<![CDATA[Kotaku: wii music]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: wii music]]> http://kotaku.com/tag/wiimusic http://kotaku.com/tag/wiimusic <![CDATA[There May Be More Wii Music]]> It's easy to make fun of Wii Music, but remember, it still sold over two million units. Which probably explains why Nintendo are still talking publicly about the possibility of more of the things.

"I think it sold lower than our expectations but on the other hand it was a really unique game, I have to say," Nintendo's Shigeru Miyamoto told the Official Nintendo Magazine. "And also, even today, we are receiving several different offers from people in the field of music education, so as far as Wii Music is concerned, I think is still has great potential. And in the future there might be some developments."

Exciting, no?

Wii Music: You Haven't Heard The Last Of It [ONM]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5406260&view=rss&microfeed=true
<![CDATA[The Role of Music Games]]> I got kicked out of choir in middle school and ever since, I've limited my study of music to whatever Guitar Hero and Rock Band have bothered to teach me.

Now, of course I've heard people say that this is wrong; that video games cheapen or damage the experience of learning real music with their plastic peripherals and oversimplification of beats, rhythm and notes. But it seems like even more music games seem to be popping up in response to this criticism – all of which claiming that they are different, that they really are about the music and not about mimicking and button mashing.

Think about it: we've got Timbaland's Beaterator which includes lessons on real music theory in the tutorial, DJ Hero which introduces the concept of an artist who uses other people's music to make an original song and elaborate music studio components in Rock Band and Guitar Hero that put the power of composition directly in your button-mashing fingers. And let us not forget Wii Music and all its lofty educational ambitions.

To tone deaf choir reject like myself, the music game scene isn't just over saturated – it's downright intimidating. Am I supposed to be entertained, educated or indoctrinated? I can hardly decide.

All of this came up today while talking with Carlo Delallana (designer) and Matt Leunig (associate producer) about their game, Jam Sessions 2 – a guitar simulator. I was playing Good Reporter and trying to find out how the game would treat me as a gamer and also as a would-be musician (despite my evident failure in middle school).

I asked about the scoring system and Delallana said the game wouldn't punish me or make the song sound bad for messing up a note. I started to ask about competitive multiplayer and both Leunig and Delallana emphasized that their game was more about making music than trying to be better than the next guy. Finally, I told them about Beaterator's music theory lessons and asked for their take, and Delallana dropped this bomb: "There's a danger in teaching [music] because there's no one way to learn music."

That may be why Jam Sessions 2 is so careful not to punish gamers for messing things up – and why it doesn't really tell you what to do when you get to the music studio to start recording and editing your own tracks. It also may be why I gravitate to it over Beaterator or Rock Band because I don't really know that I want a music game to teach me or judge me on something I feel like I suck at. But is that reaction even worse than me assuming I know how to play the guitar having beaten Killer Queen on Hard?

It comes down to what music games are supposed to be for. If Delallana is right and there's no one way to learn music, then maybe it doesn't matter whether or not DJ Hero has a better track list than Scratch: The Ultimate DJ. But on the other hand, if the game isn't supposed to teach me music – if it's really just an interactive fantasy where I can pretend to be a rock star – maybe all music games are only as good as their set lists.

Either way you look at it, though, there is eventually going to be a music game for everybody if the market for these games keeps expanding like it is. Whether you're a choir reject like me or a Ukulele Hero hold-out, there just might be some comfort in that.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5377636&view=rss&microfeed=true
<![CDATA[Iwata: Remember, Miyamoto Is Not God]]> Nintendo president Satoru Iwata reminded attendees of the company's financial results briefing that it does not employ a powerful deity, as famed Nintendo game designer is not, in reality, a god walking the Earth.

Iwata was forced to remind the crowd of Miyamoto's non-divine status when questioned about a few of Nintendo's more recent stumbles. That includes Wii Music "not selling very well," declining Wii hardware sales and a series of "small mistakes" from the company, including buggy and delayed software.

Mr. Iwata responds.

"One of the reasons why Miyamoto is highly praised is because of his ability to stop, rethink about, and fix how he can convey the appeal of a software when he finds out during the latter phase of development that the software will not be good enough," Iwata said. "This is why the games he has worked on have a high batting average to produce big hits."

"However, he is not God and even Miyamoto himself cannot hit the mark every time nor always predict how long it takes to complete development," he added, a statement which would fly in the face of the opinions of attendees of Nintendo's E3 2004 press conference.

But Iwata seems to be taking these criticisms to hear.

Iwata sums up: "We are making efforts to not miss out on great opportunities. We are always searching for the next fun thing. With luck and some preparations, we hope to identify and catch these opportunities when they appear in front of us. However, no one can tell when these will comes to us, and it is inevitable that we may not always be able to launch our products at the most desirable timings."

Financial Results Briefing for the 69th Fiscal Term Ended March 2009 - Q&A [Nintendo]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5264577&view=rss&microfeed=true
<![CDATA[Wii Music As Teacher Shown in Action]]>
A Washington, D.C. school is one of the first in the nation to get Wii Music in their school.

The program isn't using the game to teach music, it's just meant to engage student in the arts, to get them interested in music. Which, I think, is a fantastic idea. Sure, Guitar Hero and Rock Band would do the same thing, but including instruments they are both more expensive.

The program is, in part, a reaction to the D.C. School Chancellor's new policy to make sure every school has a music teacher on staff. The Wii music program will eventually be in 50 cities throughout the country.

Maybe Harmonix or Activision will take a page from Nintendo and test out a program that would introduce younger children to music through their games. I know that's why Tristan is studying classical guitar now.

Nintendo Wii Debuts in D.C. School [Fox DC]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5169355&view=rss&microfeed=true
<![CDATA[Iwata: Wii Music Didn't Reach Potential]]> Wii Music didn't become the breakout hit Nintendo was hoping for. It was a sales disappointment of sorts. Nintendo President Satoru Iwata thinks the software elicits one of two reactions.

Nintendo Co., Ltd. just released a Q&A that was held during last week's Nintendo Third Quarter Financial Results Briefing in Tokyo, where president Iwata conceded: "I agree that Wii Music, as of now, has not achieved its true potential. On the other hand, I feel that Wii Music is a software that elicits largely two extremely different reaction from consumers. There are people who highly appreciate it and those who do not appreciate it at all."

Continuing, Iwata points out that the typical reaction towards a game is that lots of people enjoy a game and the buzz towards that game becomes positive — or vice versa. "For Wii Music, the impression seems to completely depend on each individual player," said Iwata. "It is unfortunate that Wii Music was not immediately appealing enough to some consumers, but it simply might have not been the right game for them."

That's not to say Nintendo has given up on the title. Iwata points out that when Brain Age originally launched in Japan, the game didn't become a hit until Brain Age 2 went on sale.

"We do not like to think that we failed with Wii Music nor that we should abandon sales support," sai Iwata. "If we had approached Brain Age with that mentality, the software would have not achieved the current sales situation."

Wii Music was launched along with Animal Crossing: City Folk at the end of 2008 in hopes of appealing to Japanese consumers and "revitalize the Wii market in Japan." Continuing, Iwata said, "Our efforts have not lived up to our expectation. While Wii had very strong momentum in the overseas markets, the Wii market in Japan (during the year-end sales season) showed a slow start, did not show sharp trajectory in sales, and ended up moving back to the sales level of non-sales-season level quickly."

In short: "So, what happened at the end of last year in Japan was simply that it did not go as we had planned."

Iwata is very quick to point out that the sales figures for both Wii Music and Animal Crossing: City Folk are "nowhere near that of failing software." Nintendo has extremely high sales expectations for its titles — these games did not meet those sales expectations. "To generate strong sales," Iwata added, "we need to effectively communicate Nintendo's messages to our consumers."

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5146918&view=rss&microfeed=true
<![CDATA[The Death of Evil Obi Flies in the Face of Flush Video Game Industry]]> These are such things as dreams are made on, the colorful concepts of dying developers, the universes that will never be.

A recent glimpse into the unpublished works of a now-defunct game developer shows us one such universe which includes fabled Star Wars good guy Obi-Wan Kenobi, corrupted and evil.

In the original concept art for the unannounced, but long-rumored-to-exist video game Star Wars Battlefront III, we get a chance to wonder what could have been had Obi-Wan Kenobi fallen to the temptations of the Dark Side.

The images, leaked by a former developer at Free Radical, show a yellow-eyed, hunched form in the tattered remnants of the robe made famous by Alec Guinness. His hands are gnarled and claw-like, his light saber not a heroic blue, but a malignant red.

Traditionally, George Lucas has always approved any change to Star Wars canon, though it's unclear if this rumored idea would have changed canon or created a new one. But it does make this particular tidbit far more interesting than your average leaked game designs. Maybe Lucas is playing around with the idea of flipping his beloved, Wookiee-packed universe on its head.

While UK-based Free Radical certainly isn't the only game developer on the chopping block thanks to a wobbly world-wide economy, the video game industry as a whole seems to be relatively healthy.

In 2008 the industry raked in an estimated $21.3 billion dollars in the U.S. alone, according to the latest numbers released by the NPD Group this week.

That's more than double the take of the industry back in 2005, when it was barely scratching at $10.5 billion's door. Where did all of that dough come from? According to the numbers, the industry has Nintendo to thank for the lucre.

Selling more than 10 million Wii consoles and nearly 10 million DS, not to mention 132 million games for their systems, in 2008, the Japanese developer is responsible for more than half of all gaming sales last year.

What are they going to do with all of that money? Continue to experiment it looks like.

Word is already starting to shake loose that the DSi, the company's two-camera, one microphone version of the handheld DS, could be hitting U.S. shores as early as April for $180.

More interesting, though, is Nintendo's valiant attempt at pushing the educational side of gaming with their devices.

In recent months Nintendo has approved a number of educational games for their systems including one meant to help study for the SATs and another for practicing math.

On Tuesday, the developer announced a partnership with The National Association for Music Education aimed at using Nintendo's Wii and Wii Music in classrooms to teach children about rhythm, tempo and song structure.

“Research shows that more than 82 percent of people who don’t currently play a musical instrument wish they did," said Joe Lamond, President & CEO of NAMM, the National Association of Music Merchants. "Wii Music can help address this by providing a positive introduction for millions of people who might not otherwise be inclined to try.”

Well Played is a weekly column about the big news of the week in the gaming industry and its bigger impact on things to come. Feel free to join in the discussion.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5133013&view=rss&microfeed=true
<![CDATA[Wii Music Coming to Classrooms]]> Nintendo is teaming with The National Association for Music Education to get the Wii and Wii Music into schools, the two announced today.

The collaboration will have music teachers in 51 cities using Wii Music to help children with rhythm, temp and song structure.

“The goal of Wii Music is to inspire people of all ages to enjoy music,” said Cammie Dunaway, Nintendo of America’s executive vice president of Sales & Marketing. “By partnering with educators and bringing Wii Music into their classrooms, we hope to give students a memorable, hands-on experience that helps them discover their own creative voice.”

Instead of trying to use Wii music to actually teach musical concepts, the main thrust appears to be getting children more interested in music. Something that I think Rock Band and Guitar Hero could also lend a hand in. Just ask my son and the thousands like him who have taken up real guitar lessons because of their game play.

But this is a great first step.

“Wii Music has brought a renewed excitement to music class for students from first grade to fifth, myself and even some of the classroom teachers,” said Helen A. Krofchick, a music teacher at Doby’s Mill Elementary School in Lugoff, S.C. “I love how many music standards can be covered in such a short time. Students also have to use language skills, spatial awareness and hand-eye coordination. We have a school very supportive of the arts and Wii Music has empowered our program even more. Any system that is educational and can add a love of music to children’s lives should be in every classroom.”

Other organization working with Nintendo on this program include San Francisco’s Blue Bear School of Music and New York’s Opus 118 Harlem School of Music.

“The joy of playing music is something that should be experienced by everyone, regardless of age, talent-level or experience,” said Joe Lamond, President & CEO of NAMM, the National Association of Music Merchants. “Research shows that more than 82 percent of people who don’t currently play a musical instrument wish they did. Wii Music can help address this by providing a positive introduction for millions of people who might not otherwise be inclined to try.”

This sounds like Nintendo has taken up the idea of getting Wii into schools to heart. Nintendo told me that they didn provide a "limited amount" of consoles to help get the program off the ground, though it doesn't sound like they plan on donating to schools across the country.

They did also work with The National Association for Music Education to create a master lesson plan.

It's good to see that my pet peeve is getting some attention.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5130112&view=rss&microfeed=true
<![CDATA[Wii Music Pack Full Of Needless Sax And Violins]]> Wii Music challenges players to use their imagination to make their Wii remote and nunchuck into musical instruments. Accessory developer ezGear says screw imagination, here's some plastic instruments.

The company that brought us plastic tennis rackets, golf clubs, and baseball bats for Wii Sports now brings us a plastic violin, saxophone, and combination drum sticks / conductor's baton in their Wii Music Pack. Each white plastic piece contains a little recess for you to stuff either your Wii remote or nunchuck into, completely ruining the whole imagination aspect of the title.

Still, at only $29.99, it's an inexpensive way to add a large package under the tree, which is sure to impress friends and family alike. The Wii Music Pack should be available in stores later this month.

ezGear®Introduces New ezGear WiiTM MusicPack Accessory Kit for Wii MusicTM

Murray, Utah- December 1, 2008 - ezGear, a leading manufacturer of videogame peripherals and electronic accessory products, announced today the ezGear Wii™ MusicPack, an accessory kit for Wii Music™. The ezGear Wii MusicPack is a unique combo that offers enthusiasts three versatile and exciting peripherals for Wii Music including a Violin, a combination Conductor’s Baton/Drumsticks and a Saxophone.

“All the top Wii Games use accessories to improve the gameplay experience. Playing Wii Music is a ton of fun and the experience is even better when you have actual instruments to play!” said Charlie Bernstein, President of ezGear.

Instruments Included in the ezGear Wii MusicPack:

Conductor’s Baton/Drumsticks - Keep the beat on the virtual drums or chime in on the xylophone with the Drumsticks. The Wii Remote attaches into one drumstick and the nunchuck into the other. Or choose to use a single stick as a Conductor’s Baton to lead the orchestra in a musical masterpiece.

Violin - Place the violin under your chin and play like a virtuoso. The Violin holds the nunchuck and the Wii Remote acts as the bow.

Saxophone - Attach your Wii Remote to the Saxophone and wail like a pro.

The ezGear Wii MusicPack will be available in early December with a suggested retail price of $29.99.

For more information or to purchase ezGear products, please visit www.ezgear.com.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5100258&view=rss&microfeed=true
<![CDATA[Shigeru Miyamoto Didn't Think Wii Music Would Have Immediate Appeal]]> Wii Music hasn't set the world ablaze. Still, it is an "evergreen title" — to use the proper Nintendo lingo. That, and Shigeru Miyamoto developed it.

One cannot dismiss Miyamoto's impact on gaming. He's responsible for so much of gaming's basic grammar. So even when one of his games does not garner the expected interest and acclaim, it is worth giving those titles another look. They very well could be misunderstood. From an interview with game magazine Edge:

What’s your response to some of the poor reviews Wii Music has received in the gaming press? Did you expect it to be misunderstood?

...My hope is of course that a gradually increasing number of people will get access to Wii Music and understand its fun nature. I really don’t think that it will have the immediate and universal appeal around the world at all [laughs].

I really appreciate that the gaming media has a different view of anything as new as Wii Music today — it’s simply symbolises how different and unique Wii Music is. To tell the truth, I have this big ambition for Wii Music, that it can eventually be something very influential so that it might be able to influence what music means in the world.

Wii Music might age well. It might be one of those titles that we come back to and are able to appreciate at all that Miyamoto is hinting at. Then again, it might not.

Miyamoto Unplugged [Edge Online]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5100266&view=rss&microfeed=true
<![CDATA[Wii Music? Total Sales Bust]]> While it never exactly resonated with the more discerning end of the video game buying public, the average man on the street would still have put a fiver on Wii Music doing well in its first month of sale (the game was released in the US on October 20). After all, it's for the Wii, it's made by Nintendo and it's got "Wii" in the title. Not to mention the fact it was the beneficiary of a fairly hefty marketing push from Nintendo. So heads were no doubt being scratched at Nintendo HQ when the game wasn't among the top ten sellers for October. And scratched further when it wasn't among the top twenty.

Instead, the game sold either a disappointing 81,000 units (according to NPD) or an even more disappointing 65-66,000 (according to Nintendo's "internal numbers"). Let's be charitable, and give them the 81,000. That means the game was outsold by Dead Space, Rock Band 2, SOCOM, the venerable Mario Kart and, yes, Kirby Super Star Ultra. I didn't see Kirby Super Star Ultra shilled on morning talk shows.

Of course, Smile Machine Cammie Dunaway may have a point when she says, in the game's defence:

We’re predicting that it’s going to be an evergreen title. And if you look at titles like ‘Brain Age,’ it’s about the same as what ‘Brain Age’ did during it’s first few weeks and went on to sell 2.5 million copies. ‘Wii Fit’ certainly had a larger launch than that. But I think that people are starting to understand ‘Wii Music.

Then again, if November passes and the game puts up similar numbers, she may not have a point, and all you angry Wii Music-hating children of the internet can spend the day basking in your own sense of smug self-satisfaction.

‘Wii Music’ U.S. Launch Sales One Tenth Of ‘Wii Fit’ Debut Mark, Nintendo Not Panicking [MTV]
Wii Music sells under 81,000 in Oct [GameSpot]

(Sorry, couldn't resist)

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5088081&view=rss&microfeed=true
<![CDATA[Wii Music Street Performers]]> Nintendo seems convinced that people just need to try Wii Music to be enchanted and buy the game. They're so convinced that it seems to have become a major part of their holiday push.

Starting this weekend street performers will be hitting up malls from Atlanta to Los Angeles to hang-out and "perform" on the game for shoppers.

Hit up the jump for the break down of this weekend's stops and the link for next weekend's.

Nov. 15-16
Atlanta: Perimeter Mall Toys "R" Us
Boston: Natick Collection
Chicago: Water Tower Place
Dallas: West Village
Los Angeles: The Commons (Calabasas, Calif.)
New York: South Street Seaport
San Francisco: Stonestown Galleria
Washington, D.C.: The Market Common Clarendon (Arlington, Va.)

Wii Street Music [Wii Music]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5086877&view=rss&microfeed=true
<![CDATA[Shigeru Miyamoto, Broken Record]]> Shigeru Miyamoto is a great game designer, we all know that. He's an incredibly insightful and intelligent man. Likewise, that we all know. Yet, lately his interview responses sound, we dunno, canned? Take these recent responses regarding Wii Music:

When we created the Wii, we identified areas that would appeal to everyone in the household... One was sports, another was fitness, and one was music.

Wii Music has been an answer to my long life as a struggling musician... The one problem I've never been able to resolve is that while I wish I was good enough to perform for people, no matter how much I practiced I never felt my performance was good enough.

Kids are learning more about the fundamentals of music then they realize... When it comes time to learn to read music and play a real instrument, Wii Music might make them more interested in taking on the challenge and sticking with it long-term.

That's interesting, but we think we read that interview at E3 and 1,034 times after that. (Hey, he's a walking press release!) It's not that these answers are simply stock answers, but rather, softball answers from softball questions. Granted, the average Wii Music consumer probably does not read every Miyamoto interview. The average Wii Music consumer may not even know who Shigeru Miyamoto is — so these innocuous blank replies from Miyamoto might be Wii Music marketing strategy. (Note: The game failed to crack the US top ten in its first 11 days on sale.)

Too few have challenged him on his claim that Wii Music is teaching the fundamentals of music or addressing confidence issues. If kids want to learn music, they should start with a kazoo or rhythm sticks or, hell, a piano. People want to perform, but can't play an instrument. So the answer is swinging a Wii Remote? Being in one's living room swinging a consumer electronics product does not overcome the inability to play music. Being in one's living room, practicing a musical instrument does. Learning musical instruments is hard. Consumers, and Miyamoto, it seems prefer shortcuts and instant gratification. Good thing Wii Music offers just that.

This could all just be us missing something entirely. (Yes, blame us.) Then again, it very well could be the symptom of something larger. Remember when Miyamoto said that Wii Music's development was relatively easy and didn't challenge him?

Videogame guru tunes into interactive music [Reuters] [Pic]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5086702&view=rss&microfeed=true
<![CDATA[RUN DMC Beatboxes Along With Wii Music]]> Cheerleaders might think it's "bullshit". Bands might think it's not the best. It might put dogs to sleep... figuratively. But Run. Run LOOOOOOVES the beatboxing, drum tapping, piano tripping tunes coming out the Wii thanks to Wii Music. Oh Run.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5077634&view=rss&microfeed=true
<![CDATA[Miyamoto On How His Way of Working Has Changed]]> Brain Training is really Studying: The Game. Wii Fit is Standing Straight: The Game. Wii Music is Noodling: The Game. There's nothing wrong with that approach. Those games are popular, and they've made Nintendo gobs of money. Nintendo didn't always make those kind of games. Shigeru Miyamoto explains his change in approach:

I have a much greater degree of freedom. In the past, I would develop a game and then finish it and the next question is always: What is the next game we would create? In recent years, I've really found that with this idea of applying the structure of video games in a variety of ways, I've found anything can be a video game, and I've found a greater degree creative freedom in what I want to do next and explore.

That's good Miyamoto has grown as a game creator. And sure, anything can be a game, but not anything can be a good game.

Nintendo game guru expands creative limits [SF Gate]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5069081&view=rss&microfeed=true
<![CDATA[The Final Nintendo Holiday Van Test: The Dog]]>
We successfully tested Wii Music against a cheerleader and real musicians, but it was the last test that took the cake. As it turns out, Nintendo wasn't ecstatic on the dog playing the Wii idea, but neither was the dog. We were however able to convince them to let us bring the dog in the trailer to see if he would react to the barking in Wii Music.

b>Watch The Dog on your iPod or Zune!
Right click save link as and download the video here.
Subscribe to our Kotaku Video podcast on iTunes and the Zune Marketplace.

Putting The Nintendo Holiday Van Segment Together

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5068363&view=rss&microfeed=true
<![CDATA["We Wanted Wii Music's Music To Appeal To Very Broad Audience"]]> While Wii Music has been getting a tepid reception, at least Nintendo's Shigeru Miyamoto is excited. Really, really, really excited. So excited that even after working on the game all those months, he's still rushing home to play it. When he's not playing it, he's thinking about it — a sign, Miyamoto says, that he's created a fun game. Good signs! And to those who are sadden that their favorite Nintendo songs haven't made it onto the game, Miyamoto explains:

We wanted the music to appeal to a very broad audience and if you look at the mass market, probably not nearly as many people would be as familiar with [NES/SNES] songs. We wanted to focus on songs that people will know by ear, because that in and of itself is going to make it easier to play and then improvise the songs.

That makes sense. Doesn't make it right, but makes it make sense.

Miyamoto Still Excited About Wii Music [1Up]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5068127&view=rss&microfeed=true
<![CDATA[Wii Music Hits High Note On Japanese Sales Charts]]> Wii Music, as you may already know, topped Japanese sales charts in its debut week. While the Media Create numbers skew a bit lower than what Famitsu had to say, Wii Music won the sales chart crown handily, pushing Pokémon Platinum back to the number two spot.

It will be interesting to see what kind of legs Wii Music has, considering how well Nintendo fare like Mario Kart DS and Wii Play continues to sell.

01. Wii Music (Wii) - 92,000 / NEW
02. Pokémon Platinum (DS) - 72,000 / 1,754,000
03. Yuusha no Kuse ni Namaikida Or 2 (PSP) - 59,000 / NEW
04. Rhythm Tengoku Gold (DS) - 51,000 / 1,007,000
05. Culdcept DS (DS) - 50,000 / NEW
06. Kidou Senshi Gundam 00: Gundam Meisters (PS2) - 43,000 / NEW
07. Shin Sangoku Musou 5 Special (PS2) - 27,000 / 184,000
08. Macross Ace Frontier (PSP) - 26,000 / 129,000
09. Wii Fit (Wii) - 18,000 / 2,740,000
10. Super Robot Taisen Z (PS2) - 13,000 / 462,000

11. Daikaijuu Battle: Ultra Coliseum (DS)
12. Mario Kart Wii (Wii)
13. Dragonball DS (DS)
14. Inazuma Eleven (DS)
15. Daigasso! Band Brothers DX (DS)
16. Wii Sports (Wii)
17. Monster Hunter Portable 2nd G (PSP)
18. Jikkyou Powerful Pro Major League 3 (PS2)
19. Zaidan Houjin Nippon Kanji Nouryoku Kentei Kyoukai Koushiki Soft: 250-Mannin no KanKen (DS)
20. One Piece Unlimited Cruise: Episode 1 - Nami ni Yureru Hihou (Wii)
21. Sky Crawlers: Innocent Aces (Wii)
22. Mario Kart DS (DS)
23. Meccha! Taiko Drum Master DS: 7-tsu no Shima no Daibouken (DS)
24. World Destruction: Michibi Kareshi Ishi (DS)
25. Animal Crossing: Wild World (DS)
26. Wii Play (Wii)
27. New Super Mario Bros. (DS)
28. KanKen DS 2 + Jouyou Kanji Jiten (DS)
29. DS Bimoji Training (DS)
30. Samurai Dou Portable (PSP)

Media Create Weekly Software Sales [Gpara]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5067848&view=rss&microfeed=true
<![CDATA[How'd Wii Music Do In Japan?]]> Wii Music was the subject of a substantial marketing campaign that hit while we were in Japan for Tokyo Game Show. Rare was the train ride or subway station that didn't have some kind of Wii Music presence. That advertising — and Wii Fever, no doubt — translated to some pretty healthy first-week sales of the title in Japan.

According to the latest issue of Famitsu magazine, Wii Music moved about 100,000 copies in its debut week. And while we'd normally wait for Media Create's sales figures, which can often vary noticeably, our interest in how the market responds to the controversial Wii Music forces us to post.

In comparison, Wii Fit's debut on the sales charts was well over a quarter million, but that was just prior to the height of the holiday season. Fortunately for Nintendo, Wii owners will continue to snap up Nintendo software well after a game has been released. Wii Fit, for the record, still rests comfortably in the top ten best sellers on a regular basis.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5067358&view=rss&microfeed=true
<![CDATA[Wii Music Review: Jam With The Bland]]> Wii Music made its infamous debut at E3 2008 with a sloppy, confusing rendition of the Super Mario Bros. over world theme and an on-stage Wii Balance Board thrashing from DJ Ravi Drums. It was a frightening cocktail of hardcore and casual appeal that left many scratching their heads. But it may not be as dire as its first impression let on. With Wii Music, Nintendo is targeting the music lover who may find established gaming conventions either too difficult or too lacking in improvisation, giving Wii owners an opportunity to play as they wish, to make their own experiences with music, however unstructured they may choose it to be.

Now that we've played Wii Music for a serious length of time, has it started to make any sense? Read on to see what we loved and hated about our Wii Music jam sessions.

Loved
Custom Jamming: Reworking the Super Mario Bros. theme into an acoustic down-tempo classic or pumping it up with DJ turntables and dulcimer somehow manages to be more fun than the sum of its parts. Some tunes work better than others, with classic Nintendo themes providing the most personal glee, but riffing with some of the public domain tracks can be great fun.
It's *gulp!* Enjoyably Educational: Wii Music's lessons provide music making newbies with helpful insight into differences between musical styles (Latin, Hawaiian, reggae, jazz, etc.), helps explain musical terms (glissando, tremolo) and may help you with your three part harmonies. And now, we know that ratcheting percussion sound is created by a güiro, a hollowed out gourd. Handy.
Presentation: The Nintendo polish is set to ultra-glossy with Wii Music, which perfectly (and amusingly) integrates Miis into all of the game's modes. From easy-to-navigate menus to simply designed lessons to enjoyable video jacket editing, there's no lack of tender loving care applied to the game's visuals. It's not flashy, by any means, but outside of some editorial quibbles with laying down Custom Jam tracks, it just works.

Hated
There's Not Much "Game" Here: Shigeru Miyamoto may think that Wii Music is "more interesting" than a video game, but we quickly lost interest in continuing beyond the unlocking of all of the game's secrets. Outside of a few mini-games — the "Pitch Perfect" exercise is good enough and necessary to unlock the SMB theme — there's little to challenge the average gamer and less to keep them coming back. Conducting in "Music Maestro" mode feels pointless and tiresome.
Playing The Wii Remote: Custom Jamming is fun, but the Wii Remote and Nunchuk can sap some of that fun, as the controller's imprecision may ruin some of your better performances with off-beat notes and unintended double registers. We wound up avoiding guitar-class instruments for our arrangements because they were so inconsistent.
Lame Song Selection, Bad Instrument Sound: With the exception of "Mute City" theme from F-Zero and "Twinkle Twinkle Little Star" — which was surprisingly a blast to jam to — the majority of the songs included in Wii Music are tired, bland or tepidly arranged. It smacks of Donkey Konga all over again. The other reason we avoided using guitar tracks in our custom song layouts was due to their hollow, artificial MIDI sound. Gimmick instruments like the Dog Suit and the Kung Fu wear out their welcome quickly.
Too Little For Too Much: At $49.99 USD, Wii Music has a hard time justifying its purchase price. A Wii Play-style pack in, giving us one extra Nunchuk, perhaps, to make our group jams more fully featured, would have been welcome. The meager song selection and limited modes don't help. As it stands, you may very well feel like your paying for a nicely crafted tech demo.

Wii Music is a well designed experience that likely won't appeal to fans of established music or rhythm games like Guitar Hero or Dance Dance Revolution. Even more casual fans of those types of games will likely scoff at the title, wondering what the point is, as some of our lapsed gaming friends did. Wii Music should be thought of as a tool not a game, similar to earlier Nintendo efforts such as Electroplankton or Mario Paint and may find some value as a musical oddity, a momentary diversion.

Nintendo has created a piece of software that has brief flashes of fun, but little in the way of long-term enjoyment. In group settings, it will likely entertain for its impossible-to-fail gameplay and the resulting cacophony. Outside of morbid (or genuine) curiosity, it's hard to recommend Wii Music for anyone but the most forgiving of Wii owner or the extremely hardcore Nintendo fan who longs to rearrange well-worn Nintendo soundtrack selections.

Wii Music was developed and published by Nintendo, released on Oct. 21 for Wii. Retails for $49.99 USD. Unlocked all songs, stages and instruments, played all mini-games and completed or tested all lessons.

Confused by our reviews? Read our review FAQ.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5066687&view=rss&microfeed=true
<![CDATA[The Nintendo Holiday Van, Wii Music, and Cheerleaders]]> Wii Music is an interesting breed. Not only does it allow a player to collaborate musically with their friends, but oddly enough it includes a cheerleader and a dog in its instrument database. So what happens when you bring musically inclined individuals, a cheerleader, and a dog to try out their respective avatars in the game? That's what we wanted to find out.

Every year Nintendo drives a holiday “van” around the country for the press to show off their Christmas lineup. Actually, it's not a van, it's a 25 foot long Airstream trailer, cleverly unmarked to fool the unsuspecting driver. Luckily for us, they were kind enough to stop in Denver so that would could give a few of these games a try. Naturally, we wanted to focus on Wii Music. So I employed a few of my friends to act as my crew and without telling Nintendo until we arrived we brought a band, a cheerleader, and a dog to put Wii Music to the test. Over the next few days we'll be posting some videos showing what happened with each of the test subjects as well as their final thoughts about their counterpart in the game and the game itself.

Until then enjoy part 1 of the video series which is like a prologue to events to come.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5066392&view=rss&microfeed=true