Comic Market 77 and You (and Ogiue)

It’s that time of the year again, where nerds in Japan decide that spending time with family or romancing a love interest are less important activities than attending the largest doujin event of the year. It’s Winter Comiket #77 this year (though keep in mind they have them twice a year with the other being in the summer), and if you’re like me you’re thinking, “Where can I get some Ogiue stuff?”

Though I won’t be able to attend, I have looked through the catalog. As far as I can tell there are only two doujin circles presenting anything this year Ogi-related. That might not seem like a lot, but given that Ogiue was never TOO popular a character, it’s good to see people fighting the good fight. Better yet, they’re artists I’m familiar with already.

Royal Crown will be there Tuesday, 12/29 (i.e. the first day of Comiket), at 東 フ゜−01b. That’s katakana East “Pu,” Zero One B.

Anri Works appears to have been unable to get a booth this year, but is looking to entrust someone with his doujinshi. If you’re there keep an eye out. He’s good people.

To my Japanese Ogiue comrades, I salute you.

UPDATE: ANOTHER OGIUE CIRCLE FOUND:

The group is called Kannazuki and will be there Tuesday at East Katakana Pu 2A. The name of their book is “All that’s Ogiue-san” so you know they’re good.

What Manga is Shirai Kuroko Always Talking About?

“Death Note”

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.

Anime Staff and Cast: Shame is Not in Their Vocabulary

It was at New York Anime Festival 2009 where someone asked why the creator of Gundam Tomino Yoshiyuki would keep going back to the franchise after swearing it off every single time. Tomino’s response was simple.

“I had to pay the rent.”

And with that, Tomino exposed us to the REAL Anime Reality, as opposed to the one that exists on the fan level.

I’ve occasionally seen people ask about whether or not voice actors get embarrassed playing some raunchy roles or ones they might find objectionable. Similarly, people have wondered whether or not animators ever take issue with, say, making porn about middle schoolers. I bet you though that 9 times out of 10 the answer is “Sometimes, but money is money.” Sure, Inoue Kikuko forbids anyone from mentioning her “early” work, and many voice actors change their names when performing for erotic games (and then oddly enough decide to use their real names for when that erotic game gets a non-erotic anime adaptation), but I’m sure that if they had to go back they’d do it all over again.

Let’s look at one of the hit shows of this past year: Queen’s Blade. Now who in the world would agree to work on a show like this? Well you might be surprised. I’ll give you that quite a few of the staff worked on racy material before. Director Yoshimoto Kinji was the character designer on La Blue Girl and directed Legend of Lemnear. Key animator Umetsu Yasuomi is probably known best for his role as director and character designer in both Kite and Mezzo Forte. Fellow key animator Urushihara Satoshi is known for his erotic illustrations, as well as works such as Another Lady Innocent and Plastic Little. To no one’s surprise I’m sure, the character designer Rin Shin also has plenty of experience with 18+ works (Words Worth, La Blue Girl, Classmates).

But then you get to someone like the art director, Higashi Jun’ichi, and you see what he’s done.

“Art director on Cowboy Bebop?”

“Art director on THEY WERE 11?!

That’s a whole lot of classiness to be injecting into this Boobs and Blades fanservice vehicle. Then you look back at the other staff. Yoshimoto Kinji may have quite a few “unsafe” titles under his belt, but he’s also worked on Riding Bean and Roujin Z (and also Genshiken 2 of all things). Umetsu is a legendary animator, key animating both openings and the ending to Zeta Gundam and lending his hand even today. Urushihara had his hand in Five Star Stories and Akira.

The voice cast is the same way. Queen’s Blade has one of the finest modern female voice casts ever assembled, with names such as Kawasumi Ayako (Lafiel in Crest of the Stars), Mizuhashi Kaori (Ogiue in Genshiken), Tanaka Rie (Lacus Clyne in Gundam SEED), Hirano Aya (Haruhi in Suzumiya Haruhi), and Kugimiya Rie (Alphonse Elric in Fullmetal Alchemist) all playing their own respective cleavage-shot-prone characters.

Keep in mind that I’m not saying that the people working on a show like Queen’s Blade don’t have integrity. They have plenty of it, seeing as how when you get past the, shall we say “awkward” premise, you have a show that’s well-animated and well-acted. After all, not just anybody could properly animate a slime girl’s acid-filled breasts bursting violently. But shame? Shame is a luxury.

In conclusion, I leave you with the words of one of the finest philosophers of the modern age.

“Get Money, Get Paid.”

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).

A, Er, It’s the 90s: Casshern OVA aka Casshan Robot Hunter

Immortality has been a dream of man for as long as he has walked the Earth. For some, immortality means having an indestructible, ageless body. For others, it means living through the memories of others, or having their exploits retold in song and splendor. In the case of a robot with a penchant for chopping other robots in half named Casshern, all three apply, though he might not always like the result, especially when it’s in the form of a 1990s OVA.

In the 90s, the animation studio Tatsunoko Pro went about reviving some of its most popular franchises from its early years. Without a doubt the most well-known remake among English-speaking fans was Tekkaman Blade, a TV series based loosely on the classic series Tekkaman the Space Knight, as it managed to find its way into syndication under the name Teknoman. The second most famous remake however was an OVA based on another classic,  Neo-Human Casshern, about a man who is transformed permanently into an android in order to stop a massive robot revolt from conquering the world. Called simply Casshern, this update would be released in English as Casshan: Robot Hunter, and would air on the Sci-Fi Channel’s anime block, alongside movies and other anime such as Akira and Project A-Ko.

There are two things I want to make clear at this point. First, while I gave that nice history lesson there, I did not grow up with Cable and thus was not a part of that segment of anime fans who grew up on the Sci-Fi Network’s anime showings. Second, at the time the OVA came out there was no official romanized spelling for “Kyashaan,” and so they decided to go with “Casshan” at the time. Nowadays however, it’s officially spelled as “Casshern,” and in conforming with this standardization and for consistency’s sake, I am going to refer to the OVA in this review as Casshern OVA or Robot Hunter.

What is immediately apparent about Casshern OVA is that it is all flash and little to no substance. The story is there, and just like its source material it’s about a human robot fighting against the odds and punching holes in bigger, burlier robots, but it lacks sufficient amounts of connective tissue between scenes and between individual episodes which results in a bare sense of story coherency at best. Its purpose and goal is to look nice and pretty, and it succeeds in that regard, but only if you like the character designs, animation styles, pacing, and direction that embodies 90s anime aesthetics to the fullest extent. Even the fanservice is distinctly 90s-style! Not only can you can instantly tell when it was made, but the extent to which Casshern OVA is a product of its time is made all the more evident when you compare it to the ultra-stylized 2009 remake, Casshern SINS.

To those fans who grew up with 90s anime, it may just be “the way anime looks,” but for younger fans the look of Robot Hunter can be very, very different from today’s action series such as Black Lagoon. To sum up the 90s “serious action” aesthetic, it’s comprised of this exaggerated realism which permeates everything, but especially the male characters and their angular musculature, as well as the female characters and their sculpted curves. It’s the direct descendant of the 80s OVA aesthetic, which sought to give a sense of three-dimensionality to character designs.

I can only picture the staff responsible for Casshern OVA getting all excited and going, “The old Casshern is a classic, but it’s kind of dated now. That’s why we gotta make it right! We gotta make this thing timeless!” Despite (or perhaps because of) their best efforts, Casshern OVA ends up being more dated than even its 70s predecessor and its child-like sense of drama and wonder.

At the very least, it has the awesome Casshern Introduction Speech.

Throwing away his only life,
Reborn in an invincible body,
Here to obliterate the Demons of Iron,
If Casshern won’t do it, who will?

Bonus Assignment: Compare and contrast all three Casshern Openings and tell me what you think of each one.

Yaoi Paddles are Merely the Beginning

It’s likely you’ve seen them at anime conventions, those wooden paddles with homoerotic buzz words printed on both sides of the weapon. As the “seme” paddle chases the “uke” paddle, or as a squad of BL enthusiasts roam the halls looking to “glomp” others. You may think this a problem, but this is small fries compared to what’s to come.

You likely think that the problem is the way these (mostly) girls are acting out of order, or that putting their love of yaoi on display is irritating, but the real threat is when those words start to change.

That paddle might say “Yaoi” now, but what happens when they start selling paddles with…

“Genocide”

“Anarchy”

“Ignorance”

…and worse? You will wish for the days that girls were loudly promoting their love of guy on guy action in their Japanese comics.

Let this be a warning to you all! Yaoi Paddles are not the problem, it is their potential to transform into messengers of destruction!

Miyamoto Shigeru Continues to Amaze Me

I recently wrote a post about “Mr. Mario” and his interview regarding New Super Mario Bros. Wii. I decided to take a look at other interviews he’s given, particularly the ones on the Wii’s Nintendo Channel, and as I watched them I realized just how different his mindset is compared to everyone else in the industry at this point. Yes, the fact that he’s a genius who has given birth to many of the great franchises of video game history isn’t anything new, but when you listen to him talk about games, it’s like he’s discussing an entirely foreign subject compared to his peers and contemporaries.

Everyone else is working from the mindset of “how do I foster competition,” or “how do I make this a more enjoyable experience,” or even “what is interactivity and what does it mean,” and they’re all valid questions worth answering, but in contrast the most important question that seems to pop up in Miyamoto’s head is “how do I make life better?” It’s not a matter of him being “better” than anyone else in game design so much as the fact that he’s playing another game entirely.

It’s as if when everyone else is trying to bring guns to a sword fight, Miyamoto brings a cup of tea.