.com or call the Consumer Assistance Hotline at 1-800-255-3700 for troubleshooting information and repair or replacement options and pricing. In some instances, it may be necessary for you to ship the complete product, FREIGHT PREPAID AND INSURED FOR LOSS OR DAMAGE, to Nintendo. Please do not send any products to Nintendo without contacting us first. WARRANTY LIMITATIONS THIS WARRANTY SHALL NOT APPLY IF THIS PRODUCT: (a) IS USED WITH PRODUCTS NOT SOLD OR LICENSED BY NINTENDO (INCLUDING, BUT NOT LIMITED TO, NON-LICENSED GAME ENHANCEMENT AND COPIER DEVICES, ADAPTERS, AND POWER SUPPLIES); (b) IS USED FOR COMMERCIAL PURPOSES (INCLUDING RENTAL); (c) IS MODIFIED OR TAMPERED WITH; (d) IS DAMAGED BY NEGLIGENCE, ACCIDENT, UNREASONABLE USE, OR BY OTHER CAUSES UNRELATED TO DEFECTIVE MATERIALS OR WORKMANSHIP; OR (e) HAS HAD THE SERIAL NUMBER ALTERED, DEFACED OR REMOVED. ANY APPLICABLE IMPLIED WARRANTIES, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE HEREBY LIMITED IN DURATION TO THE WARRANTY PERIODS DESCRIBED ABOVE (12 MONTHS OR 3 MONTHS, AS APPLICABLE). IN NO EVENT SHALL NINTENDO BE LIABLE FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES RESULTING FROM THE BREACH OF ANY IMPLIED OR EXPRESS WARRANTIES. SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS OR EXCLUSION OF CONSEQUENTIAL OR INCIDENTAL DAMAGES, SO THE ABOVE LIMITATIONS MAY NOT APPLY TO YOU. This warranty gives you specific legal rights. You may also have other rights which vary from state to state or province to province. Nintendo's address is: Nintendo of America Inc., P.O. Box 957, Redmond, WA 98073-0957 U.S.A. This warranty is only valid in the United States and Canada.
2005 Nintendo. 2005 HUDSON SOFT.
2005 Nintendo. 2005 NAMCO.
2005 Pokmon. 1995-2005 Nintendo / Creatures Inc. / GAME FREAK inc. Developed by Genius Sonority Inc.
2005 Nintendo / INTELLIGENT SYSTEMS.
2004-2005 Nintendo. 2004-2005 NAMCO.
The numbers shown above are consolidated sales in units for the fiscal year ended in March, 2006.
Game Boy micro
Game Boy Advance SP
2005 Pokmon. 1995-2005 Nintendo/Creatures Inc. /GAME FREAK inc.
2004-2005 Nintendo /INTELLIGENT SYSTEMS.
2004-2005 Nintendo. Co-developed by INTELLIGENT SYSTEMS.
1996-2005 Nintendo. Game by Rare.
2005-2006 Nintendo/GAME FREAK inc.
Dr. Mario: 2005 Nintendo. Puzzle League: 2005 Nintendo/INTELLIGENT SYSTEMS.
Titles and package images shown above are for the U.S. market.
History of Nintendo
Fusajiro Yamauchi, great-grandfather of Hiroshi Yamauchi (the former President and current executive adviser), began manufacturing and selling Japanese playing cards, Hanafuda (flower cards), in Kyoto, Japan.
Established a wholly owned subsidiary, Nintendo of America Inc. in New York. Developed and started selling GAME & WATCH product line, the first portable LCD video games with a microprocessor.
Started manufacturing and selling the first western-style playing cards in Japan.
Developed and began distribution of the coin-operated video game Donkey Kong.
Established Marufuku Co., Ltd.
Established Nintendo of America Inc. in Seattle, Washington and merged the New York subsidiary into it.
Hiroshi Yamauchi took office as President.
Started selling the home video game console Family Computer System employing a custom CPU (Central Processing Unit) and PPU (Picture Processing Unit). Listed stock on the first section of the Tokyo Stock Exchange.
Changed company name to Nintendo Playing Card Co., Ltd.
Built headquarters in Kyoto, Japan and consolidated the manufacturing facilities.
Released the Nintendo Entertainment System (NES), the U.S. version of the Family Computer System, in the U.S. The NES game, Super Mario Bros. became a smash hit around the world.
Became the first company to succeed in mass-producing plastic playing cards in Japan.
Started selling the Family Computer Disk Drive System to expand the functions of the Family Computer System in Japan. Released NES in Europe.
Started selling cards printed with Walt Disney characters, opening a new market for children's playing cards in Japan.
Listed stock on the second section of the Osaka Securities Exchange and on the Kyoto Stock Exchange.
1987 Released the Legend of Zelda in the U.S. 1988
On-line stock brokerage services utilizing the Family Computer Network System are started in Japan jointly with Nomura Securities. Enlarged Uji plant and built Uji-Ogura plant in Kyoto, Japan. Nintendo of America Inc. publishes the first issue of Nintendo Power magazine.
Changed company name to the current Nintendo Co., Ltd. Started manufacturing and selling games and toys in addition to playing cards.
Built Uji plant in Kyoto, Japan.
Introduced Game Boy, the first portable, hand-held game system with interchangeable game paks, in Japan and the U.S.
Stock listing was changed to the first section of the Osaka Securities Exchange. Started selling the Beam Gun series, employing opto-electronics.
Nintendo enters the 16-bit console market with the release of the Super Famicom in Japan. Established Nintendo of Europe GmbH in Frankfurt, Germany. Released Game Boy in Europe.
Developed the Laser Clay shooting-range system to succeed bowling as a major pastime.
The 16-bit Super Nintendo Entertainment System (Super NES), along with Super Mario World, is released in the U.S.
Developed image projection system employing 16mm film projector and entered into the arcade business. Began exporting systems to the U.S. and Europe.
Super NES released in Europe. Nintendo of America Inc. develops portable Fun Centers to help the Starlight Children's Foundation bring happiness to hospitalized children by allowing them to enjoy their favorite video games during hospital stays.
Developed Nintendo's first home video game machines, TV Game 15 and TV Game 6.
Established subsidiaries in France, UK, the Netherlands, Belgium, Spain and Australia. The Nintendo Gateway program is introduced to provide Nintendo entertainment to airline passengers and hotel guests in the U.S. Built Uji-Okubo plant in Kyoto, Japan.
Game Boy sells its one hundred millionth unit. Introduced Kirby's Tilt'n Tumble Game Boy game, the first video game software with motion sensor technology in Japan. Pokmon Crystal Version for Game Boy Color is introduced in Japan. The headquarters of Nintendo Co., Ltd. are relocated from the Higashiyama-ward to the Minami-ward of Kyoto, Japan.
Released the Super Game Boy, a peripheral for the Super NES, which enables Game Boy software to be played on TV screen. Released Donkey Kong Country for Super NES that uses proprietary Advanced Computer Modeling (ACM) graphics. Uji, Uji-Ogura and Uji-Okubo plants received ISO-9002.
Started selling Mobile Adapter GB system in Japan, which links Game Boy Color and Game Boy Advance to cell phones. Launched Game Boy Advance worldwide. The new version of Game Boy employs a 32-bit CPU and can generate 32,000 colors simultaneously on the screen. Launched Nintendo GameCube in Japan and in the U.S. e-Reader, which scans special barcodes printed on paper cards, is introduced as a peripheral for Game B o y A d v a n c e. I n t ro d u c e d N i n t e n d o G a m e C u b e G a m e B o y Advance Cable to connect Nintendo GameCube with Game Boy Advance.
Started selling SatellaView adapter for Super Famicom in Japan, enabling the system to receive digital data from broadcast satellite.
Common Stock Information
U.S. Dollars (Note 1)
2005 Low High Low High
First Quarter Second Quarter Third Quarter Fourth Quarter
12,440 13,330 14,510 17,880
11,200 11,140 12,600 14,410
13,180 13,480 13,560 13,020
9,940 11,350 11,870 11,110
$106.32 113.93 124.02 152.82
$95.73 95.21 107.69 123.16
The preceding table sets forth the high and low sale prices during Fiscal 2006 and 2005 for Nintendo Co., Ltd. common stock, as reported on the Osaka Securities Exchange, Section 1. Nintendos stock is also traded on the Tokyo Stock Exchange, Section 1.
Nintendo Co., Ltd. and consolidated subsidiaries
Analysis of Operations and Financial Review
The video game industry has developed as one of the few entertainment fields which was launched and driven by Japan. Success of the industry in the early years was dependent upon increasingly spectacular graphics and more complex games. In recent years, however, the traditional success formula of developing splendid and complex games has become less productive. Nintendos strategy over the past year has been to expand the gaming population by introducing Nintendo DS, a handheld gaming device equipped with a touch screen and microphone port that enables intuitive game play, along with wireless communication capability. These features have made it possible to introduce software innovations that expand the definition of video games. New user demographics, including seniors and females, have been cultivated by introducing a software lineup known as Touch! Generations. Touch! Generations titles offer an entertaining experience that provide a fresh sensation to skilled gamers while at the same time, making the experience easily accessible to those who were not familiar with video games in the past. Nintendo will continue to develop the Touch! Generations initiative (which created a new flow in the world of video games) while at the same time expanding its software lineup into various new fields. Nintendo Wi-Fi Connection, a wireless internet service for the Nintendo DS, was recently introduced and has three key elements; easy, safe, and charge-free. Nintendo Wi-Fi Connection quickly gained popularity and has been accepted by a broad range of people. In addition to the original Nintendo DS, Nintendo expects to further increase Nintendo DS hardware sales with the addition of Nintendo DS Lite. Nintendo DS Lite launched in March 2006 in Japan and is a lighter and brighter version of the Nintendo DS to meet various consumer preferences. During the calendar year 2006, a new gaming console Wii (pronounced We) is scheduled for launch. With its unprecedented controller, Wii aims to set a new standard as a video game interface which allows the whole family to enjoy it.
At March 31, 2006, Nintendos cash and cash equivalents were 617.1 billion ($5,275 million). Net cash provided by operating activities was 46.4 billion ($396 million) despite reductions in cash due to a foreign exchange gain resulting from revaluation of cash and cash equivalents in foreign currencies, payment of 74.9 billion ($640 million) for income taxes and also due to a decrease in notes and trade accounts payable. Net cash used in investing activities was 208.8 billion ($1,785 million) as payments into time deposits exceeded withdrawals. Net cash used in financing activities was 60.2 billion ($514 million) due to dividend payments and payments for acquiring treasury stocks.
Nintendos financial position continues to be very strong. At March 31, 2006 total liabilities were 186.4 billion ($1,593 million), and the current ratio was 5.59 to 1. The balance of cash and cash equivalents was 3.31 times total liabilities. Working capital was 836.5 billion ($7,149 million). The receivable turnover period increased by 6 days compared with the previous fiscal year to 34 days. Inventories were 30.8 billion ($264 million). The inventory turnover period was 29 days. The debt-to-equity ratio was 0.19 to 1 at March 31, 2006.
Common Stock Activity
During the fiscal year ended March 31, 2006, the Nikkei stock average rose 46% to 17,059.66 ($145.81). The stock price of Nintendo Co., Ltd. (the Company) rose 50% and ended the year at 17,600 ($150.43). The Company raised its annual dividend level by 120 ($1.03) to 390 ($3.33) per share for Fiscal 2006. On a consolidated basis, the dividend payout ratio was approximately 51%. Foreign shareholders constituted 41% of total outstanding shares at March 31, 2006.
(Note) The amounts presented herein are stated in Japanese yen and have been translated into U.S. dollars solely for the convenience of readers outside Japan at the rate of 117 to US$1, the approximate rate of exchange at March 31, 2006.
Listed below are the various risks that could significantly affect Nintendos operating performance, share price, and financial condition. However, unpredictable risks may exist other than the risks set forth herein. Note that matters pertaining to the future presented herein are determined by Nintendo as of annual consolidated fiscal period ended March 31, 2006. (1) Risks around economic environment Fluctuation in foreign exchange rates Nintendo distributes its products globally with overseas sales accounting for approximately 70% of total sales. The majority of monetary transactions are made in local currencies. In addition, the Company holds a substantial amount of assets including cash deposits denominated in foreign currencies without exchange contracts. Thus, fluctuation in foreign exchange rates would have a direct influence on earnings not only if foreign currencies were converted to Japanese yen but also if revaluated for financial reporting purposes. Japanese yen appreciation against the U.S. dollar or Euro would have a negative impact on Nintendos profitability. (2) Risks around business activities Fluctuation of and competition in the market Nintendo is engaged in a business categorized under the massive entertainment industry. Therefore, the availability of other forms of entertainment affects Nintendos business. If consumer preferences shift to other forms of entertainment, it is possible that the video game market may shrink. The emergence of new competitors resulting from technological innovation could have a detrimental impact as well. In the video game industry, it may become even more difficult to generate profit as more research and development expenses and marketing expenses are required and as price competition intensifies with giant enterprises entering into the market. As a result, Nintendo may find difficulty in maintaining or expanding its market share as well as sustaining profitability.
Property, Plant and Equipment Land Buildings and structures Machinery, equipment and automobiles Construction in progress Total Accumulated depreciation Property, plant and equipment - net 32,604 40,508 22,95,194 (39,225) 55,969 32,069 38,535 20,91,284 (36,864) 54,420 278,669 346,224 188,813,624 (335,254) 478,370
Investments and Other Assets Investments in securities (Note 4) Long-term deposits Deferred income taxes (Note 9) Other assets Total investments and other assets Total 60,213 11,747 10,315 3,728 86,003 1,160,703 73,393 10,84,180 1,132,492 514,644 100,402 88,158 31,867 735,071 $9,920,540
See notes to consolidated financial statements.
Liabilities and Shareholders Equity
Current Liabilities Notes and trade accounts payable Accrued income taxes Other current liabilities Total current liabilities Non-current Liabilities Non-current accounts payable Reserve for employee retirement and severance benefits (Note 7) Reserve for directors retirement and severance benefits Total non-current liabilities Minority Interests 862 3,299 4,462 3,075 1,816 5,7,368 28,198 35,566 1,504 99,022 53,040 30,213 182,275 128,430 51,952 25,068 205,450 $846,334 453,335 258,233 1,557,902
Shareholders Equity Common stock Authorized - 400,000,000 shares Issued and outstanding - 141,669,000 shares Additional paid-in capital Retained earnings Unrealized gains on other securities (Note 4) Translation adjustments Total Treasury stock, at cost 13,754,896 shares in 2006 and 11,591,611 shares in 2005 Total shareholders equity Total
10,065 11,585 1,096,074 10,1,129,204 (155,113) 974,091 1,160,703
10,065 11,584 1,032,835 7,195 (10,315) 1,051,364 (129,897) 921,467 1,132,492
86,029 99,018 9,368,152 91,601 6,515 9,651,315 (1,325,747) 8,325,568 $9,920,540
Consolidated Statements of Income
U.S. Dollars in Thousands (Note1)
Net sales Cost of sales (Notes 6 and 8) Gross margin Selling, general and administrative expenses (Note 8) Operating income Other income (expenses) Interest income Foreign exchange gain - net Reversal of unrealized loss on investments in securities (Note 4) Gain on sales of investments in securities - net (Note 4) Reversal of reserve for directors retirement and severance benefits Unrealized loss on investments in securities (Note 4) Other - net Income before income taxes and minority interests Income taxes (Note 9) Current Deferred Total income taxes Minority interests Net income
508,827 293,804 215,023 123,800 91,223
514,988 297,612 217,376 103,918 113,458
$4,348,951 2,511,145 1,837,806 1,058,124 779,682
22,498 45,516 1,409 3,420 1,237 (1,383) 2,551 166,471
13,511 21,848 (1,613) (1,801) 145,403
192,288 389,026 12,040 29,230 10,569 (11,825) 21,818 1,422,828
74,431 (6,292) 68,139 (46) 98,378
53,767 4,195 57,87,416
636,162 (53,779) 582,382 (396) $840,842
Per Share Information Net income (Note 2L) Cash dividends (Note 2L)
Consolidated Statements of Shareholders Equity
Japanese Yen in Millions Number of common shares in thousands Common stock Additional paid-in capital Retained earnings Unrealized gains on other securities Translation adjustments Treasury stock at cost
Years ended March 31, 2006 and 2005
Balance, April 1, 2004 Net income Cash dividends Directors bonuses Gain on disposal of treasury stock Decrease in retained earnings due to exclusion of affiliate with equity method applied Unrealized gains on other securities Translation adjustments Net changes in treasury stock Balance, March 31, 2005 Net income Cash dividends Directors bonuses Gain on disposal of treasury stock Unrealized gains on other securities Translation adjustments Net changes in treasury stock Balance, March 31, 2006
964,525 87,416 (18,464) (170)
(472) 545 5,362 (42,998) 141,669 10,065 11,584 1,032,835 98,378 (34,969) (170) 7,195 (10,315) (129,897)
1 3,522 11,078 (25,216) 141,669 10,065 11,585 1,096,074 10,(155,113)
U.S. Dollars in Thousands (Note1) Common stock Additional paid-in capital Retained earnings Unrealized gains on other securities Translation adjustments Treasury stock at cost
Balance, March 31, 2005 Net income Cash dividends Directors bonuses Gain on disposal of treasury stock Unrealized gains on other securities Translation adjustments Net changes in treasury stock Balance, March 31, 2006
$8,827,649 840,842 (298,886) (1,453)
6 30,107 94,686 (215,517) $86,029 $99,018 $9,368,152 $91,601 $6,515 $(1,325,747)
Consolidated Statements of Cash Flows
Cash Flows from Operating Activities Net income Depreciation and amortization Decrease in allowance for doubtful accounts Decrease in reserve for employee retirement and severance benefits Deferred income taxes Foreign exchange gain Reversal of unrealized loss on investments in securities Gain on sales of investments in securities - net Unrealized loss on investments in securities Decrease (increase) in notes and trade accounts receivable Decrease (increase) in inventories Increase (decrease) in notes and trade accounts payable Increase (decrease) in accrued income taxes Other, net Net cash provided by operating activities Cash Flows from Investing Activities Payments for short-term investments Proceeds from short-term investments Payments for purchase of property, plant and equipment Proceeds from sale of property, plant and equipment Payments for investments in securities Proceeds from investments in securities Payments for investments in affiliates Sales of business entities Other, net Net cash used in investing activities Cash Flows from Financing Activities Payments for purchase of treasury stock Cash dividends paid Other, net Net cash used in financing activities
98,378 3,592 (511) (43) (6,292) (46,577) (1,409) (3,420) 1,383 9,141 21,554 (28,679) (423) (313) 46,381 (533,903) 322,996 (4,140) 92 (9,173) 13,940 (42) 1,423 (208,807) (25,227) (34,943) 3 (60,167)
87,416 2,931 (1,226) (975) 4,196 (27,570) 1,612 (21,063) (17,735) 48,688 40,116,572 (96,391) 112,938 (2,061) 13 (24,712) 2,524 (7,251) 1,072 2,152 (11,716) (42,996) (18,455) 4 (61,447)
$840,842 30,698 (4,369) (367) (53,780) (398,098) (12,040) (29,230) 11,825 78,128 184,226 (245,123) (3,614) (2,668) 396,430 (4,563,275) 2,760,647 (35,382) 783 (78,401) 119,146 (361) 12,166 (1,784,677) (215,619) (298,659) 32 (514,246)
Effect of exchange rate changes on cash and cash equivalents Net increase (decrease) of cash and cash equivalents Cash and cash equivalents at beginning of year Cash and cash equivalents at end of year
47,004 (175,589) 792,728 617,139
29,205 72,614 720,114 792,728
401,741 (1,500,752) 6,775,448 $5,274,696
Additional Cash Flow Information Interest paid Income taxes paid
Notes to Consolidated Financial Statements
Note 1. Basis of Presenting Consolidated Financial Statements
The accompanying consolidated financial statements are prepared from the consolidated financial statements issued in Japan for domestic reporting purposes. Nintendo Co., Ltd. (the Company) and its subsidiaries in Japan maintain their accounts and records in accordance with the provisions set forth in the Japanese Commercial Code and the Securities and Exchange Law, and in conformity with generally accepted accounting principles and practices in Japan, which are different in certain respects from the application and disclosure requirements of International Financial Reporting Standards. Its overseas consolidated subsidiaries maintain their accounts in conformity with the generally accepted accounting principles and practices prevailing in the respective countries of domicile and no adjustment has been made to their financial statements in consolidation to the extent that significant differences do not occur, as allowed under the generally accepted accounting principles and practices in Japan. The consolidated financial statements are not intended to present the consolidated financial position, results of operations and cash flows in accordance with accounting principles and practices generally accepted in countries and jurisdictions other than Japan. In preparing the accompanying consolidated financial statements, certain reclassifications have been made to the consolidated financial statements issued domestically in order to present them in a form which is more familiar to readers outside Japan. The consolidated financial statements presented herein are stated in Japanese yen, the currency of the country in which the Company is incorporated and operates. The translations of Japanese yen amounts into U.S. dollar amounts are included solely for the convenience of readers outside Japan and have been made at the rate of 117 to US$1, the approximate rate of exchange at March 31, 2006. These translations should not be construed as representations that the Japanese yen amounts have been, could have been or could in the future be, converted into U.S. dollars at this or any other rate of exchange.
All leases are accounted for as operating leases. Under the Japanese accounting standards for leases, finance leases that are deemed to transfer ownership of the leased assets to the lessee are to be capitalized, while other finance leases are permitted to be accounted for as operating lease transactions if certain as if capitalized information is disclosed in the notes to the lessees financial statements.
K. Appropriations of Retained Earnings
Appropriations of retained earnings are reflected in the consolidated financial statements for the following year upon shareholders approval.
L. Per Share Information
The computations of net income per share of common stock are based on the weighted average number of shares outstanding excluding the number of treasury stock during each fiscal year. The average numbers of common stock used in the computation for the years ended March 31, 2006 and 2005 were 128,822 thousand and 131,600 thousand, respectively. Cash dividends per share represent the amounts applicable to the respective years including dividends to be paid after end of the fiscal year.
Note 3. Supplemental Information on Cash and Cash Equivalents
The balance of Cash and cash equivalents includes loans on repurchase agreement secured by marketable securities with a market value of 15,939 million ($136,232 thousand) as of March 31, 2006.
Note 4. Short-term Investments and Investments in Securities
Other securities with market value included in Investments in securities as of March 31, 2006 and 2005 were as follows:
Japanese Yen in Millions Acquisition cost Book value Difference
U.S. Dollars in Thousands (Note 1) Acquisition cost Book value Difference
As of March, 2006
Securities whose book value on the accompanying consolidated balance sheet exceed their acquisition cost Equity securities Debt securities Sub-total Securities whose book value on the accompanying consolidated balance sheet do not exceed their acquisition cost Equity securities Sub-total Total 6,6,36,6,530 6,530 54,205 (389) (389) 17,652 $59,132 59,132 $312,415 $55,810 55,810 $463,290 $(3,322) (3,322) $150,875 2,26,29,18,726 28,949 47,675 15,961 2,080 18,041 $23,635 229,648 $253,283 $160,054 247,426 $407,480 $136,419 17,778 $154,197
As of March, 2005
Securities whose book value on the accompanying consolidated balance sheet exceed their acquisition cost Equity securities Debt securities Sub-total Securities whose book value on the accompanying consolidated balance sheet do not exceed their acquisition cost Equity securities Debt securities Sub-total Total 6,24,30,52,5,743 23,515 29,258 62,602 (1,011) (663) (1,674) 10,438 12,8,21,24,913 8,431 33,344 11,12,112
Note 11. Litigation
The Commission of the European Communities announced to impose a fine of EUR149 million on October 30, 2002 referring that Nintendos past trade practices in Europe until 1998 fell upon limitation of competition within the EU common market which is prohibited by Article 81 in the EU treaty. The Company and its consolidated subsidiary found this fine to be unjustly high and appealed to the Court of First Instance of the European Communities on January 16, 2003. The legal procedure is now under way.
Note 12. Subsequent Events
At the annual general meeting held on June 29, 2006, shareholders of the Company approved the year-end cash dividends and directors bonuses proposed by the Board of Directors of the Company as follows:
Year-end cash dividends, 320 ($2.74) per share Directors bonuses
Note 13. Segment Information
A. Segment Information by Business Categories
Because the Company and its consolidated subsidiaries operate predominantly in one industry segment which accounts for over 90% of total net sales, operating income and assets, this information is not required.
B. Segment Information by Sellers Location
Japanese Yen in Millions Japan The Americas Europe Other Total Eliminations or unallocated assets Consolidated
Net sales and operating income Net sales Sales to third parties Inter segment sales Total net sales Cost of sales and selling, general and administrative expenses Operating income Assets 161,508 249,751 411,259 329,771 81,488 975,312 210,494 1,997 212,491 211,151 1,340 145,475 129,129,878 128,522 1,356 68,729 6,7,034 6,3,151 508,827 251,835 760,662 676,366 84,296 1,192,667 (251,835) (251,835) (258,762) 6,927 508,827 508,827 417,604 91,223
Net sales and operating income Net sales Sales to third parties Inter segment sales Total net sales Cost of sales and selling, general and administrative expenses Operating income Assets 130,798 311,845 442,643 342,940 99,703 970,681 256,119 1,881 258,000 248,959 9,041 152,764 121,121,364 117,778 3,586 72,591 6,6,817 6,862 (45) 3,966 514,988 313,836 828,824 716,539 112,285 1,200,002 (313,836) (313,836) (315,009) 1,173 514,988 514,988 401,530 113,458
U.S. Dollars in Thousands (Note 1) Japan The Americas Europe Other Total Eliminations or unallocated assets Consolidated
Net sales and operating income Net sales Sales to third parties Inter segment sales Total net sales Cost of sales and selling, general and administrative expenses Operating income Assets $1,380,411 2,134,621 3,515,032 2,818,555 $696,477 $8,336,002 $1,799,093 17,066 1,816,159 1,804,707 $11,452 $1,243,369 $1,109,1,110,072 1,098,479 $11,593 $587,429 $59,60,118 59,162 $956 $4,348,951 $4,348,951 4,348,951 3,569,269 $779,682 2,152,430 $(2,152,430) 6,501,381 5,780,903 $720,478 (2,152,430) (2,211,634) $59,204
C. Sales to Overseas Customers
Japanese Yen in Millions The Americas Europe Other Total
Sales to overseas customers Consolidated net sales
U.S. Dollars in Thousands (Note 1) The Americas Europe Other Total
Board of Directors
Nintendo of Canada Ltd.
110-13480 Crestwood Place Richmond, B.C. V6V 2J9 Canada Tel : 1-604-279-1600
Other consolidated subsidiaries
ND CUBE Co., Ltd. Brownie Brown Inc.
Senior Managing Directors
Yoshihiro Mori* Shinji Hatano* Genyo Takeda* Shigeru Miyamoto* Nobuo Nagai*
Nintendo of Europe GmbH
Nintendo Center 63760 Groostheim, Germany Tel : 49-6026-950-0
NES Merchandising Inc. NHR Inc. HFI Inc. Nintendo Phuten Co., Ltd. Nintendo Technology Development Inc. Nintendo Software Technology Corporation SiRAS.com Inc. Retro Studios, Inc. Nintendo (Hong Kong) Ltd. Nintendo Research, Inc.
Masaharu Matsumoto Eiichi Suzuki
Nintendo France S.A.R.L.
Le Montaigne 6, boulevard de lOise 95031, Cergy Cedex France Tel : 33-1-34-35-46-00
Kazuo Kawahara Tatsumi Kimishima Takao Ohta Kaoru Takemura Koji Yoshida
Nintendo Espaa, S.A.
Azalea, 1-Edificio D Miniparc 1-El Soto de la Moraleja 28109 Alcobendas Madrid, Spain Tel : 34-917-886-400
Ichiro Nakaji Minoru Ueda Yoshiro Kitano Katsuo Yamada Naoki Mizutani *Representative Director As of June 29, 2006
Non-consolidated subsidiary with equity method non-applied
Fukuei Co., Ltd.
Nintendo Benelux B.V.
Krijtwal 33, 3432 ZT Nieuwegein, The Netherlands Tel : 31-30-6097100
Nintendo Australia Pty. Ltd.
Affiliated companies with equity method applied
The Pokmon Company WARPSTAR, Inc.
Principal offices and facilities [Domestic]
11-1, Kamitoba hokotate-cho, Minami-ku, Kyoto 601-8501, Japan Tel : 81-75-662-9600
804 Stud Road Scoresby, Victoria 3179, Australia Tel : 61-3-9730-9900
Silicon Knights Inc. iKuni Inc. iQue Ltd. iQue (China) Ltd. The Baseball Club of Seattle, L.P.
Branch offices [Overseas]
Nintendo Benelux B.V., Belgium Branch
Frankrijklei 31-33 B-2000 Antwerpen, Belgium Tel : 32-3-2247670
Uji Plant Uji Okubo Plant Uji Ogura Plant
Affiliated companies with equity method non-applied
Offices and Distribution Center
Tokyo Branch Office Osaka Branch Office Nagoya Office Okayama Office Sapporo Office Tokyo Distribution Center
Nintendo of Europe GmbH, UK Branch
Mansour House, 188 Bath Road, Slough Berkshire SL1 3GA, U.K. Tel : 44-1753-472-777
Principal consolidated subsidiaries [Overseas]
Nintendo of America Inc.
4820 150th Avenue N.E. Redmond, WA 98052 U.S.A. Tel : 1-425-882-2040
Nintendo of Europe GmbH, Italy Branch
Via Pelizza da Volpedo no. 51/53 Cinisello Balsamo, 20092 Milano Italy Tel : 39-02-61117-100
Shareholder and Investor Information
Nintendo Co., Ltd. 11-1, Kamitoba hokotate-cho, Minami-ku, Kyoto 601-8501, Japan Tel : 81-75-662-9600
Nintendo Co., Ltd. Common Stock
Nintendo Co., Ltd. common stock is listed on the Osaka Securities Exchange, Section 1 and the Tokyo Stock Exchange, Section 1.
Mr. Reginald Fils-Aime
President and Chief Operating Officer
Mr. George Harrison
Senior Vice President, Marketing & Corporate Communications Nintendo of America Inc. 4820 150th Avenue N.E. Redmond, WA 98052 U.S.A. Tel : 1-425-882-2040
The Annual Meeting of Shareholders for fiscal year ended March 31, 2006 was held on Thursday, June 29, 2006 at Nintendo Co., Ltd. Kyoto, Japan.
Corporate Communication Department
Nintendo Co., Ltd. 11-1, Kamitoba hokotate-cho, Minami-ku, Kyoto 601-8501, Japan Tel : 81-75-662-9600 Fax : 81-75-662-9540
Securities analysts, institutional investors, and other members of the financial community requesting information about Nintendo Co., Ltd. should contact:
Mr. Yoshihiro Mori
Senior Managing Director General Manager, Corporate Analysis & Administration Division Nintendo Co., Ltd. 11-1, Kamitoba hokotate-cho, Minami-ku, Kyoto 601-8501, Japan Tel : 81-75-662-9614 Fax : 81-75-662-9544 E-mail: IR@nintendo.co.jp
ChuoAoyama PricewaterhouseCoopers Kyoto, Japan
Visit Nintendo on the Internet at http://www.nintendo.com
Those who have trained their brain to a healthy age can now test its "weight" in Big Brain Academy, the second title in Nintendo’s medley of mental mini-games. The title includes a series of brain-stimulating exercises designed to improve thinking, memorization, computation, analysis, and identification. After taking an initial test to identify cognitive strengths and weaknesses, players will receive a brain weight score that will hopefully increase over time with daily practice in each of the five categories.
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