Let’s Analyze Genshiken Chapter 56

Now that a good number of you have received my Christmas present, I think it’s time we take a closer look at this Chapter 56 of Genshiken. Warning, spoilers follow for the original Genshiken series as well as Chapter 56. You might also want to check out my review of Genshiken.

Ever since Genshiken ended back in 2006 or so, I, being rather fond of Ogiue, wanted to see what the club would be like with her as chairman. If you were lucky enough to pick up the two volumes of Kujibiki♡Unbalance, then you got a glimpse into this future. Ogiue changed hairstyles, using the straight-down style from the final chapter of the manga as her default and only switching to her signature brush head when working on manga. Sue started studying in Japan, and her Japanese has improved by leaps and bounds. Ohno is delaying graduation in order to fend off the real world for just a little longer. And now with this new special, we get to see the next generation of Genshiken members.

From left to right: Hato, Yoshitake, and Yajima

While Ogiue is of course always wonderful and Sue pretty much steals the show with her penchant for references and her skillful impersonation of an American Character in Anime probably the most fascinating part of Chapter 56 is the long-awaited arrival of new blood in the circle. Hato, Yoshitake, and Yajima’s biggest impact on Genshiken is that they make you realize the fact that characters like them were missing from the series all along.

“Well yeah, it’s not like Genshiken ever had a crossdresser aside from that one time with Kohsaka,” you might be saying, but we’ve also not seen a guy who’s on the other side of the doujin fence, so to speak. Yoshitake meanwhile is a super enthusiastic fujoshi unlike any we’ve seen before, even among Yabusaki’s friends or Ohno’s American pals. Yoshitake’s the kind of character who would probably fit in best at an American con. Yajima is kind of similar to Ogiue in personality, except that where Ogiue is often like a blazing inferno kept in check by a thick insulated coating, Yajima is actually just a woman of few words. She also seems to have the most “normal” stance on yaoi, asking Yoshitake to restrain her enthusiasm in public. Her weight also can’t be overlooked, as it gives her an interesting quality in that she feels a bit overwhelmed by the previous generation of gorgeous Genshiken girls.

Much like how Ogiue’s first glimpse of Sasahara as a leader colored her perceptions of him, the three new members of the Modern Culture Society are viewing Ohno entirely as that motherly figure she eventually became, and Ogiue as an authority figure. . It’s all summed up in the scene where Ohno starts to “brag” at the new members about Ogiue’s accomplishments, and it just goes to show how different things can be when the person on the bottom of the totem pole has suddenly reached the top.

And though I said that the most fascinating part about Genshiken Chapter 56 is the new members, I still want to spend some time talking about Ogiue. It is wonderful to see how she handles her leadership role, using her talents and ideas to try and grow the club which she has grown to love over time. It’s great to see her relationship with Sasahara, even if it at times becomes awkward and semi-professional. She’s the Ogiue I remember, and yet still quite different from what she was. She’s matured in her time at college and become more comfortable in her own skin, and it’s just a reminder of why I consider her the best female character, period.

So that’s the next generation of Genshiken. To top it off, let’s go through the references Sue and others make, or at least the ones I was able to figure out. The tricky thing about Sue now is that because her Japanese has gotten better, sometimes she doesn’t make references and instead just speaks actual Japanese, and so everything she says you have to first figure out if she’s taking a line from something or just her own head.

Sue: “Oh no! What an awful room! It’s like a rabbit pen in here!

This is from Kinnikuman Lady, a genderbent parody of the original Kinnikuman. Sue is dressed like Terryman’s female counterpart Terrygirl. Keep in mind that Sue actually says, “Oh no!” in English here.

Sue: Ogiue Chika is mah wife!”

Again from Kinnikuman Lady. In the Japanese version, Sue is imitating the Terryman-style of Janglish by saying “Me no yome” instead of “My” or “Ore no.”

Ohno: “I really wanted to be Robin, though.”

Kinnikuman Lady once again, as well as her cosplay.

Kuchiki: “Ramen Angel P (etc.).”

Ramen Angel Pretty Menma is a made-up visual novel/ero game in Genshiken. Sasahara really likes the series.

Sue: “My harsh remarks are made by transmuting…”

A line by Senjougahara Hitagi from Bakemonogatari.

Yuki x Shige

I’m not sure if this is just a made up series or not, but I suspect it’s Sengoku Basara-related.

Sue: “My name is Ogiue and I hate otaku!”

This and the followup is of course from Ogiue’s infamous introduction.

Sue: “Rararame.

Again from Bakemonogatari, but this time Sue is referencing the character Hachikuji Mayoi. The entire gag following this is an extended Hachikuji reference.

Snapple Pricking Gheam

A parody of the Zan Sayonara Zetsubou-Sensei OP “Apple Picking Beam.” In Japanese, the original song is “Ringo Mogire Beam” while Genshiken wrote it as “Bingo Mobire Geam.” According to the Genshiken timeline this show shouldn’t actually exist yet, but we’ll let it slide.

Sue: “Yahhh! Your house is haunted!”

This is a line from My Neighbor Totoro.

That’s all. To Genshiken. May it get another anime adaptation to finish its story. May Kio Shimoku feel the desire to revisit these characters again. May Angela and Sue get their own most excellent American spin-off.

Actually, one last question to you all: should Hato be considered for the fujoshi files?

THERE’S SO MUCH KNOWLEDGE

Back when I reviewed Anne of Green Gables I mentioned that I had never read the books, and had purposely avoided doing so in order to not make constant comparisons to it. Just the same however,  I would not have made a mistake either had I chosen to read it in advance to prepare for the anime. It would have been a way for me to further understand an anime, and even now I fully intend to read the original novels. Thinking along these lines, I sometimes feel overwhelmed by how information leads to other information, and the limited amount of time we have to explore it all. I know we live in the Wikipedia generation and all, but it still feels rather daunting.

As an example, some time ago famous French comic artist Moebius made a statement that manga was like a “disease” in the sense that it spread into the culture of France while French comics were not able to return the favor in kind. I wanted to write an analysis of his statement, but then realized my knowledge of French and European comics is nowhere near extensive. The amount of Tintin I’ve read is sparse, I’ve only barely looked at Sky Doll, and for that matter I’ve never actually read Moebius’ work! “So I’ll read more European comics!” I said to myself, only to realize that time spent reading European comics is time not spent reading manga. That’s okay of course, but I feel like there’s little chance I’d be able to dive into European comics the way I have with manga where my enjoyment extends into every nook and cranny like I’m eating a Japanese English muffin.

Then I remembered how common the idea of “fully understanding something by extending beyond the immediate material can be.” With anime alone, you have a show like Gurren-Lagann where enjoyment of it increases when you realize just how much it’s paying homage to giant robot anime of the past, when you understand what it’s saying in response to the past. Going from there, do you research Japanese cinema because of its obvious connection to Japanese animation? Cinema as a whole? The technology of animation? Japanese woodblock prints for manga? The history of warfare in Asia? Do you look at the history of fine art in relation to commercial art in relation to animation? How about the fact that many famous works are adapted from novels and old literature? That’s not even accounting for series which incorporate elements from other parts of the world.

It’s like there’s this elusive “next level” of knowledge that people like myself try to reach, only to realize there’s millions of other mountains we could have climbed. There’s still time to get down and climb another, there’s still time to just walk at the base of each mountain and look up, but it’s impossible either way to get a full view of it all.

Phew. Maybe I’ll go check out some triptychs.

2000-2009 Part 1: Looking Back


Ogiue Chika, Goddess of the 2000s

Introduction

We are on the cusp of a new decade, and with such a benchmark on the way it’s only natural for people to reflect on the past, to review what has happened to them and everything they care for. Anime and manga fans are no exception. After all, it’s normal for us to assign certain traits to specific periods of anime and manga, whether it’s nostalgically remembering the “time when anime was GOOD” (which depending on your mileage can be pretty much any period) or analyzing the trends and developments in anime from decades prior, and to really be compelled to fight for the medium we love. Anime and manga thrive on emotion and reflection, and we love it for that reason. With all that in mind, I asked myself a question.

“How will this decade be remembered in the eyes of future anime fans and scholars?”

After much thought, I decided on nine ideas in total which I feel are significantly representative of the 2000s.

The Dawn of Digital Animation and the Proliferation of CG

For about as long as there has been an animation “industry” to speak of, cartoons were done on cels, painted and layered by hand, resulting in a cost-intensive and laborious process. When graphic technology progressed far enough that it became possible to animate shows “digitally,” it’s no surprise that the Japanese Animation industry, known for its significantly lower production costs compared to western counterparts, would by the early 2000s embrace this change. As of today, about the only cel animation holdovers that still exist are Sazae-san and Ponyo. Going hand in hand with the switch to digital is the increasing usage of cg and 3D graphics in anime, again generally as a cost-saving measure. Though 3D graphics in anime have been around since the late 80s (see Char’s Counterattack for example), it was the 2000s where it became a common sight.


Athrun Zala from Gundam SEED (left) and Gundam SEED Destiny (right)

The unique properties of the digital format influenced every aspect of animation production and aesthetics. Looking at character design for one example, characters are made to be colored digitally now and their features are drawn in ways which facilitate digital animation. As such, the impact the switch to digital has had on anime cannot be underestimated.

Digital Anime is a little over 10 years old now, which is a lot of time and yet not very much at all, and this decade has seen it go through some serious growing pains. In particular, it’s gone under scrutiny as critics from every level of anime, from the highest industry intellectuals to the fans, have pointed out how much it isn’t cel animation. Personally speaking, the classic example of awkward digital animation for me is Gundam SEED, where characters in zero-gravity environments looked like cut-outs awkwardly motion-tweened against a background, something which improved with SEED Destiny. Over time, animators have become more adept at using these “digital shortcuts” more effectively, and now just as you have people championing the days of cels, you also have people who think that digital animation is inherently superior.

The real answer of course is that each has its own strengths and weaknesses, and that it’s best to understand that, but that’s another talk for another day.

Character Over Story

Though there are still plenty of series which try to tell stories and have greater themes, the overall trend over the past few decades has been an increasing focus on the characters in those stories and to view them on a very personal level. While Evangelion is often marked as one of the major points where character emphasis began to supercede story emphasis, it is after 2000 where story truly begins to fall by the wayside. Taken to the extreme, these shows focus everything on intimate character portrayals with little to no narrative progress, eschewing narrative entirely, effectively creating a time capsule where characters are defined more by their static qualities than their active ones. Putting aside slice of life shows such as Hidamari Sketch and Azumanga Daioh, even series such as Haibane Renmei and Eureka Seven which place great emphasis on the grand scope of the world tend more towards the personal. The Melancholy of Suzumiya Haruhi in particular is a show whose story and events are more backdrops to display the characters and their workings.


Suzumiya Haruhi and the SOS-Dan

Essentially, this decade of anime and manga has been very much about “getting to know the characters” and treating them as “real.” Sometimes you’re a voyeur, peering into their most private moments. Sometimes you’re a close friend who gets to see them as they really are. In every case, it’s as if the goal is to have an anime viewer see a character and say, “I know what you’re really like.”

Moe

I could discuss moe all day long, but that’s not as important here as the fact that it became such a publicized word in anime fandom around the world. Whatever moe “is” or “is not,” in this decade it was clear that fans wanted it and that companies were eager to sell it.

While the word had been used prior to 2000 (such as in the 1999 visual novel Comic Party), it was after 2000 that the concept exploded and transformed into the beast that everyone knows and loves (or loves to hate). Moe became a buzzword, a rallying cry, and a point of contention as people inside and outside of the industry, as well as fans new and old, debated the effects that the popularization and push of “moe” had on the industry, the art form, and the people. The best example of how far the idea has reached would probably be the fact that Pokemon of all things featured a cute, spunky female character named “Moe” who had a crush on Satoshi/Ash.


Moe‘s name is also a pun on her usage of Fire-type Pokemon

At this point, it seems that moe has reached the height of its popularity and will become a genre that can be utilized in part or in whole. I suspect it will still be revisited in the future, but never again will we have this “moe mania,” perceived or otherwise.

“Softened” Character Designs

Chalk it up to “kawaii” or “moe” or “digital animation” or “influence from visual novels” or anything else, but character designs became softer in the period of 2000-2009. What does “softer” mean? It means rounder facial features, it means smoother curves on characters, it means subtle changes to color palettes that give off a sense of warmth, even in shows where you might not consider that appropriate. That’s not to say of course that “soft” character designs never existed in prior decades, but it was never to the same degree, and it did not seep into nearly every level and genre of anime in existence as it has here. It’s not just the Dengeki Daioh shows which went through this transformation.

It would be very easy to show you a picture of some gruff, manly shounen anime from the 80s and then put it next to something more modern and have people go, “Wow! That’s so different!” but there would be too many variables there, such as the inherent styles of the artists. Instead, I’m going to use a more subtle example.

Suzuki Mikura, Mezzo Forte (left), Mezzo Danger Service Agency (right)

Mezzo Forte is from 1998. Mezzo Danger Service Agency is from 2003. Both character designs are by the same person, Umetsu Yasuomi (who also directed both shows), and both of them are supposed to be the same character as well. Now Umetsu was always known as a skilled animator and character designer whose style leaned a little more towards the realistic side of things. And yet, look at what a difference five years make! If someone like Umetsu felt the winds of change to this extent, I think you can see what happened to character designs in anime as a whole.

Otaku in Fiction

Like many things on this list, the idea of otaku appearing in anime and manga isn’t new or unique to this decade, but the 2000s were when the concept exploded. While you had a handful of works in the previous decade, most notably Gainax’s Otaku no Video, the period from 2000-2009 saw such a growth of stories centered around otaku that it’s difficult to keep track of it all. Genshiken, Welcome to the NHK!, Lucky Star, Fujoshi Kanojo, Otaku no Musume-san, Rabuyan, Mousou Shoujo Otakukei, Tonari no 801-chan, Akibakei Kanojo, and of course Densha Otoko are among the many works which have thrown anime and manga fans into the fictional spotlight. Densha Otoko requires special mention, as its supposedly true story was partly responsible for Akihabara receiving much more mainstream media attention than in the past.

Not only are there stories about otaku now, but the “otaku” and the “fujoshi” have themselves become archetypes used in anime and manga. Go back to previous decades and only rarely will you find an otaku character who’s called an “otaku character.” Rarer still will you find them as main characters. The establishment of the otaku and fujoshi as character types in the world of anime, manga, and beyond is arguably a bigger impact than simply having works centered around otaku. Sanzenin Nagi would most assuredly have found a difficult time existing prior to this decade.


Sanzenin Nagi from Hayate the Combat Butler, Otaku Heroine

The arrival of the “otaku hero” is itself indicative of the increasing desire to appeal towards otaku. Just like how many shounen heroes are designed to appeal to kids by being more like them, otaku heroes are created to market towards anime and manga fans, to make it easier for them to relate to the characters and world of the story. At least, that’s the intention. Actual results have varied.

Greater Reverence for the Past in Remakes

Every decade has its remakes of famous and beloved works from the past, but there was something different about the way the 2000s went about it. In order to show just exactly what that difference is, we’re going to take a trip back over 40 years and start at the beginning.

In the 1960s a black and white cartoon called Tetsujin 28 appeared on Japanese television. Taking place in that era (or in “2001” if you follow the Gigantor version), the show followed a boy detective named Kaneda Shoutarou and his remote-controlled giant robot “Tetsujin 28.” He would traipse about the world in his plaid suit and short shorts, righting wrongs and fighting crime, and the show was very popular among kids.

In 1980 someone decided to revive the franchise and Tetsujin 28 underwent “modernization.” Referred to either as New Tetsujin 28 or Emissary of the Sun Tetsujin 28, the new anime sported updated redesigns for both Shoutarou and his trusty metal companion, with Shoutarou ditching his semi-formal wear for an open button-down shirt over a striped t-shirt and Tetsujin 28 slimming down and gaining more “realistic” human proportions. The art was less like its predecessor and more like the other anime coming out at the time.

The series was remade again in 1992 under the title Super Electric Robo Tetsujin 28 FX. Taking place many years into the future, the main character this time around was the son of the Kaneda Shoutarou. Kaneda Masato looked completely like a 90s anime character, sporting wild spiked hair and trading in the old remote control for a remote control gun. The new Tetsujin 28 meanwhile was the biggest departure yet, with its massive armored frame, oversized shoulder pads, and angular features. One look at this show and its designs, and you would be able to determine its time frame almost instantly.

Then in 2004 another Tetsujin 28 was announced. Would the story this time be about Tetsujin 28 fighting terrorists in the 21st century? Would Shoutarou’s be changed into a bishounen? Just how would this Tetsujin 28 update itself? The answer, it turns out, is by revisiting post-war setting of the original anime and manga, putting Kaneda Shoutarou back in his suit and short shorts, and returning the titular robot to its round and cumbersome-looking original design. The main difference was, this time around they could tell an on-going story that wasn’t possible with the episodic nature of the first anime.


Tetsujin 28, 60s (top-left), 80s (top-right), 90s (lower-left), and 00s (lower-right)

 

Here we see the level of reverence that animated remakes in the 2000s have for their source material. As cool as Sugino Akio’s Black Jack from the OVAs looks, it’s more a Sugino design that it is an adaptation of the Tezuka version. Whether it’s the new Black Jack, the new Towards the Terra, or the new Glass Mask, these remakes over the past ten years have all derived their aesthetics from the originals and tried even in their updated redesigns to capture their visual essence, as opposed to re-envisioning the characters almost entirely to fit in with the current trends of animation. Re: Cutie Honey in particular is a prime example, when comparing its opening to the original’s. Even adaptation of 90s series such as Itazura na Kiss and Slayers Revolution went about trying to capture that 90s anime “feel.”

Overall, this decade has done a much better job at looking back then the decades previous, but that might just be because anime is old enough at this point for that to happen in a proper fashion.

The Kids’ Manga of Yesterday is the Adult Manga of Today

Tying directly into the remake reverence, nostalgia for anime and manga has become a greater factor in the industry than it ever has in the past, and it has everything to do with appealing to the adults of today who were once kids. As with the example of Tetsujin 28, the revivals of today differ from the revivals of yesteryear in that while the previous ones tried to update the series for the kids of that era, more current series tap directly into the adult market who have a longing for the anime and manga of their childhood. Whereas Kinnikuman and Hokuto no Ken ran in Shounen Jump (the current home of One Piece, Naruto, and Bleach), Kinnikuman II (1998) and Souten no Ken (2001) run in adult magazines high on nostalgia.


Hokuto no Ken’s Kenshiro (left), Souten no Ken’s Kasumi Kenshiro (right)

Nowhere is this more evident than in the way the super robot genre has been approached over the past ten years. Arguably starting with 1997’s Gaogaigar and its realization that adults are watching this kids’ show, super robots have tried to tap into the childhood of those 18 and up. One only has to look at Gurren-Lagann, Godannar!!, Koutetsushin Jeeg, New Getter Robo, Shin Mazinger, Aim for the Top 2 and others to see this trend. While not all of these shows go out of their way to alienate new viewers (and shows such as Gaiking: Legend of Daikumaryu try harder to focus on a younger audience), they are still homages to the themes and tropes of decades past, trying to attract yesterday’s fan today.

 

Accelerated Access to Anime

Looking at the way we watch anime and read manga now, with our streaming videos, official online comics, torrents, rapidshares, and just ease of access to the product, it can be easy to remember that there was a time when getting any anime at all was a diffcult feat, and any show we saw was many years old at that point. But let’s not step back too far, and just consider the fact that there was a time before stores had “anime” or “manga” sections where you could easily buy the latest volume of your favorite series (or not buy, as the case may be).

Speed of information. Speed of communication. Speed has defined this decade as a whole, let alone in the realm of anime and manga, but it’s in the easy access to large amounts of media that anime began to feel like a juggernaut. On the up-and-up, you could buy anime DVDs and manga in mainstream stores and chains, or watch anime about fighting with monsters on Saturday Morning cartoons, or catch Cartoon Network’s Toonami and Adult Swim. On the illegitimate side of things, people began to produce “digisubs,” obviating the need for VHS fansubs and tape-trading. IRC downloads gave way to Direct Connect, which was succeeded by the Bittorrent, which in turn was overtaken in popularity by a new website called YouTube, which ushered in an age of streaming video.


The ease with which we could find anime made the world feel a little smaller

At anime cons, industry representatives have talked about how Bittorrent, while significant, didn’t cut into their revenues nearly as much as streaming video had. Streaming anime was fast, easy to understand (no “What’s a Torrent?”), and of course it was free. That’s why so many companies are trying streaming video right now; they know that this is where people are turning and they want to get something out of it rather than trying to squash it entirely. Even the Japan side is getting more savvy about this, with Bandai Channel getting into the mix and the rise of Nico Nico Douga. Now we actually have shows which are accessible to international audiences at nearly the exact same minute as a broadcast in Japan. And ironically, some people have shown that it’s still not fast enough.

The Ups and Downs of Internationalization

Back in 2000 I saw the second Pokemon movie on opening day, as I had with the first movie. I distinctly remember it being the summer of 2000, seeing as how the English title for the movie was Pokemon 2000 and all. But as I sat in the theater with friends that morning, I looked at the entrances for a moment and then…they came. Children flooded the theater, seeping into every row and every seat that they could like a single Pikachu-loving blob. In a couple of minutes the theater was packed. This was Pokemon. This was where anime had gone.

Then years later I went to see the 5th movie, starring Latios and Latias in theaters. Once again it was opening day, but this time I was the only person in the theater. Looking back, this should have told me everything I needed to know about the life of anime and manga in this decade.


The Pokemon movies from 2000 and 2003

The anime and manga industries of today struggle as their peers and rivals fall victim to a mix of overzealousness, bad decisions, and a market that just isn’t there even though they wanted it to be. But whether there was ever any actual success, or whether it was built purely on kindle and gumdrops from the beginning, the fact that these companies were even around to be eliminated, the fact that someone could actually think an “Anime Network” would succeed, the fact that another person would think, “We have to make our cartoons more like that anime stuff,” the fact that Anime and Manga could even give the impression of “Making It Big” is amazing in itself.

Conclusion

Anime and manga in the period from 2000-2009 has undergone changes in almost every area imaginable, from the way it’s watched to the way it’s created, from storytelling styles and character aesthetics, to perceptions of the past and the future. Whether it’s for the better or worse, I think ultimately history will have a neutral opinion on this era as the good inevitably came with the bad.

While these changes have been quite major, they do not exist in a bubble separate from history, and if you look closely you’ll find strong connections going back to the earliest days of anime and manga that continuously resonate from past to present. And in a way, this decade was not so different from the ones previous to it in the sense that every decade has brought with it changes to how anime is perceived, received, and produced. What’s different this time though, is that everyone around the world can see them more clearly and talk about them with ease, as we are doing right now.

So that’s 2000-2009 and the look back. Get ready for Part 2, where I talk about where I think anime and manga will be going in the coming years.

I Should Read More Light Novels

With the increasing number of anime and manga coming out over the past few years that are based on light novels, I feel like my lack of knowledge regarding them is hampering my understanding of anime and manga. Most of the time they aren’t even that difficult and I can get by more or less fine with the Japanese ability I have already, but something tends to draw me more towards the anime and manga sections at Bookoff.

Speaking of, Bookoff has a rack of 50 cent light novels, and I’m occasionally tempted to pick a few up, but then I worry about getting through the entire novel, looking up words I might not know, getting to the end, and then realizing the book wasn’t that good. It’s happened before, and I dislike being in that awkward position of trying to justify my enjoyment of something just because I put so much effort into it. And as for English-translated light novels, I need to find something that’s actually well-translated, as many of the ones I’ve read have been awkward in their localization.

It’s an odd predicament which doesn’t occur as much for me with anime and manga, as I’m eager to take in the bad with the good, and it’s maybe because I can sense my lack of  a firm foundation in the area of light novels and it makes me hesitant. On the other hand, it might be fun to just kind of jump in uninhibited and free, grabbing whatever I can and devouring it, like when I first became an anime fan.

I also spotted some of those Naruto books for kids the other day, which are just prose describing more or less what happens in the manga. I read a few pages and came to a single conclusion: I enjoyed the writing more than I did Twilight.

Megaman = Onizuka, and a Look at Robot Master Sprites

That is to say, today Megaman is 22 years old. Happy Birthday!

Actually, had I known that his birthday was coming up, I probably would have saved my post about Megaman 10 for this occasion. Still, there’s plenty to talk about regarding Rock and the various mechanical adversaries he faces on a daily basis. One such topic is the art of sprites, and today I’m going to explain one of the interesting trends that occurred as the Megaman series progressed on the NES.


From left to right: Cutsman, Gutsman, Iceman, Bombman, Fireman, Elecman

If you look at the first Megaman game, the Robot Masters had the same basic physical frame as Megaman himself, Gutsman excepted. Over time however, the Robot Master sprites as a whole became larger and more detailed. No doubt this is to some extent due to the improvement of the technology within the NES cartridges, but there was a greater discovery that happened over the course of the series, one artistic in nature.


From left to right: Metalman, Airman, Bubbleman, Quickman, Crashman, Flashman, Heatman, Woodman

What makes larger characters like Airman and Woodman look less chunky than Gutsman? Take a look at their limbs, particularly in the legs. You’ll notice that they’re all colored black, at least before the knees and elbows. Some time in the production of Megaman 2, Inafune and the others working on the game must have discovered that by giving the Robot Master sprites black limbs, it would allow for Robot Masters with larger bodies to have arms and legs that did not look either overly thick or too spindly. It’s also what gives Quickman the ability to bend his knees better for cool poses. By the time Megaman 3 rolled around, every Robot Master had black limbs, and was designed to be larger than Megaman.


From left to right: Needleman, Magnetman, Geminiman, Hardman, Topman, Snakeman, Sparkman, Shadowman

The reason black has such a slimming effect on the limbs (outside of real world settings, I mean) is that the outline of the sprite is already black, and so when a different color is used our eyes tend to focus on that color and use the black as an outline, but when the limbs themselves are entirely black we view the entire leg, outline and all, as a solid block. There are still cases where a Robot Master might have non-black limbs, or cases where the arms aren’t black but the legs are, but you’ll notice in almost every case that it’s from a desire to make one set of limbs look “bigger” than the other.

Let’s use a more recent example, Plugman from Megaman 9, who has black legs and gray arms. I’ve altered his sprite twice, once to show him with black limbs only, and once to show his limbs as gray.

Plugman and Variations

You’ll notice that when I made his legs gray, it altered the perceived angle that his legs are bent at as well as making the outline around those legs more awkward looking, and also that when his arms are black your mind regards them as just a little bit thinner. It’s kind of subtle, but at the same time when it comes to something like an 8-bit sprite, one pixel can mean a lot, as in this case where it comprises about 25% of the width of a single thigh.

So there you have it. To another 22 years of Mega goodness, to another 22 years of smart and effective sprite work.

MMM… Megaman 10

Megaman 10. That’s 10 Megamen. Actually, more like 50 or so, but hearing news that last year’s retro revisit of the classic franchise is getting a sequel brought joy and happiness to this anime blogger. There’s a lot of positivity and negativity floating around because of the announcement, and I want to just talk a little about it, go through some of the things that pop up in my head when I read these conversations.

The Megaman series is very special to me. If I had to pick a favorite classic NES series, the Blue Bomber’s exploits would be it. I even wrote an entire post about it  where I talked about the way its graphics affected me.

Two of the most frequent criticisms I saw leveled towards Megaman 9 were that its mode of play and concept of difficulty was a relic of older times that should have stayed buried and that it was a cheap cash grab that fell back on a tried-and-true formula with little innovation and a gimmick to tug at older player’s feelings of nostalgia. While there’s no way to play Megaman 10 at this point, it’s a fairly safe bet that the former complaint will resurface, while the latter’s already being tossed about.

Is there any merit to these criticisms? Well sure, Megaman‘s idea of difficulty falls under the banner of “NES-difficult,” an unofficial term which describes the days where games could be brutal and unforgiving and would often require you to play many times over before you started to get the hang of it. Megaman was particularly cruel. Whereas a game like Super Mario Bros. would place an item somewhere in order to give you some respite, Megaman had a somewhat frequent tendency to deceive, placing items as bait to lure you into inescapable death traps. That’s how Dr. Wily rolled, and whether you could handle that or not was key to whether or not you enjoyed those games.

As for the whole cash-grab thing, I can totally believe that, but that doesn’t diminish the amount of effort that was put into 9 and that I assume will be put into 10. It’s also easy to attack the use of 8-bit sprites as a “gimmick,” but when you actually sit down with a Megaman game you realize just how significant the graphics are towards the gameplay. Yes, what I’m saying is that in this case graphics matter, just not the advancement of graphics. And this is coming from someone who played the hell out of Megaman 8 on his Sega Saturn. I loved how bright and lush that game was, I loved how hitting the bosses with their weaknesses would cause unique effects and animations. I even tolerated the JUMP JUMP SLIDE SLIDE rocketboard sections. But when I went back to the NES Megaman games and Megaman 9, I could really feel the difference that those simple (yet still very good-looking) 8-bit graphics made. They were graphics that assisted the gameplay immensely. Same goes for the music. Try as they might, I’ve never heard a remix of an NES Megaman song that I liked more than the original, and that includes live bands like “The Advantage.” They’re songs that work best as video game music.

Megaman 9 was a look back at things that the series did right. While constantly moving forward in the name of progress is great and all, sometimes a look backwards can be just as important, as it can teach you what to keep and what to discard. Many people called it the best Megaman since 2 and I’m inclined to agree.

So yeah, I’m looking forward to Megaman 10. I hope they make Protoman more unique, rather than just him being the “challenge” character, and I’m eager to see who the third playable character will be. Maybe it’ll be Roll, hot off her victory over Gold Lightan. Or maybe it’ll be Bass making his first non-cameo 8-bit appearance. Better yet, let’s get some multiplayer up in here. If New Super Mario Bros. Wii can do it, why not?

Kiddy Girl-and Reverse Peer Pressure

I liked Kiddy Grade. It had nice character designs, an intriguing plot, and even though it fell apart by the end (something that would become a signature-of-sorts for its studio GONZO), I came away from it satisfied overall.

So when the sequel came out, I was quick to get the first episode of Kiddy Girl-and, and I found it okay but not great or memorable, kind of like the original series’ first episode. But then for some reason I didn’t watch the next episode, or the one after that. After a while, rather than continuing off from episode 1, I looked around for others’ opinions on the show, and nearly unanimously the response I got was “it’s terrible, even for Kiddy Grade.” Oddly, this did not cement my decision to ignore the show entirely, but rather actually prompted me to get another episode with the intent of continuing just a little further.

Why did their negative reviews make me want to watch it more? It felt like a combination of wanting to make a judgment on a work more directly, making sure I wasn’t writing a show off entirely based on the opinions of others, and maybe a twinge of morbid curiosity. As Daryl Surat will tell you, every time he tells someone not to watch Odin they almost inevitably disobey. I’m not sure if it’s that simple, but I think it plays a role in how I’ve approached Kiddy Girl-and, but it’s a mindset that has perhaps transformed into a form of “reverse” peer pressure.

Let’s say everyone you know hypes up a show to be the greatest anime ever. When almost everyone is touting this new show to be the best thing since Instant Sliced Brownies there’s a chance you might get this little voice in your head saying, “If it’s THIS popular, something’s gotta be up.” You start to wonder if it the work is “overrated.” Ask any person who dislikes Haruhi more because of the fanbase and less because of the content of the anime itself.

I think that’s how I feel about Kiddy Girl-and but in the opposite direction. With so many people telling me how not-good a show it is, it intrigues me further into watching, especially because its perceived awfulness wasn’t entirely apparent from episode 1 (as opposed to say, Akikan, where its level of quality was immediately recognized).

John Rambo and Sorrowful Warriors

In a prior discussion with Sub of Subatomic Brainfreeze, he brought to my attention the existence of a Sega-made Japanese arcade game based off of Rambo. Yes, the 80s Sylvester Stallone movie franchise. He told me all about how indicative the game was of how the Japanese perceived the movies and John Rambo as a character, and upon further thinking it shed light on a difference between Japanese and American culture.

According to Sub, the narration in the Rambo Arcade Game places great emphasis on how “sorrowful” John Rambo is as a person, and this idea of Rambo carrying great sadness within his stoicism is repeated throughout. Well of course that makes sense. This is the same culture which gave us Kenshiro, and Kenshiro is all about being a stoic hero who is full of emotion within.

As far as either of us could tell, in Japanese fiction stoicism acts as an indicator for emotion and sorrow, which contrasts greatly with the American idea of the expressionless badass, who while not entirely without emotion tends to be “unmoved” by traumatic events or the plights of others, though still willing to do the “right thing.” Their tears are not allowed, as they are a sign of emasculation.

I thought about the concept of the “sorrowful warrior” and any portrayals in Japanese entertainment thereof, and I recalled one in particular: Sol Badguy.

Sol is the hero of the Guilty Gear series of fighting games, and his character is quite reminiscent of Joutarou from JoJo’s Bizarre Adventure. He doesn’t talk much, is quite aloof, usually has a hardened expression on his face, and is incredibly adept in combat. It’s easy to see him as just a guy who knows what he wants and acts on his own, but then I remembered a significant fact about Sol Badguy.

As with many fighting games, characters in Guilty Gear have their own theme songs/stage background music, and Sol is no exception. The Guilty Gear series took it one step further and gave all of the characters vocal versions of their respective themes, and the first lyrics in Sol’s theme song say it all:

He’s a sad soldier.

I have to wonder, is it the case where whenever Japan and America see the same stoic badass hero, each ends up having a very different perception?


Otaku Diaries and Fans on Fans

This month, the Otaku Diaries look at possibly their most interesting topics yet: how anime fans perceive anime fans, the idea of fandom as a community, and our terrible/awesome sexual fetishes manifested in 2-d form. Have you ever been ashamed of other anime fans? Well you’re not alone, as the majority of the people surveyed by the Otaku Diaries believed the same thing. Check it out, and tell them what you think.

Hisui and Narutaki bring up an excellent point in that it seems as if fans (and people at large) are quick to point fingers and acknowledge the flaws of others without taking a good long look at themselves. Personally speaking, I can be just as guilty of this as anyone else.

While open-mindedness is certainly a noble trait I try to maintain and promote in others, I’m also aware that it’s extremely difficult for anyone to remain so all the time. We all have our values, and values have limits that can be crossed. When you look at the fandom, it’s easy to remember only the “yaoi paddles,” the “black-ups,” the actions that seem born out the desire to fit in and stand out simultaneously, and then lament that you are being associated with these people. You do not want shame by association.

The desire to not seem inferior in the eyes of others is not exclusive to otaku or geeks, but I think it’s particularly interesting among nerdish hobbyists because of how those who have been shunned tend to turn around and draw their own lines in the sand. Whether it’s gamers at WCG USA 2009 refusing to acknowledge that their national finals took place at an anime convention, or a fan’s desire to not be associated with lolicon getting so extreme that they lash out at any modicum of fanservice real or otherwise, we get to see nerds condemn other nerds for the sake of appearing more legitimate. Even the fact that the definitions of nerd, geek, and otaku are argued about with some regularity are indicative of this tendency to want to stand out while also fitting in. Is any of this all that different from the glompers and /b/tards?

The reason that we as fans can get so incensed about our fandom is that we place so much of our emotions into our hobby. Whether we’re overly cynical or too forgiving, we at some point decided that discussing and arguing about anime, manga, and the people who love them has been a fight worth fighting. Those who actively try to separate themselves from the riff-raff are perhaps the most guilty of all.

I think the most important realization to make is that we’re all works in progress, we can all stand for some improvement, and we all often confuse “improvement” with “further mistakes.” Do not condemn the fandom as a whole, but do not go against your own values. Do not ignore your own mistakes, but do not look down upon yourself for being flawed.

Through all this, one thing remains true: No one wants to be truly alone. Even the most arrogant, the most self-centered, and the most unsociable people in the world would still jump at the chance to have someone out there who truly understands them and makes them feel good to be themselves.

Let’s Over-Analyze the Subspace Emissary

This post is really, really late, seeing as how Super Smash Bros. Brawl has been out for a long time now, but I was thinking about the story mode recently and my theories on it back when the game first came out. As such, I want to record them here for all of you.

Warning, spoilers follow.

The basic plot of the “Subspace Emissary,” or the story mode in Smash Bros. Brawl, is that a mysterious being called the Ancient Minister is detonating Subspace Bombs and destroying parts of the Smash Bros. universe for some diabolical scheme. We later learn that the Ancient Minister is actually the Robot Operating Buddy that was originally released with the Nintendo Entertainment System, and that R.O.B. is being controlled by Master Hand, a gigantic disembodied right hand that is like a “god” of sorts. However, it also turns out that Master Hand is being controlled by a being who rules Subspace named Tabuu, who is also the ultimate opponent in Subspace Emissary.

Looking back at the original Super Smash Bros. for the Nintendo 64, the game’s cinematic opening implies to us the true identity of Master Hand (and by extension the left “Crazy Hand” from Melee on). Master Hand’s domain is a room which contains a desk, a chair, and a toy chest from which he pulls out dolls of his favorite Nintendo characters. In other words, Master Hand is a kid who is just having fun with his toys and his video games, and that is why he is the default final boss in the series.

Who is Tabuu, then? Well, he is a being more powerful than Master Hand, who controls and restrains Master Hand against the hand’s will. He is capable of attacking with “Off Waves,” which renders the Nintendo (and Sega and Konami) heroes lifeless. He is described in the game as “having been born in a vastly foreign realm” and also “possess[ing] great leadership powers.” If you look more closely, you will see that the true identity of Tabuu is Master Hand’s father, or specifically the father of the kid playing with his video game toys. He rules subspace as a great leader and he is capable of turning “off” the child’s games.

The greatest evidence towards Tabuu being a child’s imaginary representation of his dad comes in the form of R.O.B. Prior to the start of the Subspace Emissary, Tabuu attacks R.O.B. and forces it and its loyal followers to do his bidding or risk further destruction. Why is R.O.B. of all characters the titular subspace emissary? Why is he the border between the Smash world and Subspace? If you look at what R.O.B. actually is, then the answer becomes clear.

R.O.B. was originally released as a toy to go along with the NES to play R.O.B.-specific games, and was instrumental in tricking convincing parents to buy a video game entertainment system for their kids. R.O.B., to those parents and even some kids, was the most visible part of the NES. More importantly, R.O.B. in his original games exists as both a character on-screen and as a physical object in the real world, making R.O.B.s the ideal messengers between Subspace (the real world) and the Smash world (video games and imagination).

So in actuality, the “Subspace Emissary” is an allegory for a father telling his child to stop playing with toys because they have to go do something away from the realm of video games and fun, like go visit grandma. The child, i.e. “Master Hand,” is thus captured by the evil “Tabuu,” who seeks to turn everything “off” and control everything. The father destroys and enslaves the R.O.B.s first because they are the easiest targets and the only ones to truly be both physical and imaginary. The child/Master Hand in turn must be saved by his own creations, the characters of Smash Bros. Whether the “defeat” of “Tabuu” happened in reality or purely in the mind of the child is sadly unknown.