There is a reason why, on a DS, you get that little click when you press a button. There is a reason that it was important to have a microphone in the Wii Remote.

We respect all of our competitors, and when I talk about our competitors, all of our competitors for entertainment time and leisure time.

We've always anticipated that, as Nintendo would demonstrate business potential with an idea, others would follow. And we believe that based on history - rumble, joystick - things that we invented, if you will, and first put in video games, others quickly latched on to.

Nintendo looks at every technology. Often times, we look at technology before it really is considered mass-market ready. The original DS had touch screen on a device. First time that a mass market product had touch screen built in.

We want the consumer who has bought into the Nintendo Switch platform. When there's a great third party experience, we want them to jump in immediately.

In particular, in the Americas that I have responsibility for, 'Zelda' is a franchise that is very well developed.

I grew up playing the Super Nintendo.

My favourite game is 'The Legend of Zelda: Link to the Past.'

I'm passionate about what I do.

The fact that the Nintendo 3DS business is backwards compatible incentivizes us to get as many new consumers into the core DS platform as possible.

Nintendo prides itself in being a technology-driven, mass-market, entertainment company.

For Nintendo Switch, it really is about a big-game experience.

We want the technology in our devices to enable a social experience.

We constantly push the edge on technology. But for us, technology needs to be fun.

You need to run the company on an even keel, and you need to be thinking about the company long-term and how to drive your next innovation.

You don't own a 3DS? What's wrong with you?

We do think deeply about the sequencing of our games, but having said that, Nintendo is well-known that if a game isn't ready, we will push out the development in order to make sure that it is as strong as possible when the game launches.

Nintendo, as a company, prides itself on doing things differently.

In the end, what developers want is a healthy ecosystem to create content and launch it into.

Our goal is that everything we do blows people away.

I love 'Spirit Tracks' - I'm a 'Zelda' fan all my life.

I still really like 'WarioWare.' It's a great quick hit, especially for air flights.

At Nintendo, we think deeply about everything.

'First to market' is simply a demarcation on a calendar. It really doesn't mean anything.

I think Nintendo is fortunate, having been in this business for over 30 years, to really understand the dynamics and recognize that it's software that drives hardware, and it's new, unique, compelling experiences within software that make it stand out.

The fact is, there's no single magic number that defines profitability for a game.

'Super Mario Maker' clearly is going to drive hardware. There are consumers who have always wanted to make their levels of Mario games. So that game will really speak to those consumers.

I get asked constantly, what's Nintendo's approach to the esports community. And our approach is we want to enable consistent standards. We want to enable an approach to the competition that's fair, that's balanced, that enables the players to showcase their skills.

We believe that there are a number of Nintendo titles that could do exceptionally well in the competitive play space.

When the DS was first announced, our focus really was on communicating to consumers and to developers the innovation that's in that unit: two screens, a touch screen, voice activation.

Look at how many times we've improved on the Game Boy Advance in terms of the look, the feel, screen changes, and everything else. We believe that type of constant innovation is critical to driving this industry, and certainly if you look at the world wide sales of Game Boy Advance, I don't think anyone would disagree.

Nintendo has an enviable position of having the best franchises in this industry in terms of 'Mario' and 'Zelda' and 'Metroid' and 'Donkey Kong' and all of those great franchises. Together, those are a library that any developer would kill for.

'1-2 Switch' is a party in a box.

In the end, I don't mind how you interact with our IP as long as you're interacting with it every day.

When we launched the Wii - I mean, again, people look back and say, '100 million units, it was easy!' Believe me, I was there, and it wasn't easy at all. We had tough conversations, internal debate, like, 'How are we going to do this? How are we going to bring it to life? What are we going to do?'

Our developers are constantly thinking about, 'How do I bring new and novel experiences to our platforms?' whether it's the Switch, 3DS, or even a smart device. So that is just part of the way our developers think.

We are so fortunate that our IP has been so effective out in the marketplace that every time there's a new iteration, our developers feel a sense of pressure.

One of the things that, on one hand, I love and, on the other hand, that troubles me tremendously about not only our fanbase but about the gaming community at large is that, whenever you share information, the perspective is, 'Thank you, but I want more.' 'Thank you, but give me more.' I mean, it is insatiable.

I love playing our content. Except for 'Smash Brothers.'

I would say the greatest challenge we had with the Wii U was being crystal clear in our communication of what the product was and what the product could do.

Nintendo, at its heart, is about making us feel younger than we are today.

If we had not had the Wii U, we would not have the Switch.

The one point gamers all hate is the point where they have to put the controller down.

Software drives hardware in this business. We see it time and time again. We saw it with our Wii and DS businesses.

With innovation, there is always risk.

We love experimentation. That's where the gold nuggets come from.

During my tenure with Nintendo, we've pushed back development a number of times on key games - in the end, it's always worth it - because our focus on quality is so strong.

Nintendo is about innovation and bringing new and unique game play to the consumer - both the core gamer as well as new gamers.

Ours is a company that doesn't do annualized software, and so when we create a 'Zelda' game, when we create a 'Smash Bros.' game, or a 'Pokemon' experience comes on the platform, it needs to be exceptionally compelling because we plan on selling it for a very long time.

I would say that 'Breath of the Wild' is a dramatic departure from the conventions of a 'Zelda' game.