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: 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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Gamest’s Favorite Character Rankings from 1987 to 1991

Hey guys, it’s almost election day!

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Yeah, that’s more or less my reaction to the shitshow of US politics, too. But instead of depressing ourselves, let’s look at the polls of yesteryear that truly mattered. I am, of course, talking about the favorite character polls published in seminal Japanese arcade gaming journal Gamest from 1987 through 1991.

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Gamest, for those unfamiliar, was an early Japanese game magazine whose focus was almost entirely on the culture of arcade gaming. The magazine was founded in 1986 and enjoyed plenty of success, going from bimonthly to monthly issues fairly quickly thanks to strong fan response. When Street Fighter II rolled around and became a phenomenon, however, the magazine became even bigger, eventually going biweekly at the height of the fighting game boom. Bolstered by the strength of arcades in the mid-90s, the publisher, Shinseisha, expanded briefly into spinoffs like Gamest EX (console games) and Comic Gamest, and even had a store focused on selling arcade game-related merchandise called Marugeya. But everything ended rather abruptly in 1999 with Shinseisha’s bankruptcy, killing off the magazine and other business operations tied to it. (Several former Gamest staff migrated to publisher Enterbrain to create Arcadia magazine as a successor, which would encounter its own abrupt death many years later.)

The magazine had a ton of passionate, talented writers throughout the years: as the Japanese Wikipedia article on the magazine notes, many of Gamest’s early writers came from VG2 and VG3, early arcade gaming doujinshi publications that were the contemporaries of Satoshi Tajiri and his Game Freak doujinshi. Graphic artist Han, who’s best known for his work at Treasure, was part of their writing staff at one point, and artist Mine Yoshizaki cut his teeth doing various art pieces for the magazine.

Amongst all of the strategy guides, interviews, reports, high score tables, and special features, however, every Gamest issue would contain a section called “Gamest Island,” which was dedicated to reader submissions. In early 1992, Gamest collected all of its Island sections up to that point into one giant book, called Gamest Island Mokushiroku.

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One of my current fixations is trying to snag cheap Gamest issues when they pop up for media preservation purposes, as the Japanese arcade scene of the 80s and 90s is a fascinating subculture that the West knows next to nothing about. When I saw this book for a good price, I jumped on it — and when I got it, I wasn’t disappointed in the content. This tome has 500-some pages of reader submissions that give a candid look into the Japanese arcade culture of the late 80s and early 90s from the very people who were the most passionate about it. There’s tons of art, plenty of letters, lots of terrible jokes, a bunch of reader-made “How much of a gamer are you” polls, parody game ideas, and even odd bits like someone’s Night Striker fanfiction. There are early memes and trends that show up, heated opinions (you start seeing some anti-Street Fighter II art and sentiment after the game blows up in popularity), and even in-column conversations between readers: one issue features a woman writing in to complain about men treating her badly at the arcade, the next issue has a guy sending in a drawing he did to support her, and the issue after that has her replying with more art as a thank-you. (It really seems charming and quaint compared to internet interactions today, especially since nobody got called a beta cuck.)

Every year Gamest would also hold reader polls on various subjects — and among them were various “favorite character” polls. From 1987 onwards, Gamest would have a reader-voted “favorite character” poll, along with rotating sub-polls in various other character categories. The results of each of these are also published in this book, and how the votes played out is pretty amusing: there are clear winners, some head-scratchers, and some utterly bizarre picks that appear to be ancient memes and jokes from a bygone era in Japanese gaming. Let’s take a look at how the polls went!

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An overly elaborate and painstakingly detailed account of the events of Arcade Superplay Expo 2016

I first heard rumblings in some of the Discord channels I hang out in that Twitch was planning something interesting in the fall. It was going to be a charity marathon, but with a twist: a focus exclusively on arcade games, a segment of gaming that didn’t really get much exposure outside of a few select streamers and the occasional arcade game run at a GDQ. I received a message from Romscout, Symphony of the Night speedrun superstar and Twitch charity event manager. Was I interested in helping out the event in some way?

I swiftly answered. Yes, yes, a thousand times YES. Jeez, you had me from the words “arcade event!”

The idea was a 48-hour marathon to raise money for Save the Children, to be held in October. The event would have players showcasing both classic and newer arcade games, from Donkey Kong and Track and Field to things like Tetris the Grand Master, some modern pinball games, and Beatmania IIDX. I wanted to at least help promote the event and get the word out, but I wondered if there was anything I personally could run at the event…

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Oh, right. There was Raimais, a game I had spent a month writing a novella’s worth of text about. But despite having written extensively about it, I had yet to actually complete a single-credit clear (commonly referred to as a 1CC). There was a little over a month until the event. Could I manage to not only juggle work and site responsibilities, but also route the game and master a path that would take me to the end with as few deaths as possible?

It was a daunting proposition, but after proclaiming so much love towards this obscure little Taito game, I felt like I had to carry its torch at what came to be called Arcade Superplay Expo.

“Put me down for Raimais,” I told Romscout. From that point on, I was officially committed.

It definitely wasn’t an easy task: for the first week or two I was diligently making notes, drawing powerup locations and scribbling level notes in a small Ubisoft notebook I’d been given for being runner-up in PAX West Jeopardy. When Jed from our discord channel showed me a custom Raimais level viewer he had whipped up, I was floored and overjoyed. This was going to make the process so much easier!

Finally, after hours of diligent practice, I got my first Raimais 1CC a week before the event was set to start. Now I had to find a way to try and make it consistent for my run, which had been slotted in at a risky 3:20 AM PST timeslot in the schedule. (It was originally set for around 7 AM, but I felt it would be better to try and stay up late than attempt to wake up early.) The event was fast approaching, and I had a review of a big-name JRPG on my freelance plate at the same time. There was so much going on, so much to do… and I couldn’t have been more excited for what was to come.

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Raimais (Taito, 1988)

Nov 18, 2021 update: Raimais is out now on PS4 and Switch through Hamster’s Arcade Archives series of classic arcade re-releases. This is a pretty straight port, save for an option that enables the third ending to be accessed through normal play. Everything written here should still apply to the ACA version, though I’ll be adding a few things about the re-release soon. Enjoy this unsung classic!

Raimais is a special game to me.

A constant throughout my life is loving the hell out of games that few other folks seem to. No, I’m not talking about kusoge, here – I’m talking about games that are actually good, but which are unknown and unpopular. Case in point: my enduring love affair with Fighting Vipers 2.

That’s far from the only obscurity that really stokes the flames of burning game love within me, however. Over the years, I’ve come to have a deep appreciation for Taito’s late-80s and early-90s catalog, with a few titles in particular standing out as treasures that have gone most unrecognized by even devoted retro fans. But while one of my favorite lesser-known games, Night Striker, has seen a recent resurgence in popularity — well, in Japan, anyway — there’s another Taito title that wormed its way into my heart that remains mostly buried in their sprawling back catalog: a little game called Raimais.

Raimais, at first glance, doesn’t seem like the sort of game somebody would develop a deep affection for. It looks like a fairly standard-issue dot collection maze game  — a genre that had mostly fallen out of favor when the game hit in 1988 and seems even more dated now. But there’s a lot about this game that’s interesting, from how it aims to modernize one of the earliest gaming formulas to its rather unusual-for-the-time cutscenes and surprise ending… along with how its tendrils crept into another Taito title we’ve covered on this site. Not to mention its strange console offshoot…

Yeah, there’s a lot to cover here. So much, in fact, that I’ve actually had to separate this into several smaller pages. (Yes, the biggest article on gaming.moe so far is for a Taito obscurity that even Japanese players don’t discuss much. Is that really a surprise?) So, without further ado, let’s brave the labyrinth!

UPDATE: The Raimais 30th anniversary tribute doujinshi, RAIMANIAX, is now available! (EDIT: currently out of print, but please let me know if you would like a reprint!) It features lovely hi-res art of some of the color images below, as well as all-new artwork from a variety of artists!


Rika and Organizer by Ashley Riot

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Mspaint Rika and Organizer by Ant.

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Art by Nina Matsumoto

Art by Hayame

Art by Keeterz

Send me more Rika fanart! I’ll post it here!

Special Thanks to: Zekuu, Ant, Tom James, mauve, Suddendesu, mountainmanjed, and Mark J

Arcade Road Trip: Natsuge Museum (Akihabara, Tokyo)

I visited Japan for the first time in a while over the holidays, spending my new year with a posse of fellow nerds celebrating in the most irredeemably dorky way possible: Comiket and arcade-hopping. (And a few game bars, too, for good measure – A Button is a lot smaller than I thought it would be!) While some Tokyo arcades like Mikado and HEY have already developed a strong reputation among retro-obsessed fans from abroad, I’d like to showcase a smaller, cozier, but similarly cool retro game space called the Natsuge Museum.

The name “Natsuge Museum” is derived from a combination of the words “natsukashii” (nostalgic), “Game,” and “Museum.” It’s located a short walk away from Akihabara station, though it’s in the opposite direction of Chuo-dori where HEY and most of the major stores are located. It’s a bit easy to miss: it’s not on any major roads, and its signage is limited to a few posters and banners hanging around the vicinity. It’s a fair bit smaller than those arcades, as well, being a single-floor establishment with as many machines as possible crammed into the space while still allowing you to move – just like the good ol’ game centers of old! This place is here to make you feel like you’ve warped back to the 80s, or perhaps the early 90s, when little arcades like these dotted the landscape, offering fun, strange, and challenging titles for everyone who was willing to waltz in and plunk a couple hundred yen into the machines.

Let’s take a more detailed look inside, shall we?

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Arcade Road Trip: Grinkers Grand Palace (Eagle, Idaho)

I’ve mentioned Game Center CX more than a few times in my writing, and for good reason – it’s a fantastic show that everyone who enjoys older games will appreciate. But while the most popular segment of the program among most fans is the Arino’s Challenge portions, I personally enjoy the “Tama-ge” bits a lot more. In these parts of the show, Arino travels to visit various arcades, large and small, across Japan. It’s a wonderful combination of travelogue and nostalgia, showcasing the (sometimes very odd) places where arcades turn up, the games and atmosphere that make that particular arcade experience interesting, and the people who maintain these game centers. It’s both inspiring and a bit depressing, as the number of mom-and-pop arcades in Japan has been plummeting over the last decade. Oftentimes, it feels like Arino’s travels are an attempt to encourage people to help preserve a dying cultural institution (the segment’s title means “You should visit this game center sometime”).

When I was a teenager, I used to love doing what Arino did during my family’s trips across the country – looking up arcades in the area, visiting them, and seeing what they had to offer. (I was especially devoted to this when Virtua Fighter 3 was really, really hard to find in North America outside certain urban areas – my hunts were often targeted towards finding that particular game.) Nowadays, this is hard to do, because the state of Western arcades is utterly miserable. Most arcades these days – the ones that are still around, anyway – are parts of massive “entertainment centers” that make far more off of redemption games than dedicated video cabinets, and what they do have for games is often old and suffering from disrepair. But there are enthusiasts out there trying to find ways to preserve the more traditional, video-game-focused arcade experience: one of the more popular modern concepts is the “barcade,” a combination of pub/eatery and retrogaming arcade catering to an older clientele.

Generally, most of my experiences with said “barcades”1 have been kinda blah – the alcohol part doesn’t do much for me since I’m one of those irritating teetotalers, and the game selection is generally pretty similar across many of these establishments: Pac-Man and Ms. Pac-Man, Galaga, a bunch of Donkey Kongs, some Space Invaders, probably a Tapper or two to fit the bar theme, Robotron 2064, and a Street Fighter or Mortal Kombat to get some 90s kid cred. These are good and all, but they’re also pretty easy to find. What I’m interested in are titles that you don’t see everyday, particularly Japanese games from the mid-late 80s – stuff that came out after the crash-correction of the Western video game market in the earlier part of the decade and is considerably less common as a result.

I discovered one such arcade on a recent trip. While I spent most of my life in Iowa, my parents retired to the Boise area in Idaho a couple years ago, so I went to visit my parents there over Mother’s Day weekend. My dad suggested stopping by a few arcades while I was there, and one of them was a place called the Grinkers Grand Palace in the Boise suburb of Eagle. It’s nestled into a corner of a strip-shopping center that doesn’t look like the kind of place that would host a bar-arcade. When I stepped inside, however, I knew I had found someplace very special. So today, I’m going to imitate our beloved Kacho Arino and tell you: you should go to Grinkers sometime!

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  1. Note that I’m referring to the “barcade” as a concept – there is an actual chain of these sorts of places called Barcade in the NYC area, which I hear are pretty awesome. Don’t confuse the two!