In its first two weeks on sale, Sonic Boom 2 has already sold over 3 million copies worldwide.
It’s been one of the biggest games of the year, selling over 10 million copies in just its first 24 hours.
But the game’s sales have been uneven.
In the first 24 hour period of its release, Sonic 2 sold more than 10 million.
But within two weeks, Sonic was sold more or less exclusively to retailers.
And while the game did sell to online retailers in Japan and the US, it was selling to the vast majority of people in Japan who have never bought a Nintendo or Sony console before.
And the reason for that was that the game was a direct port of Sonic Boom, the 2009 Sonic title which launched on Nintendo’s handheld console.
Sonic Boom was a game that Nintendo could do without.
In that respect, it seems like a strange game for a console company to release.
In fact, in an interview with Eurogamer in February, Sonic director Masahiro Sakurai said, “We’re not trying to copy Sonic Boom or any of the other games, we’re just trying to make the most of what we have.”
It’s true that Sonic Boom is a direct remake of the game from which it was derived.
But it’s also true that a game ported from a handheld console to a home console has a lot of unique features, such as a unique controller that allows players to play as two different characters.
These new features are what allow the new Sonic game to be a more robust game, while also allowing it to be more accessible.
This is a crucial point, because Sonic Boom has been a huge hit in Japan, where the Sega Mega Drive/Genesis was the most popular console of the 1990s and was often considered to be the best console ever.
That console was also a direct competitor to Nintendo’s Wii and PlayStation.
This means that Nintendo’s Super NES was, for many years, the most successful handheld console of its time.
It was also the console of choice for people who played games on the GameCube, PlayStation 3, and Wii.
While this might be a stretch for many people, for those who were interested in Nintendo’s consoles, this may have been a better time to buy a console.
And this may explain why Sonic Boom had such a strong following.
Nintendo, of course, didn’t have to make any drastic changes to its console lineup in order to appeal to this audience.
In 1998, Nintendo released Super Mario 64, an easy to learn but challenging game that appealed to the core of the Nintendo crowd.
It also had a few extra features that were also very appealing to many casual gamers, such in-game music and voice chat.
For the hardcore, the SNES Classic was a console that offered more powerful graphics and added a third controller to the existing GameCube and GameBoy.
The SNES Classics were both much more expensive than the Game Boy, but they were also much more accessible to a wider audience.
As the SNK Classics had become more of a household name, Nintendo had to make some changes to the console to compete with them.
One of those changes was to bring back the Gamecube, which had been discontinued in 1997 and was no longer being sold in Japan.
Another was to replace the GameBoy with the GamePad, which was an upgrade to the GameSenset that was introduced in 1999.
As a result, the GamePack for the SN2 sold about twice as many units as the GamePak, which came in the form of the GameStick.
The GamePad and GamePad Plus sold about two-thirds as many as the original GamePack.
The Wii was a little more expensive, but the GameStop price of about $99, compared to $149, was still pretty cheap.
These changes meant that the SNs sold more units in Japan than the SNEs, but not by a significant margin.
Nintendo did make some significant changes to make it easier for people to buy games for the Wii, but that was a relatively minor change compared to what they did to Sonic Boom.
It turns out that the GamePacks were also an important part of Sega’s strategy to compete.
Sega had to decide if it was better to keep selling a game for the Sega Saturn or sell a game exclusively for the GameShop.
So, as Sonic Boom came out, it came with two versions of the Super Famicom game.
The first, called Sonic Advance, was a straight port of the original Sega Genesis game.
Sega used this version to sell over 1.2 million copies.
The second, called Sega Super Sonic, was the direct remake.
This was the Game Pack for the Super Nintendo Entertainment System.
The Super FamICom version of the Sega Genesis version was cheaper, but it had a number of changes that made it harder to get to.
First, the original game had to be bought on a separate cartridge for each