Nintendo president says Switch sales can compare to Wii once they broaden the consumer base

Lots of people have said that the Switch could rival the Wii in terms of worldwide sales. Nintendo's president has stated his hopes for sales to reach that high, but does he actually think it's achievable? Mr. Kimishima was asked this question by news outlet Nikkei, to which you can see his response below.

Nikkei: The Wii which was released in 2006 surpassed 100 million total sales. Can Switch be expected to sell more than Wii?

Kimishima: We can compare the numbers in around two years after release. In the first year we’ll have game fans and Nintendo fans buy it. For the second year and beyond, it’s important to create a structure to make released games playable even further. If we can broaden the ways to play and the customer base, I think we’ll be able to compare it with Wii.

Gabe Newell's son says Valve met with Nintendo during the Wii era for a joint project that never panned out

Well here's a really juicy tidbit about Nintendo history for you. Gabe Newell is the head honcho over at Valve, and apparently he had a meeting with higher-ups over at Nintendo years ago. This information comes from Gabe Newell's son, Grey, who went along with Gabe for the trip to Japan. Grey isn't sure of the specifics of what was discussed, but he does say the plan was for a joint project. This happened during the Wii era, and quite obviously by now, the project never panned out.

Man, you have to wonder what these two companies were discussing. You also have to wonder if Gabe is going to be happy that his son shared this info!

Wii Points addition to be disabled

In preparation for the closure of the Wii Shop on January 30, 2019, we will be removing the ability to add Wii Points with either a credit card or a Wii Points Card on March 26, 2018 at 1:00 PM (PT). If you’d like to purchase Wii Points, please do so before this functionality is removed. Once you’ve added Wii Points, you can redeem them for Wii Shop content until the Wii Shop closes. For more information on the closure of the Wii Shop, please visit https://support.nintendo.com/wii/shopnews.

Thanks for your support,

Your Friends at Nintendo

RUMOR - Nvidia Shield version of Zelda: Twilight Princess is handled through emulation

It seems like every month, there's another new tidbit about the GameCube games available on the Nvidia Shield. Today the saga continues, with an interesting tidbit about The Legend of Zelda: Twilight Princess.

Those more technically inclined than I have taken a look behind-the-scenes on the Shield version of Twilight Princess, only to discover that the game is being emulated. Why is this a point worth bringing up? It would indicate that Nintendo has a working GameCube emulator for the Shield. It's not too far of a logic jump to think that they could bring that to other platforms like the Switch.

Of course, that's all just speculation for now. Many people are hoping Nintendo brings GameCube games to the Switch. While we wait for any official news on that, this tidbit at least gives a glimmer of hope.

Japan - Total sales for Monster Hunter series installments

Wondering how many units each Monster Hunter game has sold in Japan? Thanks to Famitsu, you can get the totals below. Hopefully at some point, we get to see another Monster Hunter installment on Switch on this list!

Monster Hunter (PS2) - 288,559
Monster Hunter G (PS2) 237,393
Monster Hunter Portable (PSP) - 1,122,604
Monster Hunter 2 (PS2) - 692,228
Monster Hunter Portable 2nd (PSP) - 1,723,187
Monster Hunter Portable 2nd G (PSP) - 4,226,265
Monster Hunter G (Wii) 236,020
Monster Hunter 3 (Wii) - 1,077,273
Monster Hunter Portable 3rd (PSP) - 4,840,930
Monster Hunter Portable 3rd HD Ver. (PS3) - 457,789
Monster Hunter 3G (3DS) - 1,941,106
Monster Hunter 3G HD Ver. (Wii U) - 234,246
Monster Hunter 4 (3DS) - 3,591,334
Monster Hunter 4G (3DS) - 2,617,803
Monster Hunter X (3DS) - 2,832,833
Monster Hunter XX (3DS) - 1,698,161
Monster Hunter XX Nintendo Switch Ver. (Switch) - 214,204
Monster Hunter World (PS4) - ??

Random Time! - Playing Guitar Hero III's "Through the Fire and Flames" perfectly while blindfolded...and in expert mode

I've never even come close to passing this song on normal difficulty, and now we have someone blowing through it on expert difficulty while blindfolded. Well, guess I'm never going back to Guitar Hero!

Former Retro dev on studio struggles during the creation of Metroid Prime, says Echoes' multiplayer should have never happened

A portion of a ShineSparkers interview with Jack Mathews, former Technical Lead Engineer on the first three Metroid Prime games

SS: Developing one of the greatest video games ever made can’t have been a completely smooth ride. Can you tell us of any significant problems that came up in development, or disagreements within Retro?

JM: On Prime 1 specifically, Retro was kind of this thing that was exploding all around us. During the development of the game, Retro got cut in half, then cut in half again. Between that and all the leaks that were being reported at the time, we just tried to put our heads down and show everyone we could make a great game as a team. It was kind of a “fuck the haters” mentality, especially after the E3 redemption.

SS: Why do you think that Echoes’ multiplayer mode should never have happened? It would be interesting to hear what you feel could have been done differently.

JM: Well, I just feel that the game should have been either one or the other. Metroid Prime Hunters did this really well – it knew it was a multiplayer game and spent all its marbles there. When we started development on Prime 2, multiplayer was actually going to be the focus (I think we internally thought of the project as Metroid Prime 1.5). We were even going to have the ability to play as a Space Pirate and have things like wall grabs and such.

As we moved back towards a primarily single-player focus, we should have ditched multiplayer altogether. There was a ton of effort put forth to make multiplayer happen: we had to actually author third person Samus animations, we had to have support for multiple “players” in a game world, we needed to author all new lower quality effects, add game modes, et cetera et cetera. It’s all work that took quality and mindshare away from the single player.

Plus, as a Metroid fan, I just feel like single-player is how the IP should stay – seeing multiple people run around as Samus never felt right.

HoopWorld delisted from Wii Shop Channel

We're not quite sure of the exact moment HoopWorld was yanked from the Wii Shop Channel. We know it was there as of Nov. 2017, but that's the last point of reference we have. Inbetween then and now, the game has been removed from the Wii Shop Channel. Hope you grabbed it while you could, because now it's gone forever!

Thanks to Mock Turtle for the heads up!

Switch dev says he's worked on Wii games that were sub-par due to the team's lack of enthusiasm for the Wiimote

Brandon Sheffield is creative director of Necrosoft Games, which just released their game Gunhouse for Switch. Brandon has worked on games like Sine Mora EX, Dragon’s Crown, and Street Fighter 30th Anniversary Collection. He's also worked on some Wii and DS games in the past.

Brandon's latest article dives into the recent reveal of Nintendo Labo. According to him, his favorite thing about the game is that he doesn't have to pick it up or support it. It's there for people who share interest in it, but it's not a required part of Switch development. This leads into a discussion about how attributes of the Wiimote and DS were unavoidable, and had to be factored into games.

I’ve worked on Wii games that wound up being sub-par because nobody on the team was enthusiastic about the Wiimote. The DS games I’ve worked on couldn’t come to any other platform without basically being remade. All this means Nintendo’s most recent platforms have been risky bets. For the last 10-plus years, if you made a game for a Nintendo platform, you either had to do a lot of extra work to make it fit, or you had to target that platform exclusively and trust you’d make your money there, ignoring the potential of future ports.

You have to wonder if stuff like this happens in Xbox One or PS4 development. Are there dev team members who aren't into aspects of those platforms, therefore making them lackluster experiences? I'd imagine it happens on some degree, but much less than what you see on Nintendo platforms.