<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
   <title>Hua Chen</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/hchen/" />
   <link rel="self" type="application/atom+xml" href="http://interactive.usc.edu/members/hchen/atom.xml" />
   <id>tag:interactive.usc.edu,2009:/members/hchen/214</id>
   <updated>2009-11-15T21:36:10Z</updated>
   
   <generator uri="http://www.sixapart.com/movabletype/">Movable Type 3.31</generator>

<entry>
   <title>Eyez: Lingering Images trailer</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/hchen/2009/11/eyez_lingering_images_trailer.html" />
   <id>tag:interactive.usc.edu,2009:/members/hchen//214.10578</id>
   
   <published>2009-11-15T21:32:21Z</published>
   <updated>2009-11-15T21:36:10Z</updated>
   
   <summary>&quot;Eyez: Lingering Images&quot; is a top-down a...</summary>
   <author>
      <name>Hua Chen</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/hchen/">
      <![CDATA["Eyez: Lingering Images" is a top-down action/puzzle game where you explore D's twisted soul. Use your right eye to traverse the borders of his shattered reality, and open your left eye to expel his nightmares. Eyez present spatial logic in gameplay like you've never seen before.

<object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/7lV9Li5rYf4&hl=zh_CN&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/7lV9Li5rYf4&hl=zh_CN&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object>]]>
      Game Designer / Coder / Artist
Hua &quot;Rex&quot; Chen

Composer / Sound Designer
Andrea Chang

Production Consultant
Benjamin X. Chang

Video Editor
Sam Pierce
   </content>
</entry>
<entry>
   <title>GDC Pic Diary</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/hchen/2009/03/gdc_pic_diary.html" />
   <id>tag:interactive.usc.edu,2009:/members/hchen//214.10069</id>
   
   <published>2009-03-30T06:38:53Z</published>
   <updated>2009-03-30T18:50:10Z</updated>
   
   <summary>My 1st GDC, my 1st SF trip. Day 1 Welcom...</summary>
   <author>
      <name>Hua Chen</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/hchen/">
      <![CDATA[My 1st GDC, my 1st SF trip.

<strong>Day 1</strong>

<img alt="P1040796.JPG" src="http://interactive.usc.edu/members/hchen/P1040796.JPG" width="480" height="360" />
Welcome to GDC!!

]]>
      <![CDATA[<img alt="P1040830.JPG" src="http://interactive.usc.edu/members/hchen/P1040830.JPG" width="480" height="360" />
Ron Carmel showed us the cost of making World of Goo: 116,000 USD

<img alt="P1040991.JPG" src="http://interactive.usc.edu/members/hchen/P1040991.JPG" width="480" height="360" />
Jonatan Soderstrom(Cactus Software)'s ways of being creative

<img alt="P1050053.JPG" src="http://interactive.usc.edu/members/hchen/P1050053.JPG" width="480" height="360" />
Petri Purho, the designer of Crayon Physics Deluxe

<img alt="P1050242.JPG" src="http://interactive.usc.edu/members/hchen/P1050242.JPG" width="480" height="360" />
SONY's unfinished stage

<img alt="P1050247.JPG" src="http://interactive.usc.edu/members/hchen/P1050247.JPG" width="480" height="360" />
KWS's booth!!


<strong>Day 2</strong>

<img alt="P1050293.JPG" src="http://interactive.usc.edu/members/hchen/P1050293.JPG" width="480" height="360" />
A lot of GDC goods were available here!!

<img alt="P1050363.JPG" src="http://interactive.usc.edu/members/hchen/P1050363.JPG" width="480" height="360" />
One slide of a serious game lecture with regard to <em>Spore</em>......

<img alt="P1050414.JPG" src="http://interactive.usc.edu/members/hchen/P1050414.JPG" width="480" height="360" />
When first seeing these giant banners, we didn't expect the Dish Washington people could be that nice...

<img alt="P1050418.JPG" src="http://interactive.usc.edu/members/hchen/P1050418.JPG" width="480" height="360" />
Seemingly DSi was the only new thing Nintendo presented in the Expo

<img alt="P1050430.JPG" src="http://interactive.usc.edu/members/hchen/P1050430.JPG" width="480" height="360" />
A very interesting pervasive game lecture, though not many people attended

<img alt="IMG_0236.jpg" src="http://interactive.usc.edu/members/hchen/IMG_0236.jpg" width="800" height="600" />
KWS postmortem


<strong>Day 3</strong>

<img alt="P1050778.JPG" src="http://interactive.usc.edu/members/hchen/P1050778.JPG" width="480" height="360" />
I woke up at 6am, went some wrong way, finally arrived at Moscone South by around 7:15am, and just found out that I was actually No.3 in the line for the Nintendo President's keynote...

<img alt="P1050798.JPG" src="http://interactive.usc.edu/members/hchen/P1050798.JPG" width="480" height="360" />
8:25am. The line was over the corner of the street...

<img alt="IMG_0308.jpg" src="http://interactive.usc.edu/members/hchen/IMG_0308.jpg" width="480" height="360" />
Thank you Mr. Iwata, for the free Rhythm Heaven and the trailer of a new Zelda game!

<img alt="IMG_0479a.jpg" src="http://interactive.usc.edu/members/hchen/IMG_0479a.jpg" width="480" height="640" />
With Hideo Kojima, my hero!!!

<img alt="IMG_0497.jpg" src="http://interactive.usc.edu/members/hchen/IMG_0497.jpg" width="480" height="360" />
KWS mentioned in the IGF award ceremony

<img alt="IMG_0510.jpg" src="http://interactive.usc.edu/members/hchen/IMG_0510.jpg" width="480" height="360" />
This guy made a bet to Kyle Gabler(one of the makers of World of Goo), saying that if he could get 2 awards in IGF, he would put off his shirt. So...


<strong>Day 4</strong>

<img alt="P1050948.JPG" src="http://interactive.usc.edu/members/hchen/P1050948.JPG" width="480" height="360" />
9:45am. The line for Kojima's keynote was not as impressive as the Nintendo one...

<img alt="IMG_0695.jpg" src="http://interactive.usc.edu/members/hchen/IMG_0695.jpg" width="480" height="360" />
When the keynote was about to begin, I just realized the lecture hall was already over-crowded by people.

<img alt="IMG_0753.jpg" src="http://interactive.usc.edu/members/hchen/IMG_0753.jpg" width="480" height="360" />
Kojima's keynote was in Japanese, while translated almost real-time in English.

<img alt="IMG_1039.jpg" src="http://interactive.usc.edu/members/hchen/IMG_1039.jpg" width="480" height="360" />
Metal Gear series's visualized history

<img alt="P1050952.JPG" src="http://interactive.usc.edu/members/hchen/P1050952.JPG" width="480" height="360" />
The Expo attracted a lot of people

<img alt="IMG_1068.jpg" src="http://interactive.usc.edu/members/hchen/IMG_1068.jpg" width="480" height="360" />
With Yoshiaki Hirabayashi, Art Director of Resident Evil 5


<strong>Day 5</strong>
<img alt="P1060048.JPG" src="http://interactive.usc.edu/members/hchen/P1060048.JPG" width="480" height="360" />
Technical Artists Roundtable, which was kinda too difficult to me, for now

<img alt="P1060069.JPG" src="http://interactive.usc.edu/members/hchen/P1060069.JPG" width="480" height="360" />
nVidia's Mental Mill in the making of Dead Rising2 -- what I was really interested in was Dead Rising2, not that graphic technology.

<img alt="P1060081.JPG" src="http://interactive.usc.edu/members/hchen/P1060081.JPG" width="480" height="360" />
PSP givaway in SCEA booth. No luck for me this time, again.

<img alt="P1060086.JPG" src="http://interactive.usc.edu/members/hchen/P1060086.JPG" width="480" height="360" />
Almost everything in this game was made of clay

<img alt="P1060092.JPG" src="http://interactive.usc.edu/members/hchen/P1060092.JPG" width="480" height="360" />
When the expo was over, I actually succeeded in putting Kid into this little space ship...

<img alt="P1060101.JPG" src="http://interactive.usc.edu/members/hchen/P1060101.JPG" width="800" height="600" />
It was said that this Sony Style shop was to be shut down forever... so sad...]]>
   </content>
</entry>
<entry>
   <title>Kid the World Saver videos!!</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/hchen/2009/03/kid_the_world_saver_videos.html" />
   <id>tag:interactive.usc.edu,2009:/members/hchen//214.10029</id>
   
   <published>2009-03-21T23:21:57Z</published>
   <updated>2009-03-21T23:25:46Z</updated>
   
   <summary>Teaser: Postmortem Build Progress: ...</summary>
   <author>
      <name>Hua Chen</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/hchen/">
      <![CDATA[Teaser:
<object width="480" height="295"><param name="movie" value="http://www.youtube.com/v/hBoAGmgIKOg&hl=zh_CN&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/hBoAGmgIKOg&hl=zh_CN&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="295"></embed></object>

Postmortem Build Progress:
<object width="480" height="295"><param name="movie" value="http://www.youtube.com/v/WThGJm6iILI&hl=zh_CN&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/WThGJm6iILI&hl=zh_CN&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="295"></embed></object>]]>
      
   </content>
</entry>
<entry>
   <title>The Linear RPG</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/hchen/2009/03/the_linear_rpg.html" />
   <id>tag:interactive.usc.edu,2009:/members/hchen//214.9996</id>
   
   <published>2009-03-05T08:56:13Z</published>
   <updated>2009-03-05T08:57:47Z</updated>
   
   <summary>A very interesting one. Strongly recomme...</summary>
   <author>
      <name>Hua Chen</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/hchen/">
      <![CDATA[A very interesting one. Strongly recommended.
<a href="http://www.sophiehoulden.com/games/thelinearrpg/">http://www.sophiehoulden.com/games/thelinearrpg/</a>]]>
      
   </content>
</entry>
<entry>
   <title>The Road to Hokusai’s Waterfall</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/hchen/2009/03/the_road_to_hokusais_waterfall.html" />
   <id>tag:interactive.usc.edu,2009:/members/hchen//214.9990</id>
   
   <published>2009-03-04T06:20:18Z</published>
   <updated>2009-03-04T06:22:41Z</updated>
   
   <summary>An NTT docomo concept video about what t...</summary>
   <author>
      <name>Hua Chen</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/hchen/">
      <![CDATA[An NTT docomo concept video about what the near future would be with the developed mobile technology. Strongly recommended.

<a href="http://www.nttdocomo.co.jp/english/corporate/future/hokusai/index.html">http://www.nttdocomo.co.jp/english/corporate/future/hokusai/index.html</a>]]>
      
   </content>
</entry>
<entry>
   <title>CTIN544 assignment4: narrative - your own Luffy</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/hchen/2009/02/ctin544_assignment4_narrative.html" />
   <id>tag:interactive.usc.edu,2009:/members/hchen//214.9970</id>
   
   <published>2009-02-21T08:07:16Z</published>
   <updated>2009-02-21T08:34:34Z</updated>
   
   <summary>//in order to understand this play, watc...</summary>
   <author>
      <name>Hua Chen</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/hchen/">
      <![CDATA[//in order to understand this play, watch this clip:
//http://www.youtube.com/watch?v=cQGi1hXNcMM
//See? Luffy is a rubber man, rubber man, happy rubber man~~
import traer.physics.*;
import traer.animation.*;

final float NODE_SIZE = 20;
final float EDGE_LENGTH = 1;
final float EDGE_STRENGTH = 0.2;
final float SPACER_STRENGTH = 2000;

boolean token = true;
int tag = 0;

ParticleSystem physics;
Smoother3D centroid;

Particle head, body, rShoulder, rArm, rHand, lShoulder, lArm,
lHand, waist, rKnee, rLeg, lKnee, lLeg;

//float space = 10000;
//float space2 = 200;


void setup()
{
  size( 800, 600 );
  smooth();
  frameRate( 24 );
  strokeWeight( 2 );
  ellipseMode( CENTER );
  cursor(CROSS);

  physics = new ParticleSystem( 0, 1 );
  centroid = new Smoother3D( 0.8 );
  centroid.setValue( 0, 0, 1.0 );
  makeChar();
  //addSpacersToNode();
}  

void draw()
{
  physics.tick( 1.0 );
  if (mousePressed)
  {
    if (token == true)
    {
      tag = checkPoint();
    }
    move(tag);
  }

  if ( physics.numberOfParticles() > 1 )
    updateCentroid();
  background( 255 );
  //translate( width/2 , height/2 );
  scale( centroid.z() );
  //translate( -centroid.x(), -centroid.y() );

  drawNetwork();

}

void drawNetwork()
{      
  // draw edges 
  stroke( 0 );
  beginShape( LINES );
  for ( int i = 0; i < physics.numberOfSprings(); ++i )
  {
    Spring e = physics.getSpring( i );
    Particle a = e.getOneEnd();
    Particle b = e.getTheOtherEnd();
    vertex( a.position().x(), a.position().y() );
    vertex( b.position().x(), b.position().y() );
  }
  endShape();

  // draw vertices
  fill( 160 );
  noStroke();
  /*for ( int i = 1; i < physics.numberOfParticles(); ++i )
   {
   Particle v = physics.getParticle( i );
   ellipse( v.position().x(), v.position().y(), NODE_SIZE, NODE_SIZE );
   }*/
  ellipse( body.position().x(), body.position().y(), 1.5*NODE_SIZE, 1.5*NODE_SIZE );
  ellipse( waist.position().x(), waist.position().y(), NODE_SIZE, NODE_SIZE );

  fill(100);
  ellipse( rArm.position().x(), rArm.position().y(), NODE_SIZE, NODE_SIZE );
  ellipse( lArm.position().x(), lArm.position().y(), NODE_SIZE, NODE_SIZE );  

  fill(0);
  ellipse( rLeg.position().x(), rLeg.position().y(), NODE_SIZE, NODE_SIZE );
  ellipse( lLeg.position().x(), lLeg.position().y(), NODE_SIZE, NODE_SIZE );
  ellipse( rShoulder.position().x(), rShoulder.position().y(), NODE_SIZE/3, NODE_SIZE/3 );
  ellipse( lShoulder.position().x(), lShoulder.position().y(), NODE_SIZE/3, NODE_SIZE/3 );
  ellipse( rKnee.position().x(), rKnee.position().y(), NODE_SIZE/3, NODE_SIZE/3 );
  ellipse( lKnee.position().x(), lKnee.position().y(), NODE_SIZE/3, NODE_SIZE/3 );

  fill(255);
  stroke(0);
  ellipse(head.position().x(), head.position().y(),2*NODE_SIZE, 2*NODE_SIZE);
  //ellipse(head.position().x(), head.position().y(), NODE_SIZE, NODE_SIZE);
}


void updateCentroid()
{
  float 
    xMax = Float.NEGATIVE_INFINITY, 
  xMin = Float.POSITIVE_INFINITY, 
  yMin = Float.POSITIVE_INFINITY, 
  yMax = Float.NEGATIVE_INFINITY;

  for ( int i = 0; i < physics.numberOfParticles(); ++i )
  {
    Particle p = physics.getParticle( i );
    xMax = max( xMax, p.position().x() );
    xMin = min( xMin, p.position().x() );
    yMin = min( yMin, p.position().y() );
    yMax = max( yMax, p.position().y() );
  }
  float deltaX = xMax-xMin;
  float deltaY = yMax-yMin;
  if ( deltaY > deltaX )
    centroid.setTarget( xMin + 0.5*deltaX, yMin +0.5*deltaY, height/(deltaY+50) );
  else
    centroid.setTarget( xMin + 0.5*deltaX, yMin +0.5*deltaY, width/(deltaX+50) );
}

void addSpacersToNode()
{
  for ( int i = 0; i < physics.numberOfParticles()-1; ++i )
  {
    for (int j=i;j<physics.numberOfParticles();++j)
    {
      Particle q = physics.getParticle( i );
      Particle p = physics.getParticle( j );
      physics.makeAttraction( p, q, -1.5*SPACER_STRENGTH, 2 );
    }
  }
}

void makeChar()
{
  head = physics.makeParticle(1,width/2,height/2,0);
  //head.makeFixed();

  //make the other parts of the body
  body = physics.makeParticle(1,width/2,height/2,0);
  rShoulder = physics.makeParticle(1,width/2,height/2,0);
  rArm = physics.makeParticle(1,width/2,height/2,0);
  //rHand = physics.makeParticle();
  lShoulder = physics.makeParticle(1,width/2,height/2,0);
  lArm = physics.makeParticle(1,width/2,height/2,0);
  //lHand = physics.makeParticle();
  waist = physics.makeParticle(1,width/2,height/2,0);
  rKnee = physics.makeParticle(1,width/2,height/2,0);
  rLeg = physics.makeParticle(1,width/2,height/2,0);
  lKnee = physics.makeParticle(1,width/2,height/2,0);
  lLeg = physics.makeParticle(1,width/2,height/2,0);

  addSpacersToNode();

  //make connections between parts
  physics.makeSpring(head, body, 1.2*EDGE_STRENGTH, 1.2*EDGE_STRENGTH, EDGE_LENGTH);
  physics.makeSpring(body, rShoulder, EDGE_STRENGTH, EDGE_STRENGTH, EDGE_LENGTH/3);
  physics.makeSpring(body, lShoulder, EDGE_STRENGTH, EDGE_STRENGTH, EDGE_LENGTH/3);
  physics.makeSpring(rShoulder, rArm, EDGE_STRENGTH, EDGE_STRENGTH/10, EDGE_LENGTH);
  //physics.makeSpring(rArm, rHand, EDGE_STRENGTH, EDGE_STRENGTH, EDGE_LENGTH);
  physics.makeSpring(lShoulder, lArm, EDGE_STRENGTH, EDGE_STRENGTH/10, EDGE_LENGTH);
  //physics.makeSpring(lArm, lHand, EDGE_STRENGTH, EDGE_STRENGTH, EDGE_LENGTH);
  physics.makeSpring(body, waist, 2*EDGE_STRENGTH, 2*EDGE_STRENGTH, EDGE_LENGTH);
  physics.makeSpring(waist, rKnee, EDGE_STRENGTH, EDGE_STRENGTH, EDGE_LENGTH);
  physics.makeSpring(rKnee, rLeg, EDGE_STRENGTH, EDGE_STRENGTH, EDGE_LENGTH);
  physics.makeSpring(waist, lKnee, EDGE_STRENGTH, EDGE_STRENGTH, EDGE_LENGTH);
  physics.makeSpring(lKnee, lLeg, EDGE_STRENGTH, EDGE_STRENGTH, EDGE_LENGTH);

  //move parts
  body.moveTo(head.position().x()+random(-1,1), head.position().y()+random(-1,1),0);
  rShoulder.moveTo(body.position().x()+random(-1,1), body.position().y()+random(-1,1),0);
  rArm.moveTo(rShoulder.position().x()+random(-1,1), rShoulder.position().y()+random(-1,1),0);
  //rHand.moveTo(rArm.position().x()+random(-1,1), rArm.position().y()+random(-1,1),0);
  lShoulder.moveTo(body.position().x()+random(-1,1), body.position().y()+random(-1,1),0);
  lArm.moveTo(lShoulder.position().x()+random(-1,1), lShoulder.position().y()+random(-1,1),0);
  //lHand.moveTo(lArm.position().x()+random(-1,1), lArm.position().y()+random(-1,1),0);
  waist.moveTo(body.position().x()+random(-1,1), body.position().y()+random(-1,1),0);
  rKnee.moveTo(waist.position().x()+random(-1,1), waist.position().y()+random(-1,1),0);
  rLeg.moveTo(rKnee.position().x()+random(-1,1), rKnee.position().y()+random(-1,1),0);
  lKnee.moveTo(waist.position().x()+random(-1,1), waist.position().y()+random(-1,1),0);
  lLeg.moveTo(lKnee.position().x()+random(-1,1), lKnee.position().y()+random(-1,1),0);

}

//collisiton detection on border
void handleBoundaryCollisions( Particle p )
{
  if ( p.position().x() < 0 || p.position().x() > width )
    p.setVelocity( -2*p.velocity().x(), p.velocity().y(), 0 );
  if ( p.position().y() < 0 || p.position().y() > height )
    p.setVelocity( p.velocity().x(), -2*p.velocity().y(), 0 );
  p.moveTo( constrain( p.position().x(), 0, width ), constrain( p.position().y(), 0, height ), 0 ); 
}

//check the body part
int checkPoint(){
  //float N2 = NODE_SIZE * NODE_SIZE;


  //println(NODE_SIZE+"+"+distance+",");

  for ( int i = 0; i < physics.numberOfParticles(); ++i )
  {    
    Particle p = physics.getParticle( i);
    float distance = sqrt(sq(p.position().x()-mouseX)+sq(p.position().y()-mouseY));
    if (distance < NODE_SIZE){
      token = false;
      return i;
      //print(i);
    }

    //float c = p.position().x();
    //print(c);
  }
  return 3;
  //rArm.moveTo(mouseX-400, mouseY-200, 0);
  //
}

//drag the char
void move(int tag)
{
  Particle p = physics.getParticle(tag);
  p.moveTo(mouseX, mouseY, 0);
  //println(NODE_SIZE+"+"+distance+",");
  //rArm.velocity().clear();
}  

//reset the tag
void mouseReleased()
{
  Particle p = physics.getParticle(tag);
  p.setVelocity((mouseX - pmouseX), (mouseY - pmouseY), 0 );
  token = true;
}


void keyPressed()
{
  switch (key)
  {
    case ' ':
    physics.setGravity(0);
    case '=':
    physics.setGravity(1);
    case '-':
    physics.setGravity(-1);
  }
}
    
  ]]>
      
   </content>
</entry>
<entry>
   <title>CTIN544 assignment3: economy</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/hchen/2009/02/ctin544_assignment3_economy.html" />
   <id>tag:interactive.usc.edu,2009:/members/hchen//214.9969</id>
   
   <published>2009-02-21T08:03:10Z</published>
   <updated>2009-02-21T08:05:06Z</updated>
   
   <summary>import traer.physics.*; //import process...</summary>
   <author>
      <name>Hua Chen</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/hchen/">
      <![CDATA[import traer.physics.*;
//import processing.video.*;

//Movie myMovie;

Particle mouse, b, c;
Particle[] others;
ParticleSystem physics;

int counter = 0;//count the number of dollar signs acquired
int number = 500;//the number of particles
int maxDistance = 30;
Attraction[] attr;
int timer = 0;
int maxTime = 300;

PImage img;
PImage img2;
PImage bg;
int pwidth = 114;
int pheight = 114;

boolean handsome = true;

void setup()
{
  size(640, 480);
  frameRate(24);
  //cursor( CROSS );
  noCursor();

  /* myMovie = new Movie(this, "P1040237.mov");
   // Prints the duration of the movie
   println(myMovie.duration());
   myMovie.play();
   myMovie.loop();*/

  img = new PImage( 32, 32 );
  img = loadImage("dollar.gif");
  imageMode(CENTER);
  tint( 255, 50 );
  img2 = loadImage("bushhandsome.gif");
  bg = loadImage("George_Bush_Economic_Recession.jpg");

  physics = new ParticleSystem( 0, 0.1 );
  mouse = physics.makeParticle();
  mouse.makeFixed();
  attr = new Attraction [number];

  others = new Particle[number];
  for ( int i = 0; i < others.length; i++ )
  {
    others[i] = physics.makeParticle( 1.0, random( 0, width ), random( 0, height ), 0 );
    attr[i] = physics.makeAttraction( mouse, others[i], 5000, 50 ); 
  }
}

void draw()
{
  mouse.moveTo( mouseX, mouseY, 0 );
  physics.tick();

  //background( 0 );

  //play movie
  /*if(myMovie.available()) {
   myMovie.read();
   }
   image(myMovie, 0, 0);*/
  image(bg, 320,240);
  blend(img2, 0, 0, pwidth, pheight, mouseX-pwidth/2, mouseY-pheight+32, pwidth, pheight, SOFT_LIGHT);
  //image(img2, mouseX, mouseY);
  for ( int i = 0; i < others.length; i++ )
  {
    Particle p = others[i];
    handleBoundaryCollisions(p);
    if (timer==0){
      //img2 = loadImage("bushhandsome.gif");
      distance(p);      
    }
    image(img,p.position().x(),p.position().y());
  }

  checkTime();
  counter = 0;
}

//bounce back at sides
void handleBoundaryCollisions( Particle p )
{
  if ( p.position().x() < 0 || p.position().x() > width )
    p.setVelocity( -0.9*p.velocity().x(), p.velocity().y(), 0 );
  if ( p.position().y() < 0 || p.position().y() > height )
    p.setVelocity( p.velocity().x(), -0.9*p.velocity().y(), 0 );
  p.moveTo( constrain( p.position().x(), 0, width ), constrain( p.position().y(), 0, height ), 0 ); 
}

//calculate distance between p and mouse
void distance(Particle p)
{
  float distance = (p.position().x()-mouseX)*(p.position().x()-mouseX) + (p.position().y()-mouseY)*(p.position().y()-mouseY);
  if (distance <= maxDistance*0.9){
    counter++;
  }
  if(counter >= number){
    for ( int i = 0; i < others.length; i++ )
    {
      attr[i].setStrength(-5000); 
    }

    img2 = loadImage("bushfinger.gif");
    bg = loadImage("homeless.jpg");
    handsome = false;
    timer = maxTime;
  }
}

void checkTime (){
  if (timer>0){
    timer--;
  }
  else if (handsome == false){
    for ( int i = 0; i < others.length; i++ )
    {
      attr[i].setStrength(5000); 
    }
    img2 = loadImage("bushhandsome.gif");
    bg = loadImage("George_Bush_Economic_Recession.jpg");
    handsome = true;
  }
}










]]>
      
   </content>
</entry>
<entry>
   <title>Monster Hunter Dominates Japan&apos;s Top Sellers For 2008</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/hchen/2009/02/monster_hunter_dominate_japans.html" />
   <id>tag:interactive.usc.edu,2009:/members/hchen//214.9959</id>
   
   <published>2009-02-18T06:21:46Z</published>
   <updated>2009-02-18T06:39:14Z</updated>
   
   <summary>//Again, the so-called cultural gap took...</summary>
   <author>
      <name>Hua Chen</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/hchen/">
      <![CDATA[//Again, the so-called cultural gap took place in the market?
//I just wanna point out that Monster Hunter is not Pokemon, at all!!!
<a href="http://www.gamasutra.com/php-bin/news_index.php?story=22340">http://www.gamasutra.com/php-bin/news_index.php?story=22340</a>
<img alt="mhp2g.jpg" src="http://interactive.usc.edu/members/hchen/mhp2g.jpg" width="540" height="360" />

Enterbrain, publisher of weekly Japanese gaming magazine Famitsu, revealed the 100 best-selling video game software in the region in 2008.

Capcom's PSP action role-playing game Monster Hunter Portable 2nd G, coming to the States as Monster Hunter Freedom Unite this spring, was the top-selling title for the year, with over 2,452,111 units sold since its release in March 2008.

<img alt="mhp02.jpg" src="http://interactive.usc.edu/members/hchen/mhp02.jpg" width="480" height="272" />
]]>
      Pokemon Platinum for Nintendo DS, releasing stateside this March, was the next highest selling game, moving 2,187,337 units since September. Other DS titles in the top ten include Rhythm Heaven (1,350,671), Dragon Quest V (1,176,082), and Kirby Super Star Ultra (855,427). 

There are 47 DS games in the list in all, including several games released as far back as 2005, such as Mario Kart DS (621,890) at 16 and Animal Crossing: Wild World (338,531) at 29.

For Nintendo&apos;s other console, Wii Fit was the third top-selling game in Japan in 2008, with 2,149,131 copies sold this year, and 2,967,297 sold in its lifetime.

Mario Kart Wii (2,003,315) and Super Smash Bros. Brawl took the fourth and fifth spots respectively (1,747,113), while Animal Crossing: City Folk placed seventh with 895,302 units and a non-bundled Wii Sports was 10th with 841,736 units. 15 Wii games made the list. 

Konami&apos;s Metal Gear Solid 4: Guns of the Patriots was the highest selling PlayStation 3 game, selling 686,254 since June and taking the 11th spot. Though MGS4 was the only PS3 title to crack the top 30, ten PS3 releases in all were included in the top 100, including Devil May Cry 4 (310,102) at 33 and Grand Theft Auto IV (195,779) at 66.

Twelve PlayStation 2 games appeared in the chart, with Super Robot Taisen Z (480,093) selling the most and placing 20th. 15 PSP games were also listed, including Dissidia Final Fantasy (660,262) and Phantasy Star Portable, taking the 12th and 14th positions respectively.

Only one Xbox 360 title charted, Namco Bandai&apos;s RPG Tales of Vesperia, which was number 82 with 161,070 copies sold since its debut in July 2008.

Nintendo shifted the most software in the region in 2008, selling some 19,100,000 games, but the company was down from 23,520,000 software units sold in the previous year, according to Famitsu&apos;s numbers posted by fansite PS3Hyper.

Namco Bandai Games, the second best-selling publisher of the year, however, increased its units sales by over one million since 2007, and sold about 8,550,000 games in 2008. Capcom (5,340,000) and Konami (5,040,000) were the third and fourth top-selling publishers of the year, respectively.

Square Enix, which was the second highest-selling publisher in 2007 with 7,580,000 software units sold, moved only 4,040,000 copies in 2008 and dropped to fifth. 

   </content>
</entry>
<entry>
   <title>Key Chinese Govt Agencies Endorsing GDC China 2009</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/hchen/2009/02/key_chinese_govt_agencies_endo.html" />
   <id>tag:interactive.usc.edu,2009:/members/hchen//214.9919</id>
   
   <published>2009-02-04T07:19:11Z</published>
   <updated>2009-02-04T07:22:43Z</updated>
   
   <summary>// I post this simply because it&apos;s a sig...</summary>
   <author>
      <name>Hua Chen</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/hchen/">
      <![CDATA[// I post this simply because it's a significant event for the game industry in China...
<a href="http://www.gamasutra.com/php-bin/news_index.php?story=22147">http://www.gamasutra.com/php-bin/news_index.php?story=22147</a>

The 2009 Game Developers Conference in China is enjoying the support of two key groups. Event organizer Think Services Game Group (also owners of Gamasutra) announced that two Chinese government agencies within the country's Ministries of Industry/IT and Culture fully endorsed GDC China 2009, taking place in Shanghai from October 11th-13th.]]>
      Both the Economic and Information Commission (China Ministry of Industry and Information Technology) and the Administration Bureau of Culture, Radio, Film and TV (China Ministry of Culture) urged relevant industry associations, organizations, and professionals to fully support the organization of GDC China.

The two Shanghai-based agencies also indicated that GDC China is critical in driving the success of the development of the Chinese software and information technology industry by facilitating international cooperation within the game industry.

Building on the success of the 2007 event, the second GDC China will serve as a global extension of the universally respected GDC, held in San Francisco, California each spring, which attracts the most successful and renowned development and industry leaders to each of its events.

GDC China 2009 continues in its mission to advance the state of China’s game industry by featuring top-quality, unbiased content and incorporating the GDC’s global development community perspective.

Supported by an advisory board that includes representatives from Shanda, Epic Games China, 9you and DJL International, and endorsed by key government agencies associated with the industry, GDC China will once again bring the GDC’s authoritative content and global reach to the region. 

&quot;With the explicit endorsement of key industry agencies like these, GDC China continues to ramp up its plans to offer another quality event to the burgeoning Chinese games industry,&quot; says event director Meggan Scavio.“We are excited to return to China in October to present a conference featuring top speakers and the most innovative game development techniques both from China and beyond.”

GDC China will serve as the last global event in 2009 for the GDC’s global event calendar which includes the main GDC in San Francisco in March, GDC Canada in Vancouver in May, GDC Europe in Cologne, Germany in August, and GDC Austin in Austin, Texas in September. The GDC and GDC China are not affiliated with any other event operators in China. 

More information on the event will be posted at Game Developers Conference China 2009&apos;s official site. 

   </content>
</entry>
<entry>
   <title>CTIN544 - processing script 2</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/hchen/2009/01/ctin544_processing_script_2.html" />
   <id>tag:interactive.usc.edu,2009:/members/hchen//214.9887</id>
   
   <published>2009-01-30T01:14:25Z</published>
   <updated>2009-01-30T01:18:27Z</updated>
   
   <summary>//download the image to the data folder,...</summary>
   <author>
      <name>Hua Chen</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/hchen/">
      <![CDATA[//download the image to the data folder, and choose a movieclip for viewing
<img alt="kid.png" src="http://interactive.usc.edu/members/hchen/kid.png" width="194" height="246" />


import processing.video.*;
Movie myMovie;
PImage img;
int pwidth = 194;
int pheight = 246;

void setup() {
  size(640, 480);
  frameRate(30);
  
  //choose a movieclip, replace the string below with its name
  myMovie = new Movie(this, "P1040237.mov");
  // Prints the duration of the movie
  println(myMovie.duration());
  myMovie.play();
  myMovie.loop();
  
  img = loadImage("kid.png"); 
}

void draw() {
  if(myMovie.available()) {
    myMovie.read();
  }
  image(myMovie, 0, 0);
  blend(img, 0, 0, pwidth, pheight, mouseX-pwidth/2, mouseY-pheight/2, pwidth, pheight, EXCLUSION);
  //stroke(255);
  //fill(255);
  //ellipse(mouseX,mouseY,150,150);
}


]]>
      
   </content>
</entry>
<entry>
   <title>CTIN544 - processing script 1</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/hchen/2009/01/ctin544_processing_script_1.html" />
   <id>tag:interactive.usc.edu,2009:/members/hchen//214.9885</id>
   
   <published>2009-01-30T01:10:41Z</published>
   <updated>2009-01-30T01:19:33Z</updated>
   
   <summary>class Cell {   float x,y;   // x,y locat...</summary>
   <author>
      <name>Hua Chen</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/hchen/">
      class Cell {
  float x,y;   // x,y location
  float w,h;   // 2 parameters for the ellipse
  float angle; // angle for oscillating brightness

  // Cell Constructor
  Cell(float tempX, float tempY, float tempW, float tempH, float tempAngle) {
    x = tempX;
    y = tempY;
    w = tempW;
    h = tempH;
    angle = tempAngle;
  } 

  void oscillate() {
    if (count &gt;= da){
      count = 0;
      angle = 90;
    }
    else if ((count &gt; xiao) &amp;&amp; (count &lt; da)){
      angle += 0.05; 
    }
    count++;
  }

  void display() {
    stroke(255);
    // Color calculated using sine wave
    fill(127+127*tan(angle));
    ellipse(x+w/2,y+w/2,w,h); 
  }
}

// 2D Array of objects
Cell[][] grid;

// Number of columns and rows in the grid
int cols = 10;
int rows = 10;
int count = 0;
int xiao= 1000;
int da = 1100;

void setup() {
  size(600,600);
  grid = new Cell[cols][rows];
  for (int i = 0; i &lt; cols; i++) {
    for (int j = 0; j &lt; rows; j++) {
      // Initialize each object
      grid[i][j] = new Cell(i*60,j*60,60,60,i+j);
    }
  }
}

void draw() {
  background(0);
  // The counter variables i and j are also the column and row numbers and 
  // are used as arguments to the constructor for each object in the grid.  
  for (int i = 0; i &lt; cols; i++) {
    for (int j = 0; j &lt; rows; j++) {
      // Oscillate and display each object
      grid[i][j].oscillate();
      grid[i][j].display();
    }
  }
}
      
   </content>
</entry>
<entry>
   <title>The Best Recombinant Narrative Ever?</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/hchen/2008/11/the_best_recombinante_narrativ.html" />
   <id>tag:interactive.usc.edu,2008:/members/hchen//214.9740</id>
   
   <published>2008-11-26T20:39:14Z</published>
   <updated>2008-11-26T21:01:24Z</updated>
   
   <summary>In this week&apos;s Famitsu(the top game maga...</summary>
   <author>
      <name>Hua Chen</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/hchen/">
      <![CDATA[In this week's Famitsu(the top game magazine in Japan), a new game to be on sale on Wii on Dec. 4th has gained a full-mark score.(40-points. about the scoring system: <a href="http://interactive.usc.edu/members/hchen/2008/10/kosoge_how_terrible_can_a_game.html">http://interactive.usc.edu/members/hchen/2008/10/kosoge_how_terrible_can_a_game.html</a>) It's name is <em>428 ~ Fuusasareta Shibuya</em>(428〜封鎖された渋谷で〜, in English: In the sealed Shibuya), which is a suspense text adventure game and has several characters whose stories will interact with each other at the stage of Shibuya. It is the first text adventure game ever that has gained such "perfect" critical acclaim. Though there is no English version yet, we can still wait to see some info about it in the coming week.

Here are the official website and the JP version wikipedia page of this game:

<a href="http://chun.sega.jp/428/">http://chun.sega.jp/428/</a>

<a href="http://ja.wikipedia.org/wiki/428%E3%80%9C%E5%B0%81%E9%8E%96%E3%81%95%E3%82%8C%E3%81%9F%E6%B8%8B%E8%B0%B7%E3%81%A7%E3%80%9C">http://ja.wikipedia.org/wiki/428%E3%80%9C%E5%B0%81%E9%8E%96%E3%81%95%E3%82%8C%E3%81%9F%E6%B8%8B%E8%B0%B7%E3%81%A7%E3%80%9C</a>

<img alt="02.jpg" src="http://interactive.usc.edu/members/hchen/02.jpg" width="400" height="400" />]]>
      
   </content>
</entry>
<entry>
   <title>Wii Music: A Waterloo for Shigeru Miyamoto?</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/hchen/2008/10/wii_music_a_waterloo_for_shige.html" />
   <id>tag:interactive.usc.edu,2008:/members/hchen//214.9559</id>
   
   <published>2008-10-18T05:34:24Z</published>
   <updated>2008-10-18T07:53:46Z</updated>
   
   <summary>Wii Music is an upcoming music video gam...</summary>
   <author>
      <name>Hua Chen</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/hchen/">
      <![CDATA[<em>Wii Music</em> is an upcoming music video game for the Wii that simulates playing musical instruments using the Wii Remote. The game is part of Nintendo's Wii Series, which includes <em>Wii Sports</em>, <em>Wii Play </em>, <em>Wii Fit</em> and <em>Wii Chess</em>. <em>Wii Music </em>was originally suggested as a launch title, but no new information regarding the game or a release date had been given, except for an unspecific 2008 release for Japan. Shigeru Miyamoto also re-confirmed in July 2007 that <em>Wii Music</em> would be released in 2008, preferring to currently focus on <em>Super Mario Galaxy </em>and <em>Wii Fit </em>instead of trying to develop all three games at once.
]]>
      <![CDATA[On October 16th 2008, Nintendo's first music game, <em>Wii Music</em>, was finally released in Japan (and will be released in the US on Oct. 20th 2008). Though there was no <em>Famitsu</em> scoring for this game, the sales figures told a part of this game's quality: about 50,000 copies for the first day. You may think this is not a bad result. However, when compared to its predecessors like <em>Wii Sports</em> and <em>Wii Fit</em>, which all sold over 100,000 copies on first day, it was really not an acceptable figure for Nintendo.

On October 17th, IGN gave out a review of <em>Wii Music</em>, with an overall rating of 5.0(out of 10).(<a href="http://wii.ign.com/articles/921/921024p1.html">http://wii.ign.com/articles/921/921024p1.html</a>)

<strong>Presentation: 6.0</strong> - Polished interface and music video backdrops, Mii integration and WiiConnect24 support. List of songs is awful. MIDI renditions even worse. 

<strong>Graphics: 5.0 </strong>- Similar to Wii Sports, Wii Music rocks a style so simple that it borders on barren, but it's also very clean and fluid. 

<strong>Sound: 4.0</strong> - Ugh. Really disappointing. A soundtrack fit for an elevator, all rendered in archaic MIDI. The entire track list could fit easily on an N64 cartridge. 

<strong>Gameplay: 5.0</strong> - Gimmicky. At times, seemingly pointless. Kids will love making noise, but everyone else will grow bored with the experience shortly after it begins. 

<strong>Lasting Appeal: 5.0</strong> - 60 instruments and just as many songs, not to mention the ability to trade renditions with friends. There's even a four-player jam mode. It's all there, but the core package just isn't that fun. 

<strong>OVERALL: 5.0 </strong>(out of 10 / not an average) 

In the Close Comment the author wrote:

"I wouldn't qualify Wii Music as an abysmal failure. The truth is, I like some of the concepts powering the game. The ability to dynamically alter music using a variety of instruments. The fact that you can layer together different songs and really create your own style. And the integration of Mii avatars, not to mention WiiConnect24 support, definitely add further polish to the fun and simple presentation. I think for all of the above reasons, kids may really latch onto Nintendo's latest effort (although I feel a little sorry for parents who must endure the cacophony of noises coming from their child's bedroom). 

That said, I think most adults will quickly recognize that Wii Music is little more than a noise maker tied to a series of gestures and grow bored of the experience in a matter of hours, if not minutes. The controls aren't particularly intuitive , but gimmicky, and the selection of music is fundamentally flawed with both dated public domain songs rendered in equally dated MIDI. That Guitar Hero World Tour's complementary modes -- namely Mii Freestyle and advanced studio -- completely obliterate the entire Wii Music package is proof just how much Nintendo's game either doesn't do or doesn't do well. "

As far as I remember, this is the first controversial game for Shigeru Miyamoto. In his career of over 27 years, Miyamoto created a number of top-class quality games such as Mario, Donkey Kong, The Legend of Zelda, Star Fox, Nintendog and Pikmin, all of which proved that he's one of the most successful game designer in the world. Though to assert this game is a failure is way too early, there is a great possibility that this game becomes the first waterloo for Miyamoto.]]>
   </content>
</entry>
<entry>
   <title>Scoop! Japan Game Awards 2008 Future Division Determined!</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/hchen/2008/10/scoop_japan_game_awards_2008_f.html" />
   <id>tag:interactive.usc.edu,2008:/members/hchen//214.9554</id>
   
   <published>2008-10-17T05:26:27Z</published>
   <updated>2008-10-17T06:23:55Z</updated>
   
   <summary>Several days after the TGS 2008, the res...</summary>
   <author>
      <name>Hua Chen</name>
      
   </author>
   
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/hchen/">
      <![CDATA[Several days after the TGS 2008, the result of the Japan Game Awards 2008 Future Division was finally released. How many of them have you ever heard of?
<a href="http://awards.cesa.or.jp/prize02.html">http://awards.cesa.or.jp/prize02.html</a>

[Titel, Platform, Company]

<strong>Idol Master SP Perfect Sun/Wondering Star/Missing Moon</strong>, PSP, BANDAI・NAMCO
<a href="http://namco-ch.net/idolmaster_portal/index.php">http://namco-ch.net/idolmaster_portal/index.php</a>]]>
      <![CDATA[<strong>Gyakuten Kenji</strong>, DS, CAPCOM
<a href="http://www.capcom.co.jp/gyakutenkenji/">http://www.capcom.co.jp/gyakutenkenji/</a>

<strong>White Knight Story - Ancient Pulse- </strong>, PS3, SQUARE・ENIX
<a href="http://www.jp.playstation.com/scej/title/shirokishi/">http://www.jp.playstation.com/scej/title/shirokishi/</a>

<strong>Star Ocean 4 - THE LAST HOPE-</strong>, Xbox 360, SQUARE・ENIX
<a href="http://www.eternalsphere.com/so4/">http://www.eternalsphere.com/so4/</a>

<strong>DISSIDIA FINAL FANTASY</strong>, PSP SQUARE・ENIX
<a href="http://www.square-enix.co.jp/dissidia/">http://www.square-enix.co.jp/dissidia/</a>

<strong>Dragon Quest IX: Guardians of the Starry Sky</strong>, DS, SQUARE・ENIX
<a href="http://www.level5.co.jp/products/dq9/">http://www.level5.co.jp/products/dq9/</a>

<strong>Resident Evil 5</strong>, PS3/Xbox360, CAPCOM
<a href="http://www.residentevil.com/">http://www.residentevil.com/</a>

<strong>Monster Hunter 3</strong>, Wii, CAPCOM
<a href="http://www.capcom.co.jp/monsterhunter/3/">http://www.capcom.co.jp/monsterhunter/3/</a>

<strong>428 ~ In the Sealed Shibuya</strong>, Wii, SEGA
<a href="http://chun.sega.jp/428/">http://chun.sega.jp/428/</a>

<strong>Little Big Planet</strong>, PS3, SCE
<a href="http://www.littlebigplanet.com/">http://www.littlebigplanet.com/</a>

<strong>Ryu Ga Gotoku 3</strong>, PS3, SEGA
<a href="http://ryu-ga-gotoku.com/">http://ryu-ga-gotoku.com/</a>

<strong>Let's Tap</strong>, Wii, SEGA\PROBE
<a href="http://prope.sega.jp/letstap/">http://prope.sega.jp/letstap/</a>]]>
   </content>
</entry>
<entry>
   <title>Kosoge: how terrible can a game be?</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/hchen/2008/10/kosoge_how_terrible_can_a_game.html" />
   <id>tag:interactive.usc.edu,2008:/members/hchen//214.9543</id>
   
   <published>2008-10-15T22:16:03Z</published>
   <updated>2008-10-15T23:54:10Z</updated>
   
   <summary>Famitsu, the most influential game magaz...</summary>
   <author>
      <name>Hua Chen</name>
      
   </author>
   
   <category term="1782" label="crap game" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1785" label="famitsu" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1784" label="garbage game" scheme="http://www.sixapart.com/ns/types#tag" />
   <category term="1780" label="kusoge" scheme="http://www.sixapart.com/ns/types#tag" />
   
   <content type="html" xml:lang="en" xml:base="http://interactive.usc.edu/members/hchen/">
      <![CDATA[<em>Famitsu</em>, the most influential game magazine in Japan, has an official scoring system for video games. Video games are graded in <em>Famitsu</em> by a panel of four video game reviewers. Each reviewer gives a score from one to ten (ten being best). The scores of the four reviewers are then added up with a possible score of forty.

Today, <em>Famitsu</em> has just released next week's new games scoring. With one of the historicly lowest scores of 12 (3 3 3 3), <em>Pro Golfer Saru</em>(プロゴルファー猿)has become a new member of the Kosuge family("Kusoge" is the Japanese-style abbr. for  Kuso Game, which means "crap games").]]>
      <![CDATA[<img alt="purosaru_fami_3333.jpg" src="http://interactive.usc.edu/members/hchen/purosaru_fami_3333.jpg" width="279" height="1355" />

Though for now there is no video available for this new kuso game, we still can take a glance back into the past, to see how terrible a game can be.

<strong>1. Death Crimson</strong>(the legendary King of Kusoge)
Year: 1996  Platform: Sega Saturn  Famitsu Scoring: 13 (3 3 4 3)

(Excerpted from <a href="http://www.segagagadomain.com/saturn14/deathcrimson.htm">http://www.segagagadomain.com/saturn14/deathcrimson.htm</a>)

You may have seen Death Crimson 2 on the Dreamcast and maybe even Death Crimson OX which is actually not too bad, but have you ever seen Death Crimson 1 on the Saturn? If not then think yourself lucky because this is THE WORST looking Saturn game ever. Not only is it the worst looking game but also sounds and plays like shit. So much in fact that in Japan this game received the title of Kusosoft which basically means Shit Game ! But here is the odd thing. Death Crimson became so famous for being so shit that every copy of the original print sold out !! Ecole actually had to make a second print ! These days Death Crimson is a highly regarded cult game for the Saturn with copies selling for over 10’000 yen. Mine only cost 3800 yen though which I can tell you is very lucky. Anyway, bottom line is that this game is pure shit. It’s way too hard for a start. This is mainly due to poor collision detection, indistinguishable sprites and polygons and shear impossible targets. Now I don’t normally do this for games here at Segagaga Domain but just check out a few of the screen shots. I thought this was a joke release first time I saw it.

As you can tell from the title screen, this game is just poor and that CG monster has bugger all to do with the actual game!

<img alt="deathcrimson.jpg" src="http://interactive.usc.edu/members/hchen/deathcrimson.jpg" width="205" height="1200" />

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<strong>2. Shura no Mon</strong>
Year: 1998  Platform: Playstation  Famitsu Scoring: 12 (3 3 4 2)

This is a 3D fighting game version of the popular manga <em>Shura no Mon. Since</em> it was not released in the US, I can't find any review in English. Just watch the video below and you'll understand...

<img alt="shuranomon.jpg" src="http://interactive.usc.edu/members/hchen/shuranomon.jpg" width="217" height="1332" />

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From here on we got some US-made crap games...

<strong>3. Big Rigs</strong>
Year: 2003  Platform: PC  GAMESPOT Scroing: 1.0

(Excerpted from <a href="http://en.wikipedia.org/wiki/Big_Rigs">http://en.wikipedia.org/wiki/Big_Rigs</a>)

Big Rigs received universally negative reviews with the critics considering it to be one of the worst video games, if not the worst, ever.

Thunderbolt Games stated, "I wish I could think of some redeeming factors for the game, but there simply aren't any" and gave the game a score of 1/10.[2] It was also featured on the X-Play "Games You Should Never Buy" segment. Morgan Webb, one of the hosts, described Big Rigs as "the worst game ever made," and refused to even rate it as their 1/5 rating system did not feature a zero score.[3] Netjak gave the game its first ever 0.0.[4]

Metacritic gave the game an 8 out of 100, with the only scores higher than 0 being 1, which were given by websites that did not have a 0 score, but would have given it if they could.

Alex Navarro of GameSpot declared that Big Rigs is "as bad as your mind will allow you to comprehend."[1] Also it said in his review "Please do not play this game. We cannot stress this enough." In the special Halloween "Frightfully Bad Games" video, Navarro stated, "This game received the lowest score in the history of GameSpot, a 1.0. And by lowest, I mean it can't go any lower. We don't hand out zeros, but maybe we should have for Big Rigs: Over the Road Racing." His video review featured Navarro, not speaking a word, becoming increasingly distressed while playing the game, then silently walking out from the building to the street and finally collapsing down on the concrete looking up to the sky. In GameSpot's "Best and Worst of 2004" awards, Big Rigs was given the "Flat-out Worst Game" award, despite the fact that the game was actually released in 2003. They said that they would use the "YOU'RE WINNER !" trophy as a symbol for the 'Flat-Out Worst Game' award from then on, but by 2005 a more generic logo was used.[5]

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<strong>4. Action 52</strong>

Year: 1991  Platform: NES

(Excerpted from <a href="http://en.wikipedia.org/wiki/Action_52">http://en.wikipedia.org/wiki/Action_52</a>)

ACTION 52 is a multicart consisting of 52 individual and original video games, released in 1991 for the Nintendo Entertainment System and in 1993 for the Sega Mega Drive/Genesis consoles by Active Enterprises. It was initially sold for the comparatively high price of $199 USD (or "less than $4 for each game"),[citation needed] and became notorious among gamers for the abysmal quality of its games.[citation needed] Many video game collectors value Action 52 for its notoriety and rarity.

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   </content>
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