// I thought the size limit for java applications on phones was much
// smaller?
jphone SH53 = 256k jar
mix and match code/graphics however you like.
soon to be seen elsewhere (can you say "global standard"?)
docomo 505 = 230k
30k application + 200k for graphics (scratch pad)
not as suitable for large code apps.
/dc
//
// Bill
//
//
// -----Original Message-----
// From: keitai-l-bounce@appelsiini.net
// [mailto:keitai-l-bounce@appelsiini.net] On Behalf Of dc
// Sent: Tuesday, September 16, 2003 10:05 AM
// To: keitai-l@appelsiini.net
// Subject: (keitai-l) Re: Gig at Namco mobile...
//
//
// // maybe it's coincidence but there is an interesting report today
// // on Namco's greatest J-Sky Java game ... for 1000+ yen per download.
// // http://www.zdnet.co.jp/mobile/0309/16/n_namco.html
// // http://www.namco.co.jp/mobile/jsky/ridgeracer.html
//
// The CP price is 500yen. I think the download itself (256k) is about
// 700yen,
// of which JPhone keeps 100%. So the TCO is ~ JPY1200 - 10 bucks. A lot in
// japan, but not that much in the US right now. People are paying $5 for
// bowling games!
//
// And it is basically identical to the PlayStation 1 original - even down
// to
// the easter eggs - the secret black "devil car" you can get, and the
// animation of Galaxian on a billboard as you go into the tunnel. Some of
// the
// original PS team worked on it too.
//
// it was a stake in the ground, to raise the bar. The game itself is
// definitely a huge risk and the most expensive mobile game ever produced.
// Hence JPhone introduced the new price point of 500yen.
// It's a death spiral for mobile games doing these sites of
// all-you-can-download drossy games for 100yen... Remember Atari burying
// 100,000 ET carts in the desert? Inspiration for a BM camp...
//
// It was a needed step for the mobile games industry - the first mobile
// blockbuster. And it certainly hasn't hurt namco staking out the premium
// corner.
//
// /dc
//
// //
// //
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Received on Wed Sep 17 19:34:09 2003