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In an interview conducted by The New Yorker, Shigeru Miyamoto was asked about the piece of advise late Nintendo president Satoru Iwata gave to him which he cherishes the most.

Miyamoto thought about the question for a bit, and then went on to mention that Iwata “had this unique ability to rally people around a vision.” Iwata was able “to take something, give it shape and then to motivate people.”

Miyamoto also spoke about how unique Iwata was from the standpoint of a programmer. Although such developers may tell designers why something would be impossible, Iwata was the opposite, and “would say he was going to figure out how to make it work.”

You can listen to Miyamoto’s full comments on Iwata below.


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System: Wii U
Release date: December 20, 2016
Developer: WayForward
Publisher WayForward


I’ve never been the biggest fan of Shantae games. In terms of presentation, they’ve always been top notch. With level design, I’ve always found them to be a little bit basic at best and a trudge of back-and-forth at worst. With Shantae: Half-Genie Hero, WayForward has done an impressive job remedying my faults with past entries. It definitely has its share of fetch-quest trade-sequence padding, but thanks to a revised game structure, this didn’t bother me as much as it might have on paper.

Nintendo is continuing its promise of delivering regular Zelda: Breath of the Wild screenshots leading up to launch. Get a look at the newest image just shared on the series’ Facebook page above.

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According to the latest Media Create sales, the 3DS sold 133,478 units in Japan last week. Total sales have now reached 21,913,661 units since launch. With these figures, 3DS has finally outsold PlayStation 2 in Japan which moved 21,833,216 units.

Congratulations to Nintendo for reaching this notable milestone.

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Update: More documents from Nintendo. First, the skull room and secret passage area designed by Takashi Tezuka:

And drawings of maps from Shigeru Miyamoto:


Original: In the spirit of Zelda’s 30th anniversary, Nintendo has posted a brief video that shows the original game map for the first game. We have it below.

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Over the past few weeks, we’ve heard more and more about different modes for Switch when it’s docked and when the device is being played as a standalone unit. That culminated with a report from Digital Foundry just a couple of days ago. The publication claims that Switch, when in portable mode, runs at 40 percent of the clock-speed of the fully docked device.

Unreal Engine 4 version 4.14 released about a month ago. One developer has now come across some interesting discoveries which lend credence to some of the recent speculation.

More:

The latest Japanese hardware sales from Media Create are as follows:

New 3DS LL – 84,823
PS4 – 70,031
2DS – 39,218
Vita – 36,214
PS4 Pro – 9,317
New 3DS – 9,149
Wii U – 5,095
Xbox One – 1,872
PS3 – 925
3DS – 226
3DS LL – 62

For comparison’s sake, here are the hardware numbers from last week:

PS4 – 85,218
New 3DS LL – 67,247
2DS – 33,439
Vita – 22,314
New 3DS – 7,887
PS4 Pro – 7,499
Wii U – 4,656
Xbox One – 1,245
PS3 – 853
3DS – 314
3DS LL – 88

And here are the software charts:

All sorts of data intelligent firms have come out with figures about Super Mario Run’s initial performance. However, now we have some data straight from the source: Nintendo.

Nintendo said in an announcement today that Super Mario Run topped 40 million worldwide downloads in just four days. Nintendo announced. Additionally, the mobile release is the top-ranking free game on the App Store in 140 countries and regions, and is in the top 10 highest grossing games on the App Store in 100 countries.

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Update: Bumped to the top. As usual, Sensor Tower is reporting different data. They said Super Mario Run was downloaded 25 million times in four days. Sensor Tower also estimates that the game generated over $21 million in revenue.


Original: Based on the latest data from App Annie, Super Mario Run was downloaded over 37,256,946 times between December 15 and December 17. 11,052,106 of those downloads are said to be from the United States. There were also 1,991,086 downloads in the UK.

During the initial three day period, users played Super Mario Run 2.4 times each day. App Annie says the average play time was 5 minutes 35 seconds (13 minutes 12 seconds a day).

Play sessions of Super Mario Run were slightly longer on iPad. While it was played for 14 minutes and ten seconds every day on iPad, iPhone users played for 12 minutes and 14 seconds.

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Any Arts Production has released the first full trailer for Seasons of Heaven, its new game in the works for Switch. We’ve included it below.


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