Archive for the 'Games' Category

Which Japanese prefectures sell the most lottery tickets per person?

Saturday, June 13th, 2009

Ever wonder which parts of Japan gamble the most? No? Well, stick with me and you might learn something about which prefectures are most willing to line up and pay the poor tax.

Each year, Mizuho Bank (which has a special relationship with the lottery from its days as a government bank) tallies the total number of lottery (Takarakuji) tickets sold and divides that number into each prefecture’s population to obtain an average per capita spending total. According to their numbers for fiscal 2007 (as reported in the Nikkei), the top ticket buyers were Tokyo, Osaka, and Kochi prefecture in Shikoku. There was a huge gap between the top of the list (Tokyo’s 12,933 yen) versus the bottom (Yamagata’s 5,328 yen). The top prefectures tended be prefectures that house large cities, such as Aichi.

UPDATE: A typical lottery ticket in Japan costs around 300 yen, meaning that Tokyo residents buy around 43 tickets a year or just about one every week.

Prefectures with the lowest home ownership rates tended to buy more lottery tickets. Tokyo and Osaka, the first and second highest per-capita lottery players, also have the two lowest home ownership ratios, in the same order.  Okinawa has the third lowest, and its residents are Japan’s sixth biggest lottery gamblers. On the other hand, Aichi, another prefecture full of takarakuji hopefuls, had the seventh lowest home ownership ratio. (Bonus fact: Toyama prefecture had the highest home ownership rate in 2003 (around 80%). Toyama residents play it relatively safe with a middling per capita lottery spend of between 7,000-7,999 yen).

The outlier was Kochi prefecture, however, indicating that low home ownership, a signifier of relative poverty, does not make up the only factor explaining the results. An official from Kochi prefecture’s budget division speculated, “Perhaps the prefecture residents’ nature of determination and love of gambling had an impact.”

A brief overview of Japan’s lottery system

Though it only brings in about 1/20 the revenue of the almighty pachinko, Japan’s lottery, with its estimated 15,000 or so ticket booths outside train stations (more booths than pachinko parlors, one for every 8,600 people), has been a highly visible form of legal gambling in Japan throughout the postwar era, along with horse racing, yacht speedboat racing, bicycle racing, and mahjong.

According to Wiki Japan, lottery-style gambling in Japan got its start in the Edo period as Shinto shrines and Buddhist temples offered tomikuji (essentially the same as a lottery) in order to raise funds for repairs. Over the years, tomikuji faced various bans from the authorities, and private-sector lotteries remain criminalized to this day. In July 1945, a desperate wartime government instituted a lottery, but Japan surrendered and chaos reigned before a drawing could even be held. A national government-backed lottery was re-instituted during the US occupation in 1948, though it was abandoned in 1954, leaving only regional lotteries. Takarakuji took its current form in 1964 with the foundation of the Japan Lottery Association, a grouping of the regional lotteries.

According to association data, in fiscal 2007 (the period covered by the above survey) Japanese gamblers bought 1.0442 trillion yen in tickets, or about 8,200 yen per person. The US doesn’t have a national lottery per se, but the UK does – on average, UK residents spent 80 pounds (12,905 yen by the current exchange rate) per capita on national Lotto in 2008. The UK lottery’s press kit (PDF) claims that 70% of adults are regular players (but doesn’t cite a source), while a 2007 poll from Japan’s lottery association found that 55% of those polled had purchased at ticket at least once in the past year. The UK system, in which operations are contracted to a private company, appears to be more efficient than the one in Japan. According to the UK press kit, 10% of every pound spent on lottery tickets goes to operations and expenses (5% in dealer commission, 4.5% in operating costs, and 0.5% in shareholder dividends), versus 14.4% of each ticket in Japan (with 45.8% going to paying winners and 39.8% going into the general accounts of each prefecture and major cities).

The odds of winning a current popular Japanese game Loto 6 is 1 in 6 million, which is comparable to other lotteries I am familiar with in the US (and of course less likely than getting hit by lightning).

See the full list after the jump!

Read the rest of this entry »

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Bloomberg on Pachinko

Tuesday, March 31st, 2009

Great article from Bloomberg on the Pachinko industry:

Japan’s Pachinko Parlors Beat Vegas as Gamblers Defy Recession
...
As Japan’s economy shrank at an annual 12.1 percent pace in the last quarter and revenue slumped at Las Vegas casino companies like MGM Mirage and Las Vegas Sands Corp., the 23 trillion-yen pachinko industry is on a roll. Sales from the machines, which resemble upright pinball games, rebounded 0.5 percent in last quarter, reversing a six-year decline, and rose 0.9 percent in January, according to government statistics.
...
Kyoto-based Maruhan Corp., the biggest pachinko-hall operator by sales, forecast net income will rise 11 percent to 20 billion yen in the fiscal year ending today, according to a statement on its Web site. Operators aren’t publicly traded and typically don’t provide financial information.

Casino gambling revenue in Las Vegas fell the most on record last year and dropped 15 percent in January as the U.S. recession curbed spending on travel and betting. Shares of MGM Mirage and Las Vegas Sands fell more than 95 percent in the 12 months through March 27.

Introduced in the 1920s, pachinko is played by about 13 percent of Japan’s population, who fed 23 trillion yen into the machines in 2007, according to the Japan Productivity Center for Socio-Economic Development.

Numbers are down from 16 percent of the population and 29.6 trillion yen in 2003, a drop that was caused by a regulatory crackdown on types of machines that encouraged heavy gambling, according to a February 2007 report by CLSA Asia-Pacific Markets.

13,000 Parlors

Japan’s 13,000 pachinko halls—more than one for every 10,000 residents—are located throughout the country around train stations, along highways and in entertainment areas.

Pachinko players seek to amass piles of small steel balls that can be exchanged for prizes. Because casinos are illegal in Japan, cash can’t be paid out on the premises. Prizes can usually be exchanged for money at a nearby booth.

Operators are luring customers with new high-stakes machines that yield bigger profit margins, while lowering fees for others to 1 yen per ball from 4 yen.

“Parlors are thinking more carefully about which machines customers like, which machines are the most profitable,” S&P analyst Miyuki Onchi said. “Sales have come up bit by bit.”

Lower-fee machines have widened the customer base at Maruhan, the company said in an e-mail. Founded in 1957, Maruhan said it has 242 parlors, up from 225 a year ago, and about 12,000 workers.
...
Spending by Japanese households dropped 5.9 percent in January from a year earlier, the most in more than two years, the government said last month.

...

“It’s an industry that in the past, when the economy has slumped, it has improved,” Kobayashi said. “But this time we don’t know how bad the recession will be.”
...


That’s a whopping 13,000 parlors, compared to:

For some reason the article doesn’t mention that part of the new attraction of these “new high stakes machines” is the aggressive advertising and licensing deals. Recent titles have included EvangelionSpace Battle Ship YamatoKorean drama Winter Sonata, and even Tensai Bakabon. There is also a difference between pure pachinko and pachinko-slots (“pachi-slo”) that I still don’t really understand.

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The origins of Nanaca Crash

Monday, March 2nd, 2009

One of our more popular posts continues to be Roy’s link back in 2005 to addictive flash game “Nanaca Crash” in which you try to control how far a young man bounces after being run into by an anime Japanese schoolgirl on a bicycle. Give it a try!

Four years later, I am only now learning of the game’s hentai origins:

Cross Channel (officially spelled CROSS†CHANNEL) is an eroge for the Windows and PlayStation 2 platforms. The Windows version was released on September 26, 2003, and the PS2 version (CROSS†CHANNEL~to all people~) on March 18, 2004.
...
Story

Gunjo Gakuen (Deep Blue School) is a facility designed to gather and isolate those students who got a high score on an adaptation exam (Scoring high on this exam indicates that the student is less likely to be able to be adapted to the society) mandated by the government.

After a failed summer vacation with other members of the school’s broadcasting club, Taichi Kurosu and some of the other club members return to the city, only to find that all living creatures within it except for the club members have completely vanished. In order to confirm the status of the outside world, Taichi decides to gather other club members to help Misato Miyasumi, the president of the broadcasting club, who is trying to set up a broadcasting antenna to contact any possible survivors. However, Taichi soon discovers that the world is actually repeating the week after they found the others vanished…
...
Nanaca Crash!! (officially spelled NANACA†CRASH!!) is an online spin off game featuring characters from Cross Channel. The object of the game is to click, hold and release the mouse button to determine the angle and velocity of Nanaka crashing her bicycle towards Taichi, sending him flying across the screen. Your score is determined by the distance of his flight. Certain characters he crashes into will greatly affect his velocity.

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Edo period board games

Monday, September 22nd, 2008

I would love to get a look at this exhibit. I hope it’s still going whenever I get out to Tokyo again. (Probably some time in October.)

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The US presidential election, as viewed by Japanese video game developers in 1988

Friday, August 22nd, 2008

Have you ever wanted to be a candidate from the ‘88 presidential election in a world of manga characters and 8-bit graphics? Yes, you can. Screenshots here.

You can play the game through Firefox with the FireNES extension.

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Wartime propaganda in pop culture

Thursday, September 6th, 2007

Asahi has a neat article with an unfortunately small, if tantalizing, photograph of an exhibit currently being held at the Marunouchi branch of Maruzen (I’m still bitter over you guys closing the Kyoto store!) in Tokyo until Monday, on the way that kimono designs of the pre-WW2 and wartime period reflected the political consciousness of the time. For example, in this photograph you can see a design reflected the tripartite alliance between Nazi Germany, Fascist Italy and Imperial Japan. Unfortunately, I’m nowhere near Tokyo so I’ve asked Adam if he could drop by and get some photos, or perhaps pick up whatever pamphlet or art book they have available because I would love to see more of these, and in some detail.

War-theme designs often mirrored current events. Inui found a kimono that depicted Adm. Heihachiro Togo, who was credited with Japan’s 1905 victory over the Russian fleet in the Sea of Japan.

She also found a design that spelled out the name of Yosuke Matsuoka—in romaji alphabet—then ambassador, when he pulled the Japanese delegation out of the League of Nations in Geneva in 1933.

Heartwarming stories and tear-jerkers also made it into kimono.

The story of the heroic Nikudan Sanyushi (Three human bullets), or Bakudan Sanyushi (Three human bombs)—three engineering corps soldiers who reportedly perished in a suicide bombing during the Shanghai incident in 1932—were given sweeping coverage by the media. Headlines and parts of the articles from The Asahi Shimbun and The Mainichi Shimbun became part of kimono designs.


This article  immediately made me think of one I had seen on BBC news a couple of weeks ago, on a similarly unexpected yet unsurprising penetration of wartime propaganda into popular culture: British boardgames of the World War II era.


Take the early wartime game Battle of the River Plate, for example. Based on the first major confrontation between German and British naval forces, it is one of the earliest known games to reflect the international conflict. Players tried to score points by firing wooden sticks at the ship with a spring action. A direct hit caused the gun turrets on the ship to “explode”.

Another, Bomber Command, depicts bombing squadrons and invites players to bomb Berlin, at the centre of the playing board. Players take turns to throw dice to move toward the target. When materials were in short supply, the dice were replaced by a numbered spinning card.

“It was a game you can easily imagine people playing sitting in the air raid shelter while being bombed by the Luftwaffe during the Blitz,” says historian and author, Robert Opie.


The article then goes on to mention the way in which WW2 comic books incorporated anti-Nazi and anti-Japan motifs, a number of examples of which I posted some time ago. And of course, one can’t forget what you must agree is the best comic book cover of the war, if not all time. That is, unless you like Hitler-and you don’t like Hitler, do you?

What would be some good examples of popular culture reflecting enemies and conflicts in the world around us today? Off the top of my head, there’s naturally “24,” which I’ve never seen but I understand is about how Arab terrorists want to kill us. And then of course there’s the video game Mercenaries: Playground of Destruction, in which a disaffected North Korean general stages a military coup on the eve of reunification with the South in some near future year, or on a similar but slightly more afield topic, take the third season episode of the fairly recent Justice League Unlimited cartoon show, in which a number of DC superheroes travel to a fictitious militaristic Northeast Asian nation, clearly modeled after North Korea, to stop a rampaging nuclear powered robotic monster which they claim they had built “to protect us from the foreigners,” clearly modeled after North Korea’s metaphorically rampaging nuclear (non-robotic) monster.

All of these are in fact less examples of government sponsored propaganda than grass roots, genuinely popular culture expressing such things as a society’s popularly held fears and hatreds regarding their enemies at that time. I recall during the first Gulf War, when I was 10 or 11 years old, I saw someone at a flea-market selling “Desert Shield” branded condoms, which exclaimed on the package something along the lines of “Don’t you wish Saddam Hussein’s father had worn one of these?” Perhaps it is due to the fact that I was out of the country during the early stages of the recent Iraq invasion, but I can think of no examples of similarly popular expressions of support for the current war. Is it wrong of me to think that the initial support for the invasion was, however high the level, generally a grudging and ambivalent sort of support, lacking the level of enthusiasm needed to generate items along the lines of the pro-Axis kimono, the Hitler-face dartboard, or the “Desert Shield” condom?

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“Akiba-kei” nerd to run for the upper house: ZAKZAK is there

Tuesday, February 13th, 2007

ZAKZAK:

An Akihabara Nerd to Run for the Upper House… Tarui Dresses Like a Fantasy Warrior on RPG-like Homepage

The LDP’s Foreign Minister Taro Aso is well-known for being popular among the Akihabara (read:anime/manga/video game nerd) set, but there is one man in the DPJ who considers himself an “Akiba-kei” (Akihabara-style otaku). That man is 39-year-old Yoshikazu Tarui, a former Lower House member. He is gaining attention for his uniqueness in such odd moves as putting pictures of himself dressed like a fantasy warrior on his business cards and homepage and displaying images of DPJ President Ichiro Ozawa dressed as “King Zawa.”

t2007021310tarui1_b.jpgOpen Tarui’s homepage, and a story on the theme of “a country built on entertainment” will begin. It’s set up like a role-playing game, and King Zawa asks “Warrior Tarui”: “Hey, what happened Tarui? What is it?” as the story progresses.

Tarui is well known as a professional wrestling and kickboxing fan in the DPJ, and “Killer Kan” a great general played by Acting President Naoto Kan also shows up. This is a pun on the famous wrestler Killer Khan who was big in New Japan Pro Wrestling and famous for his special move the Mongolian Chop. DPJ Secretary General Yukio Hatoyama’s appearance is still in the planning stages, reportedly.

Tarui is running in this summer’s upper house race as a proportional representation candidate, but in response to questions from Yukan Fuji (=ZAKZAK), he explains, “Since there are no Akiba-kei Diet members in Nagata-cho, I thought that I’d try and grab the segment of people who are interested in pop culture and digital contents, so I made this site.” His campaign promise is “promotion of the entertainment content industry.”

t2007021310tarui2_b.jpgHe has a fold-out business card with the word “Tarutsu” on the cover in the style of famous video game magazine “Famitsu” along with a photo of Tarui dressed as a warrior. Open the card, and along with pictures of Tarui with “King Zawa” and “Killer Kan” there is a pun-filled message: 「かったるい国政、変えたるい!!」 (I’ll change the tired old national politics!). On the back is the strong slogan: “Bring the first akiba-kei Diet member in history back to national politics!”

You’d think he’d have confidence in this masterwork, but Tarui actually seems to be keeping his distance: “I gave this to Kan, but I’ve been too scared to show it to Ozawa since I made it without asking. This might freak regular people out, so I am not giving it out so much. I am mostly just giving it to people in the industry.

Certainly, there are those in Nagatocho who are cool on the wacky concept, saying “all we can do is laught,” but a source close to Tarui explains that he’s “a totally serious person.”

Actually, in Tarui’s own running column in “Weekly Famitsu” magazine, he seriously explains his ‘pet project’: “Promotion of entertainment not only has economic effects for the country, but will also help to raise [Japan’s] image. Would you want to fire a missile at Korea after having seen Winter Sonata? If you consider those feelings, you can understand that entertainment content is truly the best diplomat for prevention of wat and boosting tourism and economic exchange!”

Even Aso must be surprised at this guy!

ZAKZAK 2007/02/13

Both sides are likely to run celebrities and other fluff candidates for the national PR seats this summer, but a seasoned policy wonk with a taste for the absurd? I like.

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ZAKZAK on why Dragon Quest is back on Nintendo

Tuesday, December 19th, 2006

The Dragon Quest/Dragon Warrior series (one of my favorites) has made the move back to Nintendo from Sony, starting with Dragon Quest 9 on the DS. Why?

According to ZAKZAK, an industry insider explains: “The key can be found in the DS’s surprisingly strong sales. Currently, the cost of developing a game ranges from 300-500 million yen, but that will jump to 800 million – 1 billion yen with next-generation systems such as the PS3. Most developers who got a look at the PS3 when it made its first appearance as a demontration system at the Tokyo Game Show were intrigued by the clear images but did not get it in their heads to go that far themselves in game design. It would just cost too much.”

Games on portable systems cost much less to develop. And the DS is already a monster product, clocking 12 million units in sales since its release in December 2004. And of course games for that system have been hits as well, such as the “New Super Mario Brothers” and “DS Brain Training.” Add the latest installment of Dragon Quest, one of the top console series ever, to that lineup would be tantamount to “arming an ogre with an iron staff” in ZAKZAK’s vernacular (an analogy akin to “pouring gasoline on a fire”). Future DQ games will be released on the Nintendo Wii.

However, DQ series developer SquareEnix is not putting all its eggs in the Nintendo basket. The new Final Fantasy games will continue to be released on the Playstation as the company announced in May. SCE is also a major shareholder in SquareEnix.

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