Shattering the Old Baltimore Ceiling: Otakon 2022

The Walter E. Washington Convention Center. A large redstaircase cuts through the middle, with escalators on each side. Blue signs saying "Registration" and "Photosuite" show that this is Otakon.

Out of all fan conventions, I consider Otakon the one can’t-miss event. There’s certainly a sentimental component, as I’ve been attending for about 15 years at this point, but I think their approach to the concept of the anime con is vitally important: a celebration of anime fandom that’s not for profit and also gives respect to both the creators of the works and the fans themselves. This year, Otakon 2022 shattered its attendance record with a whopping 40,000+ (roughly 6,000 more than the previous record), and I’m glad to see it thrive after a combination of a risky move to Washington DC saw an attendance drop and the arrival of a global pandemic threatened its very existence.

COVID-19 Measures

Anyone who follows Ogiue Maniax knows that I do not take COVID-19 lightly. I’m a firm believer in the science that says vaccinations provide significant protection against severe disease and death, and that good-quality masks are an important tool for mitigating spread. I’m also not so naive as to think COVID couldn’t possibly be at the convention. So why did I still decide to attend, especially with the Omicron variants being so infectious? There are multiple reasons.

First, above all else, is that Otakon’s COVID-19 policy reassured me that they take the pandemic seriously. Much of the US has been opening up in rather unsafe ways (if they had ever closed down at all), and some other notable conventions had tried to roll back their masking and vaccination policies despite the prevalence of the Omicron variants. However, Otakon maintained that attendees must either be vaccinated or present a negative PCR test result, and that masks are mandatory. A few more things could have been done, like requiring vaccinations and boosters, period, but it’s understandable that some people still can’t get vaccinated for reasons other than hesitancy. In my view, Otakon cared more about people than attendance numbers.

Second, the Walter E. Washington Convention Center is quite spacious and has tall ceilings that can help keep air circulating—it’s being in stagnant air in small, enclosed spaces that is especially high-risk, and I could do what I can to avoid those situations and/or make sure I didn’t take my mask off under any circumstances.

Third, I trusted my own risk management. In situations that are too crowded around me or where the mask usage rate is clearly lacking, I could make the decision to change plans or abandon ship and head back to my hotel. Although it might mean not getting to see something or someone I was looking forward to, it was something I was willing to accept. You can’t do everything at Otakon anyway. I did eat out with friends once, but it was on a Sunday when the majority of attendees had already left DC.

A dish consisting of egg, sea urchin roe, and salmon roe.

Of course, COVID safety only goes as far as whether people actually follow them. In that regard, I was pleasantly surprised to see that the majority of people wore masks of some kind and wore them over their noses like you’re supposed to. It wasn’t perfect, and there were plenty of ineffective cloth masks still being worn, but I think having the firm requirements come from the con itself might have encouraged attendees to follow their example. I also literally saw security go after someone with no vaccination/COVID-negative wristband in a reassuring sign of vigilance. Score one for mandates. 

Issues

That’s not to say the con ran 100% smoothly, however.

I enjoy getting autographs from creators, and Otakon is often good at inviting a variety of interesting guests from Japan. However, ever since the move from Baltimore, the autograph area has been in the same space as the Dealer’s Room, resulting in a less-than-ideal situation. Attendees wanting to get their stuff signed have to deal with the massive crowd trying to get into the Dealer’s Room to shop, and I thought about giving up on more than one occasion because I was worried about being surrounded by people and increasing the chances of infection.

Exacerbating this was the fact that there was a major pedestrian traffic jam in the underground tunnel connecting the Marriott to the convention center on Saturday. Normally, this is the ideal way to get to the con if you’re staying at the hotel (as I was), but the huge delays meant I couldn’t return to my room and retrieve something I hoped to get autographed until it was too late. However, that was fairly small potatoes compared with the fact that those trying to make their way through the tunnel could be stuck in there an hour or even longer. There were also lines snaking out from the Marriot and at the convention center, and on a hot summer day too. It seems like the culprit is a confluence of factors, including the gigantic boost in attendance numbers, some confusion over COVID-19 protocols, and some mechanical failures that meant inaccessible escalators. Whatever the case may be, I hope Otakon is prepared to deal with this next year

An autographed copy of Bionic Commando for the NES.

Fortunately, I actually did manage to get a couple of things signed in the end: an old family copy of NES Bionic Commando from back in the 1980s, as well as a special edition of a My Youth Romantic Comedy novel from the author and staff (not pictured).

Interviews

After my hiatus from interviewing last year, I managed to speak with some guests for 2022. Check out the following interviews:

Ise Mariya

Gugenka, Inc.

Industry Panels

Furukawa Toshio & Kakinuma Shino

A photo of Kakinuma Shino and Furukawa Toshio at their panel. Next to them is the host and the interpreter.

If you ever want to hear from voice actors who love their craft and want to prepare the next generation, it has to be these two industry veterans. Furukawa is famously the voice of Piccolo, Moroboshi Ataru, and Portgas D. Ace. His wife is probably best known as Naru (Molly) from Sailor Moon. Together, this husband-wife voice team provided insight on how they train talents at their school, the ways they introduce emotion to their roles, and how to sound like you’re moving around without actually doing so (because the mic won’t pick everything up). One insightful thing I learned is that COVID-19 has upended the tradition of having everyone in the same room to record a scene (which made for better recordings, in my opinion), though important dialogues might still result in a two-person session.

I actually interviewed them back in 2017, but forgot to ask them about one of my favorite works: Zambot 3, where Furukawa played Shingo. This time, I got the chance to make up for that omission, and Furukawa answered that Tomino had very meticulous instructions and planning for voice actors, and he’d talk with each voice actor one by one. Furukawa said it was a very theatrical experience compared to other roles, though I don’t know if “theatrical” is a euphemism for something else.

Studio Trigger’s Cyberpunk: Edgerunners

While it wasn’t my first choice for aTrigger anime screening, I was still curious to see what they had in store for the first episode of Cyberpunk: Edgerunners. I’ve never played Cyberpunk in any form, but I was glad to see that the studio’s approach emphasized the dystopian qualities of its, well, cyberpunk setting over the “cool factor.” The stark class differences and crushing hand of capitalism make the hero’s anger all the more poignant. 

After the screening, the staff showed some of their early character design sketches. The two things that stood out to me were the degree to which they had to revise to match the Cyberpunk video game creator’s vision, as well as the fact that they straight-up said the main girl character (who barely shows up in episode 1) was inspired by Motoko from Ghost in the Shell as they explained the big influence that cyberpunk as a genre had on them as artists.

At the end, they teased the SSSS.Gridman + SSSS.Dynazenon movie, which I’m eagerly awaiting.

Bigwest’s Macross Panel

A photo of the Macross Panel showing the introductory slide that says "Welcome to Bigwest's Macross Panel"

When I found out there was going to be an official Macross panel at Otakon, I felt it was my duty to attend. After all, official Macross panels have never really existed in the US prior to 2022, with the closest being whenever Kawamori Shoji is a guest. One of the biggest moments of the panel was when they showed a video of the various Macross anime (narrated by “Maximillian Jenius” Hayami Sho), and a loud cheer erupted around Macross 7. The panelists mentioned that the title would have induced silence not so long ago—a sign of the changing times. Personally, I think that similar to JoJo’s Bizarre Adventure, anime fandom had to catch up to Nekki Basara instead of the other way around.

This panel has since garnered a bit of controversy due to the fact that Otakon announced that there would be something special. To Macross fans, that can mean all sorts of things because of its unusual history when it comes to licensing and the legal issues with Harmony Gold/Robotech. Speculation ran rampant: Could it be Do You Remember Love? A new Macross? Something completely out of left field?

It turned out to be the very first US screening of Macross Frontier Short Film: The Labyrinth of Time, which was originally shown before the Macross Delta Zettai Live film. It was a treat to see and it was downright gorgeous, though not quite the first thing to come to mind as a special surprise.

Discotek Media

If ever there was a US anime company with a catalog made for me, it would be Discotek. Even when they’re not licensing titles off my wishlist, they’re giving others similar dreams. While Machine Robo: Battle Hackers is not everyone’s first choice for long-sought-after anime, their willingness to put out such obscure works is appreciated.

By far, the two big titles announced here are Space Sheriff Gavan and the complete Urusei Yatsura TV series. Neither hit me on that deep level, but the audience went bananas for both. I’m well aware of the significance both shows have to tokusatsu and anime fandom, and I’m looking forward to checking both out. 

At a dinner with friends, I learned that Gavan is such a big deal in Malaysia that it’s become a part of the language itself. Using the word “Gaban” there means to describe something as epic or to evoke an image of bravery. I have to wonder how many works of television and film can make similar claims to fame.

My Panels

I’ve done plenty of panels at Otakons past, but this year is the first time I’ve had to do two back-to-back. I had considered asking for one of them to be moved, but the prospect of getting them both out of the way in one fell swoop was appealing as well. Thankfully, the vast majority of the panel rooms were in close proximity to one another this year, making the transition a relative breeze.

The first panel was “Hong Kong in Anime and Manga.” The idea was to explore different ways in which Hong Kong’s people, culture, and environment are portrayed in anime and manga. There was a technical hiccup at the beginning that delayed the start by five minutes, there were no real issues otherwise. I was surprised that there were very few Cantonese speakers in the audience, but that just meant I had underestimated the need to explain the language aspect of Hong Kong, and could adjust on the fly. I also noticed how big a reaction a clip of Cantonese-speaking VTuber Selen Tatsuki received, which gave me an idea of her extensive reach.

I hope people enjoyed the panel. I managed to briefly talk to a couple of folks who enjoyed the panel (including a longtime reader!) before I had to hoof it out of there. I was also informed that I might have made more than a few people interested in checking out G Gundammission accomplished.

The second panel was “Mahjong Club: RIICHI! Ten Years Later.” It was the revival of a panel I last presented in 2012 alongside Kawaiikochans creator Dave, adjusted to take into account the many opportunities English-speaking anime fans have to play Japanese mahjong compared to a decade ago. One big adjustment we made was to deemphasize some of the nitty-gritty of the rules and to better convey the excitement and tension of a game of mahjong. For the most part, the audience was new to the panel (but not necessarily new to mahjong), so I hope we were able to give something for everyone who watched us.

There was an issue with text on our slides getting cut off; it’s something we can fix when we do this again in another 10 years (?).

Fan Panels

A History of Isekai

Isekai is the elephant in the room when it comes to modern anime, and a panel about its history could easily strike a shallow cord. Luckily, this one focused primarily on the works leading up to Sword Art Online, mentioning the mecha isekai of the 1980s, the shoujo isekai of the 1990s, and the outsized influence of The Familiar of Zero. It’s debatable whether something like Urashima Tarou can count, though if it does, then it’d be amusing to show the anime Urashiman. Of course, not every title can be mentioned in an hour, even if it means missing out on the fantastic opening to Mashin Hero Wataru.

Digital Anime Fansubs: 2000 to Now

This panel was about the rise of digital subs around the turn of the millennium, and it focused mainly on the changing formats+file sizes, the brand-new frontier of getting anime straight from Japan within days (as opposed to months or even years), as well as the ways that fansubbers tried to establish their identities through practices like fancy karaoke effects. It was probably a fun introduction to this era for people unfamiliar with it, though I wonder if there would be a way to establish a more detailed history. It wouldn’t be easy by any means, due to the fact that this sort of subject isn’t really recorded, but maybe collecting anecdotes from fellow fans (or fansubbers themselves, if possible) could be cool.

A Sophisticatedly Unsophisticated Look at Fanservice

This was a panel by Gerald from the Anime World Order podcast, and I actually saw a fledgling incarnation of it ten years ago at Otakon. It was interesting to see him tackle the topic again, and there were definitely shows I remembered—namely the infamous Manyuu Hikenchou. This time, the panel had a more concrete idea of what it wanted to show, which is fanservice in terms of being things that are gratuitously superfluous. In that regard, the panel did take things to the next level, though I thought it still didn’t quite hit the mark on what would be considered traditionally “fanservice for girls,” which I think is more rooted in context and relationship dynamics than jiggling bits and crotch shots. 

Showings

Otakon 1994 AMVs

One of the pleasant surprises this year was that the con decided to screen the original Anime Music Video Contest from the very first Otakon 28 years ago. It was a window into the past, particularly in terms of the shows that were being used (Riding Bean, Bubblegum Crisis, Detonator Orgun, and so on), and it’s even more impressive when you realize that digital video editing was still in its infancy back then. 

There was a particular video that was considered “non-competing” that seemed to grossly revel in detailed depictions of violence against women. While I could see the argument against showing it at all, I do think having it available as a sign of what the fandom was like, warts and all, has at least historical merit. I would say I hope this isn’t a thing anymore, but I don’t typically watch AMVs anyway.

Wada Kaoru and Hayashi Yuki Sunday Concert

A photo of a concert from far away.

Despite the prominence of K-pop at Otakon this year (enough to have Hangul on the front cover of the physical guidebook for the first (?) time!), the only concert I attended was for the music of composers Wada Kaoru (Inuyasha, Yashahime) and Hayashi Yuki (Haikyu!, My Hero Academia). I wasn’t familiar with a good chunk of the songs, but the contrasting styles between the two made for an interesting experience you usually don’t get when the focus is on a single act. The real treat was during the encore, when they played along with the combination orchestra+rock band.

Cosplay

Conclusion

So that was Otakon 2022! It had some hiccups that made me remember that attending a convention is a conscious choice that requires risk assessment, but I definitely had a great time overall. I’ll leave off with a gallery of cosplay photos I took throughout the event. Cheers to another fine year, and I hope all my fellow attendees made it out healthy in the end.

PS: If you want to hear me talk more about Otakon 2022 (even after this massive review), I was a guest on the Otakon 2022 episode of Anime World Order!

Ogiue Maniax Panels at Otakon 2022

Otakon 2022 is this weekend, July 29–31, and I’ll be heading back to my favorite anime convention of all. This year, I’m running two panels: one by myself, and one with an old partner in crime.

Hong Kong in Anime and Manga 

Friday 4:30 PM – 5:30 PM / Panel 2

I was motivated to do this panel because I wanted to celebrate the culture of Hong Kong but also critically investigate how it is used in anime and manga. Those who’ve been to my panels will know that I tend to take a more scholarly (yet still fun) approach, and this is no exception, I hope

Mahjong Club 
(aka Riichi! Ten Years Later)

Friday 5:45 PM – 6:45 PM / Panel 5

It’s been ten years, the Japanese mahjong panel is back! Once again, it’ll feature myself along with Kawaiikochans creator Dave. There are more riichi mahjong players outside of Japan than ever before, and more easy ways to play too! Whether you’re an experienced hand or someone who only knows mahjong by name, this panel has something for you.

See you in DC!

Fukumoto Tries to Write a Girl Protagonist: Yamima no Mamiya

Two years ago, I found out about Akagi author Fukumoto Nobuyuki’s newest mahjong manga: Yamima no Mamiya, also known as Yami-Mahjong Fighter: Mamiya. Set 20 years after Akagi Shigeru’s death in the series Ten: Tenhoudoori no Kaidanji, the latest series aims to change things up in the well-worn mahjong manga genre by introducing in its title both a new way to play (“yamima” or “darkness mahjong”) and an uncommon protagonist for Fukumoto: a 17-year-old girl named Mamiya.

Due to the initial lack of digital releases of Yamima no Mamiya, I put off checking it out, but since early 2021, the series has started to appear in Japanese ebook shops. Now having read Volumes 1 and 2, my main takeaways from the manga are 1) It has that reliably strange Fukumoto style, and 2) Fukumoto doesn’t exactly know how to write female characters.

The Latest Gimmick: Darkness Mahjong

Yamima no Mamiya’s titular “darkness mahjong” is sort of the polar opposite of the Washizu mahjong first featured in the pages of Akagi. But whereas the latter involves playing with clear tiles that can reveal parts of your hand that would normally be concealed from view, darkness mahjong allows players to hide discarded tiles from view. However, should a player who hid tiles still manage to lose, they’ll lose much more than if they had played normally—and getting your “dark tile” claimed for a win results in an even steeper penalty. Mamiya is an expert in this style of play, and she shows sharp gambling instincts.

Mamiya and the Male Gaze

Character-wise, Mamiya’s androgynous appearance and youthful attitude give me the impression that she’s designed to come across as a product of a new era unlike what we’ve seen in the Akagi universe. However, she doesn’t feel like a character to whom the presumed Kindai Mahjong-reading audience of older men are meant to relate. Whereas Akagi Shigeru appeals by a badass power fantasy and Itou Kaiji has the charm of being a perpetual underdog, Mamiya is treated with a certain kind of distance that I presume is by virtue of her gender, like she’s a female side character in a salaryman manga who abruptly got the starring role.

Because of this, Mamiya’s presentation feels like a very conscious and intentional use of male gaze, though any sort of gratuitous sexual objectification is heavily limited by Fukumoto’s artwork. While Mamiya offers her body in a gamble with her first major opponent, a 70-year-old entertainment mogul named Onigashira Kanji, he bawks at the age gap—which then results in a running joke where Mamiya accuses Onigashira of being a perverted old man despite him trying his best not to make it happen. It’s humor by an old dude, for old dudes. 

Another Genius who Descended from the Darkness?

Given that Mamiya is presented in the manga as “Akagi’s legacy,” the big question that has yet to be revealed is if that’s simply due to her mahjong skills or if there’s some familial connection. Could she be his daughter? She does occasionally have a very Akagi-esque smirk. Perhaps she learned the game from her uncle Shigeru, and now she’s heir to his name. At the very least, she pals around with a now-gray-haired ramen shop-owning Osamu, who remains delightfully mediocre in every way possible—and like the past, he’s mainly there to be a Krillin to Mamiya’s Goku.

I’ll Keep Reading for Now

I don’t think it’s impossible for Mamiya to grow more interesting and robust over time, but Fukumoto’s heroes aren’t exactly about character development, so I’m not holding my breath. The series has also yet to finish its first big match, and without that final masterstroke moment where Mamiya’s presumed genius is on full display, it’s hard to make a solid judgment about the series. I’m going to keep following Yamima no Mamiya, hopeful that it’ll deliver.

The Gamble Is Afoot: Greatest M ~Mahjong Tournament of Eminent Figures~ Volume 2

Greatest M ~Mahjong Tournament of Eminent Figures~ starts with a premise that sounds like something out of a Type-Moon Fate series parody: What if famous figures from history competed in mahjong to inherit God’s position? And while there actually is a Fate mahjong series as well, this one works from the headline-worthy premise of having a cute anime-girl depiction of Helen Keller as the protagonist.

Volume 2 continues the story along largely expected lines: big hands being played by bigger personalities. Helen Keller’s “Miraculous Girl” title and ability are explained as her being able to stand up to even the greatest obstacles through her bond with Anne Sullivan—the moniker actually refers to both of them at once.

The results of the second match are decided off-panel, with a genderswap Toyotomi Hideyoshi emerging from a one-sided victory. While I’m not well versed in Japanese history, I’ve never seen the idea that Hideyoshi was really a woman, so I wonder where this might be going. In any case, the manga goes straight into the third match, which features three big names from France…and the world’s most famous detective.

Le Chevalier D’eon, Marie Antoinette, and Jeanne D’arc are all famous figures (and all three have been characters in anime and manga already), so it’s no surprise that these three would end up in Greatest M. However, for all three to be at the same table is a curious move. Moreover, the fourth seat—Sherlock Holmes—opens up the realm of possible contestants to not just historical figures (embellished though they might be), but also fictional characters. The Fate comparisons stay strong. I’m fond of all the character designs here, especially Jeanne’s battle-weary look, but the depiction of Sherlock is downright theatrical.

This manga could easily wear itself thin, but the third round also introduces the idea of alternate rulesets that can potentially spice things up. In this case, you can give a “Jong Command” and order your opponent to either discard a specific tile, force them to call a discard and open up their hand, or make them reveal their wait. It’s sort of like Go Fish, only the penalty for guessing incorrectly is losing 10,000 points. Especially with Sherlock in the picture, I expect a lot of predicting opponents’ motivations and deceptive strategies. That said, I actually expect there to be a twist, and for Sherlock to not make it through—possibly due to the chaos of mahjong itself. 

At this point, part of the fun of Greatest M is seeing just who will compete. What are the odds of Jesus showing up…?

Helen Keller’s Impeccable Riichi Defense: Greatest M ~Mahjong Tournament of Eminent Figures~

Greatest M ~Mahjong Tournament of Eminent Figures~ is a manga about Helen Keller playing Japanese mahjong co-written by one of the creators of Kakegurui. No, seriously.

If that’s not enough, it’s actually about Helen Keller competing against other famous historical figures in order to determine who will become the next God, as the current Almighty has decided to retire and needs a successor. The solution, provided by other deities: use a test of luck, i.e. gambling, to determine who is best suited for the role. Also, contrary to mainstream conceptions, He is actually a She, and basically acts like a Japanese idol—it’s unclear if that last bit of irony is intentional.

Over-the-top mahjong manga is not all that uncommon. Saki is about yuri and ridiculous mahjong feats. Mudazumo Naki Kaikaku: The Legend of Koizumi is about superpowered politicians instead of superpowered lesbians playing the game. Greatest M is no exception, and indeed bears considerable resemblance to Mudazumo in many ways. But while the essence is very similar, this particular manga presents its players’ abilities as only seemingly magical. No one’s bending reality to cheat—they’re just so impressive that it looks that way. 

For example, one of Helen’s opponents is the Japanese artist Katsushika Hokusai (famous for “The Great Wave Over Kanagawa”), and while it seems like he can see what every tile is going to be, it’s actually because he’s such a master of capturing everything in a single moment that his observational skills allow him to metaphorically “freeze” time. As for Helen herself, her life spent both deaf and blind makes her skilled at navigating tricky table situations, owing to the strength she possesses to move forward in total darkness. 

I should mention that I’m merely assuming that Helen Keller is the main heroine of the story because she’s on the cover of Volume 1, and it’s been promoted on Japanese manga news sites as the series featuring Helen Keller playing mahjong. Given the tournament format of the story, it might very well be Zhuge Liang who goes ahead. Because Helen would be the most intriguing protagonist, my hopes are that she remains in the spotlight, not least of which is because the manga’s portrayal of Helen’s teacher Anne Sullivan is absolutely perfect.

Greatest M is a fun manga and I like the not-too-serious matching of wits and deception that comes part and parcel with a manga that depicts both theatrical competition and the game of mahjong. I’m not sure how those with disabilities might regard Helen Keller’s portrayal—both in terms of her being a cute anime girl and how her blindness and deafness is depicted in the series. Nothing seems especially offensive to me as of yet, but it is curious to see her drawn like a blind girl you’d see in an older visual novel. Also, while the first volume is a wild ride, I’m not certain that this series can maintain its momentum before the gimmick runs a little dry. I’m going to keep up with it in the hopes that it goes somewhere interesting, even if it doesn’t include Super Saiyan Hitler as a final boss.

AnimEVO Online and My Return to Mahjong

It’s been about a year since I last written anything related to mahjong, and much longer since I last played on a regular basis. However, now that AnimEVO Online is planning to include Mahjong Soul, a free-to-play internet-based riichi mahjong game featuring anime-style characters. I’ve decided to enter the Mahjong Soul tournament on August 8th.

This means dusting off the old metaphorical mahjong gloves and diving straight into the game I loved (and loved to hate)—only on a relatively unfamiliar platform in Mahjong Soul. Fortunately, there is no “pay to win” here, but mahjong is arguably already enough of an inherent gacha-esque gamble, that I’m not sure anyone would benefit from that. Also, it’s available to play on browsers and on its own app, so there’s a nice convenience factor.

Because I’m just starting out in Mahjong Soul, I’m in the lowest-level rooms, and it’s a stark reminder that riichi mahjong becomes a very different game as you go up against better and better players. Against absolute beginners, as well as those coming in from other forms of mahjong (I’m looking at you, MCR players), the tendency to go for extremely aggressive hands with little regard for defense makes for big crazy swings that are difficult to account for. Against more internet-oriented players who specialize in calculating the odds and knowing the mathematics of mahjong, you can go a bit slower, but this puts you at a disadvantage against the “occult” players who rely on sense, intuition, and deception.

Playing against newbies is somewhat similar to playing Smash Bros. Ultimate online, where the inconsistent environment throws in an element of randomness and chaos that changes how you play the game. There are certain things that you know should work, but lag makes a mess of that notion. In riichi mahjong, three opponents blindly aiming for toitoi (all triplets) simply changes what’s considered optimal play. And one must not forget that mahjong has a heavy luck element, so even the best-laid plans can go awry.

According to my old riichi mahjong panel co-host, Dave, it takes a long time to get out of the lower-level bronze and silver rooms in Mahjong Soul—you simply have to grind it out, no matter your skill level. A part of me worries that I might end up being too accustomed to dealing with low-level play, and thus ill-prepared for the real monsters inevitably entering the tournament. However, as stated above, different degrees of players can drastically alter how a game of mahjong looks, and remembering what it’s like to fight in the Pon Palace can be valuable. Perhaps, in this environment, being able to quickly assess your opponents’ skill levels will be of paramount importance.

For all of you readers who still get hit by that mahjong bug, I hope to see you online. You can register for free at smash.gg.

The “Akagi” Author’s New Mahjong Manga Features an Interesting Lead

Fukumoto Nobuyuki, best known for gambling manga such as Akagi and Kaiji, has started a new mahjong series one year after the end of Akagi, which ran for nearly 27 years in Kindai Mahjong magazine. There’s a twist at the end of the first chapter, however, so read on if you want to know.

Continue reading

Too Good or Too Bad?: Game Balance and the “Ryanpeikou Dilemma”

When playing multiplayer games, we all at some point come across options or paths for victory that are less than ideal. If it’s possible to adjust the rules or patch a game such that the option in question is better or more rewarding, then it might be better for the game. However, sometimes it’s not, and if one has to choose between making a move “too good” or “too bad,” the latter can be the better option for the sake of the overall health of competition. This is what I call the “ryanpeikou dilemma,” after a particular hand in Japanese mahjong.

Ryanpeikou is the older brother of the “iipeikou,” a hand that consists of two identical straights. For example, 123 and 123 both in the same suit would qualify as iipeikou. It’s a fairly common hand in Japanese mahjong, and while it isn’t worth a lot of points the setup for iipeikou is often quite flexible, and so even if you don’t get it you can still be rewarded with something nice.

Ryanpeikou, then, is essentially two “iipeikou”: 123 123 of the same suit with 456 456 of another suit is one example of a ryanpeikou. However, while the two hands are related, ryanpeikou is significantly more difficult to obtain, and in fact in my experience I think I can count on one hand how many times I’ve achieved ryanpeikou. Given the rarity of this hand, it’s understandably worth more (3 han instead of iipeikou’s 1 han), but for the trouble that it’s worth it really is relatively weak. Why go for a ryanpeikou when it’s possible to aim for hands that are easier to achieve and score more in the process?

The issue is that ryanpeikou is a little too weak as a 3 han hand, but would be a little too strong for a 4 han hand. If it’s made too good, and it also has the similar late-game flexibility of iipeikou, then it overshadows many of the other hands around it. Because of the rules of Japanese mahjong, ryanpeikou cannot achieve a satisfying equilibrium of risk vs. reward. At the same time, it would be wrong to get rid of it entirely, because then you wouldn’t be rewarding the player at all.

Buffing in and of itself is seemingly simple enough: all you have to do is make a character or a weapon or spell more powerful. However, the wrong buffs could have unforeseen repercussions, such as over-centralizing the game, and in some cases it might not be possible to deliver the proper buff due to the mechanics or rules of the game itself. So before you ask why a game can’t just make everything powerful, or that it is “always better to buff than to nerf,” keep in mind the ryanpeikou dilemma.

 

Amae Koromo and Her Weird Japanese Speech Patterns

Amae Koromo, demon of the high school mahjong world, is the first major opponent in the manga Saki. Able to oppress her opponents using the power of the moon, her physical appearance is deceptive: though she’s a year older than Saki herself, she resembles a small child, which causes her grief to no end. Those of you who’ve seen the anime and read the manga, however, might not be fully aware of just how much Koromo’s strange mix of naivete and maturity also comes across in her speech.

When Koromo speaks, the two main elements to notice are that 1) she often mispronounces words and names like a child would, but that this is contrasted with 2) she uses a heavy, heavy amount of classical Japanese idioms and obscure, old-fashioned vocabulary. So just as often as Koromo will call Nodoka “Nonoka,” and act like a spoiled brat, she’ll throw in phrases like 黄壌 (koujou, afterlife) and 神算鬼謀 (shinsan kibou, ingenious scheme). Her Japanese is so dense and difficult at times that Japanese people themselves have trouble. If you do a search for many of her lines, you’ll find even Japanese speakers asking, “What in the world is she saying?”

The result is that Koromo comes across as a girl who is very well-read and intelligent, but also sheltered and unaware of what the commoners enjoy. This, as readers of Saki know, is exactly what she’s like.

This site collects Koromo’s idioms up to Volume 8 of the manga, while this one has some other examples of her strange vocabulary. And as always, may the Haitei Raoyue be with you.

Return to Saki Vols 1-2: A Yuri Mahjong Retrospective

saki-reign

Saki is special to me. While I certainly was no stranger to anime and manga when it first aired, Saki (along with Akagi) formed the foundation of my interest in Japanese mahjong. As I learned and improved at the game, my experience with Saki also changed, going from not understanding the nonsense going on to realizing how much Saki mahjong is nonsense (fun, but nonsense nonetheless). I’ve had a lot of fun throwing panels about mahjong and analyzing the amazing powers that crop up in Saki. I also know I’m not alone in this respect: Saki is known for changing the genre of mahjong manga from the exclusive domain of yakuza narratives and hard-boiled intensity to girlish yuri and high school competition. They even made a tongue-in-cheek parody manga about the author!

With that in mind, I recently picked up the first two volumes of the English digital release of Saki by Yen Press. Had I realized the first volume was already out for two months I probably would’ve nabbed it sooner.

Saki is the story of a young girl named Miyanaga Saki who, similar to Takumi’s role in Initial D, has an immense talent for mahjong but is not a fan of the game. She gets roped into her school’s mahjong club, where the class president notices her absurd strength at the game despite Saki’s best efforts to hide it. She eventually joins the mahjong club and starts their path towards the high school championships.

Going over these early chapters (which I had really only seen in anime format), quite a few things strike me as noteworthy, all of which can be summed up by the fact that, at this starting point, Saki is still trying to find its way.

saki-yuri To say that the series did not have any basis in the yuri genre this early would be a baldfaced lie. In fact, the first thing that happens in Saki is Saki remarking on the beauty of her eventual teammate and best friend, buxom digital mahjong warrior Haramura Nodoka. One thing that does fade into the distant background, however, is the sole male club member Kyoushirou, who seems to start the series as a kind of male audience stand-in but eventually becomes all but fused with the background. I think at this point the series was trying to decide whether it would be more of a harem or more of a girls-only world, and it’s come to lean clearly in the direction of the latter.

saki-haremAnother aspect that’s changed significantly would be the artwork. As creator Kobayashi Ritz’ style has developed, the girls have gotten softer, their features more simplified yet pronounced, and I don’t even mean that only about Dragon Ball Z-esque chest size power creep that has occurred over the years. Some of the girls look very different here than they do in the current chapters of the manga, and both look quite different from the official anime character designs. I personally don’t have a preferred style for the characters.

saki-earlysatoha

I also noticed that the manga actually sets up one of the major opponents for Saki and the rest of Kiyosumi very early on. As seen in the page above, one of the players is clearly Tsujigaito Satoha from Rinkai, which is a really strong school from later in the manga. There are no details about how Satoha basically dismantles opponents with pure skill as opposed to mahjong magic, but she’s there nevertheless.

The last thing I want to say is, as someone who’s approaching Saki with a firm grasp of mahjong now, I can’t quite say how reliable the translation is for those who don’t have a clue. What’s notable is that it mixes official English terms from mahjong in general with a few Japanese-only terms, and I wonder if that helps or hurts, say, people who are only familiar with Chinese or even American-style mahjong. Does that matter at all? I certainly enjoyed the series in its anime incarnation despite a lack of knowledge, but do the still image flourishes of manga have the same impact as seeing the titles fall? Does the electricity of a riichi call work in panels as it does on screen? That’s something for a new generation of Saki readers to decide.

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