Naruto: Ultimate Ninja Battles To Gold


Highly-Anticipated Ninja Academy Fighting Title Nears Launch onto the

SANTA CLARA, Calif., (June 6, 2006) - Leading video games publisher and
developer NAMCO BANDAI Games America Inc. announced today that
Ultimate Ninja(TM)" has gone gold for the PlayStation(R)2 computer
entertainment system. Based on the hit anime series, SHONEN JUMP's NARUTO
from VIZ Media airing on the Cartoon Network, "NARUTO: Ultimate Ninja"
allows fans to enroll in the Ninja Academy and fight as their favorite
characters from the show. Players will experience interactive stages,
use varied weapons and develop skills that will enable them to become the
ultimate Hokage -- the greatest ninja of all.

"NARUTO: Ultimate Ninja" features blazing single and multiplayer ninja
battles that bring the series to life. Fans can choose to fight as
Naruto, Sasuke, Sakura, Rock Lee and many more as well as summon support
characters for super attacks and special items. A variety of ninja
fighting techniques are at a player's disposal including ranged-weapon
attacks and close-combat moves. Featuring 12 multi-tiered stages taken from
the anime series, gamers can switch stage mid-combat to gain tactical
advantage. "NARUTO: Ultimate Ninja's" array of game modes allows players
to follow their favorite character's storyline, accomplish specific
missions or battle it out against a friend. Secret characters, movies and
other unlockable features further immerse fans in the ultimate NARUTO

First introduced into the Weekly Shonen Jump Magazine in Japan in 1999,
NARUTO -- by revered creator Masashi Kishimoto -- quickly became
Japan's most popular ninja manga. In 2000, NARUTO was expanded into a series
of graphic novels with more than 59 million copies sold in total in

NARUTO consistently ranks as one of the most popular titles serialized
in VIZ Media's SHONEN JUMP monthly manga anthology and one of the top
graphic novel titles (also published by VIZ Media) in the United States.
VIZ Media was named the Master Licensor in February 2005, obtaining the
television, home video and merchandising rights to NARUTO for North
America and Latin America.

Developed by CyberConnect 2, known for the .hack series, "NARUTO:
Ultimate Ninja" is rated "T" for Teen by the ESRB and is scheduled for
release in June.

For more information about "NARUTO: Ultimate Ninja", please visit


About NAMCO BANDAI Games America Inc.
NAMCO BANDAI Games America Inc. is an interactive entertainment
software publisher and developer based in Santa Clara, CA. The company is a
subsidiary of the newly formed NAMCO BANDAI Holdings (USA) Inc. based in
Cypress, CA.

On September 29, 2005, Bandai Co., Ltd. and NAMCO LIMITED implemented a
management integration to form NAMCO BANDAI Holdings Inc. This step was
taken to compete more effectively on the global stage in the
fast-changing entertainment industry and to deliver further growth.

The resulting BANDAI NAMCO Group is a global entertainment group
involved in business fields ranging from toys, amusement facilities, video
game software and visual software, to apparel, sundries and network

As previous separate entities (Namco Hometek Inc. and Bandai Games
Inc.) the companies were each known for creating some of the industry's top
video game franchises including: Tamagotchi(R), Tekken(R),
SOULCALIBUR(R), Dead to Rights(R),

Pac-Man(R) World(TM), Digimon(R), Ridge Racer(R), Time Crisis(R) and
ACECOMBAT(R). For more information about NAMCO BANDAI Games America Inc.
and its products log onto

Press Release (C) 2006 NAMCO BANDAI Games America Inc.

About VIZ Media, LLC
Headquartered in San Francisco, CA, VIZ Media, LLC (VIZ Media), is one
of the most comprehensive and innovative companies in the field of
manga publishing, animation and entertainment licensing of Japanese
content. Owned by three of Japan's largest creators and licensors of manga and
animation, Shueisha Inc., Shogakukan Inc., and Shogakukan Production
Co., Ltd. (ShoPro Japan), VIZ Media is a leader in the publishing and
distribution of Japanese manga for English speaking audiences in North
America and a global licensor of Japanese animation. The company offers an
integrated product line including, magazines such as SHONEN JUMP and
SHOJO BEAT, graphic novels, videos, DVDs, audio soundtracks and develops
and markets animated entertainment from initial production, television
placement and distribution, to merchandise licensing and promotions for
audiences and consumers of all ages.

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