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

01./00. [PS4] Persona 5 # (Atlus) {2016.09.15} (¥8.800) – 264.793 / NEW
02./00. [PS3] Persona 5 #
(Atlus) {2016.09.15} (¥8.800) – 72.974 / NEW
03./00. [PS4] Winning Eleven 2017 (Konami) {2016.09.15} (¥7.600) – 66.037 / NEW
04./00. [PS3] Winning Eleven 2017
(Konami) {2016.09.15} (¥6.600) – 34.502 / NEW
05./01. [3DS] Yo-Kai Watch 3: Sushi / Tempura (Level 5) {2016.07.16} (¥4.800) – 19.726 / 1.224.376 (-14%)
06./04. [3DS] Dragon Ball: Fusions #
(Bandai Namco Games) {2016.08.04} (¥5.700) – 7.220 / 159.638 (+3%)
07./03. [WIU] Minecraft: Wii U Edition (Microsoft Game Studios) {2016.06.23} (¥3.600) – 7.168 / 121.795 (-3%)
08./00. [3DS] Super Battle For Money Sentouchuu: Kyuukyoku no Shinobu to Battle Player Choujou Kessen! (Bandai Namco Games) {2016.09.15} (¥5.300) – 6.590 / NEW
09./05. [3DS] Puzzle & Dragons X: God Chapter / Dragon Chapter (GungHo Online Entertainment) {2016.07.28} (¥4.800) – 5.782 / 174.953 (-7%)
10./00. [PS4] BioShock: The Collection (Take-Two Interactive Japan) {2016.09.15} (¥5.500) – 5.543 / NEW
11./06. [3DS] Kirby: Planet Robobot
(Nintendo) {2016.04.28} (¥4.700) – 5.397 / 433.736 (-7%)
12./12. [PSV] Minecraft: PlayStation Vita Edition (Sony Computer Entertainment) {2015.03.19} (¥2.400) – 4.986 / 874.366 (+2%)
13./11. [3DS] Pokemon Omega Ruby / Alpha Sapphire (Pokemon Co.) {2014.11.21} (¥4.571) – 5.082 / 2.889.923 (+0%)
14./07. [PS4] The Witcher 3: Wild Hunt – Complete Edition (Spike Chunsoft) {2016.09.01} (¥6.480) – 4.188 / 21.911 (-27%)
15./17. [PS4] Grand Theft Auto V [New Price Edition] (Take-Two Interactive Japan) {2015.10.08} (¥4.990) – 4.180 / 160.600 (+54%)
16./10. [PS4] Tales of Berseria (Bandai Namco Games) {2016.08.18} (¥8.200) – 3.745 / 218.119 (-28%)
17./02. [PS4] Tokyo Xanadu Ex+
(Nihon Falcom) {2016.09.08} (¥6.480) – 3.712 / 18.780 (-75%)
18./13. [WIU] Splatoon # (Nintendo) {2015.05.28} (¥5.700) – 3.396 / 1.468.812 (-19%)
19./20. [3DS] Animal Crossing: New Leaf [Nintendo Selects] (Nintendo) {2016.03.17} (¥2.700) – 2.908 / 93.181 (+14%)
20./16. [3DS] Mario & Sonic at the Rio 2016 Olympic Games (Nintendo) {2016.02.18} (¥4.700) – 2.722 / 238.675 (-10%)

If you have a North American Wii U console, Paper Mario: Color Splash can now be pre-loaded from the eShop. Nintendo is letting users buy the game and download most of its data ahead of time. When Paper Mario: Color Splash arrives on October 7, only a small update will be needed to begin playing.

I’m wary of eShop listings since then turn out to be a bit inaccurate, but it’s estimated that Paper Mario: Color Splash takes up around 9GB. We also have some screenshots from the listing below.

Final Fight 2 and Final Fight 3 can now be downloaded from the North American New 3DS Virtual Console. For their official trailers, get a look at the video below.

Miitomo has been updated with more content. Users will find a new stage, along with some brand new items.

“Art is life! Miitomo Art Museum #1” is the new stage. It includes the following:

– Pearl earings + turban (set)
– Pearl earing dress (set)
– Impressionist jacket
– Impressionist pants

And as far as the new items go, you can nab the following:

– Secret shades
– Denim jacket + basic shirt
– Crisp dress + denim jacket
– Longline cardigan + striped dress
– Basic wide-leg pants
– Rock star boots
– Sheer lace socks
– Snood

More:

Several months ago, Nintendo filed a patent for a projection system / projector device / image capturing device and program. Today, it was finally made public.

Essentially, the patent involves a projection that can correct itself to the user’s perspective. Here’s the abstract:

“The present invention implements a projection system which appropriately corrects geometric distortion of a projected image even when an object to be projected has an arbitrary three-dimensional shape and a user’s point of view is not fixed. A projection unit (3) of a projector device 100 projects a first adjustment test image. A three-dimensional shape measurement unit (4) measures a three-dimensional shape of the object to be projected. An image capturing device (200) captures the first adjustment test image projected by the projection unit (3), and acquires a first adjustment captured image. A projected image adjustment unit (1) executes: (1) first adjustment processing for, on the basis of the first adjustment captured image acquired by the image capturing device (200), correcting the image such that geometric image distortion is reduced at an image capturing point at which the first adjustment captured image was captured; and (2) second adjustment processing for, on the basis of a state when the image adjusted by the first adjustment processing was projected by the projection unit (3), correcting the image such that geometric image distortion is reduced.”

And some images from the filing:

Nintendo – WIPO Patent WO/2016/147731A1


If you’d like to investigate the patent further, you can view it online here. As always though, patents aren’t necessarily confirmed to be something that Nintendo will use in its products.

Thanks to KniteBlargh for the tip.

Source

More:

Update: We now have confirmation that the October 6th release date is not exclusive to Europe, thanks to the most recent Kickstarter update.

Fresh from the oven and delivered straight to the Wii U. Ninja Pizza Girl is coming to our family’s favorite console on October 6th!!!!

Source


Original: At least in Europe, Ninja Pizza Girl is due out very soon on Wii U. An eShop listing pins the title down for October 6. Ninja Pizza Girl will cost €8.99.

Here’s a closer look at the eShop listing:

 

Source

MonsterVine have recently interviewed Bill Schwartz and David Bruno, whom are the President and CEO of Mastiff respectively, about their upcoming title Gurumin 3D: A Monstrous Adventure. The interview mostly covers the many details and nuances of translating a game from Japanese to English and how Mastiff in specific takes on localization jobs.

When asked about what factors Mastiff keeps in mind when localizing a game, Schwartz had this to say:

It was a really big project, with issues that you constantly have to kind of deal with. There’s a character who’s always locked in a cage, and says nothing, while there’s another character that translates for him. We had to come up with our own mistranslations for him to reflect the poor translations the character does, whether it was phrases or weird sounds.

There’s a monster dancing near his boombox near the beginning, and as the hero takes off, he says “I’ll support you with my dancing”, while in Japanese it was more or less just “do your best”, in a kind of vanilla way that isn’t too enthusiastic or passionate. So we couldn’t just use “do your best”, since that was too excited and supportive. So since he could have meant it or not, and he was dancing, we used “I’ll support you with my dancing”, which is true to the original meaning, but different in literal terms.

Two seperate interviews from 1996 with Shigeru Miyamoto and other Nintendo employees who worked on Super Mario 64 together were recently translated and published on the website Shmuplations for any interested party to read.

The interviews come from a time where Super Mario 64 had just been released and was making waves in the gaming world. The questions cover a variety of topics about Super Mario 64, focusing mostly on the creative process of designing a game in 3D compared to 2D and the early history of the game.

On the origins of Super Mario 64 and how the project got started, Miyamoto had this to say:

Well, in the beginning… we were working on something really simple—deceptively simple, even, from the perspective of the team that would go on to finish the huge, final game. (laughs) There was a room made of simple lego-like blocks, and Mario and Luigi could run around in there, climb slopes, jump around, etc. We were trying to get the controls right with an analogue 3D stick, and once that felt smooth, we knew we were halfway there. And so, along the way, we realized wanted to create a slightly larger area for them to move around in…

System: Wii U (eShop)
Release date: September 22, 2016
Developer: DrinkBox Studios
Publisher DrinkBox Studios


Severed is a really interesting experiment in nabbing some popular mobile game mechanics and fleshing them out into a unique dungeon-crawling RPG with combat that plays out more rhythmically than statistically. Really, Severed takes a bunch of concepts and fuses them together in a very fun way. It’s hard to compare it to any one game in particular, but easy to see the little bits and pieces of inspiration it grabbed from here and there.

Continuing on from his comments yesterday, Yves Guillemot has again spoken about NX. IGN put up more comments from the Ubisoft CEO, most notably of which has him saying that “Nintendo has learned from the Wii U” with its new system.

Guillemot said the following when asked if he views the NX as a step back towards the Wii’s more inclusive approach:

“It’s difficult to answer that [before NX is revealed]. What we see is that Nintendo has learned from the Wii U. All publishers learn from what they do, and then come with something new and more attractive, which I think is the case here.”

Guillemot went on to praise NX’s interface and how the system “will be easy to use for all gamers”:


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