<![CDATA[Kotaku: keitai]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: keitai]]> http://kotaku.com/tag/keitai http://kotaku.com/tag/keitai <![CDATA[The Wii-mote Do It Yourself Japanese Phone]]> A DIY type took a WILLCOM cell phone and turned it into a WiiLLCOM brand phone. Geddit! His button additions are purely cosemtic, but very, very cool. This fella also created a Game & Watch cell phone as well, which you can check out at his site.

More Projects Here [Giz Japan]

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<![CDATA[Japanese Cell Phone Character Starring in DS Game]]> Japanese cell phone carrier NTT DoCoMo has put its character DOCOMODAKE in an action puzzle Nintendo DS game. Yes, even a cell phone character that has nothing to do with gaming whatsoever is getting a DS title. It's from AQ Interaction, out this December in Japan. Think of this not of an indication of DOCOMODAKE's popularity, but the DS's.
DoCoMo DS game [Gizmodo Japan]

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<![CDATA[Giant Japanese Thumb Wants Mobile Phone Games]]> What says mobile phone gaming best? Yup, a giant thumb! Here, a bored salaryman listens to the giant thumb telling him to download free mobile games. The giant thumb then attacks him. Brilliant.

Mobile Phone Games [Japan Probe]

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<![CDATA[Japan's Motion Gaming Cell Phones in Action]]> Here's a couple of ads for Japanese cell phone games appearing on carrier NTT DoCoMo. Above, actor Tadanobu Asano and actress Yu Aoi talk about a ball rolling game. After the jump, model/actress/singer Anna Tsuchiya gets serious about cell phone bowling. Not only does Japan have cool phones, it also has cool cell phone games. Good for Japan.
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<![CDATA[Date SNK Girls On Your Cell Phone]]>

Besides bringing Days of Memories to the Nintendo DS, SNK has released the SNK heroine-filled game on Docomo cell phones. It's only ¥200 (US $1.60) to download the game's hospital story and between ¥105 ($0.85) to ¥525 ($4.25) to play each month. That's a screen from the cell phone game version of Days of Memory. Looks pretty harmless! Well, that shot is. The banana-shocker is after the jump.

dom16.jpg

That's nurse Alice, who is saying "What's wrong? You're going to skip out (on work)?"

Days Of Memories [Watch Impress]

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<![CDATA[Parasite Eve 3 Hitting Cell Phones]]>

For the last couple of years, Square-Enix has been going after the Japanese cell phone gaming market. And hard. Well, the company hasn't given up, and will eventually be sacrificing bringing its horror RPG series Parasite Evil to Japanese DoCoMo handsets. Good news if you live in Japan and like playing games on your phone. I guess.

Don't worry, all those Final Fantasy spin-offs, they'll still be on the DS and the PSP. And those rumored Final Fantasy VII, VIII and IX remakes will be on the PS3.

Photo of Aya [Game Watch]

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<![CDATA[Do We Really Need A Wii-mote-like Phone?]]>

If it's good enough for the Wii, it must be good enough for mobile phones! Yesterday, Japan's biggest cell phone operator NTT DoCoMo introduced a new handset outfitted with a motion sensor. Created by Mitsubishi, the D904i lets you swing it around like the Wii-mote to play tennis or sword fighting games. Motion controls for cell phones sound utterly impractical considering how the screen and the controller are connected. Plus, seeing how most people in Japan play cell phone games on the train, would anyone actually play this way in public? Remember: This marks the second Mitsubishi phone that has been "inspired" by Nintendo. Bout time they got their own ideas, no?

New Wii-mote Phone [Reuters]

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<![CDATA[Monkeys, Search And Destroy With Bandai]]>

Hunt for fake monkeys with integrated GPS. Bandai's Java-based Chimpan GPS for DoCoMo phones with satellite-navigation has players run the application and then physically search for the simian target. Players using phones without GPS log-in and act as assistants, apparently. That sounds boring! Game costs ¥315 (US $2.66) , but memories of wondering city streets looking for fake monkeys are priceless.

Monkey Hunt Game [Digital World Tokyo]

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<![CDATA[Build A Better Maid On Your Japanese Keitai]]>

Starring Iroha the Maid from Samurai Spirits, this self-titled SNK cellphone lets players turn Iroha into the greatest maid in the world. How you may ask? By setting schedules and tests for her. Not only that, but also increase her five stats: love, intellect, physical strength, manner and figure. Yes, Japanese maids need not only to be smart and have big jubblies, but strong as an ox! Iroha is SNK's poster child of late: There is also a DS scheduling "game" called Techou Maid Techo that features Iroha and a hundred different outfits. Talk about being a clothes horse!

SNK Cell Phone Maid Game [Insert Credit]

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<![CDATA[Onechanbara: The Cell Phone Game]]>

We've seen the cute toys, now have a gander at the cute Onechanbara cell phone game. Cowboy-hat-wearing-zombie-slayer gets cell-shaded and over-the-shoulder camera angles for D3 Publisher's CERO Z (the Japanese game equivalent of "X") title. Since its a cell phone title, apparently the game slips under the country's ratings radar. Though, with graphics that kawaii, what's to worry?

Onechanbara Cell Phone Game [Siliconera]

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<![CDATA[The Giant Bug Japanese Schoolgirl Game]]>

There are some games that cannot be as good as you imagine them. Simple 2000 title Tairyou Jigoku ("The Overwhelming Hell") for the PS2 is precisely one of the those games. The plot is Alice in Wonderland gone bad. It's a "panic action" game and centers around a schoolgirl named Erika, her missing cell phone, giant bugs and a rabbit in a top hat. See, the rabbit in a top hat stole her cell phone (of course!) and as the girl goes searching for it, she's attacked by cockroaches, centipedes, crickets, spiders and snakes. When the creepy-crawlies start to attack, Erika shakes them off or smacks 'em with poles and sticks. Though, don't know which is worst for most schoolgirls: Giant insects or not having a cell phone.

Game drops next February in Japan.

Overwhelming Preview [EG via namako team]

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<![CDATA[The Drum Master: A Love Story]]>

This isn't just a video of some guy kicking ass on Taiko no Tatsujin. Sure, that's the surface, but underneath, it's deeper. This is the story of a young man and a girl. With his buddy supporting him, the drum master pounds out a tune on the taiko. He's trained countless hours for this moment, just hoping he could catch the attention of a female. Any female. And for a fleeting moment, he did, and the two connected on so many different levels. There is real human drama in Akihabara game centers.

Drum Master [Wiki]

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<![CDATA[The Xbox 360 Japanese Fish Sim]]> Tokyo game maker Frontier Groove has made its underwater 3D aquarium game AQUAZONE for computer gamers and cell phoners. And now add the 360 to that list. The console version boasts 14 type of fish, including that one from Finding Nemo. Think of it as your own personal HD fish thank, but without minus the algae scrubbing. —Brian Ashcraft

Screens Here [Watch Impress]

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<![CDATA[Photographer, Models And Bad, Bad Dialogue]]>

Taking a page from a Three's Company script, Bandai Namco's cell phone dating sim Koi no Shutter Chance puts players as newbie photographer, living with two foxy idols. The story undresses unfolds through conversations with the ladies. Chit-chat like (see above):

"What do you want? Who is it?" That woman sure is big

Riveting. Thank you Bandai Namco.

More Here [Famitsu]

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<![CDATA[Upstart CEO Talks Mobile Brain Gaming]]> upstartlogo.jpg

Earlier this week, we reported on the slew of Brain Age knock-offs headed our way. Barry O'Neill, CEO of the Dublin-based Upstart Games, emailed us to let us know his company had been "sitting on" a cell phone brain game that predates Brain Age by about two years. Originally called Right Brain Paradise, the game was released by G-mode in Japan. Upstart's English version is titled IQ Academy and will be on in major US and European carries this July. We sent questions to Mr. O'Neill, regarding the upcoming title, the brain game craze and skiing in Nintendo's wake.

The game was released back in Japan in 2003, making it one of the first brain games. Why was the title developed?

G-mode has a strong casual and female gaming audience, and I know that they conduct extensive research amongst their subscribers to ensure that their product development strategy matches the audience profile. The first game in the series was released as Right Brain Paradise in March 03 on i-Mode.

Why has Upstart waited so long to launch the game?

It's been a matter of timing in relation to what mobile carrier requirements are. We've been securing releases for Japanese games in international markets for almost three years now. Generally the trend (and the devices) in Japan is one to two years ahead of the west. Casual and "one button" games have been big sellers in Japan for the last three or four years, but only in the last six to twelve months have we seen active interest in these titles for western distribution. Some titles that have done well for us in the past have been "classic" titles - these we're actually well out of date in the Japanese market by the time they were peaking in the West.

What's the relationship between G-mode and Upstart?

Upstart has been working with G-mode distributing titles such as Topolon, and their Sudoku title (branded as Vodafone Sudoku) for some time. With G-mode, and with our other Japanese partners such as FromSoftware and SCEJ, the role is deeper that a typical distributor/publisher relationship. There's a significant investment made by us in localizing, culturalizing and then porting the games to Western handsets. Im most cases we have to literally rebuild the entire game from the ground up.

Did G-mode approach Upstart or vice versa?

We'd been aware of each other for some time, and cemented a relationship early last year. Upstart is very active in the Japanese market, and G-mode has had good traction in the west. The very first Vodafone live! handset launched in Europe included a pre-installed G-mode title. Upstart's knowledge of the Japanese market or specifically, transitioning games from the Japanese market to western markets meant that there was good fit between the companies, especially when it came to getting G-mode titles out in the US.

Did G-mode encourage Upstart to hold the game?

As Japan's no.1 mobile games publisher, G-mode has a huge library of titles spanning many genres. We zeroed in on the casual titles at an early stage, Sudoku was an obvious one and we successfully launched that and Topolon in January. Amongst the other titles which we knew were superb, but a little early for Western markets was the "Left Brain Paradise" range, which had sold almost 2M units since launch. This had been put in front of a number of western carriers, but at that time carries seemed to be more focused on replicating the console experience on mobile. The launch of the Nintendo's brian titles in the west coincided with a growing realization amongst carriers that simpler games were needed to break through the "hardcore" market, and extend the reach of mobile games to regular non-gaming consumers.

What are the differences between the original version and IQ Academy?

The first volume of IQ Academy has a range of challenges selected from Volumes one and two of Left Brain Paradise. There's a number of Kanji based challenges in the original LBP titles that clearly wouldn't translate to western markets. IQ Academy is essentially a new game.

How will launching the game around Brain Age improve downloads?

We're expecting strong downloads from the title. Carrier enthusiasm and welcome for the title has been hugely encouraging. We believe we're first to market with mobile title of this type, and leading the market can result in category ownership - look at Jamdat's success with Jamdat Bowling, Gameloft's dominance of the action adventure genre, and to a limited extent our first successes with the US launch of Konami's Frogger on mobile.

Do you find Nintendo's success encouraging?

Yes. Very. Definitely there's a "Halo-effect" resulting from Nintendo's title, and therefore the interest in this type of title has grown significantly from a carrier perspective. Consumer awareness has also increased, especially amongst an older non-gamer audience is much higher.

Do the Brain Age comparisons bother you?

It doesn't bother us too much, the games have different target devices, and we're happy that we can bring this type of game to a very wide mobile audience. It riles me a bit if an assumption is made that we're ripping off an idea - I don't know if anyone can claim a first here. I remember playing shareware IQ games on the Amiga in the 80's.

How can IQ Academy separate itself from the upcoming flood of knock-off brain titles?

Being first to market on mobile will help. We've additional volumes lined up for future release, and we expect that this type of title will come into its own on mobile. After all there's a couple of billion mobile phones out there, so the potential reach is huge. Additionally we'll implementing a feature on Sprint in the US called game lobby, whereby overall scores and also individual scores for each task set will be ranked by player. You'll be able to challenge your friends or compare with the global player list. This adds a wider competitive experience to the game.

In a nutshell, what's cool about the game?

I think the really intuitive control mechanism works very well. Each question or task posed to you has up to four possible answers. Its a simple matter of pressing a direction key to select the answer. It makes for really fast paced play, which is essential to build your IQ score. The challenges range from simple "true/false" scenarios, to counting, time telling, and spatial challenges. I especially like the task in the volume two where you have count how much money you have by adding up the change presented on screen at a glance of the coins.

How are players rated?

Accuracy and speed are the basic measurements for internal scoring, but each challenge is weighted, and an overall score is determined. This is given to the player, along with a level achievement ranking such as "Pre-school", "University", "Professor" etc. Sadly I'm still at kindergarten level...

Are brain games here to stay? Or is this just a fad?

Definitely here to stay but I'd say we'll see a fad phase over the next 12 months and then a stable level of activity. I think we have a critical mass of people who aren't hardcore gamers, but are aware and accepting of video games now, however the content is only just starting to catch up. Look at Sony's successes with titles like SingStar and Buzz. Not everyone wants to play first-person action titles, or RPGs. As gamers have gotten older, and the gender divide more balanced the core games industry hasn't really responded with the breadth of content that other entertainment media such as film would have. The popularity of online game services on Yahoo and MSN largely lies with this casual demographic, and there is a lot to be learned from this example.

Brain games on a console: What do you think?

I think that for the audience which these games will most appeal to, its not really a runner. Consoles often use the main family screen, have a complicated controller and require something of a boot up, so are better suited to longer solitary (online or offline) gaming sessions. One thing that could work though would be a local multiplayer brain game, like Buzz, where players could compete with multiple custom controllers.

Why are brain games popular?

They're accessible to a wide audience, have a gradual learning curve and especially in Nintendo's case with the pen input, but also with the familiarity of the mobile phone, they have an interface known to most people. Of course people love to test themselves too. The appeal is similar to that of an IQ test, or a crossword or Sudoku. In some ways with regular games, it's "How good am I at that?" With brain games, it's more "How good am I?"

More Here [Upstart Games]

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<![CDATA[Ninety-Nine Nights: The Cell Phone Version]]> ninetyninecellphone.jpg

Microsoft Japan is launching a mobile content site for the upcoming RPG Ninety-Nine Nights, which goes on sale April 20th. Fans can sign up at the Vodafone site for 315 yen (approx. US $2.80) and download keitai wallpaper, ringtones and read the adventure novel. How exciting.

This type of advertising has become more and more common, but I wonder how effective it truly is. For games that are meant to be played on pricey HDTVs, even the highest res cell phones don't exactly cut it. Neither does reading an adventure novel on a handset for that matter.

Full Story Here [Game Watch Impress]

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<![CDATA[Game Designing Jack Bauer Style]]> Over the weekend, MTV's Stephen Totilo checked out the "Mobile Game Mosh" at New York's Parsons School of Design. The Glu Mobile and Atari-sponsored design contest challenged college and grad students to churn out a Nokia compatible cell phone game in 24 hours. Contracts, Totilo reports, signed by the participants forfitted game rights to Atari and Glu Mobile. Yuck.

Each of the teams were given envelopes that contained four different verbs, two of which had to be incorporated into the game. Glu Mobile's Robert Nashak said, "We eliminated anything that sounds like a video game, like 'fight.'" As teams worked against the clock, pro game designers stopped by to offer advice. The contest began to take its toll on the teams. "My eyes aren't drooping," said one contestant, "but my body wants to turn off." Call it training for when these students graduate.

Article Here [MTV]

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<![CDATA[Custom 360 Rings Cell Phone Cover Coolness]]> Custom Cool

Not all cool gaming accessories should reek of I'm-a-gamer. During the Christmas holidays, 360 diehard Esko picked up a new cellie and had a custom faceplate made for it. For $50, StepUpCover stamped out Xbox 360 rings for Esko's Sony Ericsson z520. Xbox symbol on Sony product and a word play on ring/rings. Clever.

Thread Here [360 Style]

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<![CDATA["Babies" Come From Japanese Cell Phones]]> How sweet

Sega's bringing their hit DS title Where do babies come from? to Japanese keitais in the form of the above pictured mini-game. Folks can access the game via Sonic cafe and start flirting like crazy. Neato!

Full Article Here [Famitsu]

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<![CDATA[Mario Solar-Powered Cell Phone Straps]]> Just don't burn it

The website says it best:

"Super Mario Brothers from NES Miracle Revival! Blinking Animation Plate Cell PHone Strap ~Permanent Solar Power Battery!!~

It blinks like Anime! Mario, Princess Peach & Kuppa! Let's back to the 80's, the Pictures are really like the NES Super Mario!"

mariocellstrap.jpg

mariostrap2.jpg

Search Under "Mario" [Strapya] Thanks Chilly Hollow!

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