NPD: Super Smash Bros For Nintendo 3DS Sells 705,000 Units In Two Days, Drives 55 Percent Increase In Hardware Sales
Super Smash Bros. for Nintendo 3DS launched on Oct. 3 in the U.S., and even with only two days of data included in NPD’s September report, the game still managed to finish as the No. 4 best-selling software SKU for the month with more than 705,000 total units sold. Of that total, more than 135,000 units were sold digitally through the Nintendo eShop. The game’s biggest impact however may be on hardware sales. More than 140,000 units of the Nintendo 3DS family of systems were sold in September, an increase of 55 percent over sales in August.
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My Nintendo NewsSakurai Explains Why They Released The Nintendo 3DS Version Of Smash Bros First And More
Super Smash Bros director Masahiro Sakurai has explained to Famitsu why he decided to release the Nintendo 3DS version of the game first. He stated that the Wii U version is the bigger of the two and has taken more time and therefore more work. Sakurai also explained why some characters received new Final Smashes and some didn’t. Here’s what he had to say in the article.
What was the reason to make the Nintendo 3DS [version of Smash Bros.] before the Wii U [version]?
Compared to the 3DS [version], the Wii U [version] is larger in scale and also has many modes so the production takes time. It is that simple.
There are fighters that got their Final Smashes changed and fighters that didn’t; what is the reason for this?
It differs depending on the case. Lucario['s final smash changed] because Mega Evolution was introduced in the latest installment [of Pokemon]. Pit because Palutena turned into a fighter. Moves, too, were modified due to balancing and elements of the new game were factored in.
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My Nintendo NewsA few more Smash Bros. tidbits from Sakurai – Smash Run length, music, tips, daily screenshot
Please tell us why Smash Run is set to 5 minutes.
Isn’t 4 minutes too short and 6 minutes too long? Kid Icarus: Uprising’s aerial fights were about 5 minutes, right? In Smash Run, because song use fits perfectly and feels good, I decided to use two songs tracks as a time length.
The approach for music is incredible. Why go to such lengths?
My games always have a sound test. Game music which creates a scene in a short loop and brings back many things, including the situation when it played, is really likeable, right?
Especially in a project like Smash Bros. where it is possible to bring everything together, that chance must be used to the fullest!! The required coordination for rights is tenfold compared to a normal software so that multiplies the efforts.
How many tips there are in total?
The truth is that is that the total can be updated. It is possible to add them without any notification, as this is a game with content that cannot exactly be “completed.” Though, if you add more tips, then there is translation work to be done, and with every country in mind, this is more difficult than it seems at first.
Updating the website with “pic of the day”, in what way you do the updates?
First I decide what theme to show, photographed at the desk, come up with a manuscript, and then I have to ask someone at Nintendo to update. Since I’m usually very busy, when I get the chance, I finish several posts in advance. Also, because of all the translations, I have to have the posts ready 10 days in advance.
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Nintendo Everything