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Colopl on the up, Capcom on the slide, Cygames getting drunk?

Weekly digest from Tokyo
Colopl on the up, Capcom on the slide, Cygames getting drunk?

As well as being one of the largest mobile game markets by revenue, Japan is currently also one of the most dynamic.

It's a good opportunity, then, for to hook up with Indie Navi, a site which is dedicated to the coverage of Japanese mobile and indie development.

Set up by two enthusiastic and experienced translators, you can find out more about the services they offer here or email info (at]

Otherwise, let's get on with the show - the five most interesting stories from the Japanese mobile games industry.

#1: Cygames kicks of new brand with O'Reilly Collection and... Drunk Room

Cygames has kicked off its new casual games brand with the Android releases of O'Reilly Collection  and the aptly-titled Drunk Room.

Built around the most improbable of IPs, O'Reilly Collection  tasks players with completing "engineering work", gaining medals and earning new O'Reilly titles through the in-game gacha. It's just a game, though: the "books" a player collects can't be read.

On the other end of the setting spectrum, Drunk Room  puts players in the role of a bridegroom who, on awakening from his last booze-fueled night of single life, discovers his friends have locked him in a room laden with traps and hints.

#2: Capcom posts extraordinary loss

Citing the costs involved in establishing new development processes, Capcom posted an extraordinary expense of 5 billion yen ($50 million) for the financial period of 1 April 2013 to 31 March 2014.

Capcom's report states these costs have not yet begun to bear fruit "for mobile contents", indicating the internal adjustments the company is making to stabilize profits.

Due to the $50 million loss and "stagnant sales of typically profitable mobile contents" (not the least of which is Monster Hunter Frontier G, which has begun to taper off), Capcom also readjusted its net profit forecast from 6.8 billion yen to 3.3 billion ($33 million).

#3: 3DS still on top in Japan

Famitsu compiled its statistics for the financial year beginning 1 April 2013 and ending on 31 March 2014, revealing that in terms of both hardware and software sales, the 3DS is still on top in Japan.

Famitsu estimates the 3DS sold 4.3 million units during the financial year, to the PlayStation Vita's 1.27 million.

The magazine also estimates total units sold to date in Japan for the 3DS and PSV at 15.38 million and 2.67 million, respectively. These estimates include sales of the 3DS LL and the Vita TV

The five top-selling titles of the financial year were, in order, Pokemon X and Y, Monster Hunter 4, Tomodachi Collection: New Life, Puzzle & Dragons Z, and Animal Crossing: New Leaf. All five of these titles were for the 3DS.

#4: DQM gacha: 310 tries and still no Psaro

After a YouTube video demonstrating the low odds of scoring an S-class monster in DQM Super Light's gacha went viral, users cried foul: the in-game graphic exaggerated the odds. Square Enix surprised everyone by giving refunds, reducing the cost per play, and publicly tweaking the odds in players' favor.

Fans were appeased and DQM quickly leapt back to the top of download charts, but now the title's gacha is in the news again. A Twitter user known for putting up videos of his attempts to get rare monsters claims to have dumped nearly 300,000 yen ($3,000) into the gacha to get his hands on Psaro, only to come out empty handed.

Although everyone acknowledges the role luck plays, players are now pushing for Square Enix to just sell the things at a set (premium) price.

#5: Colopl to issue 3.8 million new shares

Colopl, publisher of Quiz RPG: The World of Mystic Wiz, announced its plans to release 3.8 million new shares of stock to raise a total of 8.5 billion yen ($85 million). The number of new shares is equal to 3 percent the number of current outstanding shares.

With the money raised, Colopl intends on investing 4.8 billion yen ($48 million) into the development of new apps and related costs, broken down into $30 million in personnel costs, $3 million in recruiting costs, and $15 million for outsourcing, such as for artwork.

The remaining $37 million will go toward advertising, media distribution, and other efforts to "expand brand recognition".