INTERVIEW: West-Maison of ADK and Konami

Working in the game industry often leads to some interesting career trajectories. Case in point: Our current interviewee.

I first saw West-Maison’s art on Twitter and was immediately impressed.. After following him for some time, I became very interested in his career and work. West-Maison’s time in gaming fandom and development took him down interesting paths: After working on a PC game at a small studio, he found himself helping in the creation of some of ADK’s finest games, then moving into development of portable, small-scale LCD games before helping to define the look of Konami’s early Bemani content and a popular toyline. Nowadays, he creates high-quality cosplay props for numerous clients.

Throughout everything, his love of art and gaming has remained strong. I approached him for an interview about his work, and he was eager to talk. Read on for a trip through a very interesting career!

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The Continuing Underappreciation of Super Mario Bros 2 (by its own creators)

So hey, how about that Super Mario Maker 2, huh? I know a lot of people are raising a stink about online multiplayer restrictions at the moment, but playing Mario online in general sounds wholly unappealing to me, so I don’t particularly care either way. No, what I care about is that oh-so-interesting “Extra Game Styles” listing in the Maker part of Super Mario Maker 2.

We already know about Super Mario 3D World, but there’s definitely space for another non-standard game style there. Some have speculated that perhaps Nintendo is making a Maker mode based on Super Mario Bros 2, aka Super Mario Bros USA. If that’s true, then I am going to be obscenely happy.

Why? Because for a good chunk of my life, I have longed intensely for a proper follow-up to Super Mario Bros. 2, and Nintendo has never seen fit to deliver. If they won’t make it, then hopefully somebody else will.

You see, Super Mario Bros 2 holds a special place in my heart. It was the first game I ever finished, beginning to end, all by myself, and I was incredibly proud of that fact. I loved everything about it: The music, the level design, the character selection (of course I played as Princess, gotta have some representation), the overall theming… eight-year-old me was positively obsessed with SMB2, and for good reason: It’s a fantastic game that absolutely stands the test of time, and it’s a goddamned shame how the very people who made it have never bothered to revisit its gameplay.

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Let’s Make a Retro Compilation!

Hey! Did you see the MegaDrive/Genesis Mini at SegaFes this year?

Well, unless you were in Akihabara, I doubt you saw it in person, but the initial reveal was broadcast live on Sega’s YouTube channel. And while they haven’t announced the entire games lineup yet, what’s included is very interesting! Sonic 2 and Shining Force are gimmes, but stuff like Madou Monogatari, Vampire Killer/Castlevania Bloodlines, and Wrestleball — Wrestleball! — make me feel like this’ll be the first of the mini-consoles that I actually buy.

Of course, they announced the US version too, along with a bunch of its games, and… well, the lineup is considerable less exciting, in my opinion. Are there still people out there who regard Altered Beast as anything besides a gay-subtext-laden exercise in camp with miserable gameplay? And seriously, how many of the people potentially buying this thing would have even finished Ecco the Dolphin?

Then again, we still haven’t seen the full lineup of either platform, so perhaps it’s too early to judge. Still, from the early look, the Japanese MegaDrive Mini is a lot more in line with my tastes.

Of course, the MegaDrive Mini is the latest in a flood of mini-consoles that began with the NES classic: tiny little plug-and-play replicas of the classic systems with a curated selection of games that represents the platform’s history. Nintendo, SNK, and Sony have all released mini-consoles of this nature, to varying degrees of success. (You can’t seem to give away PlayStation Classics at this point.) After eeing the stumbles others have had — and having licensed out a fair few MD games to cheap plug-and-play manufacturers, to often poor results — Sega’s decided to take their time with the MD Mini. Good for them, and good for us Sega fans!

However, this all got me thinking. Retro compilations are a tricky beast: Most companies are content to just slap as many ROMs as they can on a disc, quality and adaptability be damned, often without really testing or adjusting anything. Remember how Xybots has a completely unmapped button in Midway Arcade Treasures 2, rendering it unplayable? Remember how Microsoft was so desperate for GameRoom content that they offered Atari 2600 Venetian Blinds, which is literally a game where venetian blinds open and close?)

They charged Microsoft Funbux for this

Making a retro compilation is easy. Making a good retro compilation takes a lot of blood, sweat, tears, and effort. Part of the reason why the NES and SNES Classics sold gangbusters was that they picked a whole mess of good, representative games for them!

But you don’t really understand how hard making something like a classic compilation is until you try to do it yourself. When it comes to picking a game lineup (to say nothing of actually doing the emulation work), there’s a lot of factors to take into consideration.

So you know what? Let’s give it a shot.

I’m going to take my all-time favorite console — the Sega Saturn — and try and pick a selection of games that not only have broad commercial appeal, but represent what made the Saturn special compared to all of the other consoles of the mid-late 90s.

So let’s do this, folks. We’re going to make a (totally theoretical) Sega Saturn Classic!

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The Curse of CONTENT

Man, 2018 was quite a year for games, wasn’t it? Of course, it felt like everything amazing got overshadowed by The Cowboy Game coming out at the tail end of the year. You know, the game where if you dare to say anything slightly negative about it, a horde of people was come in and shit up your comments and Twitter mentions.

I mean, clearly the game is amazing, right? After all, no other game this year had as much CONTENT as Cowboy Game. A huge, explorable world! Numerous player and NPC interactions! Realistic horse testicles that some poor graphics rigger in crunch time likely had to miss his daughter’s birthday party to create!

But it’s like… whenever I hear someone I know talk about Cowboy Game, they never seem to be having that much fun with it. They want to play it because it’s the current gaming zeitgeist, but when they talk about doing stuff in the game, it’s never with the sort of excited fervor you hear when someone is describing something they are really, truly passionate about. It just feels like they’re experiencing The Game With the Most CONTENT because that’s what you’re supposed to do unless you want your gamer cred to be shot. Sometimes I wonder if all the vocal fans are genuinely enjoying that game, or convincing themselves that they are (and posting incessantly about it) because they feel like they have to.

CONTENT, in all caps, is what I think of when you’ve got a game that just has a lot of stuff in it for no reason other than to make the game bigger, longer, more epic!!!1! Open world games are often the ones that feel the most CONTENT bloat, but they’re certainly not the only ones: we’ve all played a JRPG that went way overboard with the sidequests, an action game with levels that are pure padding, and tacked-on systems like crafting, levelling, and skill trees in games that don’t really need them. CONTENT is, theoretically, supposed to keep you engaged, but often does the opposite: it wears you down, leaves you longing to get back to the fun parts, and can even make you feel spiteful towards a game for wasting your time with unsatisfying, superfluous empty bullshit.

So folks, let’s talk a bit about CONTENT, why it’s present in games, and how games can be better about giving the player a lot of stuff.

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Adventures in Doujin Land: How I Self-Published a Book About an Incredibly Obscure Video Game at a Japanese Convention (and so can you!)

It’s been quiet here lately, I’m afraid. It’s due to a combination of things: one is that I have been having some health issues as of late. Nothing too serious, thankfully, but still enough to put a dent in my activity. I have some surgery scheduled for early December so it should be taken care of soon.

The other thing that’s been eating up my time, if you’ve paid attention to my Twitter or Patreon feeds, is that I published a book. A doujinshi, to be precise.

Yes, I finally turned my decades-long dream of doujin publishing into a reality! Some people want to write gaming books to sell on Amazon and Barnes and Noble, but me? I want to sell directly to my core audience: the hugest nerds on Planet Earth who absolutely love obscure stuff, and that’s exactly what Japan’s doujinshi scene offers. If you can dream it, you can sell it.

But how did this go from pipe-dream to reality? Well, it was a long and interesting journey, that’s for sure. But I know I’m not the only Westerner with Japanese doujin dreams, so I’d like to share my adventure so that others may learn from it and embark on their own self-publishing endeavors.

Part 1: Getting the idea off the ground

Part 2: Printing a book overseas (Coming soon!)

Part 3: The Game Legend experience

Every Classic Sonic Special Stage, reviewed

Hey, I reviewed Sonic Mania Plus recently! Some people seemed to take issue with the fact that I said the new content was a bit of a letdown — which I think more people might be inclined to agree with now that the game’s out. I mean, the team had the opportunity to put the Love Tester back into Studiopolis and they didn’t. I had to dock a point immediately right there. (It’s a joke, people.)

But some folks seemed unusually incensed that I said the special stages were bad. I don’t know why this point in particular seemed to get folks all in a huff, because… well, yeah, Sonic Mania special stages are pretty miserable. They’re absolutely the weak link in an otherwise spectacular game, and having to play more of them was not a fun prospect, made worse by the fact that the special stage rings are still a royal pain in the ass to find (and farm in postgame).

Here’s the thing, though. I’ve played a lot of classic Sonic. I’ve spent a tremendous amount of time in these games’ special stages. I think I have a pretty damn good idea of what makes for a fun Sonic special stage. And, my friends, Sonic Mania’s special stages are absolutely not fun, especially in comparison to some of the other great special stages Sonic has offered us.

So, readers, I would like to once again present you with a painstakingly compiled list of mini-reviews. This time, we’re not reviewing games, but games within games. We’re going to be looking at all of the classic Sonic series special stages1 and evaluating each type… and maybe tell a fun story or two of youthful obsession.

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  1. Except the SMS/Game Gear stuff. Those games aren’t very good, I didn’t own a Game Gear/SMS, and I don’t care.

Konami versus the fans of Tokimeki Memorial: A Legal History

Hey, did you hear about the PUBG vs Fortnite legal case getting withdrawn? Boy, that thing was a complete disaster, huh? But ours is an industry filled with legal shenanigans… many of which, like Capcom v. Data East, Silicon Knights v. Epic, and now this, have ended disastrously for the plaintiffs.

However, it’s not always like this. We only really see these cases from a Western perspective — and, indeed, many of the most important legal cases in gaming, like the infamous Tetris debacle, were decided in US court. But there have also been plenty of legal issues surrounding games in Japan — see the recent spate of game bar closures — and one Japanese company is quite notorious for its use of litigation.

Long before #FucKonami was a trending hashtag, long before Western music game fans and developers cowered in fear of Konami’s legal threats, there were incidents in Japan involving one of Konami’s most popular (at the time) game franchises. These incidents earned Konami a great deal of notoriety among game fans in Japan as a litigation-happy tiger of a company that would happily devour its own fanbase. Somehow, though, these stories never drifted overseas, likely because the game involved was seen by the west as “some weird Japanese dating sim thing” that was of little interest or importance.

It’s time to change that. It’s time to take a look at Konami’s legal actions against one of its most fervent fanbases. Let’s examine Konami’s legal battle against Tokimeki Memorial fandom.

Before we start, perhaps it’s best to talk a bit about what Tokimeki Memorial (frequently abbreviated as Tokimemo) was, and why it was such a big deal.

Tokimemo is considered to be one of the defining “Gal-ge,” or games centered around fostering and nuturing a relationship with one of several eligible virtual women. In this game, you play as a high school boy going through the school year, meeting various girls and finding one you eventually want to win over. By paying attention to the girl’s likes and what she wants in a partner, you budget your time and raise stats to become more appealing. You also have to make sure not to annoy any of the other girls, because they’re catty bitches who will spread damaging rumors about you. Eventually, you’ll reach the end of the school year, where one of the girls — hopefully, the one you were aiming for — confesses her love for you under the tree of legend.

(If you want a slightly more in-depth and fun look at the gameplay, I’d highly recommend the Game Center CX episode centered around the game.)

Tokimeki Memorial did well when it debuted on the PC Engine CD in 1994, but it was the eventual enhanced ports to PlayStation and Saturn that really made the game blow up in popularity. Shiori Fujisaki, the pink-haired girl-next-door archetype on the PS and Saturn covers, became an instantly recognizable face across all of gaming. Konami had a huge hit on their hands, and merchandised the everloving hell out of it: to this day, you can wander into any Japanese secondhand stuff store and likely find various Tokimemo knickknacks.

Of course, with a hit game comes sequels and spinoffs, and they were numerous. The first sequel, Tokimeki Memorial 2, was a huge game spread across five CDs, and is widely considered the best in the franchise in terms of gameplay and presentation… yet it didn’t stick around in gamers’ hearts like the first game did. A disastrous move to 3D visuals on PS3 with Tokimemo 3 upset many, and Konami opted to focus instead on the growing otome market with Tokimeki Memorial Girls’ Side, which had you playing as a girl trying to impress a bevy of hot dudes. The last Tokimeki Memorial game, Tokimeki Memorial 4, released on PSP in 2009, and its very existence seemed like a surprise to many.

(A fun fact shared to me by my late friend Andrew Fitch — who formerly worked at Konami’s US branch — was that the weird PSP game Brooktown High was meant as a testbed to see if an “American Tokimemo” would work. We miss you, Andrew.)

Since then, Konami hasn’t done much with the series, aside from putting out the occasional bit of Girls’ Side content. Love Plus on the 3DS was seen by many as an evolution of the game’s concepts, though Konami basically destroyed that series as well. Currently, there’s a game called “Tokimeki Idol” on smartphones that looks like a really bad attempt to cash in on the Idolm@ster/Love Live! wave by using scraps of an old IP. The decline of Tokimemo itself is worthy of its own article, as it’s due to a variety of factors, but one thing that may have played a part was Konami’s antagonism of its own fanbase through legal means. Such as… Continue reading

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.

AdventureQuiz

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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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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