Fan Art Fridays – Bleed by AliceXZ/Gamer’s Playlist – “A Different Kind of Dream” by TheGuitahHeroe

This week I decided to do an anime fan art, and this one is really, really emotional. Spirited Away is a stellar movie, and artist Alice XZ rendered one of the pivotal scenes from said film in a gripping fashion, delivering chills and powerful memories…at least in my mind. She’s a frequent contributor to Threadless as well, and Grace has a shirt with one of her designs. Imaginative, that she is.

As for our Gamer’s Playlist selection this week, I’ve decided to go with one of my favorite NES track remixes. TheGuitahHeroe has been on an OC Remix spree lately, but my favorite mix of theirs thus far hasn’t popped up on OC yet (nor do I know if it will). Luckily, this sensational Kirby’s Adventure mix of its stirring ending theme did get the Remix:ThaSauce stamp of approval, and it also has mine. Faithful to the original yet full of the remixer’s chiptune-heavy style, this is a great tune to enjoy upon completing some sort of project to congratulate yourself. Give it a shot!

Trailer Tuesday – Beyond Good & Evil and FLCL

Man, this trailer really makes me ponder how in the world this game didn’t sell well at launch. I got flutters watching it and I know it by heart!

This is Adult Swim’s spin on a FLCL trailer, and I like it the most. It captures a lot of what makes the show so crazy. :p

Cultural Anxiety – River City Ransom/Downtown Nekketsu Monogatari (NES/Famicom)

Study 24: River City Ransom/Downtown Nekketsu Monogatari (NES/Famicom, Technos)

The Kunio-kun series, in Japan at least, rivals Mega Man and Mario’s Famicom exploits in terms of sheer quantity. Kunio began his career in Renegade, an early beat-em-up that led to both Double Dragon and later Kunio-kun adventures like the one I’m spotlighting today. Renegade will be covered down the road. Technos would revisit the Kunio-kun world in many spin-offs, including Nintendo World Cup, Super Dodgeball, Crash n’ the Boys: Street Challenge, and a myriad of other games we didn’t see on our shores. Hell, one of them became the American Double Dragon 2 for the Game Boy. XD

Anyway, Technos did do other games beyond Double Dragon and the Kunio-kun series. For example, Karate Champ was made by them, which helped launch the one-on-one fighter. They also did some WWF arcade games. The good times came to an end in 1996 when the company closed down. After their demise, Million acquired the rights to Technos’ properties and have done a fairly good job at keeping the Kunio-kun and Double Dragon franchises alive with new releases and re-releases on digital platforms like the Virtual Console.

Downtown Nekketsu Monogatari’s localization into River City Ransom saw some pretty severe shifts. We’ll get into those momentarily. Let’s examine the boxes first.

Here’s the Famicom box. A chibi approach, completely appropriate for the game’s spritework. The pink background with one of the girls looped in the background is a nice touch. America, meanwhile…

…got this. I’ll let my Artistic Discussion detail out what’s wrong:

The best thing this box has going for it is its logo.  That’s pretty decent.  The proportions and ability to draw decent human beings isn’t bad either compared to other NES boxes, but what made this such a sour box art for me is the poses. Our hero on the left is combining two styles of fisticuffs; the fist and the chop, which I believe don’t often go hand and hand (punny). The hero on the right doesn’t have the dashing good looks of our other protagonist, but he’s got a pipe! He’s scratching his head with it, but it’s at least a weapon! The punks in the background are sort of amusing, trying to look tough with minimal detail (only the frontrunner can pull it off…maybe it’s the knife). The dude behind him is channeling his inner geek or something…not quite sure what that pose signifies. But the key reason, even beyond the goofy poses, I picked this box is the sign toward the right that reads “River City High School”. HIGH SCHOOL. Do any of these guys even suggest that they are high schoolers? They all seem to be ripping off of Jimmy Dean’s wardrobe if you ask me style-wise, and not a single face or body teases the thought of youthful lads. So, we either have a mix-up on age or some of the oldest high schoolers ever pounding each other into BARF, and I don’t think that was Technos’ intention.

So, from the boxes alone we can see a shift in design. Japan sees school uniforms and schoolgirls, while Americans get middle-aged men pretending to be young Jimmy Dean types. XD Luckily, the chibi style was mostly left alone for the game itself. Let’s take a quick look at some screen comparisons. Japan is on the left, America in the right.

Pretty simple localization there. Kanji for Japan, a revisiting of the box logo for America. The background color in both isn’t that great, though. Black may have looked better.

Here’s some in-game comparisons. Japan has kanji text and the wall is sectioned differently, for one. The real noticeable change however is the sprites. Kunio’s morph into Alex transformed his clothes as well. It’s more appropriate for Alex to wear jeans and a t-shirt for America, but I admit that I prefer the original Japanese uniform look. Perhaps I’ve played EX too much?

As of press time, I’ve yet to discover more significant changes beyond remolding the sprites into more Americanized clothing and some text editing, but I’ll be on the lookout for more alterations. However, there is one bit of questionable content that escaped censorship at the hands of Nintendo’s conservative age:

Ah, naked butt. How in the world this slipped through Nintendo’s QA is astounding. Maybe they failed to visit the sauna. Definitely one of the more notable cases of nudity making its way into the hands of Americans.

River City Ransom kept the core gameplay of its Kunio-kun original, but shed its Japanese heritage in localization in order to do it. The sprites swapped their clothes to look more American, mainly, which is a pretty big change from the Japanese uniforms Kunio and Co. wore in Downtown Nekketsu Monogatari.

Sources:

Kunio-kun Wikia Page on Downtown Nekketsu Monogatari – http://kuniokun.wikia.com/wiki/Downtown_Nekketsu_Monogatari

HG101 Article on Kunio-Kun – http://www.hardcoregaming101.net/kunio/kunio.htm

Wikipedia Page on River City Ransom – http://en.wikipedia.org/wiki/River_City_Ransom

GameFAQs Image Page for River City Ransom – http://www.gamefaqs.com/nes/563453-river-city-ransom/images

Fan Art Fridays! – 8/3/2012

I’ve been wanting to spotlight awesome artwork from fan artists for a long time, and today is going to be the day that I actually do it. :) Every Friday I’ll put one to two pieces of fan-made artwork that I think is the bee’s knees up for you to peruse. I’ll link to the artist’s DeviantArt or Home page (if I can) to allow further discovery, although I cannot vouch for their personal pages to be safe for work! So leave LVLs. at your own risk. ;)

To start off with, here’s a great sketch of San from Princess Mononoke done by Mayumi Nose:

Captures San’s wild spirit, methinks. Her art can be accessed at Q P, a Blogger site.

For the second, I’d like to dial back the Wayback Machine and showcase one of my favorite interpretations of Street Fighter’s Vega, done by my old online buddy rook:

Wow, this is from 12 years ago! XD rook has improved a lot since then, but I still think this is some of his finer work. His current site is his dA page, where he posts occasionally under the name “rook over here“.

Okay, that’s our first installment! Wish me luck in doing this regularly. XD

Studio Ghibli’s Impact on Gaming

Over at 1UP, Jeremy Parish puts up a fine article explaining the impact Studio Ghibli has left on the Japanese gaming industry. He focuses on two of Hayao Miyazaki’s films, Nausicaa of the Valley of the Wind and Laputa: Castle in the Sky, and supplies plenty of solid examples of gaming cribbing from those classic films. For example, Final Fantasy’s Chobobos are pretty damn similar to Nausicaa’s Hookclaws (seen at left). A great read!

Custom Video Game Anime Openings

Well this is a pleasant surprise.  Do you like anime?  Do you enjoy video games?  If so, the folks at Nico Nico Douga have produced some very impressive tekaki videos.  For the unfamiliar, these involve taking the opening or ending sequences to various anime and tracing over them by hand, frame by frame, to alter them into something completely different.  In this case, they’ve altered the likes of Full Metal Alchemist, Lupin III, K-ON! and more, transforming them into rather impressive sequences for FFVI, MGS, Phoenix Wright, and a few others.

Check out these clips:

Full Metal Alchemist / FFVI

Lupin III / MGS

(more…)

Cultural Anxiety: Conquest of the Crystal Palace/Matendouji (NES/Famicom)

Study 22 – Conquest of the Crystal Palace/Matendouji (Asmik/Quest, NES/Famicom)

The studio that would eventually create Ogre Battle/Tactics Ogre began in 1998 under a different moniker of Bothtec. This company released one game, The Scheme, for NEC’s PC-8801. After a name change to Quest, the company began working with the NES hardware. Matendouji was the first to be localized for overseas audiences, transformed into Conquest of the Crystal Palace.  Later on, Quest focused on their aforementioned Ogre series, which would earn its rightful place as one of the finer strategy RPG franchises on the market. Their work would inspire the creation of Final Fantasy Tactics, thanks to three major members of Quest, Yasumi Matsuno, Hiroshi Minagawa, and Akihiko Yoshida, all joining Square and being a big part of FFT’s creation.  Quest themselves would also become a part of the Square-Enix behemoth following the release of the GBA Tactics Ogre: The Knight of Lodis, and would lose their company identity entirely.

Asmik Corp, which is now known as Asmik Ace Entertainment, began in 1985 and produced their own games on top of localizing games from other companies.  Their best known titles are the Game Boy Catrap (available on the 3DS Virtual Console!) and Boomer’s Adventures in ASMIK World for the NES.  As of late they’ve been quiet on the gaming front, but the company still exists and continues to be a part of the Japanese entertainment industry.

Matendouji/Conquest stars a young man named Farron, who is actually a prince of the Crystal Palace. Along with his talking dog Zap, Farron marches off to reclaim his throne from the villain Zaras.

With that brief bit of exposition, let’s get into the meat of this post.

Matendouji’s Famicom box is a little busy, but full of excellent anime designs and motifs.  I wonder if Akihiko Yoshida was involved…this doesn’t resemble his present style.  At any rate, it’s a fine introduction to Farron’s world.

Asmik’s spin on the box loses a lot of its Japanese anime roots, despite the Samurai armor adorning the big bad (Zaras?) villain Farron and Zap are facing off against.  There’s not much resemblance of Farron’s Japanese design.  He looks much more European in style.  Zap is still decked out in some sort of armor, but it has a futuristic look to it over the more traditional Japanese armor he donned on the Famicom box.  The composition isn’t terrible, and the shattering of the edges of the scene are clever…but it doesn’t do much for me, personally.

Screenshots ahoy!  Japanese on the left, American on the right.

Quest’s title screen features chibi heads of the main cast, and some huge kanji representing the title.  However, there’s something really wonderful about the approach Asmik ran with for the American title screen.  I like the mood it creates.  Definitely one of the nicer ones of the era.

The key difference here is that the Japanese version uses “lives” while the American uses “rest” to signify extra lives.  Not sure why!

Asmik removed some of the more controversial elements of the game, including these skeletal babies that crawl around on the ground.  Slugs replace them for America.

And then there’s this.  This area is RADICALLY altered for America.  The foreground titles are disturbingly fat baby heads.  The background is full of freaky zombie faces.  And the enemies are ghastly fetuses.  In America, all of these were toned way down.  The foreground is now standard cavern fare.  The background are still creepy face-like things, but it’s not as drastic as before.  And the enemies are now spiders and some weird fairy-esque thing I can’t quite make out.  Massively different.

From here on in, I’ve only got American screens.  I salute Asmik for their mostly hands-off approach to localization here, leaving much of the Japanese cultural roots intact for Conquest.

For example, the heaven kanji under Zap.  Farron looks like a fairly typical anime hero, too, with a Japanese flair to him that wasn’t lost in translation.

The use of a scroll, with kanji, and Japanese imagery and artwork.  That’s great spritework, I must say.

Here’s the store.  Owner Kim has a nice anime look to her, doesn’t she?  I love how this game embraces so much of its Japanese heritage, and how Asmik left it alone!  It’s a wonderful thing.  Even the box art features minute elements, although it was completely reworked into a more American style.  On the whole, though, Conquest of the Crystal Palace managed to escape Japan relatively unscathed, and if Nintendo was not as strict with their NES censorship, it may have come with all of the freaky bits from the cave intact, too.

Sources:

Hardcore Gaming 101 Article on Conquest – http://www.hardcoregaming101.net/crystalpalace/crystalpalace.htm

Joystiq’s Virtually Overlooked on Conquest – http://www.joystiq.com/2008/05/22/virtually-overlooked-conquest-of-the-crystal-palace/

MobyGames Page for Conquest Images – http://www.mobygames.com/game/nes/conquest-of-the-crystal-palace/screenshots

Spil:Musset Museum page for Matendouji – http://www.spilmuseet.dk/infotitel.php?id=39640

Cultural Anxiety – Trojan/Tatakai no Banka (NES/Famicom)

I had plans to get Conquest of the Crystal Palace up for December, but a Hardcore Gaming 101 writer has mentioned his interest in doing a report on the game there, and that would be quite handy, so I’m going to hold off a bit and see what he comes up with.  In the meantime, here’s a quickie on one of Capcom’s early NES/arcade efforts.

Study 21 – Trojan/Tatakai no Banka (Capcom, NES/Famicom)

Trojan/Tatakai no Banka is one of Capcom’s earlier games, originally released in 1986 in arcades.  It stars the titular Trojan, a warrior who is living in a dystopic Mad Max-esque future where demons have shaken up civilization into a chaotic mess, and their influence dictates the world’s people save a few strong fighters.  Trojan is one of these special humans immune to the demon’s corruption, and armed with a sword and shield he prepares to wipe out the threat and save the world.  Fairly straightforward storyline, really.

The game was a moderate hit worthy of receiving a NES/Famicom port, which Capcom performed in the last half of 1986, releasing it in time for the holidays in Japan in December, and in February 1987 in the US.  The game mixes up the gameplay a tad, as Wikipedia details:

The NES version of Trojan features several significant changes to the game, such as the addition of new power-ups and hidden rooms, as well as an alternative Versus Mode, where two players compete against each other in a best-two-out-of-three duel, making it Capcom’s first attempt in the fighting game genre.

So, this game does mean something to the greater Capcom sphere.  Unfortunately, the gameplay is a trainwreck.  It’s clunky, your hero’s animation is slower than his foes, and the shield/sword dynamic the game wants to utilize isn’t too effective or fun to control.  Capcom revisited the concept with Tiger Road in 1987, but moved on to better action gameplay engines and concepts following that.

Ignoring the arcade version (which used the same promo materials), let’s focus on the boxes and title screens.

I love Japanese auction sites sometimes – you find better boxes there.  Anyway, this was special art done for the Famicom box, and it’s definitely in the anime vein.  Trojan doesn’t look too shabby – he’s doing exactly what he’s capable of in the game itself.  Iron Fist or whatever his name is looks wonky, that he does – sort of like Guts Man, actually. XD

The NES box reuses that lovely holographic grid Capcom adored in their early days (as well as their audacious “High Resolution Graphics” claim).  The art is plucked right from the arcade flyer, which at least shows some artistic credence (compared to, say, Mega Man).  Despite this being the official art for the arcade in both regions, I think Capcom’s choice for the more dystopic sci-fi styled poster over the Famicom’s Tezuka-esque piece was regionally considered.  Trojan looks decently bad ass in a He-Man sort of way, and that villainous scum behind him looks pretty menacing and an adequate super hero antagonist…in short, it attempts to appeal to an American comic/sci-fi crowd.  Does it work?  Well, that’s up to the viewer, I suppose.

A quick title screen comparison:

Not much to comment on.  Different logos and more text in the copyright for the US game (which is on the right).  From what I could tell, the innards of the game were untouched in localization.

It’s fascinating to me how a game with a dystopic post-apocalyptic scenario can be interpreted in such distinct cultural ways.  Even a game whose guts are minimally altered can see drastic changes in its box art, and it’s one reason I enjoy composing these posts and am thrilled about doing this kind of thing for a career (wish me luck!).

Sources:

Joystiq piece on Trojan – http://www.joystiq.com/2007/07/12/virtually-overlooked-trojan/

StrategyWiki guide for Trojan – http://strategywiki.org/wiki/Trojan

GameFAQs Image page for Trojan – http://www.gamefaqs.com/nes/587732-trojan/images

Spidershinya’s Yahoo blog – http://blogs.yahoo.co.jp/spidershinya/60766453.html

Wikipedia page for Trojan – http://en.wikipedia.org/wiki/Trojan_(video_game)

Rurouni Kenshin manga to be revived by Watsuki, plus other news!

Anime News Network has the scoop, so I’m just going to quote them:

Manga creator Nobuhiro Watsuki will be resuming his Rurouni Kenshin series for a brief run starting in the June issue of Shueisha’s Jump Square magazine, which will ship on May 2, 2012. The magazine’s advertising describes the samurai manga’s return as a “reboot,” although the magazine may not be using the term with the English denotation in mind. More details will be in upcoming issues of Jump Square.

Keishi Ōtomo’s live-action Rurouni Kenshin film will open in Japan on August 25, 2012. The first half of the new Rurouni Kenshin: Shin Kyoto-Hen anime project just opened in two theaters last week, and the second half is slated to be completed next summer. Viz Media publishes the manga in North America.

Very exciting!  I hope a lot of this stuff makes it to America, too.  Also, Aniplex’s Limited Edition releases of the Kenshin OVA’s Trust and Betrayal, Reflection and The Movie are all out in the States.  They’re not cheap, but the packaging looks quite lavish.  Not a bad time to be a fan of the series, I must say.

Cultural Anxiety: Amagon/Totsuzen! Macho Man (NES/Famicom)

Study 20 – Amagon/Totsuzen! Macho Man (NES/Famicom)

Aicom was by no means the biggest name in the NES archives – their best titles for the console were Vice: Project Doom and Golgo 13: The Mafat Conspiracy, and they were behind the Game Boy Blaster Master Boy/Jr. (which originally was a Bomberman spin-off), among other less notable titles.  In 1998 or so morphed into Yumekobo, a SNK-backed developer who produced Blazing Star, SNK Gals Fighters and other Neo Geo Pocket Color games until they seemingly shut down in 2000 (likely due to SNK’s financial hardships).  Aicom’s second game, and the first to see release overseas, was Totsuzen! Macho Man for the Famicom.  Published by Vic Tokai, it features Amagon, a stranded marine who finds himself on a “crazy island” (that’s what the game itself says!) and has to fight his way through to escape.  His rifle has limited ammo, but luckily he has the secret power of transformation, in this case becoming the muscle-bound Megagon.  Megagon has an actual HP meter based on Amagon’s score (Amagon himself suffers from Shinobi syndrome and can only take one hit – poor training if you ask me), and his punches and “macho energy” chest blasts that serve him much better than his puny original body.  American Sammy decided to localize it as Amagon and brought it to America in 1988.

There’s not a lot of documentation on Amagon in English, so I’m going to do what I can in terms of comparison with what I observed in my research.  We’ll begin with the Famicom box.

This was the best I could find (and I unsharp masked it!).  It’s colorful and full of anime masculinity.  I can see Megagon popping up in Dragon Ball Z or something.  It’s colorful, too.  But…I think the American reimagining is a little better:

Here you see Amagon’s original form and his Megagon form, which sells the concept a little bit better.  It’s still a fairly unimpressive box, and the goofy face Megagon has doesn’t inspire macho confidence, but I’ll run with it.  Amagon’s Japanese box definitely went for the manly anime crowd, while its American cousin saw a more or less action movie/cartoonish overhaul that attempts to inspire Hulk connotations.  It doesn’t pull it off, but I think that’s the vibe it’s after.

As I mentioned above, the game hasn’t really been delved into as deeply as some of my other choices for this topic, but I do have a couple screen shot comparisons to share.

Japan’s is on the left.  The premise is about the same – Amagon crashed his …toy plane that he somehow stuffed his entire body into, and is stuck out on some crazy island.  The American version’s logo is cuter, in my opinion – I like the muppet-esque O there.  Slight color differentiations abound, too.  The sign post Japan’s title is plastered on seems highly out of place.  Another win for America!

As best as I was able to find, the map screen has different text per region.  I think Japan’s is better here (again on the left) – escaping an island by traversing it isn’t so much a mission as it is a requirement. :p  And, as the screenshot below attests, it is crazy:

Amagon did not get a great sprite.  It appears he’s about to shoot himself in the head to make these weird hallucinations go away. XD  Gameplay-wise not much seemed to change as it was localized by American Sammy – the game’s menus appear the same, as does Amagon’s lanky sprite.

Finally, we’ll discuss the final boss, which my sources all mention is based on the “Flatwoods monster” that supposedly was a space alien spotted in Flatwoods, West Virginia in the 1950′s.  So, we have an American extraterrestrial rumor sparking Japanese designers into making it a final boss in a “marine must cross the island he crashed on to find his rescue boat…and he morphs into Conan with chest RAZERS for kicks” game.  Fascinating.  And with that, I think we’re done here.

Sources:

Wikipedia Page for Amagon – http://en.wikipedia.org/wiki/Amagon

MobyGames Page for Amagon – http://www.mobygames.com/game/nes/amagon

GameFAQs Image Page for Amagon – http://www.gamefaqs.com/nes/587089-amagon/images

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