Didn’t Quite Go the Distance: Eureka Seven AO

It’s fairly common knowledge that sequels aren’t the easiest thing to successfully pull off in entertainment. Even if the sequel ends up being okay, it may not live up to its predecessor because of how iconic moments and innovations can start to become formula (having to fit “Yippee-ki-yay, motherfucker” into every Die Hard for example), or plot points from the first in the series have to be modified in order to cater to the new version. Whenever I watch a sequel, I’m aware of how daunting this mountain can be, and try to take into account those problems even if they ultimate are my criticisms. This is the approach I took when I heard that Eureka Seven, one of my favorite anime ever, was getting a sequel, but even with an open mind I felt that Eureka Seven AO not only paled in comparison to the original but was in certain ways a regression of what Eureka Seven had done.

Eureka Seven AO is billed as a direct sequel, as opposed to an alternate universe/retelling like the movie or the manga. The story centers around a young boy named Fukai Ao, who lives in the independent nation of Okinawa, and for whom life is difficult because of the way the community tries to ostracize him. In this world, the skub (or scab however they want to spell it this time), are considered a problematic natural disaster, especially because they bring with them mysterious monsters known as “Secrets,” which Ao ends up having to fight. For anyone who’s seen the original, the fact that the world of AO consists of real-world countries and continents is meant to imply that something is very strange or different about its setting, and trying to figure out just what in the world happened becomes part of the initial intrigue of the series.

When I say “regression,” I’m not referring to retcons or weird developments in AO‘s plot which cast a different light on the original’s events, but a regression of what mecha anime is capable of. Eureka Seven took an approach which let viewers explore its world through a cast of engaging, fleshed-out characters and a central love story developed gradually over the course of many episodes, and which anchored the narrative in such a way that the emotional excitement of the series builds up continuously throughout. It’s not altogether unique to Eureka Seven, and you can probably trace this style of show all the way back to Macross.  Eureka Seven AO, on the other hand, feels more like a mediocre 80s mecha anime, more keen to develop its story as a set of vague mysteries and tensions but never entirely delivering on any of them. It’s not just that the plot is worse, but that it ends up resembling the way a staunch non-fan might look at and describe their idea of a Gundam anime.

What Eureka Seven AO does have, at least initially, is a strong cast of characters with plenty of potential as to how they’ll develop, but much of it never comes to fruition (though the brief glimpses at Ivica’s character and past were things I enjoyed in particular), or if there is a development the lack of impact from the rest of the series lessens the overall effect. In particular, AO never manages to have its story properly focused by something like Eureka and Renton’s romance,  and though it didn’t have to necessarily be “another romance” (which might have well turned it into just a rehash of the original), there was nothing that could properly fill that void. It seems like the closest thing was just the mystery of what happened to Eureka and Renton, the intrigue of which the show feeds into fairly well, but the explanation we’re left with at the end is less than satisfying. And there is the potential for romance at the beginning, as the dynamic between Ao and his friend Haru is cute and gives a good sense of their relationship, but it ends up getting pushed aside. In the end, probably the most interesting point brought up in the show has to do with how the Secrets are treated by humanity, and how it reflects in some ways the way the Skub were regarded in the original Eureka Seven.

If the movie Eureka Seven: Good night, sleep tight, young lovers suffered from having a weak and confusing beginning but then a fairly strong finish as all of its disparate ideas came together, then Eureka Seven AO is the opposite: It starts off strong and with many of the pieces in place to tell something both grand and personal, but its plot and character development are so discombobulated that when the ending finally comes it hits like a drizzle instead of the torrent of emotions that the original provided.

Ebiten’s Unique Look at the Harem Genre

Ebiten is an anime so chock full of references that it relies on them too much. Though not a show I would recommend, there is one point in its favor I’d like to talk about that I imagine a lot of people didn’t take note of because of the overall lack of interest in the show.

From the very first episode we are introduced to a character named Noya Itsuki, a cute girl who turns out be a crossdressing boy. For most of the series, he factors in only somewhat into each episode’s story, but when the final “arc” comes around (if you can say that for a 10-episode anime), Itsuki gains a more prominent role. In reality, Itsuki is not the effeminate side character first presented, but a man with so much raw chemistry that he can literally control any women who come in range of his pheromones (and who’s also a lolicon on top of that). Up until that point, we learn, some of the girls had been suppressing his dangerous abilities by feminizing him through not only making him crossdress but through drugs specifically designed to counter his natural machismo.

In other words, the “real” Noya Itsuki is actually a harem lead, the guy who mysteriously attracts all of the ladies, and the female characters in the show had been actively trying to prevent the anime from becoming another Love Hina. Much like School Days and its own unique take on the harem (i.e. the amount of emotional manipulation needed to actually sleep with the entire cast of girls), I can’t say the show is worth watching just for this fact, but it’s quite a meta-level plot twist for a show that’s basically yet another “girls having fun in their own club,” even if it only exists as a brief blip in its own series. It also brings to the forefront an idea I’ve seen thrown around here and there, which is that the all-girls moe/comedy titles that exist grew out from harem-type shows once enough male viewers no longer needed a Y-chromosome character to “relate with” or to act as a stand-in.

Gamification of Drama

There’s a scene in the old Nintendo Power comic based on The Legend of Zelda: A Link to the Past, where Link and Zelda are finally facing off against Ganon himself, the primary antagonist of the Zelda series. As Ganon has Link and Zelda nearly beaten, Zelda says a prayer and desperately fires a seemingly plain wooden arrow at Ganon, only for the arrow to transform into the legendary Silver Arrow mid-flight and slay the pig demon. The whole notion of the Silver Arrow as Ganon’s one weakness is taken from the video games, but as anyone who has played Link to the Past knows, you don’t need one Silver Arrow to defeat Ganon, but four. Essentially, while there are a number of approaches that could have been taken, in this case the comic dramatizes the impact of the Silver Arrow by having its singular appearance act as the climax of the story in order for it to function better as a narrative.

If the Link to the Past comic is a case of taking a gameplay element and transforming it into a plot point, then the Super Robot Wars games, especially the recent ones, are a strong example of the opposite. Based on the idea of taking robots from actual anime and having them fight together, the SRW franchise is all about the conversion of story elements into gameplay, but the early games were limited by an emphasis on statistics. The result was that certain characters and robots became less useful because they lacked effectiveness in the game itself. There have been attempts to mitigate it, such as creating an original upgrade for one of the robots, such as the relatively weak Mazinger Z into the mighty Mazinkaiser, but recent SRW games, particular the series, have sought to remedy this discrepancy by completely prioritizing dramatic impact over a sense of logic. Thus, not only are the most powerful weapons transformed into attack options, but the most powerful moments in the original anime are given a gameplay function.

Thus, what you see is not simply the robot Godmars’ strongest technique, but a recreation of the moment when Godmars and its pilot Takeru draw upon the last of their energy to deliver a final blow to the main antagonist of their story. The “Super Final Godmars” technique is meant to carry the same weight as Zelda’s Silver Arrow in the comic, only it’s made repeatable throughout the game so it also functions as the Silver Arrow from the video game.

This approach even transcends specific moments in a series, as is shown when looking at how the characters in those robot series are themselves given unique properties to show off their individuality. Lelouch, protagonist of Code Geass, is meant to be a strategic mastermind in his story, and so the game gives him the ability to boost allied units in specific ways which make him best suited for staying out of the front lines and for issuing commands.

What I find interesting about this transformation of plot point into gameplay elements is that the actual end goal of such a function is to invoke intangible qualities by way of tangible mechanics of intangible moments. In other words, in order to give players the feeling of re-enacting those climaxes from anime, the SRW games look at those dramatic moments, figure out how it should impact the game in terms of requirements/damage/etc., but then has to arrange those numbers to best replicate the feelings created by those original scenes. This is probably what makes the original robots which appear in SRW games to have such over-the-top animations compared to the robots with actual source material; they have to add another step to try and convince players that they should be just as into their (at the time) ahistorical designs as they are the robots straight from anime.

Best Anime Characters of 2012

BEST MALE CHARACTER

Nishimi Kaoru (Sakamichi no Apollon: Kids on the Slope)

When it comes to Kids on the Slope characters, an excellent series, I get the feeling that the rugged-yet-sensitive Sentarou would be the most popular one. Indeed he is a great character, but there’s something about Kaoru which impresses me more. More plain-looking and less-outgoing than Sentarou, the ups and downs of Kaoru’s life and the process by which he gradually opens himself up to others gives Kaoru what I find to be a real sense of humanity, warts and all. What’s especially important is that the story doesn’t portray Kaoru as a purely passive figure who just benefits by association, but as someone who becomes a best friend and perfect foil to Sentarou. That scene at the school where the two make amends by playing a duet of piano and drums is one of the best moments in anime I’ve ever seen.

If anything, whether you pick Kaoru or Sentarou as a favorite, it’s difficult, perhaps nigh-impossible to talk about one without the other. Overall, it’s that friendship through the good times and the bad which makes Kids on the Slope and its characters so memorable.

BEST FEMALE CHARACTER

Yanagin (Daily Lives of High School Boys)

To explain my pick this year, I would like to take a quote from an episode of The Simpsons titled “A Star is Burns”:

Homer Simpson: Barney’s movie had heart, but Football In The Groin had a football in the groin.

2012 was actually full of excellent female characters in contention for the title. There was Mine Fujiko, whose own spinoff series explored not only her history but also the question of what it means to be “Fujiko.” There was also Urabe Mikoto, the Mysterious Girlfriend X, who comes from one of my favorite manga and whose eccentric personality I always enjoy. Takakura Naoko, the vice principal from Tari Tari, had adult charms and adult struggles which won me over. Cure Sunny (Smile Precure!), Senomiya Akiho (Robotics;Notes), Aria (Saint Seiya Omega), I could rattle off a dozen names, and yet, I just couldn’t forget Yanagin, whose shrill, trauma-inducing cry kept cutting through the competition like a football in the groin.

There isn’t much to Yanagin. No inspiration, moe, attraction, character development, depth, nothing like that. All it boils down to, is that she makes me laugh like no other character could in 2012.

Final Thoughts

It really wasn’t easy pickings this year in either category, and that has a lot to do with an overall strong year of anime. 2012 brought us strange and experimental shows in the form of things like gdgd Fairies and The Woman Called Mine Fujiko, and it delivered shows which both reinforced and defied their supposed lineages such as AKB0048. Along the way there have been many approaches to characterization, stemming from various beliefs as to what the role of characters are, from rough templates which activate creative imagination to ones meant to reflect a sense of reality or realism whether physical or emotional. Even though this contrast is nothing new, I think this year is especially good at showing how there isn’t a dichotomy at work, that these areas are not so rigid that one precludes the other, and that notions of character (as well as Ito Go-style kyara) are much more fluid. In other words, anime continues to show its potential.

Vocaloids and Vegetables @ Go Go Curry

20121005_gumiWhen I think of Christmas, I think of food, and vocaloids (I guess).

While this is all old news by now, it’s new to me, and I figure that there are people like me out there still. Visiting Go Go Curry for the first time in a long while, I saw that there’s actually been some kind of Go Go Curry/Vocaloid collaboration, notably in the form of a Go Go Curry theme song titled “Can’t Stop! Go Go Curry.” The Vocaloid used for the song is actually “Gumi,” the synthesized version of Nakajima “Ranka Lee” Megumi, and the song is by Satsuki ga Tenkomori and Nijihara Peperon, though I don’t know anything about the Vocaloid scene so I can’t tell you anything about them. The girl on the poster’s design is reminiscent of Oreimo, though not by the original character designer. You can see the music video below.

In addition, at the West Village location in New York City, Go Go Curry has been serving a full-on vegetarian curry sauce for the past few months, which I was able to try out. It was clearly a necessary move given the amount of vegans and vegetarians in that area, but I also think it’s a positive change. Early in the Midtown Go Go Curry location’s life, I had seen multiple instances of Muslims and others unable to eat pork enter into the Midtown Go Go Curry location, only to find out that pork is inherent to Go Go’s curry roux, so I think it’s the best way to expand their customer base.

As for the Vegetable Curry itself (which I got with pork sausages), the sauce is definitely different from the pork-based original, being thinner and not having quite as deep and robust a flavor, but it’s still good and mixes well with the rice. Coming in either mild or spicy, if you can eat pork then I wouldn’t recommend it over the original normally, unless you eat there often enough that you’d like a slight change of pace. And of course, for those who can’t, now’s your chance to try out Go Go Curry.

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.