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

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.)

Continue reading

The Seriously Delayed 2016 Gaming.moe Waifu Awards: A Disaster (much like 2016)

2016, man. What the hell even happened?

Well, it’s time for us, once again, to attempt to look back on 2016 in gaming through the lens of the gaming.moe Waifu Awards. No, we’re not here to award actual waifus — rather, we’re here to take a look back on the year in gaming in a somewhat different light than just pointing out what had the best graphics or story or whatever.

The year was a disaster by the standards of most sane human beings, and honestly, it’s hard for me to write 2016 awards because it’s really challenging to look back at the year and see anything beyond a pile of flaming wreckage. Also, it has been declared by HeatStreet to be an Affront to True Gamers and Developers to write end-of-the-year awards that contain things like “humor” and “commentary” and aren’t just slobbering over high-scoring AAA releases, so presenting the Waifu Awards makes me a fundamentally terrible person.

why am I even writing if I can’t win the approval of heatstreet dot com :,(

Nevertheless, I am here to provide you all with my hot, cold, and lukewarm takes on gaming-related happenings of 2016, both well-publicized and obscure, complete with snarky commentary and taking people to task for doing stupid things. The awards honestly took me a while to write this time around — not as many happenings and trends really jumped out at me this year as they did last year, and the things that I did take note of were generally (and, fittingly, given the overall tone of 2016) trainwrecks, many of which had been written about at length here and elsewhere. There’s still plenty to commentate on, though!

Enough chatter, though. Let’s make an attempt to dig through the smouldering rubble of 2016 in hopes of squeezing precious drops of entertainment out of it!

Continue reading

Review/Build: Sega Astro City 1/12 cabinet model by WAVE

“Candy cabinets.” It’s a catch-all English term to refer to Japanese-style sit-down arcade cabinets where you can fairly easily switch the games contained within. There seems to be a bit of speculation as to where the term came from… though I’d wager the most obvious source is the Neo Candy cabinets, which commonly housed Neo-Geo MVS units.

There are a lot of different models of “candy cabs” out there, but to many, the de facto candy cabinet is the Sega Astro City, a model you’ll still see around many a Japanese arcade in this day and age. Countless matches of Virtua Fighter 2 were played on these machines back in the day, and their versatility and adaptability have made them a popular choice for retrogaming setups to this day.

Yes, the Astro City is practically synonymous with arcade games to many Japanese arcade fans. Which is why we all exploded with glee when we found out that model maker Wave, who had previously made replicas of modern Vewlix cabinets and the riding Hang-On cabinet, was going to make an Astro City model.  This was gonna be great!

img_13051

And yes, it is a pretty spectacular kit! It’s not too tough to build for the beginner, but offers a lot of potential for customization if you really, really want to create the miniature arcade machine of your dreams. In my case, I wanted to put a very particular game inside one of these cabinets. But I wanted to build it together with you, my dear readers – and that’s exactly what we’re going to do today!

Continue reading

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…

0005

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.

Continue reading

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

soghrika

Mspaint Rika and Organizer by Ant.

raimais_web

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