Just as a side discussion ...
While playing MadWorld it is fairly obvious that its development budget wasn't particularly large being that a lot of the game takes place in fairly small environments that reuse a large portion of their graphical assets. About the only area where there seemed to be a significant investment towards "production values" was voice work, and there really isn't as much content there as is in most smaller sports games from the previous generation.
While TV ads are never inexpensive, but you can get 50 to 100 ads on a small network durring slow periods (like Spike in the middle of the afternoon durring a startrek re-run) for the same cost as 1 commercial on a big network at prime-time on one of their bigger new shows; from what I have seen of Sega's Madworld campaign, they seem to be heavily focusing on small networks at off peak hours and trying to attract the attention of their target demographic.
Now, given Clover's track record, the sales history of games with distinctive artistic styles, the sales performance of most new IPs, and the unknown ability of the Wii to sell ultra violent games I expect that Sega probably has kept total costs low enough that MadWorld would only need fairly modest sales to break even. If you make the assumption that this sales level was 500,000 units (a pretty fair assumption in my opinion) having sold 10% of that level in one region in one week when the Wii has a track-record for selling a large volume over time should be a fairly promising figure. If (over the next couple of weeks) it starts to show signs that it will be profitable (or highly profitable) I suspect that Sega will be willing to devote greater resources towards a sequel or similar games.







