French Wii U, 3DS, Mario Kart, Smash sales – MK8 has 85% attach rate
Wii U: 590,000
3DS: 2.9 million
Mario Kart 8: 500,000
Smash 3DS: 330,000
Smash Wii U: 170,000
Mario Kart 8 has sold over 1 million copies in Japan
Posted on 5 years ago by Brian(@NE_Brian) in News, Wii U | 2 Comments
Mario Kart 8’s sales have been creeping up to the 1 million mark in Japan over the past few weeks. With the latest data provided by Media Create, it’s been confirmed that the Wii U game has now reached that milestone.
Mario Kart 8 sold another 11,654 copies in Japan between May 25 and May 31. According to Media Create, its lifetime sales are now at 1,006,719 units.
Nintendo showcases multi-player action at MCM London Comic Con
Posted on 5 years ago by Kirara Koneko(@KiraraKoneko) in News | 0 comments
The MCM London Comic Con will be held this weekend, May 22nd – May 24th at the Excel, Royal Victoria Docks, London. Nintendo will be in attendance along with several games to be featured that are focused mainly on multi-player gameplay. They will be hosting several multi-player matches from Wii U titles, such as the new 200cc mode for Mario Kart 8, amiibo competitions on Super Smash Bros., and Splatoon multiplayer battles. There will also be a pop-up store with exclusive and limited edition items like new 3DS cover plates and the Majora’s Mask 3DS XL Bundle that includes Skullkid. Monster Hunter 4 experts will also be on hand to give tips and hints in “Learn to Hunt” sessions. It is sure to be a fun-filled weekend!
Source: Nintendo PR
Here’s a Podcast – Episode 118! (Yakuman)
Posted on 5 years ago by Austin(@NE_Austin) in Features, Podcast | 9 Comments
We weren’t going to have a show this week, but then Austin played Splatoon and he really wanted to talk about it so we decided to have a show. Additionally, Brian did a site survey and asked many of you about the podcast, so we decided to do a little navel gazing and read some of what you guys had to say, both good and bad. And weird. The nice image you see above was found on Neogaf!
4:57 – Quiz – Tetris
5:28 – GAME OF THE WEEK – Yakuman
What We Played
8:05 – Austin’s been splatting folks left and right. (Mega Splatoon TALK)
46:43 – Everyone played 200cc. (Mario Kart 8)
51:24 – Freetures
54:21 – Splatoon music break
55:47 – Touch My Navel – Your thoughts on the podcast
Listener Questions Mail
1:13:24 – Where to find New 3DS XL cases.
1:16:00 – How do you argue with a “hardcore” gamer?
2:25:02 – Ending fun
2:27:43 – QUIZ TIME
2:30:00 – Austin realizes something about DK64
French Mario Kart 8 200cc/DLC commercial
Posted on 5 years ago by Brian(@NE_Brian) in Videos, Wii U | 0 comments
Nintendo is airing a new commercial over in France to promote Mario Kart 8’s new 200cc mode and DLC. You can take a look at it below.
Mario Kart 8 – frame rate test for the second DLC pack
Posted on 5 years ago by Brian(@NE_Brian) in Videos, Wii U | 3 Comments
Digital Foundry has cooked up another technical video that examines the frame rate of Mario Kart 8. All of the game’s new tracks have been tested, and it should come as no surprise that the DLC seems to maintain a stable 59-60 FPS. Check out the video below.
Mario Kart 8 – version 4.1 update out now
A new update has been released for Mario Kart 8. Version 4.1 is available for download right now.
Today’s Mario Kart 8 update has two purposes. 200cc and Mirror Mode are now immediately unlocked in Grand Prix, and Nintendo has made general improvements.
[Feature] You Got Boost Power! Why Mario Kart 8 is no F-Zero
Posted on 5 years ago by Patrick(@Patricklous) in Features, Game of the Month, GameCube, Wii U, Wii U eShop | 10 Comments
It’s safe to say that Mario Kart 8 takes more than a few cues from F-Zero. Nintendo’s other racing franchise that started out on the SNES gets comparatively little love nowadays, but several features from this series have worked their way into the latest Mario Kart. The new racetracks are the most obvious influence, with gravity-defying courses that are straight out of F-Zero (quite literally in the case of some of the DLC), but the new 200cc class brings Mario Kart’s speed just a little bit closer to its older brother. Heck, you can even play as a Mii approximation of Captain Falcon if you can track down his elusive amiibo. But for all the inspiration that Mario Kart 8 takes from F-Zero, the two series remain distinctly different. Some people are claiming that Mario Kart is now an adequate replacement for the currently MIA F-Zero (and by some people I mean just one guy on Neogaf), but taking a look at the design philosophy behind both titles shows that they’re completely at odds with each other.
Fire hopping is pretty much useless in Mario Kart 8’s 200cc mode
Posted on 5 years ago by Brian(@NE_Brian) in News, Wii U | 6 Comments
Prior to the most recent Mario Kart 8 update, players could successfully exploit a technique known as “fire hopping”. If you haven’t heard about it before, this quick and helpful summary from Kotaku should help fill you in:
Fire hopping was first discovered shortly after Mario Kart 8 came out last summer as a way to artificially extend a racer’s speed boosts. By flipping the joystick on the Wii U controller back and forth in a rapid, repetitive motion at just the right moment when coming off a boost, players could maintain their enhanced speed indefinitely.
Fire hopping has since been addressed with Mario Kart 8’s new update. Well, in 200cc mode that is. While some claim that it’s still possible to pull off in this higher racing class, there’s no denying that it’s changed and has been “nerfed”, so to speak. It just can’t be done the way it has been in other modes, and the technique has definitely been impacted.
More: Mario Kart 8
[Feature] Did Mario Kart 8 ruin Battle Mode?
Posted on 5 years ago by Jonathan(@gamrah) in Features, Game of the Month, Wii U | 8 Comments
For all of the fresh and welcome adjustments Mario Kart 8 brought to the series, there was one mode that saw a massive set of changes much to the dismay of many: Battle Mode. Doing away with the iconic arena stages prevalent in previous entries, Mario Kart 8 opted instead to re-use existing tracks to create somewhat of a joust around the courses, an unwelcome change to many fans. Combine that with the initial lack of a mini-map, the implication for couch co-op with a twelve-player cap and the fact that the tracks were larger and more open than ever, many fans felt that Nintendo had missed the mark when it came to capturing what the Grand Prix’s little brother was all about. Battle Mode has undergone a number of changes over the eight entries in the franchise. We’ve seen the size of the arena grow from two to twelve, the addition of bikes and countless other tweaks to the original inclusion back in 1992, but is the shift in focus really to blame entirely on Mario Kart 8? What should Battle Mode in a modern day Mario Kart even look like anyway?