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Under Sony's wing, novel games incubate

Article Abstract:

Sony employs a unique approach to encouraging the development of innovative new products, the company provides hackers with low-cost tools. Sony is attempting to return to the early days of the computer game industry, when users developed their own games and shared them with friends. The company's $750 Net Yaroze is a version of the company's Playstation that allows the user to write code. The product includes a software library and access to a Web site (www.scea.sony.com/net) with interactive media that can be downloaded by the user. Sony hopes that encouraging young college-age developers to use their hardware will lead these people to become professional developers. The users have also become an unpaid division of the company's research and development department. The games will only work on a Net Yaroze device, but if a person develops a viable game they will be able to market it to game vendors.

Author: Herz, J.C.
Publisher: The New York Times Company
Publication Name: The New York Times
Subject: Business, general
ISSN: 0362-4331
Year: 1998
Electronic computers, Electronic Computer Manufacturing, Personal & Home Computers, Research, Planning, Product information, Equipment and supplies, Consumer electronics industry, Design and construction, Computer game, Company product planning, Computer-based entertainment system, Computer entertainment systems, Sony Net Yaroze (Computer-based entertainment system)

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The Japanese embrace hip-hop, and Parappa is born

Article Abstract:

A Japanese video game featuring Parappa the Rapper is drawing a US audience despite its lack of violence. Sony Playstation first released the game in Japan, and the hero's earnestness seems to appeal to the irony-saturated US culture. Parappa, a cartoon puppy dog who wears baggy jeans and a stocking cap, raps in English. The game has converted the US export of gangsta rap into a shiny and color-filled animated playground populated by whimsical cartoon characters. Parappa encounters different levels of 'master rappers' who impart the mysteries of hip-hop. Users can enjoy the game's goal of receiving instruction about rap from a teacher, which contrasts sharply with the American experience. All two-dimensional characters inhabit 3-D sets that depict Japanese children's views of US suburbs, with tree-lined streets and postcard skies.

Author: Herz, J.C.
Publisher: The New York Times Company
Publication Name: The New York Times
Subject: Business, general
ISSN: 0362-4331
Year: 1998
Computer software industry, Software industry, Product development, Marketing, Company marketing practices, Computer adventure games, Adventure game, Company technology development

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Spice World, land of missed opportunities

Article Abstract:

Sony has introduced Spice World, an interactive software package that is a mix between a video game and a music video. The $29.95 software stars cartoon Spice Girls characters that users can manipulate to dance to routines they have choreographed. The Mixing Room feature allows players to splice together sections of the Spice Girls' music. A choreography tutorial called Dance Practice is also provided. The TV Studio feature allows users to manipulate camera angles, close-ups and zooms. The music in Spice World is shallow and derivative and the Spice Girls' clothes can not be changed. The software is thought to be over priced but because the computer game market for preteen girls is so slim, it may succeed.

Author: Herz, J.C.
Publisher: The New York Times Company
Publication Name: The New York Times
Subject: Business, general
ISSN: 0362-4331
Year: 1998
Evaluation, Software, Product/Service Evaluation, Product introduction, Software single product review, Entertainment industry, Entertainment/hobby software, Entertainment software, Hobby software, Spice World (Entertainment/hobby software)

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Subjects list: Computer games, Sony Corp.
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