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.

We brought augmented reality to the marketplace with Nintendo 3DS. We made it fun; we made it social.

I really suck at 'Smash Brothers.'

Nintendo Switch is a home console you can play anywhere, with anyone. Clear. Compelling.

That 'Super Mario' movie from the 1990s... left a really bad taste in the mouth of our developers.

October, November, December is a huge selling season globally for Nintendo.

We want great third-party titles to achieve mass-market success on Nintendo platforms. We also want the evergreen Nintendo titles to continue to do well.

There's no doubt that 'Breath of the Wild' is the Switch game I've put the most time into.

For us, we're clear that, in terms of Nintendo-developed games, we want to bring new experiences from our best franchises to Nintendo Switch, and that's what you see with 'Smash Bros.' and 'Pokemon.'

We don't do things the same way everyone else does. We relish being different. We see that difference as an element that makes us more compelling to the consumer.

For Nintendo, we do believe the GamePad is a critical innovation, and we believe that integrated experience with a second screen is something that brings new propositions to the consumer.

The marketplace is absolutely mercurial. But what I love about our company is that we create a vision, and then we go all in.

If Wii was about gaming for the masses, then think of DSi as creativity for the masses.

With risk, sometimes you have tremendous success, sometimes not so much.

In the end, we don't believe in launching any type of product if it isn't perfect in our eyes.

We don't believe used games are in the best interest of the consumer. We have products that consumers want to hold onto. They want to play all of the levels of a 'Zelda' game and unlock all of the levels.

'Yoshi's Woolly World' for young families and new entrants into the overall video gaming space, I think, is going to be a hardware driver.

The Wii had sold a hundred million units globally; the Wii U did not have that same level of success.

'Star Fox' is a fan favorite.

The consumer likes having a brand-new experience and reliving it over and over again. If you create the right type of experience, that also happens in video games.

Whether it's with a 'Metroid' experience or a 'Donkey Kong' experience, we're constantly looking to push the envelope on the IP versus doing sequential small iterations with a particular franchise.

We believe used games aren't in the consumer's best interest.

Our strategy is gaming for the masses.

We see our mobile initiatives as a way to bring our intellectual properties and our gameplay experiences to a larger population than the tens or hundred million consumers that own a dedicated gaming system.

One of the key components of Miitomo is that you are connecting with your friends. That is a significant measure to ensure that the user experience is consistently pleasant.

If you just sit on what you've created, chances are you're not going to be around much longer.

In the end, given the way we view the world and the way that we view ourselves as an entertainment company, our biggest challenge is creating content and creating services. Excite people. We were fortunate we were able to do that with the Wii.

We've always been an entertainment company.

The Wii U is not a tablet. It's a two-screen experience. And so you have this unique GamePad that gives you a different way to have a gaming experience.