Awesome Gaming Stuff: Fighting Game Vocal Songs

So as we’re all aware by this point, Street Fighter V is a thing that’s coming. From the bits of gameplay footage we’ve seen so far, there’s already a tremendous amount of speculation over what is and isn’t in the game. Are parries there? (Probably not.) Is guard crush there? (Definitely.) Are there noodle hats? (Very, very yes.)

SF fans can argue for days about what gameplay systems they do and don’t want to see in-game, but there’s one thing we can all agree on:

Ah yes, Indestructible, aka The Next Door in its Japanese-lyrics incarnation. It seemed like Capcom was trying to attach some big-name Japanese musical acts to its games for a while: Dragon’s Dogma had a theme by B’z (actually a remake of a much older song of theirs, which was one of the first J-rock songs I downloaded in my high school MP3 hoarding days), while May’n did a song for the sadly-never-to-see-Western-release EX Troopers. Indestructible was by EXILE, a massive, number-one-hit-producing band consisting of many, many dudes. (I hesitate to call them a “boy band” because the Western concept of the term is very different.) When the time came to release new upgrades for SFIV, however, Indestructible was not included – likely a casualty of a higher-up not wanting to fork over additional royalties to an S-tier Japanese band.

However, the EVO crew somehow managed to secure the rights (and pay the royalties) to use the song again in the 2014 Ultra SFIV Grand Finals intro sequence. Having been in the crowd, I can assure you that people went bonkers at those opening notes, and a massive sing-along ensued. (Of course I joined in, what kind of terrible person do you take me for?) See for yourself in this footage someone else got from the event:

As much as we love Indestructible, however, it’s one of a wide variety of vocal songs related to fighting games and fighting game characters, which I touched on a little bit in my look at Virtua Fighter Costomize Clip. It’s not even the first song by well-known Japanese singers to be used as a game’s opening theme. This doesn’t make it any less awesome, of course, but there are lots and lots of other goofy fun fighting game vocal songs out there that we all should sing along to. Let’s have a look at some!

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Obscure gaming anime: Virtua Fighter Costomize Clip

A lot of folks are aware that I am a giant supernerd for Sega-AM2, and their fighting games in particular. Besides owning entirely too much stuff related to Virtua Fighter and Fighting Vipers, I collect various factoids and trivia about the games in an important area of my brain most people would reserve for something like remembering the names of their relatives. One such factoid has been the existence of a Virtua Fighter OVA released in 1996 by Production I.G., a 30-odd-minute outing that’s completely separate from the more well-known TV VF anime by Studio Pierrot. Called Virtua Fighter Costomize Clip, it was released in 1996 in very limited quantities, and it’s so unknown that even Anime News Network’s otherwise comprehensive catalog lacks any information about it.

I’ve been actively seeking a VHS copy out for a while (along with more chapters of Virtua Junky, a mid-90s manga about people playing Virtua Fighter 2), but actually obtaining a copy, even through a proxy, has proven extremely difficult. However, it was recently brought to my attention that the whole thing is now up on Youtube in a VHS rip. I’m not quite sure how I missed it for so long (maybe because I was looking under what its correct English spelling should be, “Customize Clip”?), but what matters now is that it’s found and oh my lord is it ever a nostalgia trip to the height of VF’s mid-90s popularity.

Let’s watch it together, shall we?

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Book review: Shigeki Toyama Works Artworks Volume by Zekuu/circle Game Area 51

First off, I apologize for this review taking so long – I haven’t been in the best of physical health this week, and that combined with the craziness of family obligations over the holiday weekend meant that I couldn’t update the site as I wanted to. I’d intended to have this up around last Monday or so, but those plans came crashing down fairly quickly. I don’t want to disappoint gaming.moe supporters with a lack of site content, but alas, sometimes real life foils even the best-laid plans. I’m working on a manner of contingency plan for the next time such a thing happens. Anyhow, on to the main piece!

A while back I wrote a piece for WIRED about the subsection of the Japanese doujinshi subculture that caters to gaming devotees. Part of the reason why doujin fascinates me so much is because of the sheer variety of stuff people create under the term, and the fact that there are other extremely passionate nerds self-publishing books about all manner of delightful gaming minutae makes me very happy indeed. I interviewed a publisher under the name Zekuu for the piece, as his circle, Game Area 51, does some of the most impressive and in-depth doujin publications on retrogames and important people involved with their creation. Thanks to his work, I’ve become more aware of the contributions of many creators to games and companies that have notable places in gaming history.

Such is the case with Zekuu’s books about Shigeki Toyama, who has a lengthy history at Namco. I was mostly unfamiliar with Toyama’s contributions to gaming, but the two volumes of doujin Zekuu published – two interview books and an artbook – have taught me a great deal about the man who designed Mappy, the iconic graphical imagery of Xevious, and several arcade cabinets and logos. He was also a robotics designer, helping create everything from small animatronics to massive amusement attractions (such as the gigantic Galaxian³ setup at the Osaka Expo in 1990). Later, he’d also be a key contributor to the design of Sony’s AIBO robot dog. After learning so much about everything Toyama had helped create, I found myself filled with a profound respect for his incredible talent. (And, to be honest, I felt a little bit embarassed that I hadn’t properly recognized it sooner.)

Out of the three books, I chose this one for review because it’s largely art-based – and since I’m writing for a primarily English-speaking audience, it doesn’t really do folks much good to recommend an interview book in Japanese. It’s 242 pages long, B&W, and contains a truly astounding amount of design material for some of the coolest, most ambitious stuff that Namco ever produced. Without further ado, let’s look over….

00_art_hyoushiShigeki Toyama Works: Artworks Volume (Toyama Shigeki Sakuhinshuu: Artworks Hen)

Cover image: A sampling of titles Toyama’s talent has touched

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Syvalion Extra Credits: Sybubblun for X68000

bbx68k

While consoles were the dominant forms of at-home gaming in Japan, proprietary personal computers were also quite popular amongst the more tech-inclined and older players (in other words, people who could afford them). Before Windows and MacOS became the standard systems most folks across the globe used, Japan had a whole mess of fragmented PC platforms from manufacturers like Sharp, Fujitsu, and NEC. I’m not going to pretend like I’m an expert on old Japanese PCs – it’s an area of gaming I’m still actively learning about and researching, but when I find interesting things about the systems and the games they played host to, I definitely want to share.

One such thing involves the port of Bubble Bobble for the Sharp X68000, a platform that played host to both a lot of amazing arcade ports and original titles. Bubble Bobble is an example of the former, a practically arcade perfect transplant which had creator Fukio “MTJ” Mitsuji himself aiding in the port.

The porting team at DEMPA didn’t stop there, however. With MTJ’s aid, they added a hidden “expert mode” with 20 brand-new levels… and a facelift connected to one of MTJ’s other titles.

Thus, Syvalion and Bubble Bobble had a beautiful crossover baby, and they named it…

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Moe Gaming Anime: Hi-sCoool! SeHa Girls

I must admit, when I first heard the news that the KEI-designed Sega Hard Girls were getting an anime, I was not terribly enthused. Not because I didn’t like the designs – hell, when I met KEI and was offered a sketch, I requested Saturn instead of the obvious Hatsune Miku – but more because the quality track records of game-themed anime and corporate-made material featuring moe anthropomorphics are pretty abysmal. Strangely, when I heard later that the show was being made in Miku Miku Dance – an inexpensive piece of CG animation software used primarily to create visuals for short music pieces – I became a bit more intrigued. After all, the delightfully absurd show gdgd Fairies had put MMD’s low-budget glory to utterly spectacular use. I said something on Twitter (which I can’t find – thanks, terrible Twitter search engine!) to the effect of “I would be perfectly okay with it if the Sega Hard Girls anime was just gdgd Fairies with old game jokes.”

Little did I know that that’s exactly what Hi-sCoool! SeHa Girls seems to want to be.

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