Platform: Wii U
A friendly, deep dive into the Wii U
The Wii U is one of those consoles people think they understand at a glance, then realize it was doing far more than they gave it credit for. It is remembered as Nintendo’s most commercially modest home console, yet it doubled as an experimental lab that rewired Nintendo’s thinking and fed directly into the smash success of the Switch. If you have ever seen the Wii U GamePad and thought "Is that a portable screen for the old Wii," you were not alone. That confusion haunted its launch. Under the surface, though, the Wii U was a full HD home system with a unique controller that made new kinds of play possible, including off-TV play and asymmetric multiplayer that simply felt fresh.
This article explores how the Wii U happened, what made it tick, where it stumbled, and why it is still worth discussing. We will look at iconic games, distinctive hardware, Nintendo’s online experiments, the tough market context it faced, and the legacy that keeps echoing in modern hardware and game design. If you want a succinct overview of specs and history, Wikipedia’s page on Wii U is an excellent reference. Here, we will take the scenic route.
The idea that powered Wii U
Long before the Switch fused handheld and home play, Nintendo tried a different route. Wii U asked a question that sounds almost obvious now: what if a home console had its own touch screen you could use at the same time as the TV? The answer was the Wii U GamePad, a 6.2-inch controller with a built-in display that streamed the game’s video from the console in low latency. You could play entire games on the GamePad without the TV, or use the screen for a map, inventory, drawing, aiming, or asymmetrical multiplayer roles. Families could reclaim the TV and the person with the controller could keep exploring Hyrule or tinkering in Super Mario Maker. That simple idea made daily gaming life dramatically more flexible.
Nintendo paired that with a promise of full HD output, modern online features, deep backward compatibility with the Wii library, and support for all the legacy Wii accessories people already owned. On paper it was a bridge from the Wii’s mass-market approach to a new era of HD Nintendo games with clever second-screen twists. The execution was bold and imperfect, which is a polite way to describe an ambitious design that met a complicated market.
History and launch context
Nintendo revealed the Wii U at E3 2011, with a showcase that focused heavily on the GamePad’s screen. The pitch was innovative but also confusing. Many viewers walked away thinking the GamePad was merely an add-on for the original Wii. The name certainly did not help. In 2006, "Wii" was a phenomenon that brought motion control to grandparents and late-night talk shows. By 2012, the joy of swinging a Wii Remote had cooled, and the competition was gearing up for a leap in power.
Wii U launched in November 2012 in North America, then rolled out across other regions. Two models were available: the Basic Set with 8 GB of storage and the Deluxe Set with 32 GB and pack-ins like Nintendo Land. The Deluxe model also came in black and quickly became the de facto recommendation. Pricing landed above the outgoing Wii and only a breath below the new consoles that would soon arrive. In late 2013, Sony and Microsoft launched PlayStation 4 and Xbox One. That timing was brutal. The Wii U suddenly looked underpowered to third-party publishers, and many canceled projects or delivered pared-back ports.
A price cut and a strong first-party lineup helped somewhat, but sales never rebounded in a big way. The system finished at roughly 13.5 million units sold worldwide, which is tiny by Nintendo standards. That number obscures something important, though. In the middle of the struggle, Nintendo developed design muscles that changed its future. You can draw a straight line from Wii U to Nintendo Switch, and you can feel the lessons learned in many modern Nintendo games.
Hardware architecture and design
Talking hardware, the Wii U sits between generations. It aimed at 1080p output, used contemporary components for the time, and carried forward compatibility with Wii peripherals.
Core aspects worth noting:
-
CPU: A custom IBM PowerPC-based tri-core processor, codenamed Espresso. It is not clocked aggressively, and its architecture posed a challenge for some modern game engines. Nintendo’s teams tailored their tech for it, which is one reason first-party games often ran smoothly while some third-party ports struggled.
-
GPU: A custom AMD GPU, known as Latte, derived from AMD’s TeraScale architecture. It included embedded eDRAM that enabled fast multi-sample anti-aliasing and post-processing without always hitting external bandwidth limits. The GPU handled modern shader effects well enough for lush first-party worlds at 720p or 1080p.
-
Memory: 2 GB of DDR3 RAM. Typically 1 GB was available to games and 1 GB reserved for the system. This split allowed multitasking features, background downloads, and quick system overlays.
-
Storage: 8 GB or 32 GB internal flash. Realistically, many players used a USB hard drive or SSD for digital titles. The system supports external USB storage up to terabyte-class sizes, which was a practical necessity for digital libraries.
-
Optical media and I/O: A proprietary high-capacity optical disc format with up to 25 GB per disc, plus HDMI output for up to 1080p. Four USB 2.0 ports and an SD card slot were available. There was no built-in Ethernet port, but Nintendo’s USB LAN adapter worked fine. Wi-Fi supported 802.11b/g/n.
-
Form factor: The console itself is quiet and compact, about the size of a small DVR. Standby features let it download updates or software patches, something that became standard across the industry.
From a technical perspective, the machine’s strengths were a Nintendo-friendly GPU, low-latency video streaming to the controller, and a competent HD pipeline for first-party teams. Weaknesses included CPU performance compared to the PS4 and Xbox One that arrived a year later, engine support that lagged behind industry standards, and a small install base that deterred big-budget ports.
The GamePad: heart and handshake of the system
If the Wii U is remembered for one thing, it is the Wii U GamePad. It feels large by today’s standards, yet it sits comfortably, with analog sticks, a resistive touch screen, a front-facing camera, NFC for amiibo, gyro sensors, and a microphone. Its 6.2-inch display uses a resistive panel with a stylus, a deliberate choice to enable precise drawing and writing. Super Mario Maker and Mario Kart 8 benefited from that accuracy. Battery life on the original unit hovered around 3 to 5 hours, and Nintendo later sold an extended battery that pushed it to a more comfortable range.
Streaming from the console to the GamePad is handled over a dedicated wireless link that prioritizes low latency. When you are drawing a line, flicking an item onto the TV, or aiming a bow in The Legend of Zelda, that near-instant feedback matters. Range typically covers a room or two in the same floor plan. If you tried to play across concrete walls or through multiple floors, the magic faded, but in a typical living room it was responsive and reliable.
Designers used the second screen in different ways. Some games put maps and inventories on the GamePad to keep the TV screen clear. Others leaned into asymmetric multiplayer, letting the person with the pad have a different role than friends on Wii Remotes. A few asked you to look back and forth between screens a lot, which split opinion. The best experiences felt like board game night reinvented for the living room.
Operating system, services, and online life
Wii U shipped with the Wii U Menu, a modernized interface with large tiles, multi-user profiles linked to Nintendo Network IDs, and a suite of apps. The OS could suspend games to browse the web or post to Miiverse, and later updates added Quick Start features that cut boot times dramatically. For a Nintendo system, it felt almost luxurious to jump between tasks without quitting a game.
Key software features that stand out:
-
Miiverse: A built-in social network where players posted drawings, tips, and screenshots. It was moderated yet quirky, and it created a community vibe right inside games. Seeing hand-drawn notes by other players in titles like Super Mario 3D World gave levels a sense of shared discovery. Miiverse closed in 2017, but it remains one of Nintendo’s most genuinely inventive experiments. If you want to revisit the concept, Wikipedia’s article on Miiverse captures its history and shutdown.
-
Nintendo eShop and Virtual Console: Digital distribution took a major step forward. Wii U’s Virtual Console offered NES, SNES, Nintendo 64, Game Boy Advance, Nintendo DS, and more, with some DS titles using the GamePad in clever dual-screen layouts. Nintendo also sold select Wii titles digitally. The eShop for Wii U stopped accepting new purchases in March 2023, which has complicated preservation and made certain digital-only releases sought after. Wikipedia’s entry on Nintendo eShop provides a timeline of that closure.
-
Nintendo TVii and other apps: In North America and Japan, Nintendo TVii tried to unify TV services within the GamePad interface. It was an ambitious idea that relied on cable and streaming partnerships and ultimately did not stick. There was also a Google-powered panorama app called Wii Street U for a time. These apps have been discontinued, but they showcased how Nintendo imagined a screen in your hands would change living room habits.
-
Online play: Wii U supported online matches, friends lists, video chat, and more. The Wii U and Nintendo 3DS online services were discontinued in April 2024, which means official online play is no longer available for most titles. Local multiplayer and offline modes still work, and some fan-run servers exist for certain games, but those are outside Nintendo’s umbrella.
All told, the Wii U’s OS felt like a playful operating environment that was still learning what a modern console should be. It was fast enough, friendly, and surprisingly feature-rich.
Controllers, compatibility, and how it welcomed the Wii crowd
Wii U had one of the most flexible controller lineups ever. The system supported up to five players in many configurations, with the GamePad often acting as player one and up to four Wii Remote Plus controllers filling out the roster. You could bring forward the Wii Nunchuk, the Balance Board, and older Classic Controllers. Nintendo also released a Wii U Pro Controller, a comfortable, long-lasting gamepad that resembled what most traditional players expect and had battery life that seemed to last through a road trip and back.
Backward compatibility with the Wii library was robust through a special mode commonly called vWii. That mode booted the system into a virtualized Wii environment that supported most Wii games and accessories. Save transfers from an older Wii were supported, and given how many homes had built up libraries of Wii motion-centric favorites, the Wii U felt like a respectful upgrade path.
One accessory deserves a special mention. For Super Smash Bros. for Wii U, Nintendo released a GameCube Controller Adapter that let fans use their beloved GameCube pads. It was a small thing with a big impact. For a certain crowd, that adapter became synonymous with tournament play and comfort-family muscle memory.
The library: iconic and exclusive games worth remembering
If you measure a console by its exclusives, the Wii U carries more weight than its sales suggest. Nintendo and close partners delivered a run of inventive, polished titles that still rank among the company’s best. Many would eventually reach a wider audience through Switch ports, but their first life on Wii U shaped the conversations of the mid-2010s.
A few highlights, with quick context:
-
Super Mario 3D World: A confident, toy-box take on Mario that mixes 3D movement with time-tested course design. The Cat Suit turned traversal into a joke generator and a puzzle tool. The Switch release added Bowser’s Fury, but the original remains joyful and brisk.
-
Mario Kart 8: The most refined cart handling in the series to that point, with anti-gravity track gimmicks that changed how you battled and drafted. The Wii U version already felt definitive, and Mario Kart 8 Deluxe on Switch simply piled on content.
-
Splatoon: A new Nintendo series that took competitive shooting, replaced bullets with ink, and made turf control the point. It felt fresh, kid-friendly, and strategically sharp. The original’s hub and gear cycle gave the Wii U a modern multiplayer heartbeat. Wikipedia’s page on Splatoon captures how it quickly became a tentpole IP.
-
Super Smash Bros. for Wii U: Local multiplayer fireworks at 60 frames per second with a massive roster. It lacked a sprawling single-player adventure, but the competitive core and party chaos were immaculate.
-
Pikmin 3: A gorgeous strategy-adventure hybrid that used the GamePad as a perfect map and command interface. The multitasking between captains felt modern and the fruit photo mode was unexpectedly charming.
-
Bayonetta 2: Stylish action with Nintendo stewardship. It runs smoothly and includes wonderful nods to Nintendo costumes. The sequel would eventually appear on Switch, but its home on Wii U gave the system a coveted hardcore edge.
-
Nintendo Land: The tech-demo-that-is-genuinely-fun party compilation. Asymmetric multiplayer shines here. "Luigi’s Ghost Mansion" is a local favorite that still causes loud living rooms.
-
Super Mario Maker: Create, share, and play Mario levels. The GamePad’s stylus made building intuitive and immediate. That natural interface is the reason the first Super Mario Maker still has a special aura.
-
Xenoblade Chronicles X: A vast, exploratory RPG with giant mechs and a sprawling open world that pushed the hardware in clever ways. It remains stranded on Wii U as of today, making it a key exclusive for fans of the genre.
-
Donkey Kong Country: Tropical Freeze: Precision platforming that is tough but fair, with layered level design and sublime David Wise music. On Wii U it already looked crisp and played flawlessly.
-
Captain Toad: Treasure Tracker: A puzzle box spin-off that began as a 3D World experiment and ballooned into a delightful stand-alone. It demonstrates how the GamePad’s camera controls could be used thoughtfully.
-
The Wonderful 101: PlatinumGames brought superhero crowd control to life. It has a learning curve and a specific flavor of spectacle. The remastered version on other platforms kept the conversation going, but the GamePad drawing mechanics are part of its original charm.
-
Hyrule Warriors: Zelda-flavored musou action that sparked a whole sub-series. It is snacky, fan-service rich, and a reminder that unexpected crossovers can thrive on Nintendo hardware.
-
Star Fox Zero and Star Fox Guard: A double feature that emphasized dual-screen aiming and turret defense respectively. Zero split opinion yet stands as a pure expression of the GamePad’s potential and pitfalls.
Finally, The Legend of Zelda: Breath of the Wild debuted simultaneously on Wii U and Switch. By launch, most of the planned dual-screen features had been trimmed, but the Wii U version remains an impressive swan song. It shows how Nintendo’s world design ambitions were already outgrowing the Wii U’s constraints while still respecting the hardware.
The third-party story
There was a window in 2012 and 2013 when third-party support looked promising. Ubisoft showed up with ZombiU, EA ported Mass Effect 3, and Warner delivered Batman: Arkham City Armored Edition. A handful of launch-window ports took advantage of the GamePad for maps or touch controls. Then the next-gen wave hit, engines shifted toward more demanding baselines, and the business case for building bespoke Wii U versions weakened. Frostbite skipped the platform. Unreal Engine 4 did not target it. Publishers followed the install base and backed away.
As a result, Wii U became one of the most first-party driven consoles of its time. That meant a high ratio of quality exclusives for fans of Nintendo’s series, and a dearth of large cross-platform releases. It also meant indies became important. Titles like Shovel Knight, Runbow, and Affordable Space Adventures found audiences, and the eShop built a respectable catalog. Many of those indies later migrated to Switch, where the market conditions were friendlier.
Marketing, sales, and the difficulties that defined perception
Much has been written about the Wii U’s marketing missteps, and not without reason. The name sounded iterative, not new. Early ads showed hands holding the GamePad, not the sleek console. Even in stores, people asked whether the GamePad worked with a standard Wii. Hardware power was rarely mentioned, and by the time specs were in focus, PS4 and Xbox One were flexing obvious muscle. Third parties bailed publicly. That is a tough cycle to break.
Nintendo did try to course-correct. Price cuts arrived. Ads clarified the difference between Wii and Wii U. First-party releases were spaced more tightly. Yet momentum matters. The original Wii had created a tidal wave that changed how mainstream audiences viewed games. The Wii U tried to stand in that surf and sketch new shapes in the foam. The audience, however, had already shifted to mobile for casual play and to more powerful consoles for blockbusters.
Despite the commercial struggles, it is worth noting how loyal Wii U owners tended to be. Many who had one used it often, praised off-TV play, and bought a healthy number of games. If you met someone who played through Xenoblade Chronicles X on a Wii U GamePad at 2 a.m. while the TV was occupied, you met a believer.
Industry impact and lasting legacy
The most obvious legacy is the Nintendo Switch. The Switch folded the clever comfort of off-TV play into a single device. Some of the Wii U’s best features were absorbed and simplified. In handheld mode, Switch made second-screen ideas unnecessary because the game is the screen. Docked, it became the clean, single-output experience the market prefers. The concept of continuity between couch, commute, and bed owes a debt to what the Wii U taught Nintendo about lifestyle convenience.
Several design patterns continued:
-
Second-screen concepts refocused: Instead of two screens at once, developers embraced flexible UI that adapts when undocked. The underlying desire to remove friction stayed intact.
-
Digital distribution maturity: eShop, account-based purchases, and updates reached a stabilizing point on Switch with lessons learned from Wii U’s background downloads and install processes.
-
Community features: Miiverse itself did not return, but the idea that players want to share and see each other’s creativity blossomed in games like Super Mario Maker 2 and Splatoon’s in-game posts, now routed through other social tools.
-
Amiibo and NFC: Wii U normalized amiibo tap-to-unlock mechanics that Switch continued to support, eventually settling into a less intrusive, more collectible-friendly role.
Even beyond Nintendo, the Wii U is part of the broader conversation about second screens. Around the same time, Microsoft promoted SmartGlass and Sony pushed PS Vita as a companion. None stuck long-term, but they all asked how a personal display could complement TV gaming. Wii U executed the idea most elegantly for pure gameplay, and even if the industry moved on, those experiments helped set boundaries for what is fun and what is fussy.
Collecting, preservation, and living with a Wii U today
The Wii U’s relatively small library, significant number of exclusives, and the shutdown of official online features have turned it into an appealing target for collectors and preservationists. Physical copies of certain games have climbed in price. The eShop purchase cutoff in 2023 created urgency for digital-only gems and DLC. For some players, the console has become a home for local multiplayer parties and unique titles that never made the jump to Switch.
Practical tips if you are thinking about buying or maintaining a Wii U today:
-
Storage strategy: Use an externally powered USB drive or a quality SSD in a USB enclosure to store digital games. Flash drives and portable bus-powered drives can work but are not as reliable long-term.
-
GamePad battery: If you find the original battery weak, the official extended battery model is excellent if you can source it. Third-party replacements exist, with the usual caveats about quality.
-
Out-of-print games: Watch prices for Xenoblade Chronicles X, Paper Mario: Color Splash, and the original print of Project Zero or regional exclusives. Plan purchases around what is realistically available in your region.
-
Local multiplayer plans: Stock up on Wii Remotes with MotionPlus integration, and consider a Wii U Pro Controller for long single-player sessions. They are still among Nintendo’s most comfortable pads.
-
Online limitations: Remember that official online play has ended as of April 2024. Splatoon’s online turf wars, for instance, no longer run on Nintendo servers. Single-player content and local play remain fully enjoyable.
Culturally, the Wii U has also benefited from emulation for preservation and modding. The growth of emulator projects and community research has preserved games that would otherwise be trapped on aging flash memory or increasingly scarce discs. That parallel effort, separate from Nintendo, reflects how much affection there is for the Wii U’s catalog.
Curiosities and anecdotes that add color
There is a delightful list of Wii U oddities that rarely show up in spec sheets. These details help explain why fans look back with a mix of fondness and "only on Wii U" chuckles.
-
Asymmetric party magic: Nintendo Land’s "Luigi’s Ghost Mansion" remains a top-tier living room game. One player uses the GamePad’s screen to sneak as an invisible ghost while others, looking only at the TV, hunt with flashlights. The screams are genuine. It is a masterclass in designing for different information between players.
-
TVii’s brief life: Nintendo’s attempt to be your TV guide hub had neat ideas, like drawing on the GamePad during sports and sharing reactions. It relied on a tangle of streaming rights and integrations, and it faded. The ambition was there, the ecosystem was not ready to cooperate.
-
Mii artistry: Miiverse became a gallery of mouse-less digital art. Some players produced astonishing drawings using only the resistive touchscreen and a stylus. Many developers were surprised by how much community content enriched their games.
-
GamePad camera calls: Wii U Chat let you video call friends using the GamePad camera. It was surprisingly clear and, for a time, a gentle window into the era before every device had great video chat by default.
-
Prototype dreams: Shigeru Miyamoto showed off two unreleased experiments called Project Giant Robot and Project Guard. One of them evolved into Star Fox Guard, the other never arrived. These demos embodied the platform’s energy: what if we used this second screen for something totally different?
-
The Zelda remasters: The console hosted HD remasters of The Wind Waker and Twilight Princess that are still excellent versions, with thoughtful GamePad maps and speed tweaks. For anyone who missed them, they are among the most tasteful remasters Nintendo has shipped.
-
DS on a TV: Emulating Nintendo DS games and letting the player choose how to split the dual screens between the TV and the GamePad was an unexpectedly elegant solution. Brain Age in the living room felt oddly right.
Sometimes, when I think of the Wii U, I remember placing the GamePad on a stand while crafting a Mario Maker level late at night, then pushing one button to test it on the TV with full sound. That fluidity made creation and play blur together, which is exactly the Wii U at its best.
Why it mattered even when it stumbled
The Wii U’s biggest contribution is not a single game, service, or spec line. It is a shift in how Nintendo approached convenience and player agency. Before Wii U, the company had not put this much thought into continuity between the TV and your hands. After Wii U, the idea that you should be able to continue your game whenever and wherever reasonable became a central design principle. That is no small feat.
The platform also re-centered Nintendo’s first-party pipeline in HD. Building Mario Kart 8, Super Mario 3D World, and Splatoon set the tone for Switch-era production values and design confidence. Nintendo got better at post-launch support, learned to communicate update roadmaps, and honed event cadence for multiplayer games. Even misfires provided data. Star Fox Zero’s control experiments made future teams think carefully about dual-focus mechanics and what to demand from players’ eyes and hands.
For the industry, the Wii U reminds us that originality alone does not guarantee market success, and that clarity of messaging is as critical as creative vision. It also proves that a platform can fail in sales and still be a triumph in influence. The Switch’s clean narrative, clear use cases, and broad support feel like a direct response to everything the Wii U got half-right.
A short guide to the common questions
By now you might have a few practical questions that come up often.
-
Can I play Wii games and use my old controllers? Yes. Wii U is highly compatible with Wii software and accessories when in Wii mode, which is accessible from the main menu.
-
Does the GamePad work far from the console? The low-latency stream is meant for the same room or adjacent rooms within typical home layouts. Thick walls or long distances degrade performance.
-
Is the system region-locked? Yes. Wii U software is generally region-locked, which complicates imports. Virtual Console and eShop content were also region-tied.
-
Are there still online services? Official online play and other Nintendo Network services for Wii U ended in April 2024. Local play and single-player content function normally.
-
If I want the best of Wii U on Switch, what has moved over? Many hits, including Mario Kart 8, Donkey Kong Country: Tropical Freeze, Pikmin 3, Super Mario 3D World, Hyrule Warriors, and Tokyo Mirage Sessions, are available in enhanced versions on Switch. Splatoon received sequels. Some titles like Xenoblade Chronicles X and certain GamePad-centric experiences remain exclusive to Wii U at the time of writing.
Final thoughts for fans and the curious
The Wii U was a bold console that asked players to accept a new rhythm of play. It asked developers to design for two screens, to think about asymmetry, and to embrace a stylus in the living room. Sometimes that produced brilliance. Other times it produced the design equivalent of patting your head while rubbing your stomach. The market wanted brute strength or pure mobility. Nintendo delivered something in between, with magic hiding in plain sight.
If you never owned a Wii U, it is tempting to see it as a footnote between a phenomenon and a juggernaut. Spend time with its best games and you quickly realize it was closer to a workshop where Nintendo rediscovered its HD confidence, tested communities, practiced online cadence, and found the soul of the Switch. For players, it was also a supremely practical machine. Off-TV play is still one of the nicest quality-of-life improvements ever introduced to living room gaming.
In the end, the Wii U is easy to summarize and hard to replace. It was small in sales but big in ideas, cozy in daily use, and brimming with distinct software. Whether you revisit it to chase 200cc in Mario Kart 8, ink the turf in the original Splatoon’s story mode, or chart the wilds of Mira in Xenoblade Chronicles X, you are tapping into a console that treated playfulness as a serious pursuit. That is very Nintendo, and very worth remembering.
For more reference material and a clean summary of dates, specs, and software, you can browse Wii U on Wikipedia. If you want a snapshot of Nintendo’s most charming social experiment, Miiverse’s entry is a time capsule. And if you are just here because you once saw a giant controller with a screen and thought it was an accessory for the Wii, now you know why it was much more than that.
Most played games
-
The Legend of Zelda: Breath of the WildStory 50h 54mExtras 101h 50mComplete 196h 38m
-
Tokyo Mirage Sessions #FEStory 49h 0mExtras 66h 11mComplete 111h 54m
-
Paper Mario: Color SplashStory 29h 54mExtras 34h 8mComplete 41h 16m
-
The Legend of Zelda: Twilight Princess HDStory 29h 56mExtras 39h 56mComplete 45h 3m
-
Star Fox ZeroStory 5h 15mExtras 8h 24mComplete 21h 6m
-
Xenoblade Chronicles XStory 67h 16mExtras 111h 6mComplete 275h 28m
-
Yoshi's Woolly WorldStory 12h 17mExtras 18h 42mComplete 32h 49m
-
SplatoonStory 5h 14mExtras 14h 11mComplete 22h 17m
-
Kirby and the Rainbow CurseStory 5h 30mExtras 8h 25mComplete 17h 37m
-
Hyrule WarriorsStory 13h 13mExtras 48h 10mComplete 240h 20m
-
Guacamelee!: Super Turbo Championship EditionStory 6h 58mExtras 10h 19mComplete 16h 22m
-
Shovel KnightStory 6h 50mExtras 10h 46mComplete 20h 0m
-
Super Smash Bros. for Wii UStory 5h 41mExtras 62h 36mComplete 162h 46m
-
Super Mario MakerStory 5h 46mExtras 39h 40mComplete 135h 58m
-
Captain Toad: Treasure TrackerStory 6h 53mExtras 11h 31mComplete 19h 9m
-
Sonic Lost WorldStory 7h 31mExtras 9h 10mComplete 19h 35m
-
The Legend of Zelda: The Wind Waker HDStory 25h 31mExtras 34h 13mComplete 43h 22m
-
The Wonderful 101Story 16h 22mExtras 23h 19mComplete 76h 35m
-
Rayman LegendsStory 10h 21mExtras 17h 48mComplete 33h 45m
-
Game & WarioStory 1h 58mExtras 7h 15mComplete 18h 57m
-
Zombi (2012)Story 11h 48mExtras 15h 30mComplete 21h 48m
-
Xenoblade ChroniclesStory 58h 10mExtras 86h 0mComplete 146h 32m
-
Super MetroidStory 7h 48mExtras 8h 54mComplete 9h 17m
-
Super Mario 3D WorldStory 10h 49mExtras 19h 5mComplete 37h 40m
-
Pikmin 3Story 12h 50mExtras 16h 20mComplete 22h 16m
-
Paper MarioStory 23h 52mExtras 27h 28mComplete 34h 54m
-
Nintendo LandStory 11h 3mExtras 27h 20mComplete 53h 56m
-
New Super Mario Bros. UStory 9h 52mExtras 16h 22mComplete 26h 11m
-
New Super Luigi UStory 4h 23mExtras 8h 56mComplete 11h 24m
-
Monster Hunter 3 UltimateStory 80h 33mExtras 183h 29mComplete 617h 9m
-
Metroid: Zero MissionStory 4h 47mExtras 5h 33mComplete 8h 54m
-
Metroid PrimeStory 13h 37mExtras 15h 51mComplete 17h 58m
-
Metroid FusionStory 5h 6mExtras 6h 5mComplete 8h 54m
-
Mario Kart 8Story 6h 19mExtras 20h 21mComplete 49h 24m
-
LEGO City UndercoverStory 15h 28mExtras 25h 24mComplete 49h 38m
-
EarthBoundStory 28h 6mExtras 33h 16mComplete 39h 58m
-
Donkey Kong Country: Tropical FreezeStory 10h 51mExtras 19h 23mComplete 33h 2m
-
BayonettaStory 12h 4mExtras 16h 29mComplete 45h 20m
-
Bayonetta 2Story 9h 19mExtras 13h 44mComplete 51h 7m
-
Assassin's Creed IIIStory 16h 24mExtras 31h 38mComplete 55h 39m