Mario Kart Kart 8 Deluxe Becomes UK'a No.1 Bestselling Game | Nintendaily

Mario Kart 8 Deluxe Becomes UK’s No.1 Bestselling Game

In breaking news, Nintendo UK are going to be celebrating tonight after it has emerged Mario Kart 8 Deluxe is the UK’s No. 1 bestselling game this week.

Not only is this the Nintendo Switch’s first bestselling game, it’s Nintendo’s first bestselling game since way back in 2011 with Pokemon White. This is also the first time a Mario Kart game has been at No.1 since 2008.

Elsewhere in the charts we can see The Legend of Zelda: Breath of the Wild is at number five, with an impressive 68% increase in sales week on week.

To be fair, it has been a relatively quiet week in terms of new releases, which is why we can see a number of developers taking advantage of the lack of competition by releasing niche/indie titles. New entry Sniper: Ghost Warrior 3 debuts at number two, and Bandai Namco’s nightmarish new IP Little Nightmare came in at number five.

Looking further into the charts, Puyo Puyo Tetris came in at number 18, with most sales being on the Switch.

The biggest fall from grace has been Tom Clancy’s Ghost Recon: Wildlands, which was gone from a wildly successful first place to number seven.

Mario Kart 8 Deluxe has been widely heralded as the best Mario Kart game ever made. While purists may still argue the original SNES entry still reigns supreme, it can’t be denied the latest Mario Kart game is a compelling package, with 48 superb tracks, the series’s best suite of online modes, and finely tuned racing mechanics that haven’t felt this nuanced in years.

Mario Kart 8 Deluxe’s success comes after a string of positive news stories for Nintendo, including the Switch being the fastest selling console in America.

GfK UK Top Ten

Last Week This Week Title
New Entry 1 Mario Kart 8: Deluxe
New Entry 2 Sniper: Ghost Warrior 3
3 2 Grand Theft Auto V
New Entry 4 Little Nightmares
10 4 The Legend of Zelda: Breath of the Wild
4 6 LEGO Worlds
1 7 Tom Clancy’s Ghost Recon: Wildlands
8 8 Call of Duty: Infinite Warfare
3 9 FIFA 17
6 10 Horizon: Zero Dawn
Ubisoft Super Mario and Rabbids Crossover Rumours Surface | Nintendaily

Ubisoft Super Mario and Rabbid Crossover Rumours Surface

Rumours of a Super Mario and Rabbids crossover have surfaced again, with a teasing blog post from game journalist and well-known Nintendo leaker Emily Rogers.

The blog post is in a question and answer format, and gives away details for the supposed 2017 game. In Roger’s words:

“Mario + Rabbids Kingdom Battle” has eight playable characters — including Mario, Luigi, Peach, and Yoshi — and they each have their own sci-fi weapons, laser guns, arm cannons, etc. But you don’t control the characters — you control Tuttorio, a small floating dish, to guide them through the worlds. There is also co-op multiplayer”.

These are the most exact details we have so far about the Super Mario and Rabbids crossover, with Rogers suggesting not just which characters will be playable, but also weapons, modes, and even the game’s title. Looking at her tweet from 27 April, she seems to think the game will be released in August 2017.

The first rumours of a Super Mario and Rabbids crossover started from late last year, where Ubisoft CEO Yves Guillemot teased that the company was working on a “surprise” game. LetsPlayVideoGames, which has been a hotbed of Switch rumours lately, gave a working title of Mario RPG: Invasion of the Rabbids, and said the game is being closely watched by Nintendo.

They go on to say:

“The title will focus on the Mario universe being invaded by Ubisoft’s Rabbids characters, some friend and some foe, and will feature a new Bowser form based around the design of the Rabbids as a recurring boss enemy. While there will be numerous cameo appearances from the Mario series’ best known characters, the core party will feature numerous, more minor characters. There is a particular focus on Yoshi as a primary party member, alongside a playable Rabbid.

The title will have a playable demo ready for press to experience in January, and will feature a quicksave system to ensure that saving is possible on short notice if the battery on the Switch handheld is running low. Part of the planned press demo includes the JoyCons vibrating to imply a Rabbid jumping into and out of them from the TV or handheld screen. The idea is to imply your system is infested with Rabbids, and that they could at any time jump out of your controller and interfere with gameplay.”

Even more compelling is the below still from an Ubisoft anniversary video showing Mario and Rabbid characters trapped in glass jars in an art style we’re never seen before.

Ubisoft Super Mario and Rabbids Crossover Rumours Surface | Nintendaily

Considering the troubled state of Mario RPG’s recently with lukewarm receptions for both Paper Mario: Colour Splash and Mario & Luigi: Paper Jam, a shakeup of the formula may not exactly be a bad thing. Whether Rabbids are the tonic for that though is another question.

If (when) the Super Mario and Rabbids crossover is officially announced, we’ll be the first to let you know.

Genyo Takeda Biography: The Life of Nintendo’s First Game Designer

Those of you with your ear to the ground might have heard recently that Nintendo veteran Genyo Takeda is retiring after a historic 45 years at the video games company. Genyo Takeda, who in 2015 was promoted to the role of Technology Fellow, previously worked as general manager of Nintendo Integrated Research and Development, and has been responsible for great deal of Nintendo innovations, from the built-in cartridge save in the original Legend of Zelda to the N64 analog stick. He’s also worked on a number of fondly-remembered games, including Punch-Out!!, Pilotwings 64 and Dr Mario 64.

I find it strange that despite such a legacy, Genyo Takeda isn’t more widely known. We all know about such Nintendo heavyweights as Shigeru Miyamoto, Gunpei Yokoi and Hiroshi Yamauchi. Even Satoru Iwata before he was made president was a big deal. Despite his influence, Genyo Takeda has never been on my radar, so I thought I’d correct that by giving a brief biography of the great man

Genyo Takeda and Shigeru Miyamoto | Nintendaily

Genyo Takeda Biography

Genyo Takeda was born on March 7th of 1949 in Osaka, Japan. Takeda has always had a knack for creating, and as a child was reportedly very good with his hands, building small items such a miniature trains and airplanes.

In 1971 Takeda graduated from Shizuoka Government University, where he had been studying semiconductors. Straight out of university he started applying for jobs, including a chance newspaper ad for a position at a local toy company called Nintendo, which at the time hadn’t ventured far into video games, and was manufacturing a series of eclectic kid’s games.

It was the inventor of the Game Boy Gunpei Yokoi who interviewed young Takeda, and who after sensing his protentional, made the decision to hire him. Takeda start worked in Nintendo’s R&D2 team on what could arguably be called Nintendo’s first video game: the notorious Laser Clay Shooting System.  Notorious, because it was, in short, a complete disaster.

Takeda’s Laser Clay Shooting System

The story goes that in 1971, Nintendo president Hiroshi Yamauchi invited Yokoi to his office, and asked him to design a clay pigeon shooting simulation – a sport he had read about in the newspaper. Famicom designer Masayuki Uemura had already been experimenting with light gun toy ideas, so this was seen as a great opportunity to make use of the technology in a commercial setting.

Bowling had gone out of fashion in recent years in Japan, resulting in a number of derelict bowling alleys. Yamauchi had the idea of installing clay pigeon shooting galleries in these bowling alleys, so accordingly bought several. Yokoi gave Uemura and new employee Takeda the job of designing and building the game.

The game itself was simple.  A large woodland mural was painted on the wall, with an overhead projector projecting images of pigeons onto it. Customers would take a laser gun and fire at the pigeons, with hits being tracked by a network of mirrors. If a pigeon was hit, the projector would switch in a new image of a destroyed target.

Genyo Takeda Biography: Laser Clay Shooting System | Nintendaily

The very first Laser Clay Shooting System was ready in 1973. However, on the first day of business, disaster struck: the automatic hit detection and score tally system broke down. This could have potentially have cut short Nintendo’s video game ambitions before they had even begun, if it wasn’t for the quick-thinking of Takeda. Takeda reportedly went behind the scenes to manually display customer hits and tally up their scores, doing so with such accuracy customers had no idea that is was a man doing so and not a computer.

Although Takeda saved the day on this occasion, his Laser Clay Shooting System wasn’t going to have a happy ending. Despite initially being a raging success, with Nintendo opening new outlets and even receiving orders for the system elsewhere, only a month later the oil crises of 1973 hit Japan, meaning orders had to be cancelled, and leaving Nintendo in $64,000,000 worth of debt – a sum which wasn’t paid off until seven years later.

Genyo Takeda Biography: Duck Hunt | Nintendaily

It wasn’t all bad news for Takeda’s Laser Clay Shooting System however, as Yokoi later had the idea to miniaturise the concept for the home market. Thus Takeda become the indirect father of the NES’s beloved Duck Hunt.

Another significant title Takeda worked on around the time – and which has been given the official title of Nintendo’s first ever ‘proper’ video game – was EVR Race. This was an arcade game where players had to predict the outcome of a horse race. According to this Iwata Asks, it is because of this game that Genyo Takeda holds the title of “Nintendo’s first ever game designer” – even if at the time that title held little significance.

Genyo Takedas Biography: EVR Race | Nintendaily

Genyo Takeda’s Innovations

After a year at R&D2, Genyo Takeda became general manager at R&D3 – Nintendo’s smallest research and development team, which despite being only being 20-people strong, took reasonability over technical hardware for arcade systems and later home consoles. R&D3 also created a handful of titles, including noteworthy games Punch-Out!! and StarTropics – both directed by Genyo Takeda. Takeda also oversaw development of a host of sports games designed to appeal to the American market, including Pro Wrestling, NES Play Action Football, and Ice Hockey.

Genyo Takeda’s next major innovation would be one that we should all be thankful for: allowing players to save game progress on cartridges.  Cartridges contain RAM that, despite being easily writable, lose all their data as soon as their power source is switched off. This was a boon for arcade cabinet creators, who would raise millions through teenagers putting quarter after quarter into their machines. However in the home console world where developers were becoming more and more ambitious in the size and scope of their titles, the only remedy was password save, which if anyone has ever played the original Metroid or Mega Man will know is far from ideal.

Genyo Takeda Zelda Built-In Battery | Nintendaily

A large story-driven game like The Legend of Zelda demands multiple gaming sessions to complete in full, and to this end in 1986 the original game was shipped with the ability to turn off your console, then come back at a later stage and carry on from where you left off.  This remarkable innovation is accredited to Genyo Takeda, whose team developed battery back-up memory, which allows game data to be saved to a cartridge through supplying the RAM chip with a long-life power chip. This technology would also be used in the SNES, Game Boy, Game Boy Advanced, and Nintendo 64, and it’s safe to say the games on many of these systems couldn’t exist without it.

Genyo Takeda’s Analog Stick

Takeda’s legacy didn’t stop at the N64 however, with his most famous innovation becoming a staple of controllers for years to come: the analog stick.

While technically Takeda didn’t invent the analog stick, the N64 was the first console to fully realise its potential for precise control in a 3D environment.  Before the N64, the last stick seen on a home console had been the Vectrex in 1983, and anyone who has played that console can tell you that it wasn’t the greatest.

If truth be told, the N64’s analog stick doesn’t hold up too well by today’s standards. It’s small, fragile, knobbly, and easily broken during rigorous Mario Party sessions. At the time though the analog stick was a revelation, and with Nintendo churning out classic after classic with the likes of Super Mario 64 and The Legend of Zelda: Ocarina of Time, the era of 3D gaming ushered in by the N64 would be unthinkable without the trusty analog stick aiding our exploration. The stick went on to be copied – and improved upon – by Sony and Microsoft for their respective consoles, and even with the advent of motion controls and VR, a better control method still hasn’t been found.

Genyo Takeda Biography: N64 Analog Stick | Nintendaily

GameCube, Wii and Beyond

Genyo Takeda was reasonably quiet in Nintendo’s GameCube era. During this time, Takeda’s team was renamed to Nintendo Integrated Research and Development, and the team helped design the GameCube itself, its controller, and its accessories. They also worked with Conexant to create the system’s underused broadband connectivity. While in reality nothing about the GameCube was groundbreaking, the controller is extremely well regarded, and who could forget the revolution that is the handle sticking out the console’s back? (Note: everyone does).

Genyo Takeda Biography: Takeda holds a GameCube | Nintendaily

In May 2002, Satoru Iwata succeeded Hiroshi Yamauchi to become president of Nintendo, who then went on to promote Genyo Takeda to Senior Managing Director. Around this time, Takeda was one of the lead developers for the Nintendo Wii, and with his now considerable experience in hardware development, he had some clear views on the direction he wanted to take the console.

According to Takeda, the current roadmap the games industry was taking was subject to diminishing returns, and simply wasn’t profitable. The existing roadmap can be described as thus: “predicted industry evolution as dictated by an overview that takes in semiconductor development, parallel products and the recent past”. In essence, this means relying on the latest chips that become available, while being aware of current market competition and past trends to develop ideas that will be in step with coming technology. In short, the model was powered not by innovation, but by developers trying to keep up with the latest semiconductor technology – a route that would inevitably leave to a batch of sterile, overpowered machines that were so expensive to make, they barely made any money.

Takeda himself said:

“If we had followed existing roadmaps we would have aimed to make it faster and flashier. We’d have tried to improve the speed at which it displays stunning graphics. But we could not help but ask, ‘How big an impact would that really have on our customers?’ In development, we came to realise the sheer inefficiency of this path when we compared the hardships and costs of development against the new experiences customers might have.

 

In 2002 I started to feel unsure about following the accepted path. I became keenly aware of the fact that there is no end to the desire of those who just want more. Give them one, they ask for two. Give them two and next time they will ask for five instead of three, their desire growing exponentially. Giving in to this will lead us nowhere in the end.”

For any gamer in the early 2000s, they’ll remember how radically different this approach was. The industry standard was to release iterative versions of ever-more powerful consoles, yet here was Nintendo, the company that once ran the slogan “now you’re playing with power”, downplaying the importance of pure muscle in favour of innovation, and getting more out of existing technology.

Takeda famously compared the Wii’s approach to the automotive industry:

“If automobiles can be used as a metaphor, our industry has always been trying to compete over horsepower, while not all cars are made to compete in Formula 1 races. Not every car follows the same evolutionary course. Some are trying to make faster cars, others are gathering public attention around the world with their hybrid engines.”

The Wii then wasn’t merely the latest version of a flashy supercar, but rather a hybrid vehicle that emphasised mass appeal and processing efficiency over raw power. This has pretty much been Nintendo’s mantra right up to the Nintendo Switch, and although there was a big backlash by fans regarding the Wii and Wii U’s lack of horsepower, it’s notable that this hasn’t been as big an issue for the Switch. In an age where the difference in graphics between console generations has become less and less noticeable, and with rumours of an end to the traditional iterative console lifecycle floating around, Takeda’s comments regarding the futility of an industry powered by nothing more than graphical prowess couldn’t hold truer.

Following the tragic death of Satoru Iwata on 11 July 2015, Genyo Takeda and Shigeru Miyamoto were both appointed as Representative Directors of Nintendo, and it was expected that one of them would become president. In the end Tatsumi Kimishima would become president, and Takeda instead was given the title of Technology Fellow, for which he was tasked with giving expert advice to Kimishima-san.

Genyo Takeda Biography: Takeda, Kimishima and Miyamoto | Nintendail

Takeda spoke at the funeral of Iwata, delivering a memorable speech for the man who he had worked alongside for the majority of his working life:

“In the face of your unbelievable passing it will surely take some time before we can emerge from this deep sorrow. Please know, however, that the seeds you have planted, and the plants that have sprouted will put forth small flowers as they bring smiles to the faces of people around the world, blossom into a grand flower bigger than even you, our leader, Iwata-san.”

On 27 April 2017, Nintendo announced in a statement that after 45 years of hard work, Genyo Takeda would retire from Nintendo this June at the ripe old age of 68. His role was to be filled by Ko Shiota, who until then had led Nintendo’s Platform Technology Development Division.

And so that brings us to end of Genyo Takeda’s extraordinary career. While Takeda has never been as public facing as his contemporaries Iwata and Miyamoto, his contributions to the gaming industry have nonetheless been just as relevant. They say the very best design is invisible, designed to be functional rather than aesthetically pleasing. While the battery back-up memory may not look flashy, it fundamentally changed the way we were able to enjoy games. Similarly, while as kids we were busy staring open-mouthed at the beauty of Super Mario 64, the game’s genius could only be enjoyed through the N64’s analog stick.

Much of Nintendo’s success and innovation can, at least in part, be attributed to this man working diligently behind the scenes. And for that reason I say thank you, Genyo Takeda, and may you enjoy your well-deserved retirement.

Full Credits

Production

Dr. Mario 64 (2001) (Producer)
Pilotwings 64 (1996) (Producers)
Super Punch-Out!! (1994) (Producer)
Zoda’s Revenge: Star Tropics II (1994) (Producer)
Space Firebird (1980) (Produced and Directed by)

Design

Mike Tyson’s Punch-Out!! (1987) (Director)
Popeye (1982) (Designers)
Sheriff (1979) (Designer)
EVR Race (1975) (Designer)
Laser Clay Shooting System (1973) (Designed by)

Writers

Zoda’s Revenge: Star Tropics II (1994) (Screenwriter)
StarTropics (1990) (Screenwriter)

Video/Cinematics

StarTropics (1990) (Director)

Support

Punch-Out!! (2009) (Supervisors)

Thanks

Furi (2016) (Very Special Thanks to)
Pokémon Puzzle League (2000) (Special Thanks)
Killer Instinct 2 (1996) (Special Thanks)
Donkey Kong Country (1994) (Special Thanks)
Killer Instinct (1994) (Special Thanks)

Genyo Takeda Biography: The Life of Nintendo’s First Game Designer Image 1 | Nintendaily

 

Legend of Zelda Clue Board Game Collector’s Edition Preorders Announced

If you were a fan of Chess: The Legend of Zelda Collector’s Edition we reported the other day, you’re going to love this. Zelda: Legend of Zelda Clue Board Game Collector’s Edition is now officially available for preorder.

The announcement came from video game, movie and geek culture merchandise seller Merchoid, whose website says if you order Zelda: Legend of Zelda Clue Board Game Collector’s Edition now, it will be shipped 30 June 2017.

Although Zelda Clue is based on the classic whodunit board game, there are some vital differences: namely that instead of trying to find out who is the murderer, you’re instead trying to defeat the evil king Ganondorf, who has stolen the Triforce and is threatening to take over Hyrule.

Legend of Zelda Clue Board Game Collector’s Edition Preorders Announced Image 1 | Nintendaily

The product description reads that in The Legend of Zelda Clue Board Game Collector’s Edition, the dark lord Ganondorf has risen, and players need to find out who possesses the power to defeat him, what item is required to defeat him, and where in Hyrule he has established his hidden lair. Needless to say, in the attic with a lead pipe probably won’t be an option in this version.

The game features six classic Zelda items, including the Master Sword,  Great Fairy Bow, Megaton Hammer, and Bombchu. The full list of what is included is below:

  • Custom Game Board
  • 6 Metal Hero Movers: Master Sword, Fairy Bow, Megaton Hammer, Boomerang, Hookshot, Bombchu
  • 6 Personality Cards: Link, Impa, Nabooru, Zelda, Rauru. Darunia
  • 16 Boss Encounter Cards Custom
  • Score Pad
  • Custom Mystery Envelope
  • 2 Dice
  • Instructions

Legend of Zelda Clue Board Game Collector’s Edition Preorders Announced Image 3 | Nintendaily

Legend of Zelda Clue Board Game Collector’s Edition Preorders Announced Image 2 | Nintendaily

From the look of the game board, the game map is based very loosely on Ocarina of Time, with a hub world leading to locations such as Gerudo Fortress and Kokiri Forest.

I can’t find the price of the item, possibly because I get a large message where the buy now button should be telling me they can’t ship to the UK (boo!), but if it is less than $100 I’ll be shocked. There’s only a handful of preorders left, so be sure to grab yours quick!

Needless to say, Zelda: Legend of Zelda Clue Board Game Collector’s Edition is fully licensed by Nintendo.

Legend of Zelda Clue Board Game Collector’s Edition Preorders Announced Image 4 | Nintendaily

Free Game Available for Amazon/Twitch Prime Members | Nintendaily

Free Game Available for Amazon/Twitch Prime Members

Although not strictly Nintendo-related, this is an interesting titbit for games fans nonetheless. Twitch has recently revealed a free game is available for anyone who has an Amazon Prime Membership. Gamers have until 1 May to download tactical Military RPG Breach & Clear.

The game first appeared on mobile in 2013, and was later ported to PC and PS Vita. The game has an isometric top down perspective and plays out in a similar way to advance wars et al, with turn-based gameplay that sees you moving characters across a grid, with the goal of emptying various buildings of hostiles.

Twitch themselves describe it as thus:

“Choose your real-world squad — US Army Rangers, US Navy Seals, Canada’s JTF2, and more — and take on a variety of foes with different skill-sets and abilities. Learn to approach, engage, and dominate your opponent through superior tactics and training, while leveling your characters in one of the deepest progression systems created. Compete in regular events to test your mettle and your squad against the best in the world!”

Frankly, it looks utterly charmless and reviews have been less than lukewarm. But then again, a free game is a free game, and in times of ever-escalating prices, any freebie is gladly received.

To get the game, go to this page and log into Twitch on an account that has signed up to Prime. You then need to make sure you download the Twitch desktop app, from which you can download and play the game.

Many Amazon businesses offer Prime perks, including Amazon Music that gives you access to Spotify-like music streaming, Amazon Video that allows you to stream TV and movies, and of course the main site’s much loved Prime next day delivery. Hopefully, if Twitch’s free game offering go down well enough, they will be incentivised to offer better quality games in the future.

Free Game Available for Amazon/Twitch Prime Members | Nintendaily

Splatoon 2 and Other Nintendo Switch Games to be at Hyper Japan 2017 | Nintendaily

Splatoon 2 & Other Switch Games to be at Hyper Japan 2017

Us UK Nintendo fans are in for a treat. London’s Hyper Japan 2017 will be hitting Tobacco Docks this July, and Nintendo will be bringing Splatoon 2, as well as “other exciting Nintendo Switch titles”.

Although there is nothing on the official Hyper Japan 2017 website yet, the Hyper Japan Twitter account has just made the announcement, promising more details soon.

The tweet says:

@NintendoUK will be bringing #Splatoon2 to #HyperJapan 2017 alongside other exciting #NintendoSwitch titles! Stay tuned for more info… pic.twitter.com/MJ1schUQlU

Splatoon 2 and Other Nintendo Switch Games to be at Hyper Japan 2017 | Nintendaily

Obviously, this raises a number of question, one of them being what other games will be available? The event takes place 14-16 of July, which is just over one month after E3. Nintendo president Tatsumi Kimishima has recently hinted there are more unannounced games coming to the Switch before March 2017, and even Reggie himself promised Fox News this E3 will be a big one – all of which presumably means games will be announced in June, and may be playable at Hyper Japan.

As for Splatoon 2 itself, the game is set for release days after Hyper Japan 2017 on 21 July. Nintendo has promised a Splatoon 2 tournament at E3, so maybe they have something similar planned for Hyper Japan.

In any case, there is plenty to be excited about, and fans of Nintendo are sure to be clambering to get their Hyper Japan tickets, which you can buy here.

Hyper Japan has been an extremely popular event in London for several years, and is the number one UK event for showcasing Japanese food and culture. Ticket buyers can expect not only games, but film, anime, cosplay, music, and much, much more.

New Fighter Helix the ‘DNA Man’ Announced for ARMs | Nintendaily

New Fighter Helix the ‘DNA Man’ Announced for ARMs

The ARMs roster seems to be growing by the week. At the last Nintendo Direct we got Min Min the Noodle Girl, and now Nintendo has revealed Helix, or ‘DNA Man’ as he is called in Japan.

Nintendo has been posting daily titbits about ARMs on the Japanese ARMs Twitter page for the last few weeks, but nothing of any particular note – mostly thing like new costumes. That all changed today however with a series of posts and videos unveiling new fighter Helix.

It turns out the lab stage that Nintendo have been showcasing is Helix’s home stage. The fighter himself is a green blob with double helix strands for arms and hair. Not only are his arms stretchable, but his whole goopy body appears to be extremely flexible, which will likely be useful for dodging, dropping, and weaving around attacks.

The Nintendo of Europe Twitter page said this:

Here’s a new fighter! Helix was created at ARMS Laboratories, Inc. He can shrink and stretch at will with his elastic body!

Oh, and judging by the video below, he has the most irritating voice of any fighter announced so far.

Helix was shown showing off a variety of ARM weapons, including the dragon laser attachment Min Min was demoed using at the last Nintendo Direct. His signature weapon though appears to be round, globular shaped weapons that are seen in both green and blue colours. The weapons can be seen bouncing across the ground when fired, leaving gunk on an opponent’s face that will presumably obscure their field of view, and even being used as a shield to deflect an opponent’s special attack. As previously announced, these weapons can be mixed be mixed and matched with other ARM weapons to add a deeper level of strategy to fights.

New Fighter Helix the ‘DNA Man’ Announced for ARMs | Nintendaily

Incidentally, although Helix has technically only just been announced, rumours about a DNA man have been flying around since the last Nintendo Direct where a screen shop accidently hinted at the fighter, along with three other fighters that are yet to be a revealed, one of which appears to be a robot.

That brings the total fighters we know about to six – Springman, Master Mummy, Ribbon Girl, Mechanica, Ninjara, Min Min and Helix. Including the three fighters that presumably are still to be announced, the roster is looking to be nine fighters at least, which isn’t huge, but is still enough to add plenty of strategic meat to what I once worried would be a bare bones motion control showcase.

Keep it at Nintendaily for more details on Helix when they are unveiled.

Metal Slime New Nintendo 2DS XL Revealed for Japan | Nintendaily

Metal Slime New Nintendo 2DS XL Revealed for Japan

In case you missed it, today’s announcement of the New Nintendo 2DS XL wasn’t the only surprise – Nintendo has already announced a new special edition console: the Metal Slime New Nintendo 2DS XL.

Although there ae several names for the consoles floating around the internet, including the ‘Bubble Slime’ edition and the ‘2DS LL’, the one thing everyone can agree on is that it looks super-sharp, with a sleek black colour scheme and beautifully detailed lid.

Unfortunately, the Metal Slime New Nintendo 2DS XL currently only has a Japanese release date, with no hint yet of an international launch. As Dragon Quest is much more popular in Japan than it is in the west, it is questionable whether it will make the leap, but fingers crossed anyway.

The Metal Slime New Nintendo 2DS XL will come bundled with the hotly-anticipated Dragon Quest 11, and will be released 29 July with a price of 22,480 Yen – so about £155.

Nintendo has recently stated they will carry on supporting the 3DS despite the Switch coming dangerously close to stealing its biggest USP. Even so the announcement of the New Nintendo 2DS has come as a big surprise, and hints that Nintendo are trying to squeeze every penny they can from the successful 3DS family.

Do you like the design? Will you be importing one? What do you think of the New Nintendo 2DS XL in general? Let me know in the comments.

For now, I’ll leave you these pictures to salivate over. Enjoy…

Metal Slime New Nintendo 2DS XL Revealed for Japan | Nintendaily

Metal Slime New Nintendo 2DS XL Revealed for Japan | Nintendaily

Metal Slime New Nintendo 2DS XL Revealed for Japan | Nintendaily

Metal Slime New Nintendo 2DS XL Revealed for Japan | Nintendaily

New Nintendo 2DS XL & Metal Slime Edition Black & Turquoise | Nintendaily

New Nintendo 2DS XL & Metal Slime Edition New 2DS XL Unveiled

Bet you didn’t see this one coming. In a surprise announcement, Nintendo has unveiled a brand new 3DS model: the New Nintendo 2DS XL.

The New Nintendo 2DS XL is yet another addition to the 3DS family, and the second 2DS variant. Similar to the 2DS, the console features no stereoscopic 3D. However, in terms of the shape and clamshell design it more closely resembles the New 3DS XL. Perhaps it should be called a 2.5DS?

When I say the New 3DS XL, the New prefix is important, as it identifies the 3DS models that are slightly more powerful, have an analogue nub, extra shoulder buttons, and integrated amiibo support – all of which the New Nintendo 2DS XL includes. The Nintendo website gives the following detail:

New Nintendo 2DS XL plays all Nintendo 3DS games in 2D. With a large 4.88 inch screen, and weighing in at around 260 grams, it’s a new kind of Nintendo 2DS.

New Nintendo 2DS XL & Metal Slime Edition New 2DS XL Unveiled | Nintendaily

New Nintendo 2DS XL & Metal Slime Edition White & Orange | NintendailyTwo colours will be available at launch: black & turquoise and white & orange. Interestingly the first special edition model has already been announced: the rather nifty looking Metal Slime Edition 2DS XL.

The black & turquoise and white & orange variants will be released 28 July. Although we don’t know the price as Nintendo isn’t allowed to set prices in Europe, the console will cost $149 in America, so you can expect it to be around £120 in the UK.

Metal Slime Edition New 2DS XL Unveiled | Nintendaily

The Metal Slime Edition New 2DS XL will be Japan only, and will be released 29 July at 22,480 Yen. The console will come bundled with the much-hyped Dragon Quest 11. There’s no word yet on an international release, but watch this space to stay posted.

In terms of why Nintendo are releasing the New 2DS XL, it’s not exactly clear. There are however three game releases that have been dated 28 July: controversial Pikmin side-scroller Hey Pikmin!, Mii character RPG Miitopia and the five-year delayed Dr Kawashima’s Devilish Brain Training: Can you stay focused? – all of which are likely to see a sales boost due to the New Nintendo 2DS XL.

Nintendo have also recently pledged to carry on supporting the 3DS despite the Switch encroaching on its portability USP, and with a handful of new Kirby games also announced for the system at the most recent Nintendo Direct, they seem to be following through with that promise – even if they aren’t the most high-profile of games.

Considering the 3DS is now six years old, the New Nintendo 2DS XL is likely a way to pump any remaining revenue they can make from this successful family of consoles before they finally decide on the 3DS’s future.  And with rumours of a Nintendo Switch Mini being released in 2019 floating around, it’s anyone’s guess what that will be.

Will you be getting a New Nintendo 2DS XL? Tempted to import the Metal Slime Edition New 2DS XL?  Is Nintendo muddying the waters with too many 3Ds variations? Let me know in the comments.

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Nintendo Leads Japanese Charts with Fire Emblem Echoes & Switch | Nintendaily

Nintendo Leads Japanese Charts with Fire Emblem Echoes & Switch

The latest Media Create sales figures are in, and they show that this week Nintendo leads the Japanese Charts both in terms of software and hardware.

The newly released Fire Emblem Echoes: Shadows of Valentia is leading the pack in software, selling an impressive 131,688 units. It’s worth mentioning that despite Fire Emblem Fates easily beating this on debut by selling 300,000, the game was spread over two distinct versions, which many fans would have brought both of. The game was also a main entry in the series, whereas Fire Emblem Echoes: Shadows of Valentia is a reimagining of the 1991 installment Fire Emblem Gaiden, so naturally will have a more niche appeal.

Second on the software charts we can see Pro Yakyuu Famista Climax, which is a baseball game on the 3DS which narrowly beat Dark Souls III to the number two spot with 48,142 units sold. In all, Nintendo held seven of the top ten places in the chart, with 1-2 Switch, The Legend of Zelda: Breath of the Wild, Mario Sport Superstars, and new Switch entry Minna de Waiwai! Spelunker all proving popular.

Hardware sales are also strong, with the Switch coming out on top with 48,694 units sold – despite the only new release being Minna de Waiwai! Spelunker. The New 3DS LL came in second place with 17,570 units sold, narrowly beating the PS4 to second place. As usual, in Japan it isn’t the Wii U you should feel sorry for, but rather the Xbox One, which throughout the whole country only sold a lowly 68 units.

All in all, a very successful week for Nintendo. And with Mario Kart 8 Deluxe on the horizon, things can only get better. Check out the full Japanese charts below.

Japanese Hardware Charts

  1. [3DS] Fire Emblem Echoes: Shadows of Valentia (Limited Edition Included) (Nintendo, 04/20/17) – 131,668 (New)
  2. [3DS] Pro Yakyuu Famista Climax (Bandai Namco, 04/20/17) – 48,142 (New)
  3. [PS4] Dark Souls III: The Fire Fades Edition (Bandai Namco, 04/20/17) – 33,088 (New)
  4. [PSV] Dungeon Travelers 2-2: The Maiden Who Fell into Darkness and the Book of Beginnings (Aquaplus, 04/20/17) – 27,381 (New)
  5. [3DS] Monster Hunter XX (Double Cross) (Capcom, 03/16/17) – 27,283 (1,393,376)
  6. [NSW] The Legend of Zelda: Breath of the Wild (Limited Edition Included) (Nintendo, 03/03/17) – 20,364 (395,655)
  7. [NSW] 1-2-Switch (Nintendo, 03/03/17) – 9,790 (186,158)
  8. [PS4] PaRappa the Rapper Remastered (SIE, 04/20/17) – 7,649 (New)
  9. [NSW] Minna de Waiwai! Spelunker (Square Enix, 04/20/17) – 7,447 (New)
  10. [3DS] Mario Sports Superstars (Nintendo, 03/30/17) – 7,007 (68,886)
  11. [PS4] NieR: Automata (Square Enix, 02/23/17) – 6,125 (307,084)
  12. [PS4] Ghost Recon: Wildlands (Ubisoft, 03/09/17) – 5,281 (164,711)
  13. [Wii U] The Legend of Zelda: Breath of the Wild (Nintendo, 03/03/17) – 4,143 (104,689)
  14. [3DS] Pokemon Sun / Pokemon Moon (Nintendo, 11/18/16) – 4,012 (3,245,611)
  15. [3DS] Super Mario Maker for Nintendo 3DS (Nintendo, 12/01/16) – 3,809 (1,023,243)
  16. [NSW] Super Bomberman R (Konami, 03/03/17) – 3,552 (73,677)
  17. [3DS] Yo-kai Watch 3: Sukiyaki (Level-5, 12/15/16) – 3,163 (707,846)
  18. [PS4] Horizon: Zero Dawn (SIE, 03/02/17) – 2,874 (204,517)
  19. [PS4] Kingdom Hearts HD 1.5 + 2.5 Remix (Square Enix, 03/09/17) – 2,851 (105,132)
  20. [3DS] Animal Crossing: New Leaf Amiibo+ (Nintendo, 11/23/16) – 2,830 (165,015)

Japanese Hardware Chart

  1. Switch – 48,694 (45,673)
  2. New 3DS LL – 17,570 (18,115)
  3. PlayStation 4 – 15,222 (17,067)
  4. PlayStation Vita – 5,164(5,592)
  5. PlayStation 4 Pro – 4,112 (4,855)
  6. 2DS – 3,945 (4,475)
  7. New 3DS – 1,114 (1,234)
  8. PlayStation 3 – 367 (432)
  9. Wii U – 262 (271)
  10. Xbox One – 68 (142)