Secret Santa: Overman King Gainer is Such a Thing

This post is my latest participation in the Reverse Thieves Secret Santa Project, wherein fellow bloggers anonymously recommend each other some anime and everyone writes a review of one of their “presents.” Given the Christmas theme of the endeavor, it is perhaps all the more appropriate that I review an anime which takes place in a land of endless winter, but really the reason why I ended up picking Overman King Gainer out of the choices I was given is that I had always wanted to watch it but had never gotten around to doing so.

Overman King Gainer is a 2002 anime from the mind of Tomino Yoshiyuki, the famous creator of Gundam. He’s a man with a long history and resume in the industry, and when people talk about Tomino anime, they usually divide them into two categories: Depressed Tomino Anime and Happy Tomino Anime, with the amount of bloodshed and trauma varying accordingly. Featured above is a gif of Tomino during the production of Overman King Gainer; I’ll let you decide which kind of show this is.

At first glance, Overman King Gainer is a strange show, not only because of its extremely catchy opening courtesy of Fire Bomber and JAM Project’s Fukuyama Yoshiki, Gaogaigar composer Tanaka Kouhei, and both characters and giant robots alike doing the Monkey (possibly the show’s most enduring legacy in anime), but because it presents new information about its world constantly and without any prior warning, making the whole thing quite difficult to summarize.

In the future of Overman King Gainer, humanity attempts to survive a harsh and close to uninhabitable planet by living in massive shelters known as “domepoli,” but among the people there are movements to participate in “Exoduses,” mass pilgrimages to lands with potentially more opportunity and resources, accomplished through the use of massive moving cities. The main character is a boy named Gainer Sanga, a video game champion who becomes the pilot of a mysterious organic robot he dubs the “King Gainer,” and who ends up becoming a part of the Exodus despite his objections to it. There is a complex world underpinning the main narrative, but we the viewers only ever get to see a few slivers of the whole, and even into the final episode the show still keeps a lot of its secrets. In that respect it reminds me of Xam’d: Lost Memories, which shares that similar pacing of world-building = plot progression, but much like Xam’d that’s also where a good deal of its charm lies.

Watching this show, I couldn’t help but feel that, more than Ikari Shinji from Evangelion or Kira Yamato from Gundam SEED, Gainer Sanga is the true updated version of classic Gundam hero Amuro Ray. Gainer has this strange introversion to him, as well as an aversion to the situation he finds himself in, but he adds this additional modern otaku element from the way he engages in his gaming. As an aside, the fact that he engages in games instead of tinkering with machinery reminds me that the original Gundam came out in a very different era of video games.

The character designs in this show are excellent, with both male and female characters clearly showing that a lot of care was put into their creation. The designs are full of vibrancy and personality, and though not the sole character designer on the show, the influence of Yoshida Ken’ichi (who would go on to do character designs for Eureka Seven and Xam’d) is both quite obvious and welcome.  I have to wonder what material would have been made for Overman King Gainer had it appeared in a post-Megami Magazine, maybe even post-Pixiv fandom environment. The show has a large number of female characters who seem to have a fair deal of enduring popularity, and I suspect that characters such as the strong-willed Sara Kodama, the spunky child princess Ana Medaiyu, the spy-turned-humanities teacher Adette Kistler, and the eccentric Cynthia Lane would’ve won the hearts of many current fans had the show been made in the last few years.

Tomino is often known for having rather stiff dialogue, and it’s easy to put Overman King Gainer in the same category, but I feel like that doesn’t quite tell the whole story, because it doesn’t take into account for its usage as a comedic element. The awkwardness of the phrasing and the responses they engender from other characters feels like this constant revolving tsukkomi, and when you take that sort of interaction and apply it to a diverse range of characters, including crazy Koyasu Takehito (see current anime JoJo’s Bizarre Adventure for reference), it makes for a fun if confusing anime which exudes a strange sort of energy that’s hard to find in other anime.

Another element of the anime that really stands out from other shows is its mechanical design, which both Yoshida and Yasuda “Akiman” Akira of Capcom fame worked on. The robots in Overman King Gainer come in two categories, the more basic and grunt-like “Sillhouette Machines,” and the “Overmen,” strangely powerful robots with a variety of abilities from invisibility to lightning bordering on the super (natural). Between their organic appearances and elements (artificial muscle tissue in the limbs for instance), as well as their striking appearances, probably the part of the show which most clearly describes the aesthetics of the anime, and that’s putting aside the whole Monkey-dancing thing.

I know I’m talking more about the components of Overman King Gainer than I am the overall feel of the series, and it’s something I normally prefer to avoid when I write reviews, but again I have to point out that the show kind of messes with expectations. Overman King Gainer is an unusual hodgepodge of elements which perhaps shouldn’t work together but do, and it defies categorization in the sense that it’s hard to say whether the anime is extremely straightforward or extremely obtuse, but which ends up being fun and clever.

The Year of Fujoshi Figures

As someone who likes to keep track of fujoshi characters in anime and manga, I also tend to keep an eye out for merchandise if only to see how much coverage these characters are getting. Aside from the manga and anime they come from, there tends to be not much else, but one thing I’ve noticed is that, over the past months or so, multiple fujoshi character statue figures have been announced or released… which might actually make 2013 the Year of Fujoshi Figures, but we’ll let that slide.

First up is Wave’s “Beach Queens Shiguma Rika” from Boku wa Tomodachi ga Sukunai. A member of the “Neighbors’ Club,” Rika is a genius who is not only into homosexuality but also “mechasexuality.” All of the other female characters in her show, as well as from many other series, are in the Beach Queens line.

Next is Ryuusuke’s “Narumi Nakuru” (NSFW) from Mayo Chiki! A glasses-obsessed high school student, she gets her very own episode at the very end of the anime. This figure is not only expensive as all get-out, but it’s gigantic at a whopping 30+ cm in height. An important warning, this figure’s clothing is removable, so it may not be the best display piece.

Then there’s the “Excellent Model Limited Sazanka Bianca” from Aquarion EVOL. I wrote about her recently, and one thing I have to say is that in an interview with the writer of the series, Okada Mari, she mentions that Sazanka was meant to be a much more minor character but that she gained popularity after episode 4, which revealed her status as a fujoshi. Sazanka’s figure is an exclusive.

Coming from the Winter 2012 season is the Nendoroid Koujiro Frau from the popular Robotics;Notes. A programming genius, Frau (real name Furugoori Kona) is something of a recluse, and talks in real life almost entirely in internet slang. Might we expect a full-size figure of her at some point?

Finally, if you want to count it, there’s this “Gray Parka Service’s Homoo.” Homoo is an ascii art-based character from the mesageboard 2ch, and is meant as a parody of fujoshi and their behaviors. It (she?) crawls around on all fours, exclaiming “Homoo!”

So all in all, kind of a crazy year if you happen to be into fujoshi characters and you enjoy buying figures. That said, I have to wonder why there’s this increase, at all. Sure, there was the Ogiue figure from 2007 (which I gladly own), and some Ohno figures before that, but there seems to be an unusually high amount, likely because we’re seeing more fujoshi characters appear in these ensemble cast anime. With more shows out and on the horizon, I would not be surprised at all to see a figure of, say, Akagi Sena from Ore no Imouto ga Konna ni Kawaii wake ga Nai.

Super Robot Wars UX is Full of Whippersnappers

A new Super Robot Wars game was announced yesterday, Super Robot Wars UX for the Nintendo 3DS, and the amount of new and unexpected entries makes me want to talk about it, as well as some other SRW-related thoughts.

I think you can roughly categorize Super Robot Wars into two types of games: the flagship titles, and the experimental ones. The former consists of the titles with the best animation and the most-anticipated anime entries into the franchise. The latter can go in a number of directions, from aesthetics (3D models instead of 2D sprites in Super Robot Wars GC) to gameplay (a switch from turn-based to real-time strategy as with Super Robot Wars Scramble Commander), but often times “experimental” simply ends up referring to the titles chosen for that game.

That’s pretty much where UX is. Just look at the debut works for this version.

  • Kishin Houkou Demonbane
  • Fafner in the Azure: Heaven and Earth
  • Wings of Rean
  • Cyber Troopers Virtual On’s Fei-Yen HD
  • Mobile Suit Gundam 00: A wakening of the Trailblazer
  • SD Gundam Three Kingdoms Legend: Brave Battle Warriors
  • Mazinkaiser SKL
  • Heroman

When you include the other titles that are in this game, the first thing that jumps out is just how new most of the anime are. Not only is the Mazinger franchise represented by its latest one-off OVA series, but the actual oldest anime in the entire game (and the only two from the 1980s) are Aura Battler Dunbine, and then Ninja Senshi Tobikage of all things. If it were a flagship title, there would have to be certain staples, but with a “lesser” SRW like this, it’s possible to inject a ton of new blood into it and not offend anyone.

Not only that, but when you look at some of the recent titles chosen for UX, they seem to be among the least likely candidates even among non-flagship SRW games. Brave Battle Warriors is actually an already-super deformed Gundam anime done entirely in 3DCG and based on classical chinese literature, the sort of title one would least expect to represent Gundam even with the fact that SEED Destiny and 00 are there. Though I’m sure it’s based on the anime version, Demonbane‘s inclusion may be the first instance (and correct me if I’m wrong) of a visual novel appearing in SRW, which opens the gate for things like Muvluv Alternative.

Heroman I wasn’t even sure counted as a giant robot anime, though I guess if you think about it, it’s basically a combination of Tetsujin 28/Giant Robo with Gold Lightan (though Gold Lightan has yet to make its debut). Possibly craziest of all is the inclusion of Virtual On in the form of a Fei-Yen dressed like Hatsune Miku. Virtual On in SRW Alpha 3 paved the way for non-anime/manga to appear in Super Robot Wars games, and this takes it to another level, as I’m pretty sure Miku Fei-Yen is nothing more than a model kit!

It might sound like I’m complaining, but I’m really not. I actually love it when SRW games go a little wild like this, though one complaint I do have is that the DS SRW games have never been the most impressive when it comes to animation. My issue isn’t even with the quality of the sprites or an unfair comparison to the exquisitely animated Z series of SRW, but that a lot of the shortcuts taken to try to make the games look better actually end up making them look worse. In particular, I’m referring to the way the DS games including UX incorporate cut-ins, and detail shots. Instead of creating the images to better match the sprites and the visuals of the rest of the game, the DS SRWs basically take screenshots directly from the original anime, and while this means things look accurate, it also sticks out in an odd way and messes with the way the attack animations end up looking in a manner which didn’t quite affect previous games with worse sprite animation.

But it might just be that with a game with this daring of a series list, some things have to give. In that case, I’ll take it, but will still hope for better the next time around.

In-Flight Mahjong, the Riichi-style Airplane Mahjong

Over the past few years I’ve had the opportunity to fly to other countries, and with flying comes checking out the in-flight entertainment. More often than not these days, in-flight entertainment includes a number of games from Chess to Tetris to even Doom, and sometimes the list even includes mahjong. While much of the time this refers to the tile-matching game, what I’ve found is that on Asian airlines it can actually refer to the real game we know and love. That’s how I found In-Flight Mahjong on Korean Air.

Actually, based on the full description provided, which used the phrase “match the tiles,” I ignored it for a while thinking it was going to be Shanghai, but curiosity got the better of me, for which I’m grateful. Programmed by the guys who make all of the other in-flight games (DHC or something?), the game purposely tries to aim for the anime fan audience by not only following the rules of Japanese-style riichi mahjong, but also boasting what it refers to as “anime-style” characters, which you can see in the videos below (trust me they’re worth it, if only for a healthy laugh).

I’m actually a little sad that I wasn’t able to record the audio (headphones-only after all). Whenever you see a character pop up in those videos with a “PON!” or a “KAN!” as in the first image above, just pretend they’re being exclaimed by people with heavily American-accented Japanese. The voice “acting” is anything but, though I don’t exactly hold my free game programmed to distract me for a few hours in between meals (which included bibimbap by the way) to the standards of Mahjong Fight Club or even Tenhou.

The game offers two modes: “quick game,” and “career,” which is meant to be like a single-player adventure mode (and in fact there is no multiplayer) with a few paragraphs to tell you whether you’re playing in a local parlor or at the end against some significant bigwigs. All of your favorite hands are there, though it refers to some in interesting ways (Chanta and Junchan are “Hon Chanta” and “Chanta” for some reason) The game offers three levels of difficulty, from easy to difficult, and of course I chose difficult out of some bizarre and fragile sense of pride. The computer opponents aren’t tough, but what I did notice is that on the difficult setting they tend to be extremely safe and conservative, and more often than not the rounds would end in a draw.

While this is not too surprising or annoying normally, it unfortunately comes with a peculiar rule in In-Flight Mahjong that rounds, at least in the South half of the game, will repeat if no one wins, even if East wasn’t in Tenpai. What this means is that the same round might last for 10 games in a row, and the only way to break out is to go for a win or hope a non-dealer computer pulls something off. Games that should have taken maybe half an hour total ended up taking about twice that.

Still, it is mahjong and definitely plays like mahjong, so if you happen to be flying to Korea (or wherever, as I assume this specific version appears elsewhere), and you have a desperate mahjong itch, you’ll know how to handle it.

The Japanophile Without Japan

Whenever we talk about the japanophile (or the wapanese or weeaboo or other terms), the rhetoric is that this person discovers anime (or something), starts to believe Japan is a superior country and culture to the one they currently live in, and if they stop believing, it’s because they realize that the ideal Japan of their imaginations does not match up with the truth. The assumption here is that because Japan is not simply the land of anime and Pocky, or ukiyo-e and sushi, that it trivializes the japanophile’s beliefs because there is this contradiction with reality. But what if we removed “Japan” from this process?

It makes logical sense for the japanophile to discover Japan, create a modified image of it in their head, and then desire it as a “superior” culture, but what of that potential for desire in the first place? Does Japan trigger this desire to be a part of a different culture, or is that sentiment already there to some degree, and that it takes Japan (or anywhere) to allow a person to focus those desires on a concrete example with a relationship to reality? As intelligent and visionary as human beings can be, there tend to be limitations as to how far we think or consider imaginary or hypothetical situations, and maybe this is just one version of that

If we remove “Japan,” then what we’re left with is a person who desires for a better culture and environment than the one they currently live in, where better means one more understanding, one which reinforces their beliefs and their wants. Whether that is out of some progressive vision or simply a venue to live out fantasies without consequence, I’m not stating any moral or intellectual prerogative to such feelings, but I almost find it to be a sort of utopian mindset.

Variety Limits

I’ve often been told that I cherish variety in my entertainment (particularly my anime) to an unusual degree,  and if there’s one anime I find myself getting into disagreements over more than anything else, it’s The Sky Crawlers (second might be Xam’d: Lost Memories).

Directed by Oshii Mamoru of Ghost in the Shell fame, I reviewed The Sky Crawlers favorably, noting that the way it’s able to effectively instill in the audience the same sense of mind-numbing monotony that the characters themselves experience is something quite impressive. Of course, that also makes it difficult to watch, something that can bore you beyond the point of no return, so the debates over the quality of The Sky Crawlers tends to come down to the following question: how entertaining should entertainment be?

The argument against The Sky Crawlers is that you can make a film which conveys that sense of monotony in its characters without having to drag the audience down with it, but my feeling has always been that this is just not the same effect. However, what I realize as well is that, as a person who highly values variety of content and concepts in my anime, it’s not so much that I think the approach taken by Oshii’s film is superior, that there is indeed something inherently more artistic about making the audience live that boredom, but rather that it is a valid approach to take in making a work of art (or entertainment). In other words, I would not want all of my anime to be like The Sky Crawlers, and I do not put it above other anime as I do not prize experimentation above all else: I simply like the fact that something like The Sky Crawlers exists.

Broadening the point of view to not just focus on something as esoteric as The Sky Crawlers, I have to wonder how much people are willing to welcome greater variety in anime provided they get enough of the types of anime they enjoy. We can talk about how there’s too much of X or Y genre of anime and how it might be stifling the kinds we enjoy, but what if that wasn’t the case, and the popular thing was the niche and vice versa? Is any imbalance problematic, or are “problematic” anime okay if they’re in small doses?

The 5th Time Around

Today marks the 5-Year Anniversary of Ogiue Maniax. That’s quite a big milestone I think, especially when I consider that it’s probably the longest I’ve ever actively stuck to something, but because I actually reflect on where I’ve been as a blogger and where I might go every year, I find myself not knowing really what to say that I haven’t said before. So, I’ve decided that maybe rather than just reminiscing on being a blogger, I would kind of talk about my pre-history of blogging, pretty much how I came to be active in communicating on the internet with fans and such, and how I strongly believe those experiences shaped much of how I write and approach anime. I’ve talked about some of these things in part before, so those who’ve been reading a while may see some familiar things, but I hope you’ll be entertained anyway.

My very first experience with online fando came shortly after purchasing my video game ever: NiGHTS into dreams…. I remember saying to myself at the time, “I must be the only NiGHTS fan out there!” based on how none of my friends even mentioned it, so I was pleasantly shocked to find out that there were communities dedicated to the game, even sites where people wrote fanfiction based on the universe. And so I hung on those early messageboards, things that didn’t even have the luxury of sub-boards and convenient categorizations, and it’s where I first learned about what it means to communicate online. I made a lot of friends then, both older and younger than me, and while I don’t really talk to them anymore I do cherish those times. Amidst the webrings and such I learned how big the world is. I was actually amazed that I could communicate with people from the UK!

My next big steps in terms of internet community went hand in hand: anime and Pokemon. With anime, I of course visited the Anime Web Turnpike and tried to read through every single site with the naive notion that if I did I could learn about every anime in existence. I mean, how many could there be? Though that was a fool’s errand, my pursuit of knowledge of anime is still of a similar sort, which I think shows in my writing. With Pokemon too, I can draw a clear line to where I am today as a blogger, firstly because discussions of the anime back when it first came out were filled with everyone’s wild hopes and speculations and theories, but secondly because a lot of my Pokemon community experience was on the competitive side.

There were the war stories,” entertaining recaps of Pokemon battles you’d had both online and off, where you had to take a rather dry text log consisting of “Pokemon used Attack! It’s Super Effective!” and spice it up into something more engaging. And then there were the strategy discussions, where we rated each others’ teams and discussed the pros and cons of various strategies. By engaging in those discussions, I think I laid some of the early groundwork for some of my more argument-oriented posts today. Obviously I was less experienced then in terms of conveying my ideas, but I remember wanting to present my ideas not only intelligently but also in an entertaining and accessible manner.

The amount of forums I interacted on grew and shrunk depending on various circumstances, but that idea of writing for fellow forum readers stuck with me throughout. It’s the reason I cannot truly accept the idea that the internet fosters idiocy in its communities: I know in my heart that my writing style was forged on internet forums, and I strongly believe that I benefited immensely from these interactions, and not only because it influenced the way I write.

So that’s “Early, Early Pre-Ogiue Maniax.” What you see from me in all of my posts on Ogiue Maniax comes from years of getting into spirited but (hopefully) good-natured arguments with people on a variety of nerdish topics. In fact, the reason why I ended up wanting a blog (and started participating less on other sites) was that I would frequently write forum responses which I felt argued really good points about a certain topic, but it would forever be confined to just that small community. I wanted to write about ideas and thoughts I had on my own terms.

Actually, in writing this mainly internet-oriented summary, I realize that I’m leaving out all of the real life development I had at the time as well. Around the same time, I discovered friends in school who had as much if not more interest in games and anime as I did, and I think the combination of both friends who understood me well (and are still friends with me today) as well as enriching internet communication actually worked together to help instill in me some confidence as to who I am and what I love. Still, it wouldn’t be until many years later that I would truly have faith in my abilities, and though they weren’t around all the way back then, I still feel a need to thank those who support me today.

The Real Meaning of djWHEAT’s “Growing eSports”

In a recent video interview by Marcus “djWHEAT” Graham about the world of eSports, djWHEAT espouses his beliefs on how eSports can grow, and that in defiance to the doom and gloom that surrounds declining numbers in games such as Starcraft II there is steady growth in both the idea of video games as sport as well as streaming. One of the frequent criticisms I see from people towards djWHEAT’s philosophy is that for most people, eSports as a whole doesn’t matter, and that if their game is the one that’s doing worse, then little else matters because they are not going to jump ship to another game just because. However, I feel that this view is something of a shortsighted misunderstanding on djWHEAT’s viewpoint, and one that limits itself not only to an unfortunate a favored game vs. an evil usurper context, but to an ephemeral present too narrow in scope.

When I hear djWHEAT talk about how the growth of one game can benefit eSports as a whole, and that people leaving Starcraft II for League of Legends or other games is not such a bad thing, I do not interpret it as this idea that the games don’t matter, that they’re just interchangeable within this structure of the competitive gaming scene. Rather, it has more to do with increasing the presence of eSports as a concept to the point that it gets as close to a commonly understood idea as possible, not just among gamers but among non-gamers as well. While one can argue that there will always be economic limitations to how much eSports can grow, this does not mean that there is a limit on growth in terms of exposure and acceptance. The more people know about competitive gaming, whether that’s through friends or family, or seeing matches online, or through playing the games themselves, or even just from a random guy on the street, the greater the opportunity for eSports to never truly fade away.

The scene might wane. It might become a fraction of what it was. However, establishing a cultural foothold by just having enough people positively experience eSports through games—whether it’s StarcraftStreet Fighter, DOTAPokemon, or something else—creates a mental and emotional connection more difficult to take away than money and eyeballs. If we look at Japanese anime, for example, there are certain titles (again, such as Pokemon) which, regardless of how you judge their quality, made the idea of anime simply better known and more acceptable to a wider range of people than just an existing hardcore fanbase.

I find that djWHEAT’s vision is one for the future beyond the myopic squabbling we see now, one where the ground is more fertile for the potential growth of new eSports-capable video games in a way which does indeed benefit everyone. Let’s say for the sake of argument that Starcraft II is fated to die out in a year, that it is on a downward and unrecoverable spiral. In light of this scenario, I want to give two alternate realities where this could be happening: one is where Starcraft II is the only game in town, the only game people consider competitive in any way, and the other is where Starcraft II is but a fraction of a complex milieu of a society in which eSports is known and accepted.

In the first, when Starcraft II goes, so too does the notion of competitive gaming, and if ever some game developer wanted to make their own Starcraft, they would have to start from scratch in more ways than one. People would see Starcraft as an anomaly, something which fell with no viable alternatives, and the creators of this new game would have to convince people all over again that this was a worthwhile notion, that people enjoy spectating games just as much as they enjoy playing them, and that there are positives to creating a competitive video game for the benefit of viewers.

In the second, on the other hand, when Starcraft II dies out, the notion that competitive gaming is viable would still be part of the public consciousness. It may not have ended up working for this particular title due to some combination of reasons, but future game developers could look at it and ask, “Where did it go right, and where did it go wrong?” When they go to try and get funding and support, they can point to other games which have been successful, games which companies might even already know about as eSports, and say, “We know what mistakes Starcraft II made and we can adjust accordingly. And, as you well know, there are plenty of examples of this model working.”

In both cases, there is a chance for a new and better spiritual successor to appear and grab all of the fans who once supported that game, but where in the first reality a single company would have to struggle just to introduce the idea of competitive gaming, in the second reality the notion of eSports would be accepted enough that there wouldn’t just be one company trying to create the next Starcraft (or any game of your choice), but five or maybe even ten companies, all eager to re-capture and even improve upon the things that made it so widely viewed and adored in the first place. The potential would not only always be there, but it would be so visible that it would continuously inspire game creators, as well as players, casters, everyone, to seize that opportunity.

Essentially, what djWHEAT is advocating when he says that the growth of one eSport is beneficial to all is not simply the product of a “let’s all get along” mentality. Instead, it is based on the idea that the more “eSports” becomes a solid concept in people’s minds through exposure, the better chance future games and gamers will have of fostering and being fostered by that positive environment, an environment which benefits all competitive games past, present, and future, whether a game’s life span is 50 days or 50 years.

Sagimori Arata and the Pinnacle of Powerful Puns

I love good (bad) puns. I’m also quite fond of mahjong and its representations in manga and anime. So when the two combine in an interesting way, why it’s just a wonderful day for me.

Saki and its spinoff Saki: Episode of Side A (aka Achiga-hen) both feature a lot of characters with weird mahjong powers based on elements of the game, but Achiga especially has this tendency throughout its run to obscure the abilities of its characters. One such case is the character Sagimori Arata.

Here’s the joke: Arata, it turns out, also has a special affinity for the circle or dot tiles, which are known in Japanese as “pinzu.” In addition, Arata’s family owns a bowling alley, she wears a bowling glove, and she even got a bowling-related winning sequence in the anime that didn’t exist in the manga.  Arata, the bowler, is good with pins.

Did you groan? Did you cheer? Both is the right reaction.

Those who’ve talked to me about Saki know that I totally called this. I just wish I said something on here earlier for proof. What I didn’t predict, though, was how complex the bowling analogy is. Essentially, Arata is not like Kuro or Yuu in that her ability dominates her hand, but rather means that she’s really good at tricky, complex waits using pin tiles, things that increase the probability of her winning with pins.

You can even see it in the screenshot from the anime above. Generally, most hands that you see in mahjong have maybe two possible tiles they can win on, sometimes three. Arata’s pin tiles above are 2, 3, 3, 3, 4, 5, 6, which means she has four winning tiles: 1, 2, 4, 7, twice as many possibilities as normal.

As the character FunaQ explains further, the waits Arata usually goes for have some vague relation to splits in bowling, the most famous of which being the oft-mentioned “7-10 split.” I don’t know enough about bowling to say more than that.

So, seeing as Arata is my favorite character in Episode of Side A, the fact that she has become the delivery system for the ultimate case of punnery means she strikes all the right chords for me.

The Siesta Society Representative

I’ve been watching Chu-2-Byo demo Koi ga Shitai!, the latest TV series from Kyoto Animation, and it’s a fun show with a lively cast of characters which feels in some ways very similar to their previous work but which also has its own flair. The anime mainly revolves around the characters Yuuta and Rikka, former and current sufferers of “8th Grader Syndrome” (despite being in high school), that time in your life when you want so desperately to be special that you start to believe stories of destiny and paranormal ability, and in that respect the show does a good job of portraying that awkwardness. However, I find my favorite character to actually be Tsuyuri Kumin, their upperclassman and fellow club member with a penchant for napping.

While Kumin’s nonchalant mannerisms and meticulous planning and executions of the perfect siesta crack me up, what I find particularly appealing about her is the way she seems to look at the environment around her through her own perspective. Despite her being more of a side character in the story, I get the feeling that in, her own world, Tsuyuri Kumin is the main character. During the show, Rikka forms a club known as the “Far Eastern Magic Society,” a place where she can indulge in her fantastic delusions, but because they can’t get enough members they merge with the similarly underrepresented Nap Society headed by Kumin. For everyone else, the club is the place to play around and talk about dark magics, but for her it’s the Nap Society first and foremost, and she is the trailblazer for this fun and refreshing hobby/way of life. It makes me smile thinking that, to Kumin, all of the other members of the club are potential comrades in the art of napping and it’s up to Kumin as the wise counselor to teach them the joys of napping.