The Amazing, Unrecognized World of Japanese Arcade Quiz Games

Quiz games. They’re one of the most basic forms of game out there, going a long, long way back to the days of game shows on radio and television, persisting to this very day. They’ve also been a part of videogaming from the early days: as soon as ROM chips could feasibly hold a decent amount of text, quiz games started to appear in arcades and on consoles.

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Nowadays, when you think of arcade quiz games, you probably think of something like the multiplayer setups you see at trivia nights in a local bar. This is the direction Western quiz games evolved in: they never really eschewed a game-show/board-game style format, and evolved to implement either real-money gambling mechanics or large-scale multiplayer, competitive functionality.

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In Japan, however, things played out very differently. Arcade quiz games started to appear there in the mid-late 80s, through companies like Sega and Nichibutsu. As the 90s came along, a renaissance of quiz-game development created a unique, fascinating genre with an abundance of different thematic elements.

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The genre first saw significant advancement through games like Adventure Quiz: Capcom World, a trivia game loaded with 80s Capcom fanservice, and Mitchell’s Quiz Sangokushi, which melded the question-and-answer format with strategic, territory-conquering gameplay. These games utilized elements of visual novels and strategy games to make the quiz experience more appealing and engaging. Other games put quiz elements into fun new genres: Taito’s Quiz Chikyuu Boueigun (“Quiz Earth Defense Force,” no relation to the current Earth Defense Force games by D3 Publisher) has you saving the planet in a story that’s chock-full of classic sci-fi parodies, while SNK’s Quiz Daisousasen (“Quiz Big Criminal Investigation”) is a detective story that morphs into a weird sci-fi/horror thing at the end. You still had game-show style quiz games too, but they were quickly losing ground to more ambitious efforts.

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In some cases, publishers adapted existing properties but added a quiz-game twist, hoping the familiar name would draw in customers. This is how we got games like Saurus’s Quiz King of Fighters and Taito’s Quiz HQ, which combined existing game properties with a quiz-game element. As time passed, however, more and more experimentation happened. The mid-late 90s were really a golden age for arcade quiz games, resulting in a stunning variety of thematic and gameplay genres mixing in with traditional quiz elements.

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Interestingly, quiz games tend to be very lengthy, sometimes taking an hour or more to complete from start to finish… which, in theory, goes against the short, focused play experiences arcades want to offer. You want to get people off that machine as quickly as possible, right? However, with these new thematic ideas, players became more committed to seeing the games through to the end. It doesn’t hurt as much to abandon a gameshow you feel like you’re not doing well in, but when you’re in the middle of a story about saving the universe? Hell yes you’re going to brute-force your way through with yen! Add a second player into the mix and watch earnings double!

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Unfortunately, most the appeal of these games is lost on the West. Japanese quiz games might be the most culturally impenetrable games out there: not only do you have to be fluent in the language, you also have to be fluent in a variety of cultural elements. Sure, you might know the multiple readings of thousands and thousands of kanji, but unless you lived in Japan during the early 1990s and remember which popular talent of the time appeared in a specific ad campaign, you’re probably not going to get very far. That is, unless you cheat. Thankfully, emulating most of these games allows you to cheat through the quiz portions, making the games somewhat more accessible… though it does result in the game losing a big part of its inherent charm. (Plus, even if you do cheat, if you don’t speak the language you can find yourself making very poor choices.)

You don’t hear a lot about quiz games nowadays — the genre saw a sharp decline in development and interest after the 1990s. Currently, the big name (and basically the only name) in Japanese quiz games is Konami’s Harry Potter-inspired Quiz Magic Academy, which has a new arcade version releasing soon (along with a mobile version that is no doubt raking in plenty of money). Right now, it’s practically the only arcade quiz game in town, unless your local game center has an older game installed in a cabinet somewhere.

But where does someone who doesn’t know anything about Japanese arcade quiz games go to get a good sampling of what the genre has to offer? Well, that’s why I’ve taken the time to write this. Today, we’re going to take a look at some noteworthy Japanese-style arcade quiz games: One that, against all odds, got a localized release, and three others that showcase some very interesting experiences. Continue reading

INTERVIEW: Hideo Yoshizawa and Keiji Yamagishi

Few games are as fondly remembered by NES kids as the Ninja Gaiden Trilogy. It’s not an exaggeration to say that these games put the small publisher Tecmo on the map and set a high bar for many action games going forward. Of course, part of the reson why these games were so good was the talented staff behind their production, which included director Hideo Yoshizawa and composer Keiji Yamagishi. But their exemplary work in games continues far beyond the adventures of Ryu Hayabusa: Yoshizawa has helped in the creation of fan favorites like Klonoa and Mr. Driller, while Yamagishi is involved with game music production company Brave Wave.

I was given the opportunity to interview both Yoshizawa and Yamagishi at MAGfest 2018, and was eager to get some insight on the creation of these games. I was joined in this interview by the wonderful Jonathan Wheeler, alias ProtonJon, who is one of the biggest classic Ninja Gaiden fans I know. (His questions are notated by italics.) Read on to learn plenty of surprising details about the origins of some of the most beloved games of all time (and a few notable obscurities)! (I also suggest watching the official panel they had at MAGfest, too!)

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Game Music Highlight: Neon-FM

Hello, folks. It’s been a while! I’ve been chronicling some of the issues we’ve been facing here on gaming.moe over the past couple months over on Patreon and a bit on Twitter, but we’re almost, almost in the clear now! Older pieces may be looking strange for a while until I get all the kinks ironed out, but thus far, our move to a different image server is going well. Nothing can put a stop to true gaming love. Nothing!

I have a ton of stuff in the backlog that I’m going to trickle out over the next couple weeks (including one fantastic interview I’m super hyped for), but I feel like the best way to get the ball rolling again is with the kind of utterly weird stuff this site is (somewhat) known for. Brace yourselves, folks — this one’s a doozy.

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The other day, I was chatting with LordBBH about videogaming stuff, as I tend to do. I forget what the subject we were originally on was, but eventually conversation turned to a particular song from a music game called NeonFM.

I actually wasn’t aware of NeonFM until BBH told me about it, but as I’m prone to do once some random game catches my interest, I began to research the hell out of this thing. As it turns out, NeonFM is game with a long and interesting history. See, back in the early 2000s, hype for all things Bemani was at a fever pitch and arcades were overrun with groups of players who loitered around to play whatever versions of Dance Dance Revolution and Pump It Up were available to them. Dance Dance Revolution was the game that would help keep arcades on life support for a few more years: it was a tremendous hit in North America and drove a lot of interest in early music games, even inspiring people to import other Bemani titles that hadn’t been released Stateside.

There was a lull, however, between 2002 and 2006, with no new versions of DDR hitting arcades as Konami’s Bemani team focused on games that were doing better in their Asian markets: Pop’n Music, Beatmania IIDX, and GuitarFreaks/DrumMania.  Seeing an opening in the market for a new arcade dance game, a group of rhythm game fans got together under the name Pop’nko (later changed to Unit-e Technologies), planned out a new dance game called NeonFM, and attracted investors and distributors to help finance and manufacture the game.

Of course, you can’t have a music game without music, can you? Well, the NeonFM team had a few connections throughout the rhythm game community, and they managed to put together a bunch of original songs to feature in the game. There’s one song in particular, however, that I think deserves to be highlighted, because its very existence baffles me.

I’m warning you now, readers: there’s no going back from this point.

If you’re prepared to experience real music gaming tunes, then click below.

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INTERVIEW: Daichi Katagiri of Sega-AM2 (2011)

When I first started gaming.moe, one of the things I wanted to do was republish a bunch of interviews that appeared in foreign-language magazines. That kind of fell by the wayside in favor of the endless fountain of writing ideas that seems to erupt from my brain — republishing old stuff I’d already written kind of felt lazy when there was so much else I wanted to create.

Of course, sometimes circumstances get in the way of actually accomplishing what you want, and that’s exactly what happened this month. So,once again, I find myself going back to the well of interviews to republish.This one, though — this is something I’ve been saving for a special occasion, like a fine wine waiting years to be uncorked. So I say, what better way to top off 2017, a remarkable year for games, than with a 2011 interview with Sega-AM2’s Daichi Katagiri, one of the people I respect most in the industry?

This interview was originally published in IG magazine, a French publication that also ran the IKD interview I posted here a while back. This interview is a little over six years old at this point, so it’s rather amusing to look at some of Katagiri-san’s comments and go “I think I see what he was hinting at there!” So grab some champagne, get your noisemakers ready, and ring in 2018 with one of Sega’s best and brightest.

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A DEFINITIVE, CERTAINLY CORRECT AND INARGUABLE ranking of classic-style Pac-Man games

Guys. GUYS. Did you see that list ranking all of the Mario games? Holy crap! New Super Mario Bros. U at number one, for reals??? Why, clearly this is a horrible judgement that I must take to the internet to express my displeasure over– oh, no, wait, everybody else has already done that. Dangit!

But… hmm. This list has generated a lot of attention and discussion. Clearly, Gaming Dot Moe needs a real kick in the pants, an article that will drive vistors to the site in droves and make them read about Raimais and spur heated debate and conversation! We need to make a ranking list involving a popular, long-running videogame character!

Let’s see… Mario’s been done… Sonic? Oh jeez, that’s a debate I don’t even want to wade into, what with the differences between Classic and Modern Sonic… I mean, hell, even if we just limited it to Modern Sonic, nobody can agree which ones are actually the good games and they will hate you for whatever you say! Megaman? I mean, that’s pretty cut-and-dry, the debate is basically between 2, 3, and X.

Wait… I’ve got it!

Yes! Pac-Man! Nobody’s done a comprehensive list talking about the best Pac-Man games yet! We’re going to have another GAMING DOT MOE EXCLUSIVE on our hands here!

But lay something down first, because there’s a lot of Pac-Man games out there covering different genres. The main rule in this ranking is that the game has to adhere to the basic tenets of classic Pac-Man gameplay, which means roaming mazes while collecting objects. So no, no Pac-Man World, Ghostly Adventures, Pac-Attack, or Pac-Land. Sorry if you’re looking to see if Pac-Man Party is better or worse than Pac-In-Time, but someone else will have to make that list.

That doesn’t mean we can’t talk about a few other Pac-Man games first, though…

Special Mentions

Pac-Man 2: The New Adventures

Out of all the games Pac-Man’s ever starred in, this one deviates the furthest from the concepts established in the original, meaning that there’s no way I’d put it on the list with the rules I established. However, it’s worth mentioning because it’s a game you simply have to experience, preferably vicariously.

It feels like somebody at Namco woke up one day and said, “Hey, we have a beloved videogame icon here, but the style of game he pioneered is just too old for the purple-stuff addled kids of the 90s. We need to make something unique and original to make Pac hip and relevant again!”

And the result was… a point and click adventure game. No, scratch that — it’s a point and click adventure game with an added layer of obfuscation. Pac-Man is not under your direct control — instead, you have a slingshot to hit objects (and Pac-Man) with and the ability to yell “LOOK!” in the hopes that you can direct his attention somewhere. Unfortunately, Pac-Man rarely does what you actually want him to do, resulting in amazing moments of frustrating as Pac-Man winds up in stupid, stupid situations that would have been wholly avoidable if you could just tell him what to do. This is where the “smug asshole Pac” meme began, and once you see the game, you’ll understand why.

I wouldn’t recommend trying to play this yourself, but you absolutely should watch somebody else suffer through trying to get Pac-Man to do very simple tasks. It’s a good time for everyone… except the player.

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    TRUTH

Pac-Man Battle Royale

This one’s tough to slide into the list just because how much fun you get from it is wholly dependent on how many players you have. If you have a full group of four people, then yes, this is going to be one hell of a time. However, with every player you subtract, Battle Royale becomes noticeably less enjoyable. It doesn’t really seem fair to fault an inherently multiplayer game for being less fun with less players, so I’m going to exclude this one from the ranking.

Anyhow, that’s enough preamble, let’s get to

THE RANKINGS

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Astonishingly Awful Gaming Merchandise: Consumerism is Scary Edition

Happy Halloween, everyone! But considering the world we’re living in is an apocalyptic hellscape, it’s like every day brings us fresh, Halloween-like horrors!

…Okay, that’s a little too negative for this site about gaming love. After all, no matter what happens, we’ll always have positive gaming experiences and the friendships and bonds they help create to get us through things. I got a firsthand glimpse of this at the recent Portland Retrogaming Expo, a yearly convention that celebrates the rich history of gaming. It was a fantastic show, filled with arcade games, classic consoles and games, an interesting variety of vendors, some great panels, and museum exhibits that included unreleased NES games and the Sony Playstation Super NES CD. The show was great, the people were great, everyone was happy, and good times were had all around.

Of course, a lot of the vendors were selling old games and consoles, and I’ve come to realize I’m almost completely over my game-collecting phase: with so much making the transition to digital, I’m more inclined to collect things where physicality is more important. Most of what I bought at the show was game-related merchandise, books, and crafts from local artists — I didn’t acquire any actual games. Not to hate on people who do collect games: I just find collecting things related to games more interesting in general than owning a whole roomful of titles for every console under the sun. (I’m more about acquiring and holding onto the games that really mean a lot to me.)

There was no shortage of merchandise at PRGE. Lots of cool stuff could be had from a variety of sellers, but I also saw a lot of random crap that left me scratching my head, pondering why it even existed. Do companies really believe we, as fans, are so lacking in taste that we’ll buy anything with a familiar game character on it, no matter how ugly or devoid of value? Well, um… yes. And the fact that this crap keeps getting made is proof that someone — many someones, in fact — are falling for it.

So today, on this most frightening of days, we’re going to be looking at some of the worst pieces of gaming-related merchandise out there. Truly spooooooky!

I didn’t want to make this too easy for myself, though, so I put some rules down for this feature.

  • No T-shirts. As painfully terrible as many gaming T-shirts are, I already ranted about them at length.
  • It has to be at least somewhat retro-flavored. There’s some really bad Fallout merch, I know,  but I’d like to keep this more focused on the commercial exploitation of nostalgia.
  • No Funko POPs. Fish, barrel, you know how it goes.

With that in mind, let’s take a look at some merchandise that’s so bad, it’s scaaaaaaaary! (…okay, I’ll stop)

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Artbook review: Sonic the Hedgehog 1991__2016 by Cook and Becker

Hey guys, did you hear the news? Ever since Sonic Mania, Sonic is good again! I mean, nevermind that Sonic Colors came out and is easily one of the best platform games of that generation, Sonic officially doesn’t suck now! Rejoice!

And what better way to celebrate the triumphant revival of one of gaming’s most beloved and enduring characters than with a lavish artbook by Amsterdam-based modern/digital art publisher Cook and Becker? Why, that sounds like exactly the sort of thing I’d love to put on my shelf!

So here it is, Sonic the Hedgehog 1991__2016, a book celebrating Sonic’s 25 anniversary and packed with art, development anecdotes, and rarely-seen concepts, all printed on that sort of expensive, glossy paper that makes you feel like you’re ruining the book with your filthy fingerprint oils if you even think about touching it with your bare hands. This is the standard edition, which runs $47 USD plus shipping (which, while I don’t recall the exact amount, wasn’t as exorbitant as I expected.) There’s also a limited edition that comes with a lithograph for $125, but I decided to get just the basic book: I have more than enough prints and posters right now.

So let’s get a move on and dive right in to this hefty book!

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The Problems with Metroid: Samus Returns

Boy, people sure do love some Metroid, huh?

Samus Returns was one of E3’s biggest surprises, though I certainly had trepidation when I learned that MercurySteam was the developer. They’re a bunch of passionate guys, obviously, but I’ve found their previous games (the best-known of which are the Castlevania: Lords of Shadow sub-series) to be… lacking, to put it simply. I tried to keep a little bit optimistic, saying “They must have made a hell of a pitch for Nintendo to give them the keys to a Metroid game.”

And then Samus Returns released. And it was… good, actually! Pretty darn solid. It’s got some cool map design, the atmosphere is great, and there’s some neat puzzle design. If I gave it a numerical score, it’d be a nice seven-out-of-ten. That means it’s quite good!

… but it’s still not the rave-fueled 9s and 10s I’ve seen handed out to the game. Honestly, I find those a bit of a head-scratcher, because while Samus Returns is good, it has problems. Some really big problems, even. And I didn’t see anyone really touching on them, either. I can understand the elation of finally getting a 2D Metroid again after so long, but Samus Returns isn’t perfect by a long shot.

Thankfully, on this wonderful web site o’ mine, I can eschew the standard review format and dive straight into everything that grinds my gears about Samus Returns. To be fair, some of these problems were also present in the original Metroid II: Return of Samus — but shouldn’t a remake try its best to fix some of that? I also haven’t played AM2R, so there won’t be any comparisons on that front. It’s just me, you readers, and a whole lot of nitpicking from someone who’s not a Metroid die-hard but loves this sort of game. So let’s jump right in…

(I wanted to get screencaps to better illustrate some of my points here, but the whole Miiverse work-around to get 3DS screens is a ginormous pain in the butt, so I eventually had to abandon the idea. So, this article’s going to be all-text. My apologies!)

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Extra Credits: Youmais

Wow, has it really been a year since I wrote an absurd amount of text about Raimais? Well, I guess it’s time to finally get to the last bit that I’ve been putting off.

Ohhhh boy.

In 1988, the PC Engine’s base wasn’t quite there yet, the MegaDrive was on the cusp of launching, and the Super Famicom was still a ways off. However, the Famicom, and to a lesser extent the FDS, were going very strong. It made sense financially for companies to port their arcade games to the FC… even if the platform couldn’t do anything close to an accurate port.

There were several approaches taken to dealing with the FC’s lack of arcade horsepower. Some developers tried to port as much of the gameplay and graphics as they possibly could, aware that cuts and compromises were inevitable. Other developers took the arcade game as a base, but heavily rearranged and added things to the game to make for a similar — but different — experience. Finally, there were the ports that threw out everything except the concepts and characters, making completely different games that just happened to have the same title as popular arcade titles.

Taito was a big fan of option B. They did a lot of ports of arcade games to the Famicom Disk System that had notable, distinct differences from their arcade originals. Most folks are aware of Bubble Bobble and Kikikaikai’s FDS incarnations, but few are aware that Raimais got this treatment as well — probably because it’s under a different name: Youmais, or Yuu Maze if you go from a straight kanji/kana reading.

No, seriously, though — calling it Yuu Maze is a HUGE pet peeve of mine. It says Youmais right there on the menu, and it’s a Raimais reinterpretation! Have you people even heard of ateji?

Unfortunately, Yuu Maze is the title you’re more likely to find this game listed under in English, though I steadfastly refuse to use that. It’s Youmais or nothing, and I’m sticking to it. Fight me, nerds.

ANYWAY. Youmais is fundamentally similar to Raimais in its premise and underlying gameplay. There are numerous differences between the two titles, however, and I’ll get to those in more detail shortly. But the biggest difference is how aggressively mediocre Youmais is.

If you’re wondering why it’s taken me so long to write about this game, it’s because playing it feels like a genuine chore while knowing how much better Raimais is. I decided a few weeks ago I was finally going to suck it up and get this written, when suddenly, I was made aware of pure propaganda claiming Youmais is a mindblowing revelation on a FDS disk.

Well, as self-proclaimed Number One Biggest Raimais Fan On-Line, I can’t let that stand unchallenged, now can I? So come with me as we take a look at how Youmais compares to its big sister. (Spoilers: not well.)

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Interview: Akihiro Takanami/Hiroaki Fujimoto of h.a.n.d. and System Vision

I don’t know why, but I’ve always been strangely fascinated by Ragnagard. It feels like such an anomaly in the Neo Geo’s massive library of fighting games on numerous levels: the CG visuals, the slow-feeling gameplay, the focus on aerial combos. It’s the sort of game that I’ve felt a compulsion to research, to figure out just how it came into being.

I’m the sort of person who will delve into weird internet rabbit holes over the course of researching stuff and pursuing information, and sometimes that yields incredibly interesting results. One day, when I was out looking for things related to Ragnagard on Japanese sites, I came across a page that had a gorgeous illustration of the game’s main female lead, Benten. But that’s not all that was there: alongside it were numerous anecdotes written by someone who was clearly heavily involved in the game’s development. It turned out this site was run by one Powerudon, an accomplished artist in the game industry who had been one of the driving forces behind Ragnagard’s development.

Looking around his site yielded more interesting tidbits of info, particularly related to a Super Famicom fighting game called The Battle Master. It hadn’t hit me that this and Ragnagard were done by the same developer, as they have a dramatically different feel, but Powerudon had laid out a lot of details about the mechanics and development of these titles on their site — alongside some incredible artwork

I knew I had to talk with Powerudon. One of the reasons I created gaming.moe is to preserve elements of gaming history that might otherwise be lost to time, particularly the words and memories of the people behind games both well-known and obscure. I reached out to Powerudon for an interview, and he agreed, so I emailed him a batch of questions.

A while later, he sent me a massive text file containing replies to all of the questions I had sent. I had asked him to go into as much detail as possible, and he did just that — for which I’m extremely grateful, because he has some really interesting anecdotes and thoughts on game development. So sit back, grab a drink, and enjoy a lengthy interview about System Vision, Battle Master, Ragnagard, and the tumultuous environment of game development in the early/mid-90s.

Special thanks to Tom James and Jason Moses for translation assistance!

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