There are some things I think might deserve clarification: Mobile gaming was a tack insisted upon by the US publisher. They wanted it to be hip and/or trendy, something hot with the kids, and wanted to focus a lot on how mobile phone gaming was hot and different from console games. Well, it's not, is it? From a graphics perspective there's no difference between a mobile phone, a gameboy and a SNES. They all need cool 2D graphics, and the end results and techniques are not different enough for a pamphlet, let alone a book. Instead I focused on the history of mobile gaming, from the earliest LED monstrosities to the GameBoy, the NGPC and TE, GBA, DS and PSP (and others). That's the first segment. There's only about 12% devoted to a half dozen mobile phone developers, then it's back to spotlights and interviews with: eboy, army of trolls, chris hildenbrand, henk nieborg, Jan Halfar, Sato Takayoshi (he ported Sexy Parodius to the Saturn), some pages on design tools, developing on the PC Engine, a lot of talk re: porting graphics (SNES to GBA, SMS/GG/Genny), sprite histories (as mentioned above, plus Sonic, and Donkey Kong), eight pages each on visual histories for RPGs and Fighters...
It's a lot less 'mobile' than 'pixel art history and development', but the publisher demanded a mobile focus, so I had to comply. It wasn't MY idea, and I tried to downplay it as much as possible...
the PCFX disassembly was pretty interesting
It's a fun-filled console. No good games and a PITA to work on, gotta love it.
Please stop confusing your opinion with fact.
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