Back in September of 2012, I watched & reviewed the short 2001 OVA Cat Soup, which was known for its surrealistic visuals & its bleak worldview. The former was due to the OVA being the first time Masaaki Yuasa would be allowed to go all out, by director Tatsuo Sato, while the latter was due to the fact that the OVA was based on the works of the late Chiyomi Hashiguchi, better known by her pen name, Nekojiru/Cat Soup; in fact, the OVA's Japanese name was Nekojiru-sou/Cat Soup Grass. In that review, though, I had mentioned that the OVA was not the first adaptation of Nekojiru's work. Instead, the tales of her two cat siblings Nyako & Nyatta were first brought to animation back in mid-1999, as part of TV Asahi's Bakushou Mondai Boss Chara Ou/Bakusho Mondai's King Boss Character program. Said anime was Nekojiru Gekijou/Cat Soup Theater - Jirujiru Original, a series of shorts that ran for 27 episodes that were adapted from stories that were compiled in the books Nekojiru Senbei, Dango, & Donburi; Nekojiru always named her collections after snacks & the like. Of course, nearly six years ago, I said that "since that show was fansubbed years ago I might review that at a later date"... Promises like that are why I made this a year of "Unfinished Business".
Nekojiru Gekijou has no overarching story by any means, to no surprise. It's simply a collection of stories that range somewhere between one or two minutes each, though a couple go slightly longer, and every single one of them features a pretty cynical view of everything. Nekojiru became known for her bleak, blunt, & very cruel outlook when it came to her manga, and she admitted that her ideas often came from her dreams. Unfortunately, it's possible that this very extreme cynicism led her to eventually commit suicide on May 10, 1998, and that could potentially affect how you react to the stuff that happens in this anime series. I bring this up, because Nekojiru Gekijou can be dark... Really, shockingly dark, and possibly even vile at times, but all in an amusing way, nonetheless.
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Friday, July 27, 2018
Thursday, July 19, 2018
A Matchless Beat is on the Horizon: An Interview with Anime Midstream's Jimmy Taylor
Back in August of 2016, Anime Midstream announced at that year's AnimeFest that it had license rescued B't X, the 1996 anime adaptation of Masami Kurumada's manga of the same name; previously, Illumitoon Entertainment gave the anime a (poorly done) try back in 2007. For those unfamiliar with Anime Midstream, which is understandable, the company first broke onto the scene back in 2008, when it licensed early-90s mech anime Matchless Raijin-Oh. From 2009 to 2014, the company released the first half across five dual-audio DVD singles, once per year, followed by a sub-only boxset for the second half. Over the next two years, Anime Midstream went silent until about a month before AnimeFest, & almost nothing has came out in terms of information regarding B't X's release since the con, except for a teaser image in March of 2017 saying that "Season 1" would be "Coming Soon...", and what looked to be an indication of dub work being done a month before that.
Now that we're coming up on two years since the original licensing announcement, I decided to see if I could get some answers from Anime Midstream regarding not just B't X, but also about Raijin-Oh, the change in the anime industry since 2008, and other topics. Thankfully, Midstream's founder Jimmy Taylor was able to find some time during the hectic, final weeks leading up to release, he plans to make an announcement by the end of this month, to answer my questions via e-mail.
Huh, now there's a Shueisha credit in the copyright, instead of Kadokawa Shoten... Haven't seen that happen with an anime before. |
Now that we're coming up on two years since the original licensing announcement, I decided to see if I could get some answers from Anime Midstream regarding not just B't X, but also about Raijin-Oh, the change in the anime industry since 2008, and other topics. Thankfully, Midstream's founder Jimmy Taylor was able to find some time during the hectic, final weeks leading up to release, he plans to make an announcement by the end of this month, to answer my questions via e-mail.
Monday, July 16, 2018
Akira Psycho Ball: TESUOOOOOOOO!!!!! MULTI-BAAAALLLL!!!!!
Katsuhiro Otomo may not have a large catalog of work, but he remains one of the most iconic & influential names in both anime & manga, and his magnum opus is most definitely Akira. Debuting first as a manga in Young Magazine back in 1982, Otomo would work on it here & there while also working on anime productions like Neo Tokyo & Robot Carnival, before finishing it up in 1990, with a total of 6 volumes. On July 16, 1988, a host of companies decided to bring the manga into anime form as a theatrically released movie, with Otomo only agreeing to such an idea if he was given total creative control, which resulted in him becoming the director of the movie itself, and animation so fluid & mind-blowing (in general, let alone for its time) that the movie came with an absurdly high ¥1.1 billion, or roughly $10 million, budget that it obviously just could not recoup in its home country; only when you account for worldwide that the movie made its money back. Today, however, the Akira movie is looked at as one of the all-time greatest anime ever made, if not simply one of the best movies, in general; to this day, it remains the sole anime that The Criterion Collection ever released (Laserdisc #151).
So pinball sounds like the perfect tie-in for a movie about a mad, newly-powered psychic causing havoc & destruction everywhere he goes... Right?
Obviously, with hype of a scale such as this at the time, there were going to be video games to go with it. Unfortunately, this movie has had nothing but a rough time when it comes to this medium. The first game was 1988's Akira for the Nintendo Famicom, which was a visual novel-esque adventure game by Taito that was notorious for its ridiculous difficulty, with decisions that can kill you instantly, & sometimes requiring the player to pick painfully obtuse & illogical decisions, multiple times at that, in order to advance; even Famitsu gave it a 17 out of 40, or an average of 4.25/10 from each reviewer. For the longest time afterwards, the only other Akira game to see release was a British-developed action game for the Amiga & CD32 by International Computer Entertainment in 1994; it, too, was lambasted for its poor quality. Around the same time, THQ was developing a few Akira games for the Atari Jaguar, SNES, Sega Genesis, Sega CD, Game Boy & Game Gear, but all of them were postponed before eventually being canceled; prototypes for some of these unfinished games have since been retrieved & preserved, and now can be found online. After all that, there wouldn't be another Akira game until 2002, when Bandai worked with the video pinball meastros over at KAZe for Akira Psycho Ball for PlayStation 2, which came out to help promote the newly-remastered DVD release of the movie; Europe would receive the game in 2003 by Infogrames, using the 2001 Pioneer dub for audio. Unfortunately, there isn't much in terms of useful information regarding this game, at least in English, as nearly every review you can find online more or less dismisses Psycho Ball, either because the reviewer simply associates it with the piss-poor games that came before (including THQ's unreleased games), or outright downplays its relevance simply because it's a pinball game.
Therefore, to both celebrate Akira's Pearl Anniversary & put an end to my coverage of KAZe's video pinball legacy, let me tell you what Akira Psycho Ball really is all about, because this might very well be the best, if most forgotten, entry in the Digital Pinball franchise.
So pinball sounds like the perfect tie-in for a movie about a mad, newly-powered psychic causing havoc & destruction everywhere he goes... Right?
Obviously, with hype of a scale such as this at the time, there were going to be video games to go with it. Unfortunately, this movie has had nothing but a rough time when it comes to this medium. The first game was 1988's Akira for the Nintendo Famicom, which was a visual novel-esque adventure game by Taito that was notorious for its ridiculous difficulty, with decisions that can kill you instantly, & sometimes requiring the player to pick painfully obtuse & illogical decisions, multiple times at that, in order to advance; even Famitsu gave it a 17 out of 40, or an average of 4.25/10 from each reviewer. For the longest time afterwards, the only other Akira game to see release was a British-developed action game for the Amiga & CD32 by International Computer Entertainment in 1994; it, too, was lambasted for its poor quality. Around the same time, THQ was developing a few Akira games for the Atari Jaguar, SNES, Sega Genesis, Sega CD, Game Boy & Game Gear, but all of them were postponed before eventually being canceled; prototypes for some of these unfinished games have since been retrieved & preserved, and now can be found online. After all that, there wouldn't be another Akira game until 2002, when Bandai worked with the video pinball meastros over at KAZe for Akira Psycho Ball for PlayStation 2, which came out to help promote the newly-remastered DVD release of the movie; Europe would receive the game in 2003 by Infogrames, using the 2001 Pioneer dub for audio. Unfortunately, there isn't much in terms of useful information regarding this game, at least in English, as nearly every review you can find online more or less dismisses Psycho Ball, either because the reviewer simply associates it with the piss-poor games that came before (including THQ's unreleased games), or outright downplays its relevance simply because it's a pinball game.
Therefore, to both celebrate Akira's Pearl Anniversary & put an end to my coverage of KAZe's video pinball legacy, let me tell you what Akira Psycho Ball really is all about, because this might very well be the best, if most forgotten, entry in the Digital Pinball franchise.
Tuesday, July 10, 2018
Demo Disc Vol. 13: Feisty Forerunners
After taking a season off for the newly-debuted segment Retrospect in Retrograde (that will return in September), it's the return of Demo Disc! Back in April of last year, for Volume 9, I looked at four pilots that were originally meant to lead into something more, but none of them went anywhere. Whether it was to an attempt to produce an English dub for Space Adventure Cobra back in the 80s or simply trying to get actual series made via Transformers Zone, Genjiku Senki Shiden, & Justeen, they were all examples of pilots not going anywhere. Therefore, for this (maybe unlucky?) Volume of Demo Disc, let's do the opposite & look at the other side of the spectrum: The forerunner (I've also used the term "precursor" before, but I'm trying to eventually use every letter of the alphabet for Demo Disc...). Unlike those prior four, every product I'll be "Demoing" here was simply the first anime product of something that would eventually see more anime made for. In fact, of them all, only one is actually intended to be a "pilot", so let's start with that one. The fact that it helps celebrate the Golden jubilee of an iconic series that I've actually covered on the blog before is a just a sweet bonus... Also, I always do Demo Disc in chronological order, so there's that, too.
Ashita no Joe Pilots
No matter what name you decide to call it by, Ashita no Tomorrow's Champion Rocky Joe will forever be one of the most influential manga ever produced, even 50 years later, and its original anime adaptation directed by Osamu Dezaki is arguably just as important. Still, back in late 1969, it's not like the anime was simply going to be instantly greenlit. Therefore, Mushi Pro's Osamu Dezaki & Masao Maruyama decided to produce a couple of pilots, both around 10 minutes long, in an effort to find a TV station willing to help produce it, all because they were fans of the manga. In fact, they made these pilots without the knowledge of Mushi's founder Osamu Tezuka, because they felt that he wouldn't approve it, since it'd be "competing" against Tezuka's own work. In the end, Dezaki & Maruyama found an interested party in the form of Fuji TV's Koji Bessho, and the rest is all history. So now, with 50th Anniversary anime Megalobox having just ended, let's see the earliest forms of Ashita no Joe in anime form!
Ashita no Joe Pilots
No matter what name you decide to call it by, Ashita no Tomorrow's Champion Rocky Joe will forever be one of the most influential manga ever produced, even 50 years later, and its original anime adaptation directed by Osamu Dezaki is arguably just as important. Still, back in late 1969, it's not like the anime was simply going to be instantly greenlit. Therefore, Mushi Pro's Osamu Dezaki & Masao Maruyama decided to produce a couple of pilots, both around 10 minutes long, in an effort to find a TV station willing to help produce it, all because they were fans of the manga. In fact, they made these pilots without the knowledge of Mushi's founder Osamu Tezuka, because they felt that he wouldn't approve it, since it'd be "competing" against Tezuka's own work. In the end, Dezaki & Maruyama found an interested party in the form of Fuji TV's Koji Bessho, and the rest is all history. So now, with 50th Anniversary anime Megalobox having just ended, let's see the earliest forms of Ashita no Joe in anime form!
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