| zarx said: So for USA pre Brawl 67,160, Week 1 148,172 (+121%), Week 2 216,423 (+46%). Arround a 230k boost using the pre week as baseline pre Kart 80,223, Week 1 333,130 (+315%), Week 2 123,983 (-63%) Arround 216k boost using the pre week as baseline pre NSMB Wii 206,768, Week 1 294,086 (+42%), Week 2 521,456 (+77%) Arround 197k boost using the pre week as baseline pre Wii Fit 148,172, Week 1 308,891 (+210%), Week 2 150,985, Arround 14k boost using the pre week as baseline not sure how you would do Wii Sports, and Kart was a few weeks after Brawl and Wii Fit a couple weeks after and NSMB was at Xmas and had supply issues if I remember as did Brawl. Then there is the factor of esisting install base, as the install base grows the number of people that can be sold on the console by a single game decreases. Then there is the long term effects thing like Wii Fit likely sold a lot of consoles far beyond it's first week as word of mouth spread it's first week was just over a 10th of Brawl's but ended up selling almost twice as much. Plus as you said other titles launching at the same time. So not a really reliable metric I would say, tho by that metric it does suggest that Brawl was the biggest killer app over the shot term. |
There was a reason why I used the phrase "in the first two weeks". The other killer apps likely did better over time for the system, with Brawl being more up-front. The key is that generally, if it shows a significant boost to system sales on release, it's a good sign that it's a killer app. The extent of the boost isn't necessarily proportional to the total, though.







