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This week’s expanded Japanese software sales are as follows:

01./00. [3DS] The Legend of Zelda: Majora’s Mask 3D # (Nintendo) {2015.02.14} (¥5.076) – 230.065 / NEW <85,92%>
02./00. [PS3] Samurai Warriors 4-II # (Koei Tecmo) {2015.02.11} (¥6.264) – 44.574 / NEW
03./00. [3DS] Nanatsu no Taizai: The Seven Deadly Sins – Unjust Sin (Bandai Namco Games) {2015.02.11} (¥6.145) – 33.270 / NEW
04./03. [3DS] Yo-kai Watch 2: Shin Uchi (Level 5) {2014.12.13} (¥4.968) – 23.844 / 2.479.724 (-1%)
05./00. [PSV] Samurai Warriors 4-II # (Koei Tecmo) {2015.02.11} (¥6.264) – 23.519 / NEW
06./00. [PS4] Samurai Warriors 4-II #
(Koei Tecmo) {2015.02.11} (¥7.344) – 22.468 / NEW
07./01. [PS3] Dragon Ball: Xenoverse (Bandai Namco Games) {2015.02.05} (¥7.690) – 16.406 / 60.627 (-63%)
08./05. [3DS] Pokemon Omega Ruby / Alpha Sapphire (Pokemon Co.) {2014.11.21} (¥4.937) – 12.922 / 2.513.921 (+6%)
09./02. [PS4] Dragon Ball: Xenoverse (Bandai Namco Games) {2015.02.05} (¥7.690) – 12.513 / 47.203 (-64%)
10./10. [3DS] Super Smash Bros. for Nintendo 3DS
(Nintendo) {2014.09.13} (¥5.616) – 9.532 / 2.149.794 (+7%)
11./07. [3DS] Monster Hunter 4 Ultimate # (Capcom) {2014.10.11} (¥6.264) – 9.234 / 2.470.154 (-5%)
12./00. [PSV] Daitoshokan no Hitsujikai: Library Party (Kaga Create) {2015.02.12} (¥7.344) – 8.950 / NEW
13./13. [PS3] Dark Souls II: Scholar of the First Sin (From Software) {2015.02.05} (¥4.936) – 6.883 / 14.652 (-11%)
14./00. [PSV] Ukiyo no Roushi (Spike Chunsoft) {2015.02.11} (¥6.264) – 6.699 / NEW
15./06. [PS4] Far Cry 4 (Ubisoft) {2015.01.29} (¥9.072) – 6.551 / 52.580 (-33%)
16./14. [WIU] Kirby and the Rainbow Curse
(Nintendo) {2015.01.22} (¥3.996) – 6.258 / 58.267 (-11%)
17./00. [PSV] Hyakka Yakou (Idea Factory) {2015.02.12} (¥6.264) – 6.235 / NEW
18./15. [WIU] Super Smash Bros. for Wii U # (Nintendo) {2014.12.06} (¥7.776) – 6.118 / 587.913 (+8%)
19./11. [PS3] Far Cry 4 (Ubisoft) {2015.01.29} (¥7.992) – 5.280 / 32.159 (-38%)
20./17. [3DS] Yo-kai Watch 2: Ganso / Honke (Level 5) {2014.07.10} (¥4.937) – 5.226 / 3.103.815 (+9%)

Surprise, surprise! Another interview with Eiji Aonuma has appeared. The latest one comes from Game Informer, who spoke with the Zelda producer.

There are actually quite a few interesting questions and answers. Aonuma was asked if Majora’s Mask is all a dream, teased a special event in the 3DS version for finding all of the bottles (plus there’s an extra one in this version), and shared a development nugget about Twilight Princess’ development.

Head past the break for some interview excerpts. The full talk can be found here.

Like the last special fish video for The Legend of Zelda: Majora’s Mask 3D, we’re posting the video after the break!

Yesterday we posted some gameplay footage from SpongeBob HeroPants on 3DS. Those who have watched the video have been quick to point out that a Unity logo pops up as you boot up the title. What does this mean? Well… truthfully, no one can say for sure just yet.

There are a few theories floating around. Is SpongeBob HeroPants one of the first 3DS games to support Unity? Did the developers simply forget to remove the logo (since there are other versions out there like the PlayStation Vita edition)? Did the team port the engine themselves?

No one seems to have a clear-cut answer at the moment. It’s an interesting discovery nonetheless!

Source

Masaya Games recently confirmed a new character for its Langrisser 3DS game: Jessica. Jessica appeared in the series’ first entry for SEGA Mega Drive in 1991, and has appeared in every Langrisser title since.

Here’s what we know about Jessica at the moment:

– Human avatar of the Goddess Lushiris
– Having lived more than 1,000 lives, she has been repeatedly reincarnated
– Jessica is reincarnated in Langrisser 3DS at full power for the first time in the series
– Will appear in a support role to the game’s protagonist
– Voiced by Aoi Yuuki
– New design is illustrated by Hiroshi Kaieda

Rounding out today’s Langrisser 3DS update is the voice actors for the previously revealed cast:

Protagonist – Shuuta Morishima
Elma the childhood friend – Sumire Uesaka
Towa the sword master – Miyuki Sawashiro
Rosalia the heavy knight – Yuka Iguchi

Source

Thanks to Jake for the tip.

By the time Rodea: The Sky Soldier hits store shelves in Japan, it will be about 3.5 years since the game was originally announced. So what took so long? Prope’s Yuji Naka, along with director Jin Hasegawa, commented on this and more at Kadokawa Games’ “Rodea: The Sky Experience Tour 2014 ~First~”. You can find a summary of what was shared below, courtesy of 4Gamer and Siliconera.

– The Rodea discussions began with “what thoughts went into the creation of Rodea?”
– Director Hasegawa always wanted to make a game where you can fly
– He’s dreamed about doing this since he was a kid
– Before making Rodea, Hasegawa had always been involved in the development of games with violence, so making an all-ages game is something he’s been wanting to do for a while
– These two thoughts prompted Hasegawa to meet up with Yuji Naka
– After they met, he felt like he might be able to make two of his wishes come true
– Naka says a sequel to NiGHTS was highly demanded around the world, but it was never made sort of for the same reason that Steven Spielberg never made a sequel to E.T
– Naka: “I didn’t want to do anything that could possibly take away from the good that was NiGHTS”
– Naka instead was doing research and development for a game that would allow you to fly around the skies more freely
– Making a game that lets you freely fry around in 360 degrees proved to be difficult, even with access to a gyro sensor-equipped controller
– Naka came across the Wii while going about his usual trial-and-errors for finding a way to make something work
– By using the Wii Remote, he felt that he might be able to make a new type of action game that would give you the freedom of flight in 360 degrees
– Naka now needed to get a game company to get on board with his project
– Naka crossed paths with Kadokawa Games when it was determined that the game could happen
– Development began, but opinions held by the developers at Prope clashed with those of the publishers
– Naka says out of the 9 years of existence since the establishment of Prope, they’ve never had as many arguments as they did while working on Rodea
– In the end everything worked out and both the publisher and developer were able to come to an agreement
– Naka still remembers all the trouble that went into the making of the game

Source


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