What to Buy, Man? Why, a Mahjong Set of Course!

The March gathering of the US Professional Mahjong League was possibly the most exciting yet.

For those who don’t know the USPML is devoted to playing Japanese-style mahjong, which is probably best known for the ability to declare a hand as “ready” or “riichi” in order to score extra points and to clearly reveal yourself as the aggressor. While I was without my usual accomplice on this occasion, I was joined by thedigitalbug, who I believe had heard of these mahjong sessions from my previous posts on the subject.

We played two games total, one east + south game and a quick east-only game after that. The first game was quite intense, with people declaring ron and tsumo all over the place, and not a single round ending due to all the tiles being drawn. I was the first to lose points in the match, getting hit for a decent amount, but my fortune was reversed as I managed to win using a high scoring hand which turned the tables of the match and put me in the lead. Actually, at first I thought my hand was worth less than it actually was, misreading my “junchan” (All sets have at least a 1 or 9 in them) hand as the similar and less valuable “chanta” (All sets have at least a 1, 9, or “honor” kanji on them). On top of that, by declaring riichi and winning instantly off of it, my hand’s score increased further. In total, I netted 12,000 points. To give an idea of scale, for these sessions we start with 29,000 points each and games typically use 25,000.

By the final round I was about 17,000 points in the lead, and the other players were scrambling for second place. With such a comfortable lead, I could have very well ended the game by intentionally dealing into another player’s hand, but thanks to a mix of luck, greed, good reading of the game, and even a fortunate accident, I managed to end the game on a very high note.

For this round, I started my hand with two 8-su (bamboo), which was the bonus “dora” tile. If you have seen Akagi, the “dora” tile was the centerpiece in the final battle between young Akagi and the blind player Ichikawa (in that instance it was the pure white “haku” tile). Seeing another 8-su discarded, I called for it, which, while improving my potential score, also limited its freedom by removing the only pair I had in my hand. Having a pair in your hand is a vital part of winning at mahjong, and I could have very well thrown my only opportunity away.

Things were looking good however, especially because I had two of the “south” wind tiles which in sets of three are worth extra, provided you are playing in the south round, or alternately if you’re sitting in the south position. Both of these criteria applied to me at the time so I would score off of both of these if I won. However, when I looked down, I realized my opponent had already discarded a south tile and I had simply failed to notice it. Silently cursing, I waited for the next opportunity, hoping that the last south tile (there are four total in a set) would fly out of someone’s hand. As luck turns out, the same player who had discarded it previously believed it to be a safe tile and decided to toss it out again. Seizing the opportunity, I called for it, and was one step closer to completing my hand. Now the open parts of my hand looked truly threatening, and the other players were surely aware of it.

In the end though, they were unable to stop me, and with a shout of “Ron!” I won off of a player’s discard. My hand ended up being the following:

Toitoiho (All triplets)
Honitsu (Psuedo-flush)
Bakaze (Round wind)
Jikaze (Seat wind)
Dora 3 (3 bonus tiles)

Which all together looks like this:

A demigodly hand

In total, this hand was worth a “Baiman,” or 18,000 points. Winning like this was a rare and wonderful feeling, like I was actually in a mahjong anime and lightning and thunder had come crashing down as I revealed my hand. Actually, I once again did not initially notice just how much the hand was worth, and had to have someone tell me its true value.

What’s funny about this win was that had I paid more attention in the match, I would have probably called on the first discarded south wind tile, which would have then changed the flow of the match considerably. It was possibly my brief lack of concentration which let me win so gloriously.

After some mutual handshakes and a quick break, we started the next game. Here, I did not do so well, scoring dead last, but I did manage to get one good hand in, and I had better concentration than last time. Previously, I had made the mistake of drinking too much soda, which dehydrated me and wore me down and hampered my ability to focus, but this time I went with a non-caffeinated root beer as well as a bottle of water. I still lost, but at least felt alert the whole way through.

I had a great time, as I do every time, and I don’t mean that simply because I won so hard that I accidentally impregnated a woman half-way around the world. It just reminded me that while online mahjong is certainly fun, the direct human element is irreplaceable.

As for the Pringles, they were available once again, but this time I ate them with a pair of chopsticks. Yes, it was rad.

Now It’s Partially for Consistency’s Sake

Back in 2007 when I first posted about  Mousou Shoujo Otakukei (aka Fujoshi Rumi), I complained about how the price difference between buying the Japanese language version from a Japanese bookstore was nearly at the point where it wasn’t actually worth it. At that point, it was about $8 or $9, very close to the typical $10 price of an English-translated manga.

Now it’s 2010 and six volumes in the problem is bigger than ever. Stopping by Kinokuniya the other day, the price for the current volume is about $10.50, compared to the English releases’ $12 per volume. What makes this sting extra hard is that the death of Asahiya last year means Kinokuniya basically has no competition and can sell its Japanese-language manga whatever price it wishes. Granted there’s Bookoff for low-price manga, but that consists entirely of used books, and I have this strange feeling I’m the only person in New York City buying Mousou Shoujo.

At this point you may be wondering why I’ve stuck with the series even after I said “meh” to its Volume 1, aside from keeping up with the Fujoshi Files. Well, after having read further, I realized that it’s not until Volume 2 that the series and its characters really begin to find their voices. It’s a fun series with nice developments, and I’m eager to see what happens next. Though out of all the fujoshi-themed manga I’ve read so far, I think I like Fujoshissu! best.

Guys We’re Gonna Make America Skinny Again One Poke at a Time


Hi, it’s Machamp with Cross Chop!

The Pokewalker is diabolical.

So the latest Pokemon game, Heart Gold/Soul Silver comes with a pedometer onto which you can transfer Pokemon and take them for walks. As you take steps, you get points in order to do things like get rare items and catch Pokemon. It’s partially designed to curb piracy, as not only is the Pokewalker something that you can’t really pirate, but the cartridge for the game itself has infrared sensors on it, so just having the rom isn’t enough.

But that’s not why it’s so fiendishly clever. The real and more sinister reason is that it’s going to get kids addicted to walking.

Consider the mentality that brought us “gotta catch ’em all,” the mentality that puts small children on the same wavelength as hardcore World of Warcraft players grinding up to max to open up the real game. Now apply it to light exercise. You could very well have kids just going out for long walks practically every day!

To some extent, it feels like saying, “Hey kids, if you get an A on your test, you can get a LEGENDARY POKEMON,” or, “Hey adults, the only way to defeat this super hidden boss is to FILE YOUR TAXES.”

Really, Wii Fit was a nice try, but it’s no Pokewalker.

Mostly Visual Wonders: Oblivion Island

The New York International Children’s Film Festival is known for bringing some of the best and most interesting animation the world has to offer to the Big Apple, and Japanese animation is no exception. In previous years, the festival has brought great works, such as The Girl Who Leapt Through Time and Summer Days with Coo, but usually limited it to only one title, so it was particularly amazing that this year’s Festival had not one, not two, but three anime films.

This last film is Production I.G.’s Oblivion Island: Haruka and the Magic Mirror. It follows the titular 16-year old girl as she searches for her lost hand mirror, an important present she received from her mother years ago, and ends up entering a magical world inhabited by “kitsune,” fox spirits who take everything humans misplace and ignore. Humans are not allowed in the kitsune’s world, but a few unlikely companions make the journey possible.

Unlike the other two NYICFF animated films from Japan, which used some CG but still went for a primarily traditional 2D look, Oblivion Island has the unique distinction of being created almost entirely in 3DCG. While it would be easy to make the film look drab and lifeless, Production I.G. is famous for knowing how to make things look good, and Oblivion Island is no exception. The characters are nice-looking and full of life, the backgrounds are gorgeous, and the use of color as the movie switches from environment to environment are particularly notable. One unusual thing about the movie is that a lot of the backgrounds looked more hand-drawn and two-dimensional than the characters themselves, which made it almost look like the characters were “real people” interacting with a backdrop. While jarring to an extent, it gave the film a unique and welcome look. The only other sticking point might be that the faces of the human characters are somewhere between being anime-style and being humanly realistic, particularly with their mouths, and so tread the deepest regions of the uncanny valley. Overall, the look of the film, particularly the Kitsune’s world where everything is built from discarded human belongings, reminded me a little of Kon Satoshi’s Paprika, though it isn’t quite as visually splendid.

But while the visual aesthetics of the film are top-notch, the rest of the film from a storytelling perspective is nowhere near as good. Most of the characters’ motivations are simple and some hardly get characterized at all. The story is also paper-thin, developments happen too suddenly, and the film occasionally takes a very ham-fisted approach to plot exposition. An example of this heavy-handed storytelling occurs towards the beginning of the movie. The start of the film takes place years before the main story and shows Haruka with her mirror. Minutes later into the film, the now 16-year old Haruka is hanging with her friend from school and asks the friend if she had ever lost anything important to her. It then flashes back to the very scene the audience just saw of Haruka and her mirror, and if that’s not enough to tell you that she’s thinking about the mirror, Haruka then outright mentions the mirror to her friend. It was just unnecessarily excessive and would’ve benefited from better editing.

That said, Oblivion Island still has a number of good, powerful scenes  and moments of poignant character interaction and introspection which draw you into their world. It’s just that the film suffers from “things happen” syndrome and lacks the connective tissue needed to make it feel like one continuous story. It’s an all enjoyable film, but definitely had the potential to be more.

In the end, a lot of the film’s flaws can be pardoned if you just take into account that it is first and foremost a kid’s movie, but at the same time I feel somewhat reluctant to do so as the NYICFF’s other films were also for kids and still had plenty for older audiences and never felt like they were simply advancing the plot along without taking heed of everything that had happened prior. Overall, it’s decent, but it won’t go down in history as one of my favorites.

It’s Easy If You Try: Mai Mai Miracle

If there is anyone to hold responsible for this review of Mai Mai Miracle, it is Japanese blogger tamagomago.

A blogger of anime and manga with a very keen sense of observation, lots of intelligence to spare, and a fount of good ideas, my first real experience with tamagomago was when I translated his essay on the concept of “Otaku Girl Moe.” Since that time, both of us had come into possession of Twitter accounts, and so it was only natural for me to begin following him.

Around late November, early December of last year, I began to notice that, in the vast majority of them (I would say over 90% or so), tamagomago would consistently mention the same thing: Mai Mai Shinko. He would preface his tweets with マイマイ新子妄想, or “Mai Mai Shinko Delusion,” and it was clear that whatever this was, it was quite a big deal to have captured his imagination so. My curiosity was piqued, and after finding out that it was actually a movie he was talking about, I hoped for the day that I too could see it. So when the New York International Children’s Film Festival brought the film over, I felt very fortunate.

Known in Japan as Mai Mai Shinko and the Millennium Magic, it was titled in the US as Mai Mai Miracle (and for the purposes of this review I will be going with the English title). Not knowing what to expect, I went into the theater and came out pleasantly surprised.

Mai Mai Miracle takes place a few years after World War II in Japan and follows a young girl named Aoki Shinko, whose primary characteristics are an untameable tuft of hair and boundless creativity. Shinko’s daily life is changed when she befriends a lonesome new girl in town, Shimazu Kiiko, and shows the quiet and demure Kiiko how to live life to its fullest armed with only two feet and a head full of imagination, while also connecting to her town’s storied history which stretches back a thousand years.

When I say that Mai Mai Miracle is a pleasant surprise, the operative word here is “pleasant.” It has an everyday atmosphere that can only be described as such, and the film, down to its core, exudes a sense of serenity that cannot be escaped even during the movie’s unhappier moments. The story has a clearly intentional meandering quality. There is no real overarching narrative which reveals itself over time, and Shinko’s goals, as much as she focuses on them, shift quite frequently along with her imagination and feelings. One might even say that the movie lacks an “orthodox” cinematic structure, and yet the movie never feels like it’s leading the viewer to a dead end, even when it’s not actually clear what direction it’s taking. Mai Mai Miracle is like a series of vignettes connected by the thread that is Shinko’s daily life and how it is affected by her newfound friendship with Kiiko.

Mai Mai Miracle has many strengths, but chief among them is the characters. This is especially the case for Shinko and Kiiko, but every person in the story, no matter how much or how little screen time they get, feels incredibly human. Some characters get barely touched on, but you can tell that they are going through their own personal adventures and struggles just as Kiiko has in moving to a new town.

The animation in Mai Mai Miracle is very vibrant and fun, though for the most part it doesn’t go for any wild experiments in moving images and keeps everything very traditional. One exception however,  takes place in the early parts of the film, when Shinko is imagining the world of a thousand years ago. Here, crude, crayon-like drawings of houses, animals, and other objects begin to pop up all over the landscape and transform into their “real” counterparts, symbolizing the strength of Shinko’s childhood imagination. But by the latter half of the movie, the technique disappears entirely and we never see that transition again. Most likely the creators thought that doing it in the beginning was enough to imply that it was happening all the time, but I still kind of wish that we saw more usage of creative and abstract techniques, even if it wasn’t this one in particular.

I think Mai Mai Miracle will draw inevitable comparisons to the works of Studio Ghibli, particularly My Neighbor Totoro with its similar themes of moving to a new home and the strength and wonder of imagination, but Mai Mai Miracle can certainly stand up to the scrutiny. It’s a pleasant experience that I would recommend to anyone who enjoys the simple wonders of life and youth.

It’s Okay to Propagate the Idea that “Otaku Girls” are Moe, But…: The Aggression and Difficulty Inherent in Moe

10 Will Get You 10: Megaman 10

Highly anticipating its arrival, I was quick to nab the newly-released Megaman 10 off of WiiWare. After some hard-fought battles, I have emerged victorious and I am now here to tell my tale and give what the fleshnoids call “impressions.”

Just like its immediate predecessor, the 10th game in the classic series is a retro remake, resembling the 8-bit, pixelated style that was once necessitated by technology limitations of the NES era but now exists as a stylistic choice. The wait between games wasn’t nearly as long as the period between games 8 and 9 (which is even longer if you’re counting from the last NES release, 6), so its arrival isn’t quite as impactful, but a welcome addition nonetheless.

What can be said about Megaman 10? Well it’s frustrating, for one, but you already knew that. So did Capcom. That’s why they put in an Easy Mode. But my foolish pride would not let me play Easy Mode, though it was still weak enough to make me succumb to purchasing Energy Tanks to make the trip through the game less aggravating at certain points.

One interesting feature of 10 is the range of playable characters available. Megaman of course is there, and this time Protoman is available from the start instead of being a $2 download. Megaman can’t slide or charge his shots, but has more health than Protoman who can use those techniques, who also sports a new, larger shield than in the previous game. Not content to let the whole “paid downloadable content” thing go, they’re providing a third character in the form of Megaman’s Dr. Wily-created rival, Bass. The angry, villainous Megaman counterpart apparently has the ability to rapid-fire in seven directions, and will be available for purchase on April 5th, 2010. It should be noted that this is the first time that Bass has made a full appearance in 8-bit form, and I must say that his design doesn’t exactly translate well to the NES graphics, especially because he was designed in the SNES era, possibly to take advantage of the technology of the time.

Speaking of which, Bass isn’t the only character to get a retro “downgrade,” but I won’t say anymore.

Megaman 10 bears a lot of resemblance to Megaman 9 in terms of the way stages are laid out, which I think is both a good and a bad thing when compared to the original NES games. In the original games, stages were a series of hazards that came one after the other, getting more difficult along the way overall, but still providing the occasional run-and-gun moments. The recent remakes however, but especially 10, treat the level as almost a puzzle of sorts, where it introduces a basic gameplay concept earlier in the stage and then has you use it later. This is a welcome sophistication which would be all good except that the game is poor at giving moments of respite to you the player.

Let’s look back at (almost) everyone’s favorite, Megaman 2, particularly the Crashman level. The stage is well-designed, but it has no real “gimmicks” to it, and there’s not much danger of falling down a deadly pit. It’s mostly an empty stage but it’s still fun. Compare that to any of the levels in 10, which will consist of tons of enemies attacking, crazy traps, and other such obstacles, and 10 stands as a more exhausting game overall. Again, still fun though.

If you’re really masochistic, there’s a Hard Mode once you beat the game on Normal. I’d personally avoid it, but I hear that the bosses get new attacks in Hard Mode, so I’m highly tempted to work my way through it.

Speaking of the bosses, all of whom can be seen here, I consider them successes on both a gameplay and design level. The bosses are difficult opponents, some significantly moreso than others, but none of them seem outright unfair. Each of them has an effective strategy that can be broken down (or at least worn out via attrition, i.e. Energy Tanks), but it takes time to learn their patterns and tendencies. Some Robot Masters, such as Blademan, primarily fight by reacting to Megaman’s movements, while others such as Pumpman kind of do their own thing. What’s also a nice touch is that having the Robot Master’s weakness isn’t always enough; you have to know how to use it as well. For example, the boss weak to Commandoman’s Commando Bomb is not weak to the projectile itself, but the shockwaves it generates on impact, and in defeating Nitroman with the proper weapon you have to exploit his motorcycle form. It’s a really nice touch, I think. Better yet, once you engage each boss in battle, you get the ability to face them over and over again in the new “Challenge Mode.” As someone who loves bosses in video games but especially Megaman, this is a dream come true.

As for the visual design of the Robot Masters, I think they make perfect sense when you realize that they’re not designed to be Dr. Wily’s minions but rather just random robots that went berserk because of a virus. They’re mostly non-threatening because they’re supposed to seem harmless. Even the most dangerous-looking ones, Blademan and Commandoman, are a museum robot and a minesweeper, respectively.

9 has catchier tunes and better aesthetics overall I think, but Megaman 10 is overall a very fun game and no slouch in those categories either. It’s less difficult than its prequel in certain respects but also much more difficult than others. Again, it’s not quite as big a deal as 9, but it’s got that classic crisp Blue Bomber action, and the ability to fight just the bosses is a very welcome addition, in my opinion making Megaman 10 very much worth the $10, even if it makes you want to punch someone every-so-often.

Everything That is: Summer Wars

In a time where an interactive online community known as “OZ” has become so popular that even the governments of the world participate in it and treat it as a second reality of sorts, a young high schooler named Kenji is roped into attending his classmate Natsuki’s family reunion. When a mishap sends OZ into disarray, its consequences ripple outward into reality, affecting people of all ages and showing that, while everyone has different priorities in life, they can all come together for the common good.

I gave the above description to convey just a little of what Hosoda Mamoru’s Summer Wars is about, but it is hopelessly insufficient on its own, as Summer Wars defies categorization. But to get some idea of what kind of movie it is, perhaps we should first look at the title of the movie itself.  Summer Wars is designed in nearly every way to be a “summer movie,” and I mean that in the absolutely best way possible. When people talk about “summer blockbusters” that “the whole family can enjoy,” Summer Wars is it.

It’s all-encompassing, it’s down-to-Earth, it’s subtle and personal and yet also powerful and grand, simultaneously appealing to audiences young and old and of different values. There’s romance, there’s epic battles, and yet through all this the whole film never feels manufactured. Within the context of the movie, even simple actions take on incredible meaning as you relate to Kenji and Natsuki’s family. The characters are treated with the utmost care, and its story is solid and natural, even if it stems from a digital world.

Often times when a movie or a cartoon portrays any sort of “advanced technology,” it is very clear that the people responsible for these portrayals have no real or direct experience with that technology, but such is not the case with Summer Wars. Whether it’s an old countryside in Japan or the elaborate world of OZ, the animation is gorgeous and sensible and goes a long way in helping to make the movie as strong as it is. Clever art direction in both realms makes both OZ and the real world seem like separate entities, and yet I was never jarred out of the movie when it transitioned between the two. Its integration of various incongruous elements into a cohesive whole is so organic that everything just feels right, just like the entirety of Summer Wars.

In all truth, I almost don’t want to review Summer Wars, as there is so much to the movie that if I were to talk any longer I would give away too much or would risk spoiling the experience of watching it yourself. In fact, if you’ve read this far, there’s a chance I may have ruined the experience for you forever. And I know that Summer Wars isn’t just the kind of movie you can go and see easily, as I saw it as part of the New York International Children’s Film Festival, but if you can get to a theatrical showing or something at a con, I highly recommend you do so.

Speaking of the NYICFF, I had the fortune of being at a showing where Hosoda Mamoru himself was in attendance. After the movie was over, Hosoda went up to the stage for Q&A. I managed to ask him a question about the strong theme of closing generation gaps and his message to people of all ages, to which he responded that it was basically “to get along with one another.” But the real stars of this session weren’t me or Hosoda, but the kids. The children’s questions blew the adults’ questions out of the water, mine included. Many were surprisingly insightful and intelligent, and to me it showed me just how well-made Summer Wars is at communicating to both adults and children.

When I went to watch The Girl Who Leapt Through Time at NYICFF three years ago, I could hear the kids in the theater asking their parents, “What’s going on?” as the themes and topics were perhaps a little too mature for them. But such things did not happen with Summer Wars. Here, you have a movie which allows both adults and children to enjoy it without patronizing or insulting the intelligence of either. To me, that is the clearest sign that no matter your age or origin, Summer Wars is a movie which can keep you riveted through even the simplest of moments.

Passionate Fiery Mahjong 2 – The Dora Revenge Wave

Just as I had in January, this past weekend I participated in another live session of Japanese-style mahjong, aka “Riichi” or “Reach” mahjong. It’s held by the “United States Professional Mahjong League,” but don’t take that name too seriously. These are not a bunch of hardened grizzled tile veterans who have mastered the game.

Since last time I’d done some more reading on the various types of mahjong out there, from Chinese to Korean to the outright outlandish American style (which features “jokers” of all things), and discovered that, for various reasons, Japanese mahjong is considered much more of a defensive game than the others. Not that this knowledge really helped me too much, but it was a new way of looking at the game. It also makes it clear why Akagi is so crazy: when it comes to his chosen game, a game where “not losing” is generally more important than “winning,” as Sub often puts it, Akagi is an incredibly aggressive player.

Speaking of Sub, he was there too, and we played two hanchan sessions together, i.e. the format which takes longer. I managed to do both well and terribly, winning the first session, where my waits were effective, and then hitting dead last in the second session, where I was largely unable to do anything.

Luck factors aside, and mahjong is certainly full of them, the big thing I realized about myself when it comes to the art of tile-slinging is that I have some issues with mental stamina. After a while, I was just making bad decisions because I couldn’t focus. Not to say I would’ve won had I done that, but I could actually feel my concentration slipping away partway through the second hanchan as I struggled to even think of hands to aim for. It’s something I really have to watch out for; maybe I should bring some fresh fruit to the event to keep my brain sharp and ready.

Or I could keep eating Pringles. Speaking of which, isn’t it amazing that the craving for Pringles feels so different from the craving for normal potato chips? I know I’m amazed.

Check Out the Veef Show

As far as podcasts go, the relatively new “Veef Show” is one of the best I’ve found.

Formerly of Destroy All Podcasts DX, Andrew, aka VF5SS, has taken to recording his own one-man show where he lays down his thoughts on specific topics of interest to him, from the Super/Real Robot dichotomy to Star Wars Extended Universe novels. What’s most appealing about the Veef Show though is Andrew’s balanced view of anime, mecha, and other topics, that takes a broad view of the subject at hand and really gets you to understand it, all without feeling in any way elitist or that he’s more about lambasting anime than enjoying it.

I think there are a number of similarities with the way I approach writing about anime, so I think if you enjoy Ogiue Maniax and my blogging style, then I think there is a very good chance you will enjoy the Veef Show.

Hey, You Got Curry On My Fried Chicken! Kushi-Q

Kushi-Q is another Japanese fast food joint located in New York City that I’ve only recently discovered. While their main product is yakitori they do have curry on the menu and the fan of curry that I am I had to try it out.

Before we start though, I have to give a warning to those who want to try it out. There are two Kushi-Q locations in Manhattan, one on 3rd Ave between 45th and 46th, and the other in the Citigroup Atrium on 53rd and Lexington. Only the latter one has curry available, but if you want to try out the stick foods then the 3rd Ave location will do.

Wanting to get the best of both worlds, I got the Karaage (fried chicken skewers) over curry.  Potatoes and carrots as well as a bit of onion mixed into the roux, giving Kushi-Q’s curry an overall mild flavor that I typically expect out of a Japanese-style curry, as opposed to say,  Go Go Curry’s. As far as I can tell there’s no trace of meat or animal flavoring inside the curry itself, and the task of fulfilling the carnivorous desire of the eater falls entirely on the karaage, which is I think the real winner here. It’s not great by any means, but still quite delicious and a relatively good price for a stick of meat, especially from a non-cart-based food vendor. Actually, it’s a pretty good deal for the price overall.

I may be sounding like a broken record, but if you’re deciding between Go Go Curry and Kushi-Q, I recommend Go Go Curry. However, if you’re already a fan of Go Go but looking for a change of pace, or you’re someone who can’t eat meat or dairy (pork and milk are both present in Go Go Curry’s roux), then I think it’s worth checking out.