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Twitter user Oscar Lemaire has put together a chart comparing sales of Zelda games since Majora’s Mask originally launched for the N64, based on data provided by Famitsu/Enterbrain. Check it out above.

What’s shown in blue represents first week sales. Red is for the other weeks. Combining them provides total sales.

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When it was released back in 2003, the first WarioWare title was praised by critics for its innovative manner of transforming a series of minigames into an addictive gauntlet of five-second challenges. The surprise Game Boy Advance hit introduced the world to its unique bite-sized forms of gameplay, a variety of visual styles, a new cast of characters and enka music, but some of its more “innovative” aspects actually originated from earlier Nintendo experiments. It makes sense that a weird game would have a weird history behind it, and in WarioWare’s case it comes from one of the weirdest consoles – the Nintendo 64 Disk Drive.

NeoGAF’s “Celine” has put together a comprehensive roundup of Nintendo data. We have hardware and software data from 1983 all the way up to 2014. Several charts have been made as well.

Some notes:

– Based on shipment data provided by Nintendo itself directly from their site or other reports which used Nintendo data
– Only games published by Nintendo which shipped more than 1 million are presented
– For games released on NES, GB/C,SNES, N64, GBA, GC their LTDs are updated as of December 2006 with a few exception (GC top selling software)
– 4 games released on DS, Wii, 3DS, Wii U their LTDs are updated as of December 2013 or March 2014 (top-selling games are updated as of March 2014)
– Only exception is Mario Kart 8 for which shipment data was taken from July 2014
– Hardware data is shipment provided by Nintendo itself as of March 2014
– Most of these figures can be considered close to definitive with the exception of 3DS and Wii U
– GB contains GBC sales units as the two are considered one single platform by Nintendo
– Every figure is in millions of units
– Includes bundled units and DL units

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Yet another translation has come in from 4Gamer’s interview with Nintendo president Satoru Iwata.

In this latest excerpt, Iwata discusses hardware frustration and attempting to fix things Nintendo couldn’t do on previous systems. With the Game Boy Advance SP for example, Iwata pushed for sleep functionality when the system closed. This sadly didn’t make it into the final build. However, Iwata did inform the hardware team that implementing sleep mode into Nintendo’s next system (which would end up being the DS) was a necessity.

What may be even more interesting is what Iwata said about the Wii U. Soon after the console came out, Dwango’s Nobuo Kawakami provided some feedback.

“I had a similar feeling of frustration to the GBA SP situation then,” Iwata said, as he believed that Nintendo will need to implement some of Kawakami’s suggestions in future hardware. Iwata ended by saying, “because of that frustration, not only do we want it to connect with features next time, we are actually working to fix it for next time.” Hmm…

Unseen64 has dug up some information and assets pertaining to a cancelled Game Boy Advance title known as “Overstorm”. Quantized Bit was developing the action/platform game over a decade ago and only showed it publicly at a 2003 gaming convention.

Overstorm resurfaced through one of Quantized Bit’s releases earlier this year. The company gave away an alpha build of the game – comprised of five levels – in a Indiestand sale of their last product, Volt.

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Sonic Riders was once in development for the Game Boy Advance, according to the portfolio and resumes for artists Keith Erickson’s portfolio and Arvin Bautista.

Backbone Entertainment was developing the handheld port for the GBA alongside the PSP edition. However, the version for Nintendo’s portable was cancelled after SEGA’s Japanese division saw the game and requested they incorporate more 3D. Because the engine would have needed a complete overhaul, the project was scrapped.

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Siliconera has compiled a listing of sales for the past few Pokemon games. We have data starting with the original Ruby/Sapphire, all the way up through Pokemon X/Y.

View the full lineup of sales information below:

As of March 31st, 2013:

Pokémon Ruby/Sapphire – 16.22 million
Pokémon FireRed/LeafGreen – 12 million
Pokémon Black 2/White 2 – 7.81 million

As of March 31st, 2014:

Pokémon Diamond/Pearl – 17.63 million
Pokémon HeartGold/SoulSilver – 12.72 million
Pokémon Black/White – 15.58 million

As of September 30th, 2014:

Pokémon X and Y – 13.29 million

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With Nintendo having released its latest financial results earlier today, one fan has created a couple of charts comparing Wii U and 3DS sales to some of the company’s more recent systems.

First, here’s a look at how the Wii U is stacking up against the Wii and GameCube:

wii-u-sales-comparison

And below is a look at 3DS sales compared to the DS and GBA:

3ds-sales-comparison

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So lately I’ve been hooked on a little game called Destiny. Like many others, I got sucked into its futuristic world and addictive gameplay of upgrading weapons to shoot down waves of aliens. Sure, sometimes fights take far too long, but it’s still quite impressive for a Game Boy Advance game. Yep, Super Robot Wars Destiny (D for short) is one interesting strategy RPG and a good jumping-off point for discussing the Super Robot Wars series as a whole. Hope you like giant robots!

What makes the Super Robot Wars titles fascinating to me is the way in which they mix together various robot-centric anime characters and storylines into one cohesive crossover game. In other words it’s officially sanctioned fan-fiction masquerading as a strategy RPG. Confusingly, two of the GBA entries in the series were released in the US with the Japanese title “Super Robot Taisen”, probably to avoid any legal issues with a certain similarly named TV program (real talk: a strategy RPG featuring the likes of Sergeant Bash and Sir Killalot would be awesome). Despite featuring the same gameplay mechanics, these “Original Generation” games were centred entirely on original characters free from any messy anime licenses, which is probably why they never clicked with me. Sure, taking turns leading militias of mecha into battle with each other is a decent enough premise for a game, but the thrill of seeing the likes of Gunbuster and Gurren Lagann team up and be faithfully adapted to an RPG form is the big draw of the series for me. I can’t think of any equivalent in western media that doesn’t involve teaching kids about the dangers of marijuana. The Super Robot Wars games are those rare licensed games that are not only perfectly playable, but totally get the appeal of the source material and adapt it in interesting ways.


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