July 05, 2009

Shin Mazinger Episode 13: SHIRO KABUTO GETS HYPE-- ABOUT LOVE

Norack After the whole escaping from an exploding undersea fortress thing, things have gotten sleepy at Kurogane House. The mistress is off in Germany getting the wreckage of a Gamia fixed. There is time for a little boy to steal weapons from the basement, and, indeed, to fall in love. It is frankly refreshing for Japanese animation to introduce a ten-year-old girl and then have a grown man specifically state that he is not interested. I breathed a sigh of relief. The last one of these situations I recall was back in Gurren-Lagann, where they brought a little girl and the entire male cast turned into Kodomo no Jikan-reading pedophiles for an episode or two. And Yoko was jealous of her! I do not understand the Japanese man. Or woman.

Lorelei Anyway, as viewers we should have figured out already that if anybody actually comes to Kurogane House of their own free will, something is probably wrong. As such, the little girl is Lorelei Stroheim, daughter of Heinrich Stroheim. Heinrich, of course, used to work on robots alongside Juuzou Kabuto, and is, uh, supposed to be dead. That death, of course, has something to do with the Kabuto family. Even the typically thick Kouji is able to figure out that this adds up to no good, and sure enough Shiro leaves with Lorelei in the middle of the night. For Germany. The next time we see them, they're already there. I'm going to assume they walked.

Stroheimfreeze Meanwhile, Kouji-- along with Ankokuji, who is lovelorn over his dear killer android Gamia-- follows the bait out in Mazinger. He meets up with Colonel Brocken in the Ghoul, who takes down Mazinger by simply hitting the Jet Scrander. Kouji's forced to eject, abandoning Mazinger, and to make matters worse the Pilder is wrecked. Ankokuji and Kouji are effectively stranded in the German forest, and they're naturally jumped by one of Brocken's monsters. The narrator makes a point of reminding us what a desperate situation this is to the point that Kouji has to tell him to shut up, already. With the help of Cross, who had gone to Germany with Tsubasa, the guys survive the attack, but are still in a bit of a lousy situation.

Tsubasa Meanwhile, Stroheim welcomes Shiro to his castle and we get a big reveal that had been pretty clear from the start: Tsubasa is in fact the mother of the Kabuto boys. The next episode promises whatever terrible family secret the Kabutos have been hiding all this time! They really laid it on thick with the Violence Jack stuff this episode. Think Imagawa's trying to tell us something?

Blazblue Console Version: THE PORT - STORY MODE

Porting a fighting game to console is a difficult thing, because there are two audiences for this genre. There's the niche competitive crowd, who are perfectly satisfied with versus and training modes and will never leave them for as long as they're playing the game. These guys will stick with your game longer than anybody, but they're also extremely particular: the home port must be perfectly faithful to the arcade down to the tiniest detail, or it's useless to them and will end up clogging bargain bins around the world.

On the other hand, you have the more mainstream fan base that has plenty of fun with the game but isn't as interested in digging deep or playing competitively. This audience wants bells and whistles. They want unlockables, story modes, stuff that adds longevity to the experience for them. Not everybody wants to practice loop combos for hours like I do. In the mainstream, no matter how good a fighting game is, if it doesn't have this kind of thing--what hardcore genre fans dismiss as fluff-- people won't buy it.

Case in point: the original PS2 port of Guilty Gear XX had an extensive story mode that was very unusual for the genre: offhand the only thing like it I can think of is King of Fighters Kyo. Each character had an adventure-game-like scenario, with fights between conversations and branching paths that determined one of several endings. A text-heavy mode like this was a chance for the creators to flesh out the characters and the world (and make jokes about them) in a way that was simply beyond the scope of the arcade fighting game.

Of course, as we know, Guilty Gear XX the arcade fighting game continued to push on, and in their Japanese home releases of GGXX #Reload, GGXX Slash, and GGXX Accent Core, Arc left out the story mode. However, despite its gameplay obsolescence, the oldest PS2 version of Guilty Gear XX-- the only one with an English story mode-- continued to command full price in the used market. Indeed, when the likely-final Accent Core Plus was announced, I took the opportunity to sell off the rest of the GGXX catalog: the game that pulled the most money was XX. And it was definitely because of the story mode. Even Arc realized this when they put out Accent Core Plus, packing in a huge story mode that wrapped up the GGXX storyline for the fans who still had questions.

(As an aside, the best version available in the US was probably the Xbox version of #Reload, which retained the story mode and was released at $20. The reason people didn't buy this is pretty simple: the Wapanese crowd-- Guilty Gear's prime demographic-- didn't have Xboxes.)

Fighting game fans can scoff, but the fact is that this stuff is obviously really important to a large demographic. Since then, all of Arc's fighting games-- Battle Fantasia and indeed Blazblue-- have similarly huge story modes. Story mode is definitely the centerpiece of Blazblue's home release: it's been advertised as being 30 hours long, I've read. This count probably assumes you are listening to every line of the fully voiced script, but I assure you that you won't actually do that.

The story mode is done in basic visual novel style with some hints from Type-Moon: there's even a "Teach Me, Litchi-Sensei!" series which is a clear joke on Tsukihime's "Teach Me, Ciel-Sensei!" gag game-over segments. Bespectacled Dr. Litchi plays the role of busybody Ciel, and catgirl Taokaka is the comic foil in the same sense as Neko-Arc was before her. There is a serious parallel here, is all I'm saying. These side bits are devoted to nothing but Blazblue world mythology, and each, I can assure you, goes on for unbearable lengths. The explanations could seriously use a trim.

As in Guilty Gear, some routes deal with the main storyline and others are gags: one deals exclusively with Noel being dressed up as other characters from Arc games. Another proud GG tradition is the obscurity of the conditions for these routes: even with the many save slots provided, you're basically required to read a guide to figure out what exactly you have to do. I don't recommend going this alone, as you're just going to waste a lot of time on trial and error and give yourself an unnecessary headache. Not really a fan of this approach: the "tips" section (Teach Me, Dr. Litchi) should actually bother providing tips.

As for the story, it's about as convoluted as Guilty Gear, but, unfortunately, it's also more stereotypically anime-cliched. Notably, this is the first fighting game I can think of that dares to have completely unlikable main characters. It's a serious shift from the genre, where even villains (like Bison in Street Fighter, or Yamazaki in Fatal Fury and KOF) have some audience appeal. It's not "haven't I seen you somewhere before?" protagonist Ragna, either: he's just a knockoff of Guilty Gear's Sol. Not inspired, but not offensive either. Maybe it's just my increased resistance to the tropes of otaku anime/manga after extended exposure, or perhaps I'm just out of touch with what fans want, but man, Noel and Jin are awful.

Jin has been described as the "not-Ky" to Ragna's "not-Sol": the former is order to the latter's chaos and all that. To differentiate Jin from Guilty Gear's Ky, the sober holy knight, it was decided that Jin would be a total crazy douchebag. There isn't a scene I saw where this guy isn't an utter prick, a raving lunatic or both. He probably has a following among the many fangirls who love pretty sociopaths, but he's an active turnoff to everybody else I could imagine.

And then there's Noel. I love Noel the fighting game character and I loathe Noel the story character. An officer in the same military organization as Jin who spends the entire game chasing after him like a little sister character in a dating sim (it is likely that the two are in fact siblings), Noel is impossibly meek, shy, and useless, completely lacking agency of any kind. She stammers embarrassingly through her stories, and no matter what happens to her-- from final boss to drunken sexual harassment-- she never grows a backbone. It's like playing as Shinji. She's very popular in Japan, naturally: it's known that the more broken a girl is, the less threatening and more appealing she is to otaku. If this is the heroine you guys want, leave me out of it.

Luckily the rest of the cast comes out of it a little better: I'm not going to pretend the story or world approach Guilty Gear's eccentric imagination, but that's a really high bar. There are characters I find genuinely likable here, and a couple are genuinely inspired. Overall, though, the characters do better as fighting game characters than personalities. If you have to take one or the other, after all, this is the best outcome.

Next post will be about the other console-specific things in Blazblue, particularly the quality of the online play. Finally, I'll get around to the game itself. Spoilers: I have nothing but nice things to say.

(Don't worry, I didn't forget about Mazinger.)

July 02, 2009

Blazblue Console Version: THE EXTRAS

It goes without saying that since Blazblue's release, I have been playing the game nonstop for about two days. In short, the game is brilliant, the home port has had serious love put into it, and the online mode puts those of every other console fighting game to shame.

So, as this is the first of several posts, let's start with what's not important. Aksys, who releases all of Arc System Works' games in the West lately, found a good way to drive preorders for their game: they gave it a ton of extras at no additional cost. First printings of Blazblue (at present, the only version of the game being sold) contain a two-disc soundtrack and a tutorial DVD.

The soundtrack is notable, as the music in this game is by Guilty Gear creator-designer-composer-artist-everything Daisuke Ishiwatari (who I'm missing over at Anime Expo as we speak, what up Daisuke), and the music in the GG series is well-loved indeed. (The music in GG2 is good too guys, just sayin'.) The almost-complete soundtrack also includes all of the music added for the console game's extra modes, as opposed to Japan, where the arcade and console soundtracks were sold separately on the respective releases of the arcade and console versions. However, the out-of-place opening song by KOTOKO and the fucking awesome Hironobu Kageyama song that plays when Bang's Furinkazan super move activates are notably absent. I'm a little disappointed!

On the other hand, there are a couple of remix tracks on the CD-- and I'm gonna go ahead and assume these aren't available anywhere else-- that turn the Blazblue tracks into beats that are begging for some enterprising nerd on Youtube to rap over them. Talk about rapid cancels and distortion drives, get Yipes to yell nonsense over the track, and you've got a hit.

Here is some chiptune Blazblue music. It's on topic!

The DVD is a video instruction manual that takes things from the absolute basics to more advanced character-specific strategy. You should probably watch this from the top: like Guilty Gear, Blazblue is a very complex game, with many systems lying quietly in the background that most players ignore to their detriment. The basic sections are narrated that IGN chick who licked a PSP that one time, and the character-specific segments are handled by tourney players, people from Shoryuken and Dustloop, both of which should be your go-to sources for information on this game once you get past the intermediate-to-advanced material covered in the tutorials. If you only watch one part of this video, watch Mike Z's Tager strategy video: it's a very Soviet tribute to that old Street Fighter promo video where one guy voices all the characters with the cheesiest ethnic stereotype voices possible. I know he watched it.

Extras include some match videos, some trailers, and uh, do some goofy wai wai sugoi kawaii Nippon banzai ads for Mana Potion energy drinks really count as extras? ...I guess.

June 29, 2009

New York Asian Film Fest '09: Tokyo Gore Night - TOKYO TOWER IS STUCK IN MY ASS!

I don't know where to start with this thing, other than to say it started at 11 PM and didn't end until three. Tokyo Gore Police may have run at NYAFF before (not that I'd gotten around to seeing it before last night) but it certainly never ran like this. I might remember stuff out of order: forgive me. Also, this entry, like the showing, is very, very long, so be prepared for that.

Firstly, the directors of Tokyo Gore Police and Machine Girl, Yoshihiro Nishimura and Noboru Iguchi, along with CG man Tsuyoshi Kazuno and CG's mortal enemy, Tak Sakaguchi, who'd also been around for the showing of his own Otokojuku movie, were all present. I can't emphasize enough that these dudes truly seem to love their work, and that they sure as hell know how to have some fun. Some seriously twisted fun, yes, but isn't that the best kind?

Before you continue, I should probably elaborate on the film themselves. Machine Girl, Tokyo Gore Police, and the rest of these guys' work are not for everybody. There's certainly worse stuff out there that's disgusting for its own sake-- may you never see it-- but these films push the boundaries of the bloody, grotesque and cruel, and they push it so far that they are often very, very funny. This is not the kind of horror that scares: it is the kind of horror where you either laugh or throw up. If you are squeamish about blood and guts, or about graphic descriptions of the atrocities on display in these films, I recommend you move slowly away from these movies and from this post. If you are already laughing, then you're home.

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June 28, 2009

New York Asian Film Fest '09: Be a Man!! Samurai School: THIS MATCH WILL END IN AN INSTANT

This next movie is an adaptation of a series I've talked about briefly before: Sakigake!! Otokojuku. I even posted my anticipation back when the film came out in Japan and then immediately forgot it existed! As you can probably determine from the English title, this is a story about manning up in a comically harsh Japanese nationalist private school. It's one of the classics of Shonen Jump fight manga, and director/star Tak Sakaguchi grew up reading it and wanting to be hero Momotaro Tsurugi. I guess there was only one way to make that happen, huh?

As it's made by a fan, the movie is extremely faithful to the source material, particularly the hyperactive shifts between relatively serious action and extremely stupid comedy. They did it so well that one guy complained during the Q&A after the movie. That's just Otokojuku, man! They even hired the inimitable Shigeru Chiba, who played a couple of roles in the anime version, to narrate. There is no greater entertainment than a freeze-frame on a fancily-named martial arts maneuver as Shigeru Chiba shouts its name at the top of his lungs. The video I linked is from 25 years ago, and the man hasn't lost his touch one bit.

The story is hyper-compressed, as you'd expect from an adaptation of a shonen fight manga, and it covers as many of Otokojuku's characteristic tests of manliness as possible-- like Momo's buddy Genji proving himself by sitting in a vat of boiling oil-- before finishing with the classical shonen fighting tournament. All parties are constantly proving their manhood by fighting, screaming or both until they start to bleed, and then fighting or screaming harder in response. Manly spirit is in great supply here, and the booming yell of headmaster Hehachi Edajima in particular (without his hairdo, the one that Tekken's Heihachi got from him) is done magnificent CG justice.

Not that there's a lot of CG in the film: Sakaguchi kinda hates it, and he made a point to let us know in the Q&A that he tries to make action movies with as little CG as possible. It's all stuntmen here, doing crazy, crazy stuff. In the first five minutes of the movie, a character is hit by a car going about 40mph, which Tak and the stuntman who was hit (also present) are pretty sure is a record. As a result of this approach, his team's stuff has a lot of old-school spirit, like a Hong Kong movie without the kung-fu. After all, most of the guys of Otokojuku aren't suited to that fancy hop-around kinda stuff: just check out Momo's "punch everybody really, really fast" fighting style.

It was shot in two weeks on 400 grand, and yet it's still definitely the best live-action treatment that Otokojuku could ever have hoped for. Probably one of the best of the transitions from anime/manga to live-action that I've seen thus far. Dragonball Evolution probably cost a ton more. Just sayin'.

I have a question for those of you Japanese-fluent who have read all the manga or watched the anime: there's a subplot that doesn't really go anywhere in the film in which rough, scarred Genji goes out on a date with a cute schoolgirl who was really just pranking him the way that Japanese schoolgirls seem to have a thing for doing in the movies. After being humiliated by her and her friends, Genji yells "THIS WAS THE BEST DAY OF MY LIFE" and runs off to the park to cry while the girl looks on, ashamed. Momo has to cheer up his bro, and it never comes up again. I couldn't figure out whether they were just checking off the list of scenes from the manga, as they are in the rest of the film, or whether this was one of those studio-mandate scenes where they add a female character to expand the demographic. I expect a response, Internet!

Shin Mazinger Episode 12: Baron Ashura gets UNCOMFORTABLY AROUSED BY THE HOVER PILDER

Stripit This episode we're right back to the goofy. You'd think the more competent Baron Ashura we've seen in this show would give Kouji a little more trouble after capturing him and his robot, but it's just not to be. Instead, after putting Kouji away, Ashura sends all the men away and indulges a machine fetish, fondling the Hover Pilder longingly before taking it for a joyride. When an attempted docking with Mazinger turns into a comedy pratfall, Ashura gets all pissy and decides he doesn't need the invincible castle of black steel after all. Ashura was never much of a strategist. Also, there's an Ashura shower gag, about the same as the one in Mazinkaiser.

Drunkenfist I didn't mention what happened to Boss and crew last time, but their "secret mission" from Tsubasa was actually to hide out inside the Pilder. Being omnipotent and all, she saw the kidnap coming and actually planted the guys in there to beat up some guards, steal their clothes and bust Kouji out. The guys then get an unguarded Sayaka, and then deal with the last Gamia before picking up Mazinger and getting out of there. As it turns out, Boss' lackeys are better in a fight than Boss himself. Who knew? The only use they've been up until now is in Super Robot Wars, where they supplied sweet extra SP for Boss Borot. Man, when is the Boss Borot reveal coming? There's got to be a whole episode where he puts it together from random junkyard scrap.

GroizersAiding the escape is a backstab from Dr. Hell and Count Brocken, who, remember, never told Ashura to go get Mazinger and aren't thrilled about the prospect of leading Kouji to their secret island headquarters. So they decide to just blow him up! The unloved Go Nagai robot Groizer X is further degraded when Brocken dumps three more Groizers onto Saluud. Man, Groizer must have been a really bad show. In any case, Saluud is done for, it's gonna blow up, everybody out.

Jetscrander Unfortunately for Kouji and friends, the grounded Mazinger is having a hard time getting away from the impending explosion, and it sure looks like everybody's gonna die until the Mazinger Corps' flying-- but otherwise useless-- robots swoop in with the Jet Scrander. See, they figured out that their robots are useless, so they've committed themselves full-time to supporting Mazinger. By the same token, Kouji has realized that hey, maybe having friends isn't so bad after all. There's a big ol' team handshake at the end. Good job, gang!

Ohno Bonus Feature-- THE SAYAKA YUMI USELESSNESS WATCH: Before picking up Mazinger, Kouji finds himself in a fight with the last Gamia, Q5. Kouji drops his gun during the fight, and Sayaka picks it up. Gamia runs over to her: keep in mind that in the Go Nagai world, bladed weapons such as Gamia's hair have a different function against women than against men. Men die by swords. Women are just stripped by them. (See also Nanto Seiken.) With Gamia at point-blank distance, and Kouji holding her back by her cape, Sayaka... slides the gun on the ground over to Kouji, who dispatches the android with ease. This version of Sayaka doesn't even want to do anything cool.

June 26, 2009

New York Asian Film Fest '09: House IS THE MOVIE I HAVE ALWAYS WANTED

That's right, the New York Asian Film Fest is going on right now. If you're into the kind of things I cover on this blog, there is probably something here that you're going to like. Before we get started, I'll direct you very quickly to my coverage of the stuff I saw at last year's fest: Ryu ga Gotoku, Retro Game Master, Dororo, The Bodyguard, and Oneechanbara. Should give you an idea of the kind of thing I go to the fest to see.

House77 Anyway, my first movie of the fest this year was the life-changing House (or as a deep, menacing voice intones at the title card, HAUUUSUUUU). I'd seen clips on the Internet, but taken out of context, you still don't really know what you're getting out of this movie other than a full-on sensory assault. You can find those same clips on Youtube if you search "Hausu", but I really recommend you go into this blind, and I'm going to tell you as little as I possibly can of what happens in this movie.

House is an idol vehicle and a slasher movie, and it's directed by the man who made this amazing commercial featuring Charles Bronson hawking cologne. We got a little primer on director Nobuhiko Obayashi before the film began, with a talk from Machine Girl director Noboru Iguchi and Tokyo Gore Police director Yoshihiro Nishimura. These guys gushed enthusiasm for the film and gave us a little trivia, some of which, perhaps, Mr. Obayashi would not have liked us to hear. After the intro, we got a short video from Obayashi and his daughter, who gave her dad the story of House back when she was seven years old. And yes, this explains a lot about the film. After that, another gift from Obayashi: eight minutes worth of commercial work, including my favorite Mandom commercials. These commercials serve as a visual preview for House, where you see the same kind of cheesy effects and non-sequiturs out in full force.

But even then, you are not prepared for House. Like Iguchi and Nishimura told us before the show, nothing really happens in the entire first half of the movie, and that doesn't really matter because Obayashi's totally off-the-wall direction supplies the entertainment by itself. Want commercial-length glamor shots? Absolutely! You want abrupt tonal shifts? House has got them! You want the movie to just stop in the middle and comment on itself? Got that, too! Music by Godiego (yes, Godiego, it starts at 1:33)? YES. There isn't a frame of this movie where some bizarre visual effect or unorthodox method of storytelling isn't in use. The plot is total nonsense, things just happen for the sake of it, and Obayashi has the wonderful habit of inserting gags at completely inappropriate times: for example, cutting to a man eating ramen at a stand staffed by a bear in the middle of a scene where two of our schoolgirls are sailing on a sea of cat blood.

A pack of schoolgirls, each named for their sole characteristic-- their names are Gorgeous, Fantasy, Melody, Kung Fu, Sweet, Prof (the nerd), and Mac (the fat one)-- decide to stay at Gorgeous' aunt's house for their summer vacation, which is obviously a terrible idea from the moment they set foot on the property. In the second half of the film, they're picked off one by one by said aunt-- who's a vengeful spirit, of course-- in ways that coincide with their silly, silly names. This is where Obayashi's goofy surrealism really goes into macabre overdrive, and I'm not going to spoil a second of it.

This all sounds pretty cut and dry, but when you're actually watching this movie, you'll understand from the very first moments. Unfortunately, you can't buy the movie on DVD, but you can find it floating around online if you look really hard. If you're in NYC, I highly recommend you go to Thursday's midnight screening: the first one sold out and the second one probably will just on word-of-mouth. Hell, I'm even considering seeing it again. Watch this movie any damn way you can. You will not regret it.

June 25, 2009

Please don't buy Garou: Mark of the Wolves on Xbox Live Arcade: THE NETPLAY IS SHIT

You guys know I like to tell you to buy videogames, particularly the obscure, under-the-radar kind of stuff. Garou: Mark Of The Wolves is a fantastic game, and normally I would emphatically recommend that you purchase it. But this time around, SNK really doesn't deserve your money.

Garou is one of the last and best-loved Neo-Geo fighting games, a far-future sequel to the Fatal Fury series that makes drastic, ambitious changes to both the character roster and the core fighting engine. It's also easily the best-looking Neo-Geo game, with animation detail that approaches Street Fighter III. Even now, it's a pretty interesting and unique game, with tons of tricks under a simple veneer. Here, watch a match (disregard the video description: the idea that this stuff can't be done by real people is preposterous). By all means, I recommend you play Garou, be it on the Dreamcast, import PS2, emulators, any way you can get it. However, if you are looking to play online, do not buy the Xbox Live Arcade version.

I hadn't been keeping up with this, but as it turns out, SNK's ports to XBLA have universally had terrible online play. If your connection isn't really fast, and if your opponent isn't really close to you, expect a ton of very noticeable lag on your inputs. Moves can come out a quarter second after you press the button, and a couple of times I even picked the wrong character on the select screen because the cursor wasn't moving where I wanted it to go. It's that bad. Symptoms start to appear at 50 ping (itself a very fast connection speed) or more: matches at 70 ping or more were entirely unplayable. Despite fan complaints, SNK could really care less and continues to neglect this critical aspect of the current-generation fighting game.

This is pathetic. Everybody else making fighting games understands how important this is: Capcom has reasonable, if not perfect, online play for Street Fighter IV that's extended its shelf life considerably for the many people who bought it. Blazblue just came out in Japan this week and by all indications, the online play is excellent. Even on Live Arcade, Street Fighter II HD Remix has online play that makes SNK's look like the joke it is. To add insult to injury, fan-run services like GGPO and 2df exist, enabling near-perfect online play for many, many arcade games via emulators, including Garou. There's no question that these unofficial services outdo SNK's own product.

The worst part about this is that it doesn't look like it's going to change, and SNK has two big releases for its flagship series coming up. The first is King of Fighters 98 Ultimate Match, an extensively revised version of evergreen classic KOF98. The second is King of Fighters XII, which I've talked about twice here already. After being ripped off (yes, this port is a ripoff) by Garou, I am cautious, to say the least, about buying these two games. They were both definite purchases for me, but I don't see any point owning a fighting game with broken online play in this day and age. I could spend $60 on the KOFXII machine at the arcade and probably have a better time with it. XII in particular is a huge release, and such bad online play will likely ruin all the good will that the gamer community has had for this game.

SNK is not a company that can afford to lose its customers, but it certainly seems to be trying. Bad show, guys. I'll be on 2df.

(Update 7/01/09: King of Fighters 98 Ultimate Match is out on XBLA, and the port is much worse than Garou. SNK didn't bother translating much of the text, the 3D backgrounds have been removed, and the netplay is as bad as ever. SNK just does not give a shit, and at this rate I won't be buying KOFXII. I recommend that you don't either.)

June 21, 2009

On Friday I PLACED THIRD IN A PAC-MAN TOURNAMENT

I didn't really expect to. I came in with a buddy who told me about it, and I expected to just stand by and watch while he played. I'm not very good at Pac-Man, and I figured that at any tournament for any game there would be 50 guys just passing through who were better than me. I guess it's different when the tourney is at Uniqlo, the kinda-fancy-schmancy NYC branch of the Japanese clothing chain and one of very few purveyors of non-humiliating nerdwear. Of course, nobody knows it's nerdwear: it was all 70's Tatsunoko Pro superheroes and I bought a pile of shirts.

The first event was between staff of various magazines/blogs/whathaveyou, and after a little while I joked to my friend that we could probably have signed up (as Colony Drop Industries, of course) and taken it. The format was a three-minute score attack, which is understandable considering how long Pac-Man can go on. After I watched this whole thing, I decided that it was probably manageable, put in some DS practice, and entered the walk-in tourney.

Given three minutes, you can only worry about the first two stages. If you rush, like I did in the start, you just get stuck watching that little cutscene between the second and third stages as the clock runs out. So you take it easy and lure the ghosts into a corner and go for all of them at once as many times as you can. That's about all there was to it. I actually kinda bombed my first stage run and had to pick it up hard at the end. I might have done a little better, maybe?

Not that it mattered: the top three spots all got the exact same awesome prize package. Boy, am I glad I came out for this. Check it, I got:

-A big Pac-Man plush.

-A mousepad.

-A tote bag.

-A $50 gift card.

-This last one is in the mail: A t-shirt signed by Pac-Man creator Toru Iwatani (holy shit did you hear what I just said)

On the way out, we joked that maybe we should hit more casual game contests, but I kinda doubt the prizes are as good at bar Wii Sports and Megatouch contests.

June 20, 2009

Shin Mazinger Episode 11: Kouji Kabuto GETS SO HYPE HE CRIES

Fearsome A lot of wrong people out there-- people who are losers, ladies and gentlemen-- have boo-hoo-hooed that Shin Mazinger is just too slow for their tastes. Why doesn't the robot fight other robots more often, Dad? Characterization is boring, Dad! Dad, I don't want to watch all these people do ridiculously awesome things! Dad, where's your animation budget? Are we there yet? And Yasuhiro Imagawa turns around to the backseat and speaks in the voice of Tesshou Genda:

"AH, THE MAGNIFICENT SPECTACLE OF ROBOT BATTLE! A SOUND THAT ECHOES THROUGH THE HEAVENS, A BESTIAL ROAR THAT, FOR BUT A MOMENT, CHILLS THE BLOOD OF GODS! SOON, MY DEAR CHILDREN, YOU TOO WILL BEHOLD SUCH A MIRACLE!!"

Cutters And knowing kids, they probably got bored and started eating their own toes or something. But you know what? Imagawa delivers anyway. The question of what happened to the animation budget is definitely cleared up here: up until this moment, they were just saving up their money for a special occassion. Kouji and the three mechabeasts throw down in a serious "event" fight-- you know they mean business when the theme song starts playing-- and the animation is smoother than it has ever been. The promise of the first episode is really starting to take its true shape, and I am more excited about this show than I have ever been. You should all know that this is saying something.

Chains I don't want to spoil the details of the fight-- other than to say it's really memorable-- but back at the Photon Power Labs, everybody is regrouping. There's a funny bit where the three doctors and Yumi are talking about all they learned from Grandpa Kabuto to make their totally useless robots, and the doctors yell at the Mazinger Corps pilots because it can't possibly be that the robots they built are, you know, totally useless or anything.

Invincible I will, on the other hand, spoil the end of the episode: in the Great Mazinger manga, there's this bit where a monster has children tied to every part of its body, so that Mazinger can't fight it. Of course, since this is Go Nagai we're talking about, there are children tied to the fists, too, so when it punches Mazinger, kids go splat. This week, they've tied Sayaka to the robot, and Kouji has no choice but to get out of the robot and enter "negotiations" with Dr. Hell and Ashura in their undersea fortress. The Jet Scrander is shown again, but if Kouji has to get out of an undersea fortress, I'm gonna assume that we won't see it for two more weeks. And to that I say, patience, children. Every single episode of this show has been important, and I'm willing to follow this story wherever it goes.