Archive for the ‘japan’ Category

Prescription for Sleep Lite just hit #1 overall in Japan

Sunday, May 31st, 2009

In a blog post nearly two months ago, I mentioned Prescription for Sleep was the #1 application in the “Health & Fitness” category in Japan. Now it has suddenly become the #1 application across all categories. We are still trying to figure out what caused the usage statistics to skyrocket.

We are currently beating out these other top-10 applications – “Sexy Japanese Girl” at #3, “PeekababeLite” at #6, and “iSashimiLITE” at #9. I can see what our new marketing slogan should be – “More popular than babes and fish!”

The application was not featured by Apple so that wasn’t the cause. It may have been featured on a prominent website or possibly on TV but we have not been able to find out where just yet. Hopefully it will become an Apple featured application now that it has hit the top of the App Store here. If anyone has seen anything about this application in mainstream media in Japan please leave a comment or get in touch with me.

Here’s a graph from our Pinch Media statistics to give you an idea about how much of a change has occurred in the last three days.

p4s-lite-stats

Get Dirk Drunk press in Japan

Friday, May 29th, 2009

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My silly drinking minigame Get Dirk Drunk, also known as Hebereke-kun in Japan (へべれけくん), is getting some release press on a number of Japanese iPhone blogs. The minigame was created as a comical play on the spirit of Japanese drinking culture so I’m glad some people are enjoying it and not taking it too seriously.

Here is the direct iTunes Store link if you are interested in checking it out further.

Coverage:

If you want to see the game in Japanese first download the latest version (1.2) if you haven’t already and then set your iPhone language setting to Japanese (written as 日本語 in the menu) and you can check it out. Hebereke-kun’s voice comes courtesy of my friend Yoshi to give it the authentic Japanese feel.

“10 games in 10 hours” videos

Friday, May 29th, 2009

You have two options for watching the presentation.

First, here’s a screencast I recorded after the live presentation. The voice and picture quality is clear but it lacks the crowd reactions.

Next is the live version. The quality is much worse but it is still watchable. The presentation is a bit different as I played up some things for the specific audience and fed off their reactions. The audience reactions also make the atmosphere more lively and more fun.

Thanks to Jean Snow for the heads up on the opportunity and to James Kay, Paul Caristino, and all friends who showed up to support me live. You guys rock.

“10 games in 10 hours” Pecha Kucha presentation

Wednesday, May 27th, 2009

Pecha Kucha Tokyo Presentation

As I mentioned earlier this week I gave a presentation at Pecha Kucha 62 in Tokyo last night. I built 10 brand new tiny games in less than 10 hours for the event. I know at least one person was recording a video so there may be video footage soon. If not I will do a screencast of the presentation for the web.

Although the games were mostly (completely) silly they seemed to go over well with the crowd and I got some laughs. A full set of photos is available on Flickr.

Right now I don’t have the time to post all the details of all the games but will do so in the near future. For now here is the game list, in the order they were presented:

  1. “Can You Say Pecha Kucha?” – iPhone – Rhythm game
  2. “Shinjuku Shame” – Web (Unity) – Homeless staring FPS
  3. “Game Developer Life” – Web (Flash) – Game industry wage slave simulation
  4. “Scream Test” – iPhone – Screaming competition
  5. “Voice Invaders” – iPhone – Voice controlled vertical shooter
  6. “Surfing on Sine Waves” – Web (Flash) – Procedurally generated surfing game
  7. “Architris” – Web (Unity) – Blueprint Tetris
  8. “Para Para Punch” – iPhone – Hooligan punching game
  9. “Blind Masseuse” – Mac – Sound based massaging simulation
  10. “Basket Bomb” – Web (Unity) – Basketball terrorist physics game

I leave you for now with this photo of the crowd as I was speaking. You can see some laughs as well as some contorted faces filled with horror. :-)

Pecha Kucha Tokyo Presentation

Presenting at Pecha Kucha Tokyo this week

Sunday, May 24th, 2009

Just a quick heads-up that I will be presenting at Pecha Kucha Night in Tokyo this week. Specifically Wednesday night, 5/27/2009.

The topic of my presentation is “10 games in 10 hours”. I built 10 games in less than 10 hours to see if it could be done and to record what lessons I learned from this attempt at extreme prototyping. Admittedly, most of the games, if you can even call them that, are rubbish. One or two interesting ideas came out of it though and I did learn how some lessons on how to optimize prototyping speed from the experience.

Don’t know what the event is? I’ll let their site explain it:

What is Pecha Kucha Night?

Each presenter is allowed 20 images, each shown for 20 seconds each – giving 6 minutes 40 seconds of fame before the next presenter is up. This keeps presentations concise, the interest level up, and gives more people the chance to show.

I’ll post info about the games on G-Mixer after the presentation. Thanks go to Jean Snow for the alert of the speaking opportunity.

Announcing: Indicator Maniacs

Friday, May 15th, 2009

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An iPhone application I recently worked on for a client has been released. It is called “Indicator Maniacs” and it has all the sauce needed to wet your otaku whistle. It’s basically a Star Trek “tricorder” that you run on your phone and it shows various meters and numbers. There are six indicators to choose from and the user can select three of them at a time, set their layout, and tint them to a variety of colors. I did all of the engineering.

The information website in Japanese is here.

You can check it out in English or Japanese on the iTunes store.

The indicator types are:

  1. Analogue clock – crazy elliptical clock
  2. Digital clock – 3 more ways to represent seconds than are necessary
  3. Memory – see your available disk space, memory, and what processes are running
  4. Microphone – live feed of the mic and a history of its activity
  5. Motion – reads the accelerometers and shows phone orientation and motion activity
  6. Warp switch – hold it down for three seconds for a mind blowing warp effect!

In the screen shot above you can see the digital clock, memory and microphone indicators.

If you are into really geeky stuff like this or use your iPhone in a dock as a clock be sure to give it a look.

Blue light

Tuesday, March 17th, 2009

Blue Light

Taken inside of the Kamakura Daibutsu statue.

Weekday afternoon in Shibuya

Thursday, March 12th, 2009

Still playing around with my new camera. The video below was recorded right outside the 109 department store building. If this looks crowded, just image a Friday or Saturday night… it’s madness. If you want to see the video in a larger window go to Vimeo directly via the links in the video.


In front of 109. Shibuya, Tokyo. from Mark Cooke on Vimeo.

Now with video

Saturday, March 7th, 2009

To record more of life’s occurrences, for both fun and for sharing with friends and family, yesterday I bought a Canon HF20 HD video camera. I haven’t had much time to play with it but did record a few scenes last night around my neighborhood.

I used Vimeo to upload the HD video. Vimeo has a great interface and looks like a quality service. Unfortunately, unless you are a paying member you cannot embed HD video into an external webpage. You can see the full HD version by clicking the link below the video and going to Vimeo’s webpage.


Ebisu, Tokyo, Japan. from Mark Cooke on Vimeo.

Releasing violent videogames in Japan

Thursday, March 5th, 2009

You may or may not be surprised to learn that in recent years (as of 2009) violent videogames have a hard time getting released Japan. When I say “released” I mean mainstream retail distribution. Personally, I was surprised and have seen overseas developers frustrated by it so I spoke with some local Japanese developers about the issue.

The common Western view is that other media in Japan – comics and anime cartoons in particular – are often extremely violent. So why can’t violent games be released? The last violent big budget game I shipped, Conan, did receive a Japanese release but with huge concessions and changes from the US release. The core gameplay feature was the combat system and a big part of the reward system built into it for the player was seeing Conan dispose of his enemies in an over the top way. We had to tone down the violence significantly right at the end of development to appease the Japanese game rating board, CERO, to receive an unrestricted release.

Of course I understand each country has a different culture and what is acceptable to one is off limits in another. The take away lesson for me, and what hurt the game, was that this was changed fairly late in development after the violence was already a key feature. Focusing on over the top gore and violence rewards in a game you intend to release in Japan (and Germany) is not a good focus of resources as those features will have to be reduced or cut hurting the core functionality of the game in the process.

When I asked the local developers about the issue they said that the restrictions have been slowly becoming more and more strict from around 1999 onward. Slowly and surely the criteria for getting rated CERO Z (restricted release, 18 and up only) are growing wider and wider. Publishers often wont bother releasing a game if it is expected to receive a Z rating. It is not quite the kiss of death that getting an Adults Only rating in the US is, which basically guarantees not being carried by any retail stores, but understandably publishers want games to reach the widest market possible for the highest sales potential.

But still – why the disparity between games and other media? The local developers think it has to do with the scrutiny the different media sources receive. As much as Japan is known for anime, in recent times games are much more in the forefront of day to day life. Nintendo advertises prominently in Harajuku station using an extremely popular fashion model (”Ebi-chan“). I can’t even remember the last time I saw anything anime being advertised in Tokyo outside of Akihabara or during television commercial breaks during the equivalent of Saturday morning cartoons. I see a lot more people playing DS and PSP on the train than I see reading comic books.

If that is the case then it is not surprising. The more public exposure a media generates the more independent parties are interested in it and the more politics enter into the equation. The bottom line is that as developers, if you want to have a prominent and wide release in Japan, focusing on violence as a core feature of your game is illadvised.