Dragon High And Low Small

Dragon High & Low Hands-On Impressions: Low

“Puzzle & Dragons is a pretty fun game on mobile platforms. Let’s rip it off and sell our own version!”

“Sure, we could do that. But you know what’s bad about it? That combat system! It’s too complex! Matching all those jewels to make combos just gives me a headache sometimes!”

“Hmm, what if we just tore that combat system right out of there? And maybe replaced it with something more simplistic?”

“Sure, why not? But what should we replace the jewels with?”

“How about that old drinking game, High/Low? Yeah, everybody likes that!”

“I know, right? And it’s so easy to play! Hmm, but couldn’t we make it even more basic? Like, maybe, by making combos depend entirely on blind luck? You know, remove skill from the game completely?”

“Love it! Uploading it now…”

I’m not sure if those are exact quotes from the design meeting for Dragon High&Low from Inaba, but after spending some time with the game, it’s probably not far from the truth. Soaring to the top of the Japanese App Store just days ago (and, as of this writing, plummeting fast), H&L is the latest in a long line of clones that attempt to share in the success of P&D, but which completely miss out on what makes the latter such a great game.

Dragon High And Low 01      Dragon High And Low 02

I’m not going to spend any time covering the basic setup of the game, evolving your monsters, choosing allies, etc. If you’ve played P&D, you’ll feel right at home, though this particular house is built on a shaky foundation. The main difference between the two games (aside from P&D’s superior aesthetics) is the combat system. P&D has you match jewels to inflict damage on your opponents, but there’s much more to it than that: You have a window of turns before monsters attack you (allowing you to plan out your strategy), and you can increase your attacks exponentially by scoring combos in the jewel game (partially luck-based, but with some level of skill involved).

There’s none of that finesse to be found in the combat system for H&L. Instead, swipe up or down to tell the computer if you think the next card will be higher or lower than the one shown (you can also “Fold” once per deck of 13 cards by swiping to the side, though it’s rarely to your advantage to do so). Guess right, and you’ll damage the monsters; guess wrong, and you’ll suffer the damage yourself.

Let’s go over a few of the basics of this system, and then we’ll see how it falls apart in actual gameplay. Each battle in H&L begins with a card between 1 (Ace, always treated as a low card) and King being drawn, and with the suit of the next card visible. There is only one of each numbered/royal card (13 total), and icons at the bottom of the screen keep track of which cards have been drawn. Cards have suit that match the one of four offensive elemental classes, and are always randomized; a fifth suit (Hearts) heals the party when it is drawn.

Dragon High And Low 03      Dragon High And Low 04

The elemental suit of the card dictates which characters will strike in your party, and you can pick your target beforehand. Certain element classes are supposed to have higher priority to damage certain other ones, but this seemed to become moot once I killed off most of my non-party members to jack up the stats of my main group.

Once you win a battle, the deck resets (with randomized suits again), though any damage you take sticks until your current quest is done. If you happen to burn through all 13 cards fighting a single group of monsters, you’ll just be rewarded with a new deck to use.

Beyond the somewhat broken elemental system described above, the only other real strategy (if you can call it that) is to pull off combos. Subsequent correct guesses result in blows inflicting more damage; an incorrect guess or passing breaks the combo (Side Note: With this in mind, unless your life is about to run out, there’s really no point in passing at all: The worst that could happen would be a broken combo, the same result that happens anyway every time you pass). Since they’re guesses though, there’s no real skill involved beyond a rudimentary comprehension of probability.

Dragon High And Low 05      Dragon High And Low 06

As in P&D, characters can also unleash special attacks after they’ve been used a certain amount of time. These don’t especially inflict any greater amount of damage, but they’re 100%-guaranteed hits without the risk of damage to your party.

There’s a lot that’s wrong with this system, at least compared to the one employed in the game being copied here. For starters, you have far less control over which type of elemental attack to use than you do in P&D. Sure, you can tell what the suit (element) of the next card will be and can choose a target to be attacked, but what good does this do you when, say, you’re attacking a single fire-based monster and the next four cards in the deck happen to be fire? Aside from the aforementioned “Fold” move, there’s no real way to affect your fate, something that is almost always present in P&D.

Not that winning battles is especially challenging, due to the nature of the mini-game. With 12 card draws per deck, you’re guaranteed hits from at least 2 cards (Ace and King), and can pass on another if you choose. That already takes away 25% of the chances your enemies have to attack you, and that’s just the gimmes. As long as you understand the odds, you’ll rarely give up more than 10-15% of the rounds to your foes, even if you forgo using the special moves.

Dragon High And Low 07       Dragon High And Low 08

Beyond these factors though, the main problem with the system is that it’s just not fun. You’re welcome to rag on Bejeweled and its candy-coated ilk all you want, but the fact of the matter is that games like that one actually require a certain amount of thought and planning, which is what makes them (and, in turn, P&D), fun. Dragon High&Low asks you to guess whether the next card will be bigger or smaller than the 9 currently on your screen. I’m certain there are good games out there that borrow liberally from Puzzle & Dragons, but this is not one of them.

(Dragon High&Low is currently available on both the Japanese and U.S. iTunes stores. It is free to download and play, and includes in-app purchases)

Dragon High And Low 09       Dragon High and Low 10

GungHo

GungHo Shares Rise as Puzzle & Dragons is Released in Taiwan and Hong Kong

March 4th: GungHo’s share price rose by 10 yen on news that Puzzle & Dragons was faring well in Hong Kong and Taiwan after its March 3rd release, bringing P&D worldwide downloads to 25 million.

On March 3rd, GungHo released the Japanese-language version of Puzzle & Dragons to the App Store in Taiwan and Hong Kong. Despite the language barrier, P&D quickly leaped to the top of the downloads and sales charts in both regions.

Downloads

gungho puzzle and dragons app store download rankings ios hong kong and taiwan

Sales

gungho puzzle and dragons app store sales rankings ios hong kong and taiwan

The demand for an Asian release of Puzzle & Dragons is evidenced by the huge number of similar titles released in Asia.

GungHo reports P&D has been downloaded 2 million times in North America and Europe and one million times in South Korea. In Japan, P&D has surpassed 22 million downloads, and remains the undisputed reigning free-to-play app.

puzzle and dragons battle tournament logo

Additional Details From the P&D Press Conference

GungHo today held a press conference to celebrate the two-year anniversary of the release of Puzzle & Dragons. The big news of the day was the reveal of a semi-follow up to Puzzle & Dragons. However, GungHo also took the occasion to discuss other information relevant to the franchise.

From Square Enix, Nobuki Kadoi and Masashi Kunisawa were on hand to discuss Puzzle & Dragons Battle Tournament, the arcade version of Puzzle & Dragons that Square Enix is developing.

Players will be able to select from avatars designed by Tetusya Nomura, Square Enix’s chief character designer and the man behind the designs for Kingdom Hearts and the Final Fantasy titles beginning with Final Fantasy VII.

In Battle Tournament, players solve puzzles inspired by those in the smartphone version of Puzzle and Dragons while competing in real time against up to 15 other players across the country online. Square promises the competition in Battle Tournament will be fast and furious, with Nomura’s designs brought to life on-screen by animation by Satelight.

Like Puzzle & Dragons W, release of Puzzle & Dragons Battle Tournament is slated for this coming spring.

Finally, GungHo also released information regarding its upcoming tournaments to determine the number one Japanese players of Puzzle & Dragons and Puzzle & Dragons Z (the Nintendo 3DS entry in the franchise). This will be the second year for the Puzzle & Dragons Japan Cup (as GungHo is calling it) and the first year for the Puzzle & Dragons Z Colosseum Cup, Puzzle & Dragons Z having been released in Japan this past December.

Puzzle & Dragons Japan Cup will draw its participants from the winners of 7 regional tournaments, and will be held at Tokyo Big Sight on the 25th of May. The Puzzle & Dragons Z Colosseum Cup will be held toward the end of June, at some as-of-yet-undetermined location near Tokyo.

puzzle and dragons w logo

GungHo Reveals P&D Follow-Up Puzzle & Dragons W

To celebrate the two-year anniversary of the release of Puzzle & Dragons, GungHo held an event in Tokyo and released information regarding the future of the tremendously popular series.

GungHo CEO Kazuki Morishita and Puzzle & Dragons producer Daisuke Yamamoto took the stage to release details about the biggest story of the day: Puzzle & Dragons W, the semi-follow up to Puzzle & Dragons.

gungho kazuki morishita and daisuke yamamoto

Not exactly a sequel, P&D W is a combination of two play modes. The original P&D will be available as a play mode from within P&D W, and GungHo will continue to introduce updates and collaborations as it always has. The second mode is less dragons, more puzzles, stripping away the dungeon exploration to focus on puzzles.

GungHo’s press information refers to this mode as Tamadora Mode, in reference to the monsters that will serve as player avatars. By beating puzzles, players are awarded “avatar items” of three categories: head, arm, and (given the tamadora‘s anatomy) “egg”. These pieces of armor can be combined to customize the player’s avatar, changing the appearance of the tamadora and granting skills to help the player solve progressively complicated puzzles.

GungHo’s official Puzzle & Dragons W site claims players can combine avatars, presumable to form a party, which will likely play a role in overcoming increasingly difficult puzzles.

4Gamer had people on hand at the demonstration, and describes the game play demonstration given by Yamamoto:

Players collect “hearts” to prevent a time gauge from reaching zero while lining up same-colored tiles three or more, either lengthwise or vertically, to make the tiles disappear. When the player has succeeded in removing the number of drops indicated on the tree stump in the image above the playing field, the egg will crack open and players will receive an avatar item.

Among the panels, special panels will appear according to the armor the player’s tamadora has equipped. One of the armor effects we saw caused every one of the tiles of a certain color to disappear when the special tile was activated.

Morishita explained that this new game mode was aimed at people who enjoyed the puzzles in Puzzle & Dragons, but who weren’t interested in collecting and raising monsters. Since Tamadora Mode uses a time gauge that amounts to “stamina”, the mode will be monetized by allowing players to spend “magical gems” (in-game currency) to regain stamina and purchase continues. These magical gems can be shared between Tamadora Mode and the classic mode.

GungHo is keeping mum on what updates classic mode will receive, saying only that they’ll be an “evolution” for the series.

For classic mode, GungHo stuck to announcing upcoming collaborations with the Evangelion films and Taiko no Tatsujin, as well as a tie-in with McDonald’s.

The update turning Puzzle & Dragons into Puzzle & Dragons W is slated for this spring. GungHo promises further details of the update are forthcoming.

GungHo

GungHo FY2013 Earnings by Platform and Market Sector

February 3rd: GungHo Online Entertainment released the figures for its financial year ending in December 2013. Thanks largely to its flagship series Puzzle & Dragons, GungHo achieved remarkable increases in overall sales and operating profits.

At 163 billion yen (USD 1.63B), GungHo’s sales were up 531.5 percent in comparison to FY2012, and at 91.2 billion yen (USD 912M), its operating profits increased 863.1 percent. Gungho’s net profits were 54.7 billion yen (USD 547M), an increase of 567.1 percent.

Earnings by OS

GungHo’s sales through the App store totaled 69.1 billion yen (USD 691M) for the fiscal year ending in December 2013. Sales through Google Play for the same period totaled 81.5 billion yen (USD 820M). Calculated as percentages, 42 percent of GungHo’s profits for the financial year were earned via the App Store, with 50 percent earned through Google Play.

Looking back one year, GungHo took in 9.8 billion yen (USD 98M) and 5.2 billion yen (USD 52M) through the App Store and Google Play, respectively. Making a year-to-year comparison, App Store earnings for the financial year ending in December 2013 were 7 times that of the previous financial year, while Google Play earnings were 15.6 times those of the previous year. In addition to demonstrating GungHo’s remarkable growth through 2013, these figures are also indicative of the turnaround the Android OS is enjoying Japan as it steadily moves toward overtaking Apple’s iOS in terms of market share.

Earnings by market sector

GungHo’s earnings through online software and applications for PCs totaled 6 billion yen (USD 60M), a 25.3 percent decrease from FY2012, which resulted in an operating loss of 800M yen (USD 8M). One reason for the decline in sales is the user base shift away from PCs to smartphones for social networking and applications.

Ironically, another reason is a streamlined user experience. For many of its applications, GungHo did away with the need to log in to the application to participate in community message boards and activities. Users only interested in these community elements no longer logged in to the application, resulting in decreased ad revenue and other sales.

In the mobile sector, GungHo’s sales totaled 157.2 billion yen (USD 1.6B), a 772.5 percent increase in comparison to FY2012, with operating profits of 93.4 billion yen (USD 934M) — a remarkable 972.5 percent increase.

Among GungHo’s mobile applications, Princess Punt and Divine Gate established themselves as tent pole titles. Princess Punt is currently at 24th place on the Japan App Store rankings in the games category, and 13th in the Google Play Japan rankings.

However, the majority of GungHo’s earnings came from the Puzzle & Dragons franchise. Sales related to Puzzle and Dragons (including sales from its iOS and Android versions and the Nintendo 3DS version Puzzle & Dragons Z, released on December 12th) totaled 148.5 billion yen (USD 1.5B), an increase of 917.8 percent from the previous fiscal year. This accounts for 91.1 percent of GungHo’s earnings in FY2013.

Quarter-on-quarter comparison

Quarter on quarter, GungHo saw an increase in sales but a small decrease in operating profits. OCT-DEC sales totaled 46.7 billion yen (USD 467M), a 12.4 percent increase from the JUL-SEP quarter, but at 22.7 billion yen operating profits were down 2.8 percent. Net profits for the OCT-DEC quarter were 12.1 billion yen (USD 121M), a 15.8 percent QoQ decrease.

GungHo sales by year and quarter

gungho financials SEP through DEC 2013

GungHo operating profit by year and quarter

gungho financials SEP through DEC 2013

GungHo also reported its estimated earnings for the month of January: 16.5 billion yen (USD 165M), a 187.4 percent increase from January 2013.

Puzzle and Dragons

GungHo Teases Puzzle & Dragons Expansion

GungHo Online Entertainment president Kazuyoshi Morishita announced that the company is working on some kind of new addition to its popular smartphone title Puzzle & Dragons, with the goal of expanding the game’s popularity even further.

Speaking at a press conference earlier today that focused on the company’s recent financial earnings, Mr. Morishita stated that details on the new game additions, “will be announced this month,” and that users could look forward to, “an experience a bit different from what Puzzle & Dragons has been up till now.”

Puzzle & Dragons Z for the Nintendo 3DS, the most recent addition to the franchise, has already sold over 1.3 million units in Japan in just a month.

GungHo

GungHo Announces Financial Earnings for Last Year, Share Buyback Plan

After the close of trading today in Japan, GungHo Online Entertainment revealed information on their financial performance for the period ending December of 2013, and announced their intention to repurchase outstanding shares of stock.

Total sales for this period hit 163.06 billion yen (approximately $1.63 billion U.S.), 6.3 times their sales for the previous period. Their operating earnings reached 91.23 billion yen (approximately $912 million U.S.), 9.8 times their operating earnings for the previous period, and a 3-billion yen increase from their earlier prediction . Finally, their net earnings reached 54.77 billion yen (approximately $548 million U.S.), 6.7 times the amount they reached during the previous period.

Much of this success can be attributed to their enormously popular smartphone title Puzzle & Dragons, which surpassed 22 million total downloads in Japan last December. Puzzle & Dragons Z, their spin-off title for the Nintendo 3DS has also been doing quite well.

Likely due to their recent success, Gungho also announced that they intend to repurchase up to 4.3 million shares of their outstanding stock (about 0.37% of their total outstanding shares), and are prepared to spend up to 3 billion yen ($30 million U.S.) in order to do so. They are planning to reacquire this stock between March 6th and April 30th.

Gung Ho’s stock is currently valued at 610 yen (approximately $6.10 U.S.) per share.

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Mixi’s Monster Strike Cracks the Japanese iOS Top 5

Indicative of its rapidly growing popularity, Mixi’s Monster Strike has cracked the iOS top 5, with now over a million downloads since its release on the 10th of November. As of December 31st, Monster Strike ranks 5th in Japanese iOS app downloads overall, and 4th in the “games” category.

Meanwhile, the title has already breached the top 10 of the Google Play rankings, despite having only been released on the 15th of December.

Taking into consideration Mixi’s intentions to begin major awareness campaigns for the title beginning in 2014, analysts consider the possibility that Monster Strike grabs the top spot to be high. Will 2014 be the year Monster Strike topples Puzzle & Dragons to claim the place of reigning app in Japan?

gamebiz's 2013 android year-end roundup

Gamebiz Japan Releases its Android Year in Review

Gamebiz Japan has released its overview of the Android operating system’s 2013 performance in Japan. The review sheds light on how the Android platform is expanding in popularity in Japan, and on the apps and features driving that growth. Below are some highlights.

Google released its final sales statistics of the year for its GooglePlay storefront on the 29th of December. The statistics reveal that GungHo’s Puzzle and Dragons topped the charts in downloads — for the 64th week in a row. Meanwhile, Puzzle and Dragons Z for the Nintendo 3DS has already moved over a million units in Japan since its official release on the 12th of December, cementing the series as a phenomenon in Japan.

In 2013, statistics made it clear that an increasingly large number of Android owners had at some point in the recent past put money toward in-game item purchases. This spurred an increase in the number of high-quality titles released for the OS.

Publishers also demonstrated a willingness to pony up for television commercials once their titles reached a certain sales threshold, and the movement was away from registration requirements to download titles. This, coupled with the ease of use of the GooglePlay storefront, prompted huge gains of market share for Android smartphones and tablets. The result was that 2013 was the year Android finally caught up to Apple’s App Store in overall sales, according to statistics released by App Annie in November of the year.

Toward the end of the year, Google also began to air commercials for its OS on Japanese television stations, and oversaw the expansion of sales of GooglePlay cards to convenience stores and other locations throughout Japan.

On the basis of this growth, big-name publishers known for their home console releases threw their hats into the ring. Whereas in 2012 only three of the most downloaded titles were by big-name publishers, in 2013 thirteen of the top 50 titles were games released by major Japanese games publishers. The three publishers with a title in the top 50 in 2012 were Bandai-Namco, Sega, and Square Enix, their 2013 representation in the top 50 jumping to five titles, three titles, and three titles, respectively. Konami, another Japanese games stalwart, was also able to crack the top 50 with one title.

Publishers from outside of Japan also availed themselves of the surge in Android market share in Japan, with games titles released by foreign publishers jumping from only two of the top 50 in 2012 to five of the top 50 in 2013. Two of these titles were released by Finnish publisher Supercell, prompting Japanese media giant SoftBank to snap up a 51 percent controlling share in the company

Toward the end of the year, Candy Crush publisher king purchased ample television commercial airings, releasing Candy Crush into Japan with great fanfare, indicative of increased foreign interest in the Japanese smartphone and tablet games market.

Looking at new publishers to have cracked the top 50 with their titles in the past three months, one particular trend stands out: several top social application and platform providers have created games publishing branches (and in some cases games development branches), going on to shoulder their way into the top 50 club. Examples include Cygames, Akatsuki, Asobism, and Mixi, with Mixi in particular seeing explosive growth in its share prices in response to the popularity of its title Monster Strike, which many investors see as the “next Puzzle & Dragons“. (Related)

LINE Corporation, most well-known in the West for its LINE instant messaging and Skype-like services for smartphones, has also met with success on expanding operations to include publishing games for Android (and iOS). Although its fortunes bounced a bit and declined from four titles in the top 50 in June to zero in September, the company rebounded, putting LINE DOZER Coin-Drop Game and LINE Fish Island in the top 50 in December.

Gamebiz postulates LINE Corporation’s aggressive use of its own social platform as a main cause for the company’s rebound in games sales. LINE has rotated its titles in and out of its “Top Titles for LINE” section of its platform, also offering free in-game currency to encourage users of its platform to download its game titles.

Overall, the healthy number of titles in the top 50 published by newcomers to the market indicates there is still ample opportunity for other companies looking to claim a share of the Japanese Android games market. This is further evidenced by the number of companies with titles in the top 50, which grew from 25 such companies in June to 29 in September, finishing the year at 26 in December. Among these 26, games released by social platform providers turned publishers total 18 titles, indicating a huge change in the nature of the market.

Finally, Gamebiz points out that with the hike in sales tax being implemented in Japan in March of the coming year, companies are expecting a burst of sales in electronics and other big tag items just prior to the tax hike, which will no doubt benefit smartphone and tablet manufacturers.

Puzzle and Dragons Z Art

Puzzle & Dragons Z Racks Up Sales on Nintendo 3DS

Puzzle & Dragons Z, a sequel to GungHo Online Entertainment’s original iOS and Android monster-seller, sold 543,600 copies during the first week it was available for the Nintendo 3DS in Japan, based on numbers released by Media Create.

While this represents only a fraction of the approximately 20 million copies sold on mobile platforms in Japan to date, it’s definitely off to a good start, especially considering the massive difference in price (the 3DS version retails for approximately $45, while the mobile app is free to play (with in-game purchases of course)).

There has been no word on a U.S. release for Puzzle & Dragons Z yet, but with over a million downloads on smartphones in the U.S., we think it stands a chance of making it over here.