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Nintendo estimates $33 million earned from Virtual Console

Fielding questions at a Tokyo press conference held by Nintendo and NTT regarding an internet service collaboration, Nintendo executive Shinji Hatano provided some rather vague commentary on the success of Wii's Virtual Console. According to IGN's Anoop Gantayat, the executive noted a previously mentioned figure of 7.8 million downloads across the service, with purchases generating 3.5 billion yen -- or approximately $32.33 million.

Perhaps there was a hint of sarcasm then, when Hatano followed up with, "We're currently unsure if this is a lot or low. They're not bad figures." Really? Earning over thirty million dollars from games you approved years ago seems like it's a reasonable payoff for minimal effort, doubly so when said (overpriced) games include Double Dribble.

Wii60 survey: Wii owners less likely to buy Xbox 360

Data compiled for the MI6 game marketing conference shows off some interesting numbers concerning Wii and Xbox 360 owners and their likelihood to pick up a second console. Taken between March 20th and the 28th, the online survey questioned just under 1,900 gamers. The results are mostly unsurprising with mid-range percentages across the board.

However, a large number of Xbox 360 owners (66%) admitted they might buy a Wii as a second console. This is especially interesting when compared to the number of Wii owners who would consider picking up an Xbox 360: 44%. Are Wii owners more content with their purchase, or do Xbox 360 owners just have the extra cash to throw around?

Results for PS3 owners were left mysteriously undisclosed. We'll let the anti-Sony pundits handle the flame wars for that one.

Pack your bags! Australian game reviewers offered hookers

When hookers are offered to game reviewers for better scores ... well, the game industry just got a whole lot more interesting! Official Australian PlayStation 2 Magazine's former editor Richie Young says he was offered sex, money, gifts, overseas trips and advertising support to influence game review scores.

Well, let's see, the advertising support is a common practice. So are the trips and gifts (those are just called junkets). The money is interesting -- but hookers? In Australia? Imagine what the American game reviewers get offered. EGM Editor Dan Hsu's now classic editorial spoke to this issue, but to this day he hasn't stepped up to the plate with a follow-through.

A lot of issues dredged up in Young's post are just the truth of what happens. It's dirty and it's sad. None of it is anything the magazines and review sites don't have to deal with every single day ... it's just the hookers that make this story over the top.

[via ScreenPlay, thanks Flyingdoormat]

Korea Times blue over Brain Age recognition issue

Korea, which Nintendo just recently began marketing in, is learning the joys of Brain Age recognition frustration. As sister site DS Fanboy reports, it looks like the Koreans are having problems with the software recognizing certain numbers. The Korea Times reporter says, "The game is supposed to recognize spoken words in some of exercises, but some words rarely register correctly. Also, when you write your answers on the touch screen, the machine sometimes confuses similar Korean words and numbers such as 9 and 0, 7 and 9, and 6 and 0."

She dismisses these as simple "mistakes [that] don't make or break the game." Korea's got it easy on the number recognition issue. As many English speaking owners of Brain Age will discuss the absurdity of screaming at their DS during the color training exercise, "Blue. Blue. Blue? BLUE?! BLUE! THE COLOR IS BLUE!"

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