Monday, September 27, 2021

Obscusion B-Side: Prowling the Official Atari Jaguar Catalog: 1994 (Part 1)

"Overall, the Atari Jaguar's starting line-up isn't spectacular, but at the same time it is just a test launch. I'm sure better games will be available by the time the nationwide launch happens the next year."

As Atari's "final" home console enters a new calendar year, the test market launch is still in effect, and will remain so for the next five months. Because of that, there really isn't much available for the console outside of those original four games, and do remember that one of them is a pack-in. Meanwhile, at the Winter CES show that January, SN Systems (which had experience creating development hardware for game consoles) secretly showed Sony a prototype dev kit, which helped push Sony forward with the eventual production of the PlayStation, which had been publicly announced the past October. Also at this same CES, Sega internally decided to create a piece of hardware in response to the Atari Jaguar... We'll get back to that later. Later, on March 20, the 3DO saw release in Japan, where it'd shockingly receive not only the largest overall number of game releases (close to 3/4 of the entire catalog), & even two exclusive console variants, but nearly half of the 3DO's entire catalog was Japan-exclusive!

However, on April 13, just a few weeks shy of the console's nationwide release in North America, the Atari Jaguar would see its first new game for the year, and thankfully it wound up becoming one of the console's most beloved.


Released in arcades back in 1981 & programmed by Dave Theurer, Tempest was the first game ever released for Atari's Color-Quadrascan vector display tech, and quickly became a big hit with its hectic shooting action & sense of actual progression from one stage to another, since each one was different from what came before. When came time for Atari's return to the console market with the Jaguar, the company held a gathering at a gaming convention with various developers, in which a list of old Atari games was shown & the developers could choose which one they each wanted to reinterpret for the Jaguar. Jeff Minter, an English designer who had his own studio called Llamasoft, volunteered to take Tempest, since it was one of his favorite games. When he attended the console's launch party in late 1993, the creator of the Jaguar told Minter that he felt that Minter's game was a poor demonstration of the console's capabilities, and while Minter was dismayed at the response, he still pushed through & finished the game. The end result is Tempest 2000, a game that's perfect proof that, in the end, gameplay is key, because this game is absolutely outstanding.

Monday, September 6, 2021

Obscusion B-Side: The Surprisingly (If Fitting) Perpetual Life of Chakan: The Forever Man in Print

In the early 1980's, aspiring comic book artist Robert A. Kraus founded his own studio, RAK Graphics. His first published comic would be Thundermace No. 1, which he co-created with his friend Rick Sellers, the latter of which would go on to become a voice actor, best known for still voicing "The General" from those "1-800-General" commercials for The General Insurance Company; I am not kidding. Found in that comic was a back-up story starring someone named "Chakan: The Forever Man", a mysterious swordsman that "looked like a cross of a zombie & Clint Eastwood" (Kraus' own words) who took on all manner of supernatural creatures with a dark tone, a stark difference from Thundermace's more hopeful swords & sorcery motif. Chakan (technically pronounced "Shay-khan") would continue as back-up stories over the years, slowly finding itself a small fanbase, and Kraus himself started to get an itch to give the character his own comic. So in July of 1990, Chakan: The Forever Man No. 1 came out, a black-&-white comic telling of how Chakan became the undying warrior he is, as well as what he thought would be his final battle.

What came next, though, was pure serendipity.

This actually isn't RAK's artwork, though based on an image he drew,
but the game's cover is easily the most iconic art for Chakan out there.

While attending Gen Con in Milwaulkee sometime in the late 80s, Sega of America producer Ed Annunziata (Ecco the Dolphin, Tiny Tank, Mort the Chicken) came across Kraus' booth & saw artwork for Chakan: The Forever Man, catching his interest & sparking conversation between the two. Due to the comic's darker tone, Annunziata felt that it fit well with Sega's older audience direction that it was going with for its new console, the Genesis (Mega Drive, around the world), and eventually an agreement was made for a Chakan video game to be produced for the system, as well as a similar-but-separate game for the handheld Game Gear, making this one of the earliest independently-owned comics to ever receive a video game adaptation, if not the first. The game, released at the end of 1992, has since become notorious for its unforgiving difficulty & infamous "ending", but has since received a cult following due to its unique & dark visual aesthetic, appropriately harsh music, & unforgiving difficulty; beyond two aborted attempts on both the Dreamcast & iOS, no other games were made. To most, that's the long & short of Chakan: The Forever Man... But like the "The Gray Slayer" himself, the truth goes on for far, far longer than you'd expect.

This is a general overview of Chakan: The Forever Man in its original printed form, that of the original comics & later the graphic novellas that have long since told his tales.

Monday, August 30, 2021

Salaryman Kintaro: Damn It Feels Good to Be a Gangst... I Mean "Real Man"

*This review is in memory of the legendary Masami Suda, who was character designer for this anime, as he passed away earlier this same month.*

In the annals of manga history, Hiroshi Motomiya is definitely a perfect example of an understated legend. Born in 1947, his debut serialization, 1968's Otoko Ippiki Gaki Daisho, would become the first true "hit manga" in Shonen Jump (without needing to be infamous, ala Go Nagai's Harenchi Gakuen), inspiring the likes of Masami Kurumada & Tetsuo Hara to become mangaka themselves, & each would create their own direct homages to Gaki Daisho, at some point in their respective careers. Meanwhile, the likes of Buronson (Fist of the North Star), Yoshihiro Takahashi (Ginga -Nagareboshi Gin-), Tetsuya Saruwatari (Tough), Tatsuya Egawa (Golden Boy), & Akira Miyashita (Sakigake!! Otokojuku) all worked as assistants for Motomiya at one point or another, giving all of them early starts to their own respective iconic careers. As for video game fans, Motomiya also has some relevancy there, as his studio Moto Kikaku is best known as the co-creator & co-owner of Capcom's Strider franchise, while Motomiya's Tenchi wo Kurau manga is the basis for numerous games Capcom made, most notably 1992 arcade beat-em-up Warriors of Fate. Finally, even at the age of 74, Motomiya is still making new manga to this very day, usually focused around the ideal of being a "real man", i.e. being an inspiration to others by being a respectable, honest, & earnest person who doesn't allow being taken advantage of.

In short, while he may no longer be your favorite mangaka's favorite mangaka, he still might just be your favorite mangaka's favorite mangaka's favorite mangaka!

"Brings a whole new meaning to the phrase 'office power politics'!" - Foutz.net

After leaving Shonen Jump in 1987, following a ~19-year run with the magazine, Motomiya moved 100% into making manga for adults, and would strike gold when he debuted Salaryman Kintaro in the pages of Young Jump in 1994, becoming one of Motomiya's "masterpieces", alongside Gaki Daisho & the multi-part Ore no Sora series. While the series ended in 2002 after 30 volumes (his longest single series), Motomiya would occasionally return with new stories in Young Jump, namely 2005's Salaryman Kintaro: Money Wars Chapter (4 volumes), 2009's New Salaryman Kintaro (7 volumes), & 2015's Salaryman Kintaro at 50 (4 volumes). If you are curious about reading the manga, it is actually currently available in English officially via Manga Planet, which is putting out three new chapters every week; as of this review, it's just shy of halfway through the first series. Salaryman Kintaro would receive two different J-Drama adaptations, one in 1999 starring Katsunori Takahashi (who would later also portray legendary office worker manga character Kosaku Shima) & the other in 2008 starring Masaru Nagai, as well as a 1999 live-action movie based on the first J-Drama directed by Takashi Miike, which amazingly enough actually saw official English release in 2004 by Pathfinder Home Entertainment under the name "White-Collar Worker Kintaro"! However, this blog is primarily focused on anime, and luckily Salaryman Kintaro did indeed receive one of those, as well.

Thursday, August 19, 2021

Obscusion B-List: Games Ported Over to the Same System... Multiple Times... By Different People

Game development & publishing has, more or less, long become a rather standardized thing over the decades. If you see a game released on a piece of hardware, especially a home console (i.e. "Not a PC"), then you know that it was likely developed by a single team of people, likely for multiple consoles. Prior to the new millennium, however, that wasn't quite as standardized, so you'd see the same game being released on different hardware, and there was a chance that each version was developed by a different team, ideally due to one team knowing one piece of hardware, while another was better with different hardware; this still exists today (see: Panic Button's Switch ports), but is nowhere near as common as before. On very rare occasions, though, one console would see multiple versions of the same game. Usually this was because of major updates that the developer & publisher felt were needed to be done, and usually would be done if the first version sold well; remember, this was before the days of downloading patches. The Lost World: Jurassic Park for PS1 is a perfect example, as the "Greatest Hits" version is actually an updated release & pretty much considered superior to the original version; Saturn owners got screwed over, though. However, even rarer are the cases where one game got ported over to the same hardware more than once... and by completely different developers. This was pretty much exclusively due to differing regions, namely Japan vs. North America/Europe, so let's take a look at six(-ish) such examples.


Myst on PS1
Alfa System vs. Visual Sciences
Generally considered the game that made the CD-ROM drive an essential part of any home computer setup, and was literally the best-selling PC game of all time until The Sims in 2002, Cyan Studios' Myst from 1993 is an all-time adventure classic. Therefore, when CD-based consoles started becoming a thing, you'd better believe that almost all of them had a port of Myst in the works. The Saturn, 3DO, CD-i, & even Jaguar CD all saw ports, with even a Sega CD port being in the works but never released, but the console we'll be focusing on here is the PlayStation. While the Saturn port by Sunsoft was a 1994 launch title in Japan, Soft Bank made sure that a PS1 port wouldn't be far behind, coming out January of 1995. This PS1 port was handled by Alfa System, which at the time was still just known as a for-hire studio & porting house, and it's a solid enough port of the game, complete with fully dubbed over Japanese dialogue in place of the original English voice work by the Miller Brothers, who co-founded Cyan. However, for whatever reason, Myst wouldn't see international release on the PS1 for a long time, September of 1996 to be exact (November 1996, for Europe!). When it finally did, by way of Psygnosis, what came out wasn't even the same exact port!

Thursday, July 29, 2021

Showa Monogatari: Anime for Literal "Boomers"? Next You're Going to Tell Me that Anime is for Everyone!

Hey, the Olympics (& Paralypics, too) are taking place in Tokyo! After being delayed from last year due to the COVID-19 pandemic, the quadrennial games are finally happening... Despite the pandemic still essentially looming over Japan as a whole, and competitors are being prevented from playing for smoking marijuana, and there won't be any spectators in the stands because of said pandemic still looming, which has resulted in some players pulling out of the games entirely... And this is arguably the lesser of the problems with the entire thing. "Citius, Altius, Fortius", indeed.

Huh, I was hoping for something a little more upbeat for an intro, so let's just move on to the point I wanted to make: Tokyo in 1964!


The last time Tokyo was home to the Olympics was back in the Summer of 1964 for the Games of the XVIII Olympiad, and those games were an important one for not just Japan, but the world as a whole. Internationally, this was the first time the Olympics were truly broadcast live, by way of satellite feeds, and were also the first time the games were aired in color, at least partially; it's also the first time South Africa was excluded due to apartheid, which stuck until 1992. For Japan, this was the country's chance to show how much it had changed since the end of World War II, with the only real remnant of that era being Emperor Hirohito (a.k.a "Emperor Showa") opening the games themselves. This was a peaceful Japan, & its various technological advancements, like the Tokaido Shinkansen & various tech that the Olympics would continue to use to this very day, helped give the country the feeling that it was ahead of the curve, in some regards. The 1964 Summer Olympics also received a documentary in the form of Kon Ichikawa's Tokyo Olympiad, often cited as one of the greatest sports documentaries ever made.

That leaves only one question: So how was life in Tokyo leading up to all of this?

Turns out anime studio WaoWorld & media production company Think Corporation wanted to answer that question, so the two came together (along with numerous other companies) to do so in an interesting fashion: Through anime. After an apparent 4.5-year production process, Showa Monogatari (literally "Showa Story") wound up being the final product, allegedly becoming the first anime ever aimed primarily at senior citizens & baby boomers, i.e. people who actually were alive back at that time; it was even called a "TV Manga", just like early anime at the time was. The first four episodes initially had an advance airing on Mie TV from December 30, 2010 to January 2, 2011, followed by a handful of other regional stations airing those episodes throughout January, & a compilation movie would debut in theaters later on January 29. After that, the full 13-episode TV series would receive a proper broadcast during the Spring 2011 season, where it received either a late morning, early afternoon, or prime time evening time slot, depending on the station. Showa Monogatari came out just before anime simulcasting had started to become fully standardized via Crunchyroll, so it unfortunately missed out on that boat, though it was given a full fansub (TV & movie), & its first episode did see some coverage on sites like ANN when it started airing in full. So let's see if this anime truly does give the viewer an idea of what life in Tokyo was like the last time the Olympics were held there, and if an anime aimed at "old people" can even appeal to younger audiences.