Sales Mario & Sonic at the Olympic Games was a commercial success. in the first few months of release, it was on four separate occasions the top-selling game in the United Kingdom all-formats chart. It accumulated seven weeks as the number-one seller, including the first two weeks after its release. The Wii version sold a half-million units in the UK during those seven weeks. By June 2008, both Wii and DS versions reached combined sales of 1.2 million copies in the UK, prompting Sega to create plans on re-marketing the game there. The game went on to sell over two million units combined in the country. According to the
NPD Group, the Wii game was one of the top-ten best-sellers for the month of December 2007 in the United States, selling 613,000 units. Electronic Entertainment Design and Research analyst
Jesse Divnich argued the game is a fitting example of brand awareness' role in determining Wii game sales. The Wii is an exception to the correlation that higher quality games lead to better sales as seen on the
Xbox 360 and Sony's
PlayStation 3. Divnich added "To the casual and social gamer, it didn't matter that the game received sub-70
Metacritic scores," the recognizable "Mario" and "Sonic" brand names participating in a recognizable action, "The Olympic Games," contributed to the game's US sales. As of December 28, 2008, 594,157 units of the Wii version and as of December 27, 2009, 383,655 copies of the Nintendo DS version has been sold in Japan. The Nintendo DS version is the twenty-seventh best-selling game of Japan for 2008. In the same year for Australia, it is the eighth best-selling game while the Wii version is number four. In July 2008, Simon Jeffrey, president of Sega of America, announced that Sega has sold approximately 10 million units worldwide combined of
Mario & Sonic and showed interest in again collaborating with Nintendo to produce another game featuring the two companies' mascots. The game is listed in the ''
Guinness World Records Gamer's Edition 2010'' book as the "Best-selling gaming character cross-over" with 7.09 million on Wii and 4.22 million copies on DS sold.
Critical response Although the Wii version of
Mario and Sonic was awarded the "Best Wii game of 2007" at the
Games Convention in
Leipzig, it and the DS version received mixed reviews. A common complaint was that Sega and Nintendo failed to set the first matchup between their mascots in the genre that made them famous—
platform games. Instead, the two companies threw Mario and Sonic into an Olympic-themed
party video game,
GameSpots Aaron Thomas rated the Wii version's motion control scheme as "uninteresting and occasionally frustrating". Andrew Fitch of
1UP.com assured readers in his review that the less physically demanding gameplay of the DS version made the game accessible for extended periods of time. Fitch further stated that in nearly "every case, events [were] far more enjoyable on the DS" due to the requirement of the human body's finer
motor skill abilities to control the characters. and Thomas added that the graphics were "crisp and colorful". Echoing this sentiment for the DS version, Emily Balistrieri of
GamePro thought "most of the music [wasn't] too interesting". Developed by AirPlay and published by Sega, the game features five events based on the Olympic Games starring Sonic, Tails, Knuckles and Amy. Players control one character from a
two-dimensional perspective through one-button commands. The commercial success of
Mario & Sonic at the Olympic Games started a series of
Mario & Sonic sport video games to coincide with upcoming
Summer and
Winter Olympic Games. sold 6.53 million copies in the US and Europe by March 31, 2010, while
Mario & Sonic at the London 2012 Olympic Games, based on the
2012 Summer Olympics and released on the Wii in November 2011 and the
Nintendo 3DS in February 2012, sold 3.28 million copies in the US and Europe by March 31, 2012. Sean Ratcliffe, vice president of marketing at Sega of America said, "I think the key factor that decides the ongoing building of this franchise is basically success. Is the game successful? Are consumers happy with it?". ==Notes==