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Forums - Nintendo - A biased review: Captain Toad: Treasure Tracker

this is stupid deserves an 8 at least
jk jk
XD
but good review
and good score



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I think the game is pretty great, I just hope they really expand it and come up with much more difficult levels and make a real adventure out of it. Find a way to make the collectibles meaningful. I could really see some of this being incorporated into the next Zelda, that would be great.



Good review. Having fun with the game. Price can be bit of a criticism but there was a preorder deal with $10 off. 



My 3 year old is playing the game atm. All I'm hearing is "I love this game" "That's my favorite" "How I love this" I guess he likes it. Nintendo magic.



I like this game a lot as well, gave it a 8.5. The price is well worth the buy. I also liked how they gave the soundtrack its own little twist for Toad pretty cool. My 3 year old loves it too. Maybe he will play something else than 3D World lol. Glad you put up review was going to do one myself tomorrow.
Also for Club Nintendo people it is a 70 point game.



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I did not see you mention the Bonus levels with 3D World. If you have 3D World you can use Captain Toad in a variety of 3D Worlds which they convert for the non-jumping Captain. That is plus in itself!



I'm looking forward to getting this game, the stages in 3D World were great and I enjoyed the demo. I kinda wish they gave it the Luigi U treatment tho, what I mean by that is offer it as $20 DLC for 3D World or $30 for the retail version.



When the herd loses its way, the shepard must kill the bull that leads them astray.

zorg1000 said:
I'm looking forward to getting this game, the stages in 3D World were great and I enjoyed the demo. I kinda wish they gave it the Luigi U treatment tho, what I mean by that is offer it as $20 DLC for 3D World or $30 for the retail version.

Let's assume a couple of things:

A developer costs a company around $10.000 per month (not just paycheck, but also health insurance, transport costs, software licensing, computer equipment, development kits, etc.)

A video game company gets around $30 for every $60 retail game that is sold. Captain Toad is $40 which means Nintendo gets around $20 per retail copy sold (probably even less because the manufactering and transport costs remain the same for a $40 game compared to a $60 game). They get the full $40 if you buy it on the eshop. Captain Toad had a development cycle of one year. Although they were working on the next Super Mario game simultaneously. 75 people were listed in the credits of Captain Toad.  

75 * 10.000 * 12 = $9.000.000 

Captain Toad had a development budget of $9 million. 

This would mean Captain Toad would need to sell 450.000 retail copies to break even. It's impossible to know how many people will buy the game digitally. If everyone bought it digitally they'd only need to sell 225.000 copies. Captain Toad thus needs to sell in between 225.000-450.000 copies to break even.

As of 6 December the game has sold 150.000 retail copies according to vgchartz (with only one day of sales data in the US and it hasn't launched yet in Europe). 

Keep in mind that most of the money goes to the publisher and developers also have to pay royalties to whichever company that owns the platform they're releasing the game on. Luckily for Nintendo, both those things don't matter for them. 

What Nintendo did with this game was a very smart business move. Because of the fact they also released a retail copy they can artificially increase the price of the eshop (because retailers would get pissed if there were big price differences between digital copies and retail copies). Now you understand why they also had a retail version of NSLU. 

Sources used: 

http://yachtclubgames.com/2014/08/sales-one-month/

http://latimesblogs.latimes.com/entertainmentnewsbuzz/2010/02/anatomy-of-a-60-dollar-video-game.html

I think I'm going to buy Shovel Knight just because they provided me with that interesting blog. Now give me an 8-bit Mario, Link or Samus in the game! You did it for Kratos... ;p (I know it was Sony who gave them this courtesy). 



Samus Aran said:
zorg1000 said:
I'm looking forward to getting this game, the stages in 3D World were great and I enjoyed the demo. I kinda wish they gave it the Luigi U treatment tho, what I mean by that is offer it as $20 DLC for 3D World or $30 for the retail version.

Let's assume a couple of things:

A developer costs a company around $10.000 per month (not just paycheck, but also health insurance, transport costs, software licensing, computer equipment, development kits, etc.)

A video game company gets around $30 for every $60 retail game that is sold. Captain Toad is $40 which means Nintendo gets around $20 per retail copy sold (probably even less because the manufactering and transport costs remain the same for a $40 game compared to a $60 game). They get the full $40 if you buy it on the eshop. Captain Toad had a development cycle of one year. Although they were working on the next Super Mario game simultaneously. 75 people were listed in the credits of Captain Toad.  

75 * 10.000 * 12 = $9.000.000 

Captain Toad had a development budget of $9 million. 

This would mean Captain Toad would need to sell 450.000 retail copies to break even. It's impossible to know how many people will buy the game digitally. If everyone bought it digitally they'd only need to sell 225.000 copies. Captain Toad thus needs to sell in between 225.000-450.000 copies to break even.

Currently the game sold 150.000 retail copies according to vgchartz (with only one day of sales data in the US and it hasn't launched yet in Europe). 

Keep in mind that most of the money goes to the publisher and developers also have to pay royalties to whichever company that owns the platform they're releasing the game on. Luckily for Nintendo, both those things don't matter for them. 

Sources used: 

http://yachtclubgames.com/2014/08/sales-one-month/

http://latimesblogs.latimes.com/entertainmentnewsbuzz/2010/02/anatomy-of-a-60-dollar-video-game.html

I think I'm going to buy Shovel Knight just because they provided me with that interesting blog. Now give me an 8-bit Mario, Link or Samus in the game! You did it for Kratos... ;p (I know it was Sony who gave them this courtesy). 

Lol I'm not sure how my post warranted such a rant If the budget and sales expectations called for a $40 price tag, that's fine. I'm just saying for me personally, $40 is a bit more than I would like to pay for this game, $30 would be ideal and based on RolStoppables review saying it was a bit low on content for being $40, it seems he agrees as well.



When the herd loses its way, the shepard must kill the bull that leads them astray.

Eh I don't think ALL developers are paid 10k a month. Probably not even 10% make that kind of dough. I know you're factoring in other costs, but still that's incredibly high considering a lot of those are already paid for and they don't pay for dev kits and a lot of those things more than once.