Shoujo Kakumei Utena

June 20, 2009

When I was first getting into anime heavily at the tail end of the 90’s, my gateway was Sailormoon. I was spending a lot of time in a Sailormoon related IRC channel, and the people there were some of my primary exposure to anime. At the time, many of them were big into fansubs of Shoujo Kakumei Utena. The problem was, nobody could ever explain the show to me in a way that made me want to see it. In this way, it was similar to Fushigi Yugi, another show popular in those circles at the time. The show came back into my consciousness at Otakon ‘08 when Okui Masami performed Utena’s theme, “Rinbu Revolution”, live during the JAM Project concert. Though I hadn’t seen the show, I did have a copy of that song, and hearing it live reminded me how awesome it was. Given that reminder, when I had a chance recently to see Utena, I decided to give it a go.

The story of Utena, such as it is, begins with our main character Tenjou Utena. Utena was once encouraged by a prince when she was very young, and given a rose crested ring which he said would one day lead her to him. Utena was so inspired by this prince that she decided to become like a prince herself, and therefore dresses in a boys’ uniform while giving off an air of nobility. Utena is one day hanging out with her friend Wakaba when they see Himemiya Anthy in the rose garden. Having never seen her before, Utena inquires who she is. As Wakaba explains that Anthy mostly keeps to herself, student council member Saionji Kyouichi approaches the rose garden and slaps Anthy across the face. Utena is shocked at his behavior, but relieved when council president Kiryuu Touga (played by Koyasu Takehito) appears to intervene.

Utena later witnesses more of Saionji’s abusive behavior when he posts a love letter Wakaba sent him for the whole school to read. Since he’s captain of the kendo club, Utena challenges him to a match. Saionji agrees to meet her in the forest behind the school where students are generally forbidden to go. When Utena arrives, she’s encounters a large gate that only opens for those who wear a rose ring like hers. On the other side, on an unsupported platform is the dueling arena, situated beneath a strange upside down castle in the sky. Waiting for her are Saionji along with Anthy. The rules of the duel are that each duelist has a rose placed on their chest, with the goal being to knock off your opponent’s rose. The winner of the duel will become the “Engaged” and gain possession of Anthy—The Rose Bride. Utena doesn’t understand any of this, as she only wanted to teach Saionji a lesson. She duels and manages to win, despite only having a bamboo shinai as her weapon.

At this point is where the show’s main formula begins. Anthy moves into Utena’s room, and the members of the Student Council begin to challenge her in turn. First is a rematch with Saionji. Second comes Kaoru Miki (played by Hisakawa Aya), a genius pianist and fencer with some hangups regarding his younger sister. After Miki is Arisugawa Juri (played by Mitsuishi Kotono), the fencing club captain who became estranged from her best friend after some incident in the past. Touga’s younger sister Nanami becomes a member of the Student Council and challenges Utena after the disturbing depths of her brother complex are revealed. Finally, the last member to challenge Utena is Touga himself. This arc is referred to as the “Seitokai Hen” or “Student Council Arc”.

The second arc is the “Kurobara Hen” or “Black Rose Arc”. In this arc, a student named Mikage Souji (played by Midorikawa Hikaru) convinces various people to challenge Utena. These people are all connected to Utena, Anthy and the Student Council and have some kind of grudge against them. Mikage supplies them with a black version of the rose ring and a frozen black dueling rose. Following the Kurobara Hen is the “Ohtori Akio Hen” where Anthy’s brother Ohtori Akio, also serving as the substitute chairman of the school, works with Touga to convince each Student Council member to challenge Utena again. This is almost always accomplished during a bizarre ride in Akio’s car, leading to it sometimes being called the “Akio Car Arc”. The series finishes with the “Mokushiroku Hen” or “Apocalypse Arc” where the true nature of the duels is revealed.

The entire Utena series is rich in visual symbolism and literary metaphor. It’s often compared to Evangelion in that it’s a post-modernist deconstruction of established genres. In Eva’s case, it deconstructed the classic mecha anime series. Utena deconstructs shoujo as well as the classical fairy tale. Prominently placed are examinations of the roles of the prince, the princess (or the damsel), and the witch. Utena is both the prince and the damsel, while Anthy is both the damsel and the witch. The role of the prince is also examined, when we learn that Dios was the prince to all the girls of the world, in contrast to the typical image of the prince being dedicated to one princess.

Utena also deals with heavy themes of personal discovery and adolescence. Each character must overcome their past and their pain to become a complete and functioning person. Also, the series metaphorically deals with casting off the fantasies of childhood and accepting adulthood, despite the harsh realities of the real world. In respect to its symbolism and themes, Utena I feel is overall much more successful than Evangelion at getting its point across, and therefore much more interesting. Utena is ceretainly more strange and surreal than Eva overall, but since Utena is like that from the very start it’s never jarring or out of place. It also doesn’t get caught up in its own rhetoric with interminable exposition the way Eva did. Therefore, if you didn’t like the strange and sometimes incomprehensible nature of Eva, that’s not necessarily reason to avoid trying Utena.

The series was directed by Ikuhara Kunihiko, most famous for his work on Sailormoon R, S and SuperS. Hallmarks of his style can be seen easily by anyone familiar with Sailormoon. Some scenes reminded me greatly of particular scenes in Sailormoon, like a scene with Touga on the phone reminding me of the scene in Sailormoon S where Eudial leaves a threatening message on Haruka and Michiru’s answering machine. He also carried over some elements of the magical girl genre by using some of its tropes in Utena’s stock “pre-duel” scenes where she makes her way to the arena. The reuse of this scene seems extremely deliberate, where the transformation scenes in a magical girl series are a way to save money and are usually edited slightly for time when needed. Utena’s scene is played in full, every time. The series also contrasts its dark and apocalyptic story against lighthearted scenes and even some completely throwaway comedy episodes. Again, this calls back to Ikuhara’s work on Sailormoon S. Nanami’s character began as pure comic relief, but then became twisted and disturbing, and finally tragic. It doesn’t appear Ikuhara has done much since Utena, but I’d be interested to see him resurface.

Overall, I think this is a series that should be watched by anyone who wants a show with something more to chew on, and doesn’t mind having to interpret it. The show was heavily discussed in its time, and a lot of that analysis is still on the web. I find it sad that it never had the broad appeal or apparent staying power that Eva did, but I do see how this isn’t a show for everybody. I did enjoy it thoroughly, so I recommend giving it a shot at least through the first story arc.

Now that I’m done with the Kamen Rider stuff for a while, and I’m more or less done moving into my new apartment, let’s talk about some anime. The last anime related posts I did were for two shows I’d seen previously, but was revisiting. These next ones are about two shows I considered to be holes in my anime viewing.

First up, we have GTO, which stands for “Great Teacher Onizuka”. The live action GTO drama starring Sorimachi Takashi and Matsushima Nanako was one of the first JDramas I ever watched, and I thought it was great. I have been intending to give the anime version a try since then, but only just recently got around to it.

For those unfamiliar with it, GTO is the story of Onizuka Eikichi, an ex-bike gang leader who now wishes to become a teacher. Onizuka has just earned his teaching certificate, and we begin with him during his student teaching period. Some of the students in Onizuka’s class attempt to pull a scam on him that they’ve used on other teachers before. One of the girls shows up at his apartment claiming not to want to go home. She cooks him dinner, then begins to strip and come on to him. At that moment, a couple of the boys burst in and take photos of the incriminating scene. While this would normally cause a teacher to resign and flee in disgrace, Onizuka is mostly unfazed. He starts by calling on some bikers to scare the crap out of the boys and demonstrate what real thugs are like. As for the girl, Onizuka senses something deeper going on with her and pushes to find out how much of what she told him that night was a lie. He finds out that in truth she’s lonely and her family has drifted apart ever since they became rich. Her parents have put up a wall between their separate bedrooms that symbolizes this. Onizuka decides there’s only one thing to do — Smash the wall with a sledgehammer. Though the parents are initially outraged, they do briefly start to reconnect while the hole is still in the wall.

Onizuka then moves on to finding a permanent position. He interviews at Holy Forest Academy, an elite private school. On the way there, he punches out a pervert on the bus who he saw sniffing the butt of a girl named Fuyutsuki Azusa, who turns out to be another interviewee at Holy Forest. When he arrives at the interview, he discovers that the pervert is the Vice Principal of Holy Forest, Uchiyamada Hiroshi, who is in charge of interviewing the new teachers. Onizuka bombs the interview, but is given a second chance when Uchiyamada is confronted by a couple of delinquents from the school. He says Onizuka is hired if he can run off the “trash”. Instead of taking out the delinquents, Onizuka suplexes Uchiyamada, claiming nobody should call the students “trash”. As it turns out, the school’s chairman had been watching the whole time while posing as the proprietor of the school store, and hires Onizuka anyway.

Onizuka is assigned to class 3-B, the absolute worst class in the school. They are renowned for their “classroom terrorism”, used to scare off any new homeroom teacher assigned to them. As the story progresses, Onizuka has to get to the root of each student’s problems using his often “unique” methods, and usually causing Uchiyamada all sorts of hell. He also eventually begins to unravel what caused the class to become so anti-authority in the first place, as well as developing his relationship with the lovely Fuyutsuki-sensei.

GTO is equal part laugh-out-loud comedy and touching slice of life. Each student has unique issues that Onizuka must get to the bottom of, even as the students are attempting to humiliate him and get him fired. Though all sorts of often hilarious and cruel pranks are played on him, Onizuka marches on with his firm belief that his students are all that matters. Compared to the live action version, both are “great”, but have a different tone. The anime and manga portray Onizuka as pretty over the top. His antics are wild, his facial expressions insane, and his physics often pulled from Warner Bros. The live action version wisely tones things down so it’s more logical in that format, and though he’s less over the top, I find that Onizuka more believable.

Artwork in the anime version is from the fairly early days of digital animation production, but looks surprisingly good. Since GTO takes place in a realistic setting, it doesn’t damage it to look a little plain. The lineart on Onizuka’s hyper-realistic facefaults is great, and really sells how outright nuts he is. Opening songs were provided by L’Arc~en~Ciel and Porno Graffiti, both are great though I prefer the animation that accompanied L’Arc’s “Driver’s High” more.

Whichever version you watch, GTO comes highly recommended. Very funny, great characters, and a unique concept.

Time to finish up the Kamen Rider fest I seem to have created on the blog lately. This time, I’ll be talking about the last Kamen Rider henshin belt I intend to buy for the time being. Why am I only interested in the three I talked about here? Well, there are a couple things I’m looking for in a henshin belt. First, I like a nice mechanical action. Something to do with your hands, and that preferably makes a solid mechanical sound when you do it. Setting the Faiz Phone into the Faiz Driver, Kabuto Zecter’s lever, and DecaDriver’s open/close action. Secondly, I like voice feedback. I like it when the belt speaks as you do things. “Exceed Charge”, etc. Not sure why, I just think that’s cool. Lastly, I like it when the belt has multiple functions. Preferably a henshin, a final attack, and something else. As a caveat to that, I generally don’t like card-based systems because it’s a pain in the ass to get the cards. DecaDriver was an exception because of finding that barcode card PDF.

So, that brings us to the Deluxe Kabuto Zecter, which satisfies all three requirements. In the series, an alien species known as Worms appeared on Earth aboard a meteorite that crashed into Shibuya. One of the Worms’ key abilities is the ability to molt out of their pupal form, gaining super speed. In order to combat them, a secret organization called ZECT was formed, which developed the Kamen Rider System. The system consists of an intelligent insect robot that can attach to a belt, brace or weapon, turning their chosen bearer into a Kamen Rider. The Riders had two forms, their initial heavily armored Masked Form, and a Rider Form achieved by shedding the heavy armor. The Rider Form could “Clock Up” in order to match the Worms’ speed.

The main hero of the series was Tendou Souji, played by the wonderful Mizushima Hiro. Tendou bore the Kabuto Zecter, a Japanese kabuto beetle which attached to a belt. Above you can see the belt, which as always with the DX Henshin Series toys, is beautifully detailed. The belt looks great even just like this. The mod I made so I could wear the belt is identical to what I did with the Faiz Driver. A nylon strap with a buckle in the middle is just stitched to each side of the belt.

The Kabuto Zecter itself is a red robotic beetle. There are three buttons along one side where the legs should be. Pressing them will make the Zecter produce one of three random effects. It will say either “Here I am” or “Danger”, or make a flying sound effect. To henshin into Kabuto’s Masked Form, slide the Zecter onto the belt, and it will speak “Henshin” while making a sound effect and light pattern. In this mode, pressing the buttons will just make an effect similar to a train rumbling down a track. I’m not sure what it’s supposed to be.

To change to Rider Form, rotate the Zecter’s horn forward a bit, and it will start to pulse, building faster and faster. Pull the horn all the way to the right, and it will say “Cast Off… Change Beetle!” with lights and sound effects. Pulling this lever is very satisfying, and it makes a nice solid “chunk” sound as the cover expands out. Just as in the show, you can initiate Kabuto’s Rider Kick finisher. Press the buttons in order and it will say “1-2-3″ while illuminating one light each time. Close the cover and rotate the horn back, then pull it open again and it will say “Rider Kick!” along with the accompanying effects. Again, very satisfying, and accurate to the show. However, that brings me to my one complaint about this belt — it’s missing a major feature. Remember, the whole point of the Riders in this show was the Clock Up ability… which is completely missing from the various toys (with one exception I’ll get to in a second). The pads on the sides of the belt used to initiate it are just pieces of plastic, there for show. Physically, there’s no real way for them to have electronics unless they each had their own batteries, but then maybe the belt should have been designed differently to incorporate it. You can also close the Zecter and rotate the horn back to its starting position (without doing the 1-2-3), and it will say “Put On” to switch back to Masked Form. Press the release buttons and remove the Zecter from the belt to get a henshin cancel effect, a rare case of such an effect being included.

Though primarily a hand-to-hand fighter, Kabuto also had a hand weapon. This took the form of the Kabuto Kunai Gun, which in Masked Form resembles a hand axe with a pistol built in. This form has a firing sound effect, and the barrel lights up. The light up barrel is a really obvious feature I wish had been included on the DX Ride Booker. The size is a bit of a problem, as it’s much smaller than the show, but that’s generally the case with toy weapons. Still, its a little tight getting my big hand around the grip. The Kunai Gun also comes with a holster that attaches to the right Clock Up pad on the belt.

There are two small buttons you can press, then pull the gun’s barrel out to reveal the Kunai mode, making a nice sound effect in the process. Kabuto wielded this knife in a reverse grip while in Rider Form. The toy actually has a motion sensor that will make blade clashing effects as you swing it around. Like the gun, it’s a little tough getting my hand around the grip. but manageable. If you put the kunai back into the rest of the body, it’ll make yet another sound effect.

The final piece I have for Kabuto is his Hyper Zecter. This was actually first seen in the movie “God Speed Love” where it was initially wielded by Kamen Rider Caucasus. In both the movie and TV series, it falls into the hands of Kabuto who uses it to become Hyper Kabuto, and access the time and space manipulating Hyper Clock Up. It attaches to the left side of the belt using its own special replacement for the left Clock Up pad. This attachment point is similar to those used in many other Rider belts, but actually locks with a button release, which is nice. The horn is swung back toward the body of the Hyper Zecter to initiate “Hyper Cast Off… Change Hyper Beetle” along with appropriate effects. Press the large red button to trigger Hyper Clock Up for a whopping 20 seconds. That’s twice what the Faiz Accel gives you! This is also the only Clock Up feature in any of the Kabuto role play toys. While in Hyper Clock Up, you can swing the horn down again to trigger “Maximum Rider Power” to upgrade your kick, or to work in conjunction with the Perfect Zecter weapon.

Overall, the Kabuto henshin series toys are great fun. Very solidly built, detailed, and aside from the lack of Clock Up, accurate to the show. They’re a great set to have for any Kamen Rider fan, and still decently available due to having been released to the Asian market just last year.

Kamen Rider Black

May 19, 2009

I recently finished up 1987/88’s Kamen Rider Black. Black and its direct sequel Black RX almost exist as their own “era” of Kamen Rider. The last full TV series had been Super-1 in 1980, and there wouldn’t be another full TV series after RX until Kuuga in 2000. What Black does is introduce a lot of elements that would become hallmarks of the later shows.

The story begins with Minami Kotaro and Akizuki Nobuhiko. Kotaro was adopted by Nobuhiko’s father and raised as family along with Nobuhiko’s sister Kyoko. On their 19th birthday, both young men are kidnapped by an organization of evil cultists called Gorgom. The boys are each modified into cyborgs and implanted with a Kingstone. Being given the names “Black Sun” and “Shadow Moon”, they are to fight to the death, with the victor becoming Gorgom’s next Creation King. However, Kotaro is able to escape before his brainwashing is complete. When he’s attacked by Gorgom’s three high priests, he undergoes a transformation into his Black Sun form. Kotaro decides to use his powers to fight back against Gorgom, taking the name Kamen Rider Black.

Black’s premise and tone were considered generally dark at the time. The Gorgom organization is presented as extremely creepy and even disgusting at times. It may seem a bit funny now with its obvious rubber suits, but in 1987 I can see how this was unlike what people had seen before in this kind of show. It also introduces a lot of the tension and drama that would become standard in the later movie-era and Heisei-era riders.

The most important addition is an antagonist Rider. A little after halfway through, Nobuhiko awakens as Shadow Moon. This puts a lot of strain on Kotaro, Kyoko and Katsumi (Nobuhiko’s girlfriend), and creates a conflict of loyalties for Kotaro. Can he fight his best friend and brother? Shadow Moon of course is brainwashed by Gorgom, but sometimes shows unexpected compassion and restraint, especially when confronted by Katsumi. This all culminates toward the end of the series when the Creation King pushes the two to finally duel it out, and things don’t initially go as you’d expect…

Despite all that, most of the show is typical mid-80’s tokusatsu. Gorgom comes up with some wacky plan, Kotaro stumbles onto it, kicks the monster’s ass. The formula is broken up a bit during the first half by the introduction of Birugenia, a former Creation King candidate who was considered too out of control and sealed away. Birugenia would sometimes appear to challenge Black, spicing up the fight scenes until he was finally taken out and replaced by Shadow Moon.

The effects are decent for the time. The regular monsters are a bit cheesy, but the more major characters look great. Black has some nice organic muscley stuff in his joints, and Shadow Moon is just badass all over. The priests look really good too, both before and after their mid-series upgrade. I love the grip tightening sound effect when Kotaro clenches his fists before transforming. The biggest problem I had is that the strobe effect during Rider Punch and Rider Kick really hurts my eyes. I can only imagine the seizures this show caused.

Overall, I liked it. The regular episodes could drag on sometimes, but it’s made up for whenever the story kicks in with the Priests, Birugenia or Shadow Moon getting involved. Shadow Moon especially was a cool character, setting the stage for later Riders like Ouja, Kaixa, the Hoppers, Saga, etc. It’s certainly a lot cooler than the 70’s stuff I’ve seen (not to hate on that or anything), and much more satisfying as a full series than the one-off “movie” Riders. I’ve started into Black RX, which isn’t as dark but I still like it. Best part of RX, no Furbus.

Century Kings, a fansub group consisting of I think just one guy, has Black done through episode 38. The rest I got as raws from this thread on Henshin Justice Unlimited.

This year’s Kamen Rider series is a big what if story. Specifically, it’s like “What if there was a giant Marty Stu crossover fanfic, but it was done by the show’s actual studio, and it didn’t suck?” That essentially describes Kamen Rider Decade, a celebration of the past 10 years of “Heisei” era Kamen Rider shows.

In the series, a man named Kadoya Tsukasa is Kamen Rider Decade. In order to save his world from collapsing, he must travel to the worlds of the past 9 Riders to completely restore his powers. Decade’s powers are unique in that aside from a few specific attacks of his own, his powers are… everyone else’s powers. Decade can transform into any of the past 9 main Riders and access their weapons, powers, forms and final attacks. If he’s with that Rider, he can also transform them into a weapon for a special combo attack.

Decade’s powers are accessed through Kamen Rider Cards. With the DecaDriver belt in its open position as in the above photo, cards are inserted through the top. The logo of the Rider the card draws from will be visible in the circle at the center of the buckle. At this point, the DecaDriver will speak the class of the card, which is one of the following:

Kamen Ride — Transforms Decade into another Rider. Also used for his initial henshin into Decade.
Attack Ride — Accesses weapons, powers and even vehicles
Form Ride — Switch to one of the Rider’s power up forms. Note, “ultimate” forms are accessed separately with a device to come later.
Final Form Ride — Transforms another Rider into a weapon to perform a combo attack
Final Attack Ride — Use a Rider’s own finishing move, or initiate the combo attack with Final Form Ride

When closed, the DecaDriver will light up in the center, speak the name of the card, and play a sound effect. Unlike in the show, where the specific name of Attack Ride and Form Ride cards is spoken, the toy will only say the name of the Rider to whom the card belongs. “Faiz”, “Agito”, etc. There are specific henshin sound effects that play in conjunction with each main Heisei-era Rider’s Kamen Ride card. Other Kamen Ride cards just get a generic effect.

As with the Faiz Driver, the DecaDriver needs modification to fit an adult. Since the DecaDriver closes at the side of the buckle, and the back separation is just for adjustment, I could do things a little differrently. Most importantly, there’s no need to incorporate a buckle at the back. On one side, I just stitched the strap into place the same way I did on the Faiz Driver. On the other side, I passed it through the adjustment slot, and put the adjustment piece from the backpack back on. The adjustment piece keeps the strap from sliding back through, and also does its intended job of allowing you to adjust the belt’s size.

Decade’s other main piece of equipment is the Ride Booker. Normally hanging at his left side, its primary purpose is as a card holder.

Within, there are two areas to hold cards. The area at the left has space for 3 cards comfortably. You could maybe jam more in, but I’m worried about messing them up. When you pull a card up from this area, it will bump a little switch causing a “vrooom” card drawing sound directly out of the show. The area on the right is much deeper, holding most of your cards, but has no special function.

The Ride Booker also serves as Decade’s personal weapon. The first mode is a pistol. This looks very nice, and very accurate to the show. When the trigger his held down, you get a machine gun sound effect. The Ride Booker’s gun mode can be powered up with the Decade Blast card, though for the toy this has no effect.

The Ride Booker’s second form is a sword. Unfortunately, and likely due to toy safety regulations, the blade is embarassingly short. This comes of worse than most toy swords, since the card holder section is taking up a lot of the sword’s overall length, leaving just a pathetic tip of a blade. I can’t say this looks remotely as good as the gun. Tapping the trigger will make a sword slashing sound effect. The Ride Booker’s sword mode is powered up by the Decade Slash card (though, as with the gun, this does not affect the toy).

Here’s a quick look at the Kamen Rider cards I have at the moment. The 10 Kamen Ride cards all come with the DecaDriver. The Decade Slash card comes with the Ride Booker (but not the Decade Blast, frustratingly). Decade’s Final Attack Ride comes with the Final Form Ride series Kamen Rider Decade action figure. These cards, in addition to being usable in the DecaDriver, are also used for the Kamen Rider Battle: Ganbaride arcade game. In fact, other than the ones that come with toys, those machines are the only way to get the cards. There is a function in them to buy cards from Kivat the 3rd. Unfortunately, there are no boosters, so it’s fairly impossible to get them outside Japan. There is hope for gaijin looking to get the most out of their DecaDriver. Somebody in Japan figured out the encoding on the barcodes and made a PDF with barcode cards you can cut out. There’s also some promo card effects as well as unintended and Easter Egg effects. Pretty nice!

DecaDriver cards complete set — PDF

I love the DecaDriver. It only really has one thing that it does, read barcodes, however that one function is really fun. It’s also very solidly made, and makes a very satisfying sound when opened and shut. Details are abound, even in places you can’t normally see. Since this allows you to role play as every main Rider from the past 10 years, how could any Kamen Rider fan not want this?

I recently got one of my personal holy grails. This is a toy that I had thought I’d missed the opportunity to own, which would’ve been unfortunate since it’s the best damn Kamen Rider toy ever. Of course, if you know Kamen Rider, you know I must be talking about the DX Faiz Driver.

In the series, Kamen Rider 555, the Rider Gears were belts and weapons originally designed by the Smart Brain organization to protect the Orphnoch King. Instead, the former CEO of Smart Brain decided to repurpose them a bit. They were sent to members of a group of kids the former CEO had raised years before, with the purpose of using them to defeat Orphnochs. The only catch — they only work for people with Orphnoch DNA.

The center of the Faiz Gear is the Faiz Phone, its power source and control device. Outwardly, it looks like a normal cell phone. On the toy, pressing any random combination of numbers followed by the Call button will make the phone say “Connectioning…” and make a ringing noise and light pattern.

The really fun stuff starts from here. There are a series of codes printed on the screen. Let’s start with the ones that let you use the phone as a gun. Where’s that iPhone app at, huh? On the Faiz Phone, key in 1-0-3-Enter, and the phone will say “Single Mode”, indicating you are in single shot mode. Key in 1-0-6-Enter and it will say “Burst Mode”, indicating that it will now fire in 3-shot bursts. In either case, fold the screen straight back and cock it to the left to turn the phone into the nifty Faiz Phone Blaster. There’s a firing sound and lights moving along the “barrel” when the trigger is pulled. After 12 shots in either mode, it will make an empty sound. Key 2-7-9-Enter and the phone will say “Charge” followed by an effect indicating it has reloaded.

Of course, the main attraction with any Kamen Rider belt is “How do I henshin?” On the Faiz Phone, key 5-5-5-Enter, and the phone will say “Standing By…” and begin making loud, pulsing standby sound effect. Set it into the cradle on the Faiz Driver belt and lock it down, and the phone will say “Complete” and play the henshin sound effect. Dramatic posing is optional, but encouraged. In this mode, you can remove the Mission Memory (the Faiz face logo on the front) and insert it into one of Faiz’s weapons to ready it for battle. Open the phone and press Enter to trigger your “Exceed Charge” finishing moves!

One concern for old fans, especially those of us who are American where everything (especially guts) is bigger, is that the belts are made for kids. There’s very little chance a full grown adult is going to fit into one as-is, unless they are very petite. Luckily, it’s not that hard to work around. For my Faiz Driver, I attached a nylon strap I cut off an old backpack. This strap had one of those plastic clips in the middle as you can see in the previous photo. This was critical for the Faiz Driver as it closed in the back and has no other separation. I simply took a good old fashioned needle and thread, and stitched through some of the pre-existing holes in the belt. On the back side, the thread forms an X pattern. This was extremely simple to do, and holds very well. Also, since it’s just thread, it’s completely reversible if I decide to undo the mod later. I even preserved the adjustment piece in the strap so I can resize the belt at will.

Also on the recent acquisitions list was the Faiz Axel. This item was given to Faiz about halfway through the series, and allows him to access his Axel Form, gaining super speed for 10 seconds. The toy is styled somewhat after a sports watch, but mated to a typical Sentai type wrist changer. Like the belt, it’s made for kids and the watch strap absolutely does not fit around my wrist. The second velcro strap, meant to be farther up the arm, will fit around my wrist. This makes the Axel awkwardly overlap my hand, but it does stay on.

To use, you remove the special “Axel Memory” and insert it into the Faiz Phone in place of the standard Mission Memory. The Axel will say “Reformation” when it’s removed, though this is somewhat inaccurate. In the show, it would say “Reformation” when the Axel Memory was put back, after the Axel’s time was expended. Anyway, press the red start button to begin your 10 second countdown along with a powerful pulsing sound effect. A voice will count down at the very end “3…2…1…Time Out.” You can also use the black button to switch the behavior of the “screen saver” while the Axel is idle, or to play a simple game.

Overall, the Faiz Driver just kicks ass. Yeah, role play toys are pretty high on the geek-o-meter, but this is just one of the most fun toys in my whole collection. It does a number of things, and has fun voice feedback, sound effects and lights. It also was the personal equipment of my favorite Rider, which helps. The Faiz Driver is a worthy buy for any Kamen Rider fan, though it’s heavily sought after and finding a good price on one is tough. I had to buy mine used to avoid selling a kidney for it. Still, I regret nothing.

I mentioned when talking about the Famicom Disk System that despite its being a great add on for the Famicom, it had all the same flaws as any other floppy disk system. One of the most common problems with any floppy-based computer is that the floppy disk media itself degrades. Most commonly, the magnentic signature that stores the data weakens over time. This is not a death sentence for the whole disk, however, it just needs to have the data copied back onto it. For other computers, this is trivial, as you can easily make a backup copy of the disk.

For the FDS, however, this is not so easy. It doesn’t have any sort of file and disk management since it was just a game console. Also, the copying of disks was intentionally discouraged since that would mean the games could be pirated. Initially, the only thing Nintendo really did was alter the shape of the disk by putting a recessed Nintendo logo into it. This meant that standard QuickDisks would not physically fit in the FDS, as the FDS had a matching raised plate.

There were ways around that, of course, pirate game makers just modified their disks to match. They would either slightly modify the Nintendo logo, or just cut big holes in there to make it work. In addition to pirate games made in this method, there were also some disk copying utilities. One such utility was Disk Hacker, which I recently came into possession of.

As you can see, it’s physically a little ghetto, but it gets the job done. The utility is pretty idiot proof, at least if you can read some basic Japanese. There’s no menu, no options, no controls. You never need touch the controller once. Just do what it says on screen. When you first load the utility, the title screen briefly appears.

This will disappear on its own, and you will be presented with the following text:

ゲームディスクヲ イレテクダサイ。

This is asking you to insert the game disk. Pop out Disk Hacker and pop in the game you wish to make a copy of. The FDS will churn a bit, then you’ll see this:

ナマディスクヲ イレテクダサイ。

This is asking you to put in a fresh disk, or the disk you wish to copy onto. Put that in, and again the FDS will churn a bit. When it’s done, it will most likely go back to asking you for the game disk. The FDS RAM adapter only has 32k of memory, but one side of an FDS disk holds up to 64k, so it’s going to take two passes. Put your game disk back in with the same side facing up you did last time. After that you will once again be prompted for the target disk, so put that in, again with the same side up you used before. When Disk Hacker’s job is done, you get this:

オワリマシタ。

This simply means, “Done.” Shut off your Famicom and remove your newly cloned disk. If you are copying a two-sided game, you will need to repeat the process from the start for the other side. All in all, it only takes a few minutes to copy a disk.

This method is not perfect for everyone, as there are a few concerns. The most obvious one is, where do you get blank disks? Well, you don’t. Not unless you stumble onto some unused stock from the Disk Writer kiosks. What you can do is ask your favorite retro/import game dealer for some non-working FDS games, which is what I did. Any dealer who sells FDS games gets dead disks from time to time, and is probably sitting on a small mountain of them. More than likely, they’d be glad if you’d take them off their hands for a few bucks. The vast majority of them probably aren’t physically damaged, their data has just degraded or become corrupt. Once they’re rewritten, they’ll work great.

The less obvious, but bigger problem is your FDS drive. Nintendo wasn’t stupid, and got wise to this method. They implemented two changes in later FDS drives to prevent it from copying disks. First was an expanded power board that included circuitry preventing large-scale write operations. You could still write a save file just fine, but try to write a whole disk and it stops you. This can be patched around if you have the soldering skills. The second measure is a chip inside the actual QuickDisk drive that serves the same function as the circuitry on the power board. There’s nothing that can be done about this chip.

If you need to identify whether your FDS drive is capable of writing disks, there’s a great thread on Famicom World that explains how to quickly do so. Remember, you need both the smaller, regularly shaped power board and the 7201 chip to write disks. This is also the case if you are planning to build an FDS Loader cable that bridges your FDS drive to a PC for dumping and rewriting disks. If you have the electronics skills to do this, it’s much better than using Disk Hacker because you wouldn’t need blanks, you could just restore a degraded disk from a previous dump file.

That’s all I’ve got to say about Disk Hacker. If you have the right kind of FDS drive, and come across a copy, it might be a worthy investment for backing up your precious games.

Update: One other detail I forgot to mention. In addition to modifying the FDS itself, some games also played some tricks with the file system that prevent some cloning utilities from working. Specifically, they would write some data at the end of the disk, but not mark in the disk’s header that those blocks are in use. However, the game will check if that data is there and refuse to run if it’s not. The some utilities would only copy the blocks marked used, while some would just copy the disk wholesale regardless of the header. The latter case would be able to copy these games.

I hate Time Capsules

April 7, 2009

With the introduction of Mac OS X 10.5 “Leopard”, Apple released their built-in backup software Time Machine. Time Machine just runs in the background, automatically copying your precious data to another drive. A great idea, now it’s easier than ever to get people to back up. But what about laptops?

Laptops are a huge part of the computer market today, especially for Apple. The problem is that they are, by nature, mobile and not likely to be chained to a desk with an external hard drive hanging off. That means people have to remember to plug that drive into their laptop from time to time, introducing a factor of human error and forgetfulness. There must be a better way right? Isn’t there a way to make backup as wireless as the rest of the laptop? Apple thought so, and released Time Capsule, an Airport Extreme base station with a hard drive built in. Leopard detects Time Capsules on the network and backs up to them over your wireless network with the one-click ease Apple is famous for. There’s just one teensy, weensy little problem:

HFS+ sucks

For those unaware, HFS+ is the file system used by Macs. That is, the organizational system by which the computer keeps track of where and how your data is stored on the actual disk. The problem is, it dates back a long time and as needs have grown, it has started to falter. Big drives with lots of files, especially that change all the time like on Time Machine, make a wreck of HFS+’s catalog. When that catalog gets messy, the drive starts running slow, or may develop problems accessing certain data. The traditional Mac fix for this has been Alsoft’s Disk Warrior, a miracle piece of software that takes your HFS+ catalog and rebuilds a nice clean one. Note, not fixes it, makes a new one. All nice and perfectly organized. Disk Warrior is almost critical on Time Machine drives just due to the sheer number of changes as data is added hourly, and old snapshots are removed. Eventually, all Time Machine drives are likely to need this done.

The issue on Time Capsule is that there’s no way to run Disk Warrior on it. Disk Warrior needs to unmount the drive and have direct access to it. How can you do that when it’s attached over a network? Well, you can’t. Not unless you gut the Time Capsule and attach its drive right to your computer. There’s another problem too. There are actually two HFS+ filesystems you need to worry about. The first is the one on the Time Capsule’s actual drive. The second is the one within the sparse disk image that your backup data is written into. Time Capsule (as well as network Time Machine backups to OS X Server) create a virtual drive as a sparse disk image to back up to, and since this is its own virtual volume, it has its own filesystem to worry about. If either filesystem has problems, your backup fails. Disk Warrior is able to rebuild the filesystem within disk images, and should be able to do it if you mount the Time Capsule’s drive as a shared folder. However, you still can’t rebuild the filesystem on the actual physical drive in the Time Capsule.

The worst part about it is that Apple sells this thing to lay users as a completely turn key system. Set it and forget it. That’s great until HFS+ eats its own tail, then what? Then you call your local Mac IT guy (me) to try and fix the damn thing. If it’s just the sparse image, there is hope. If it’s the filesystem on the drive, probably going to have to format it. It’s really frustrating to see people getting hit like this, from the random home users that call my office to the likes of Wil Wheaton. If your Time Capsule backup has stopped, and rebooting hasn’t solved it, I almost guarantee this is the problem. If your regular, local Time Machine backup has similarly stopped, this is probably the same issue, but at least that’s fixable.

Apple. For the love of god, get us a new filesystem that can actually handle your backup scheme. I am tired of dealing with this.

Update: In addition to the incident that prompted the writing of this post, just as I finished up somebody else walked in complaining that he can’t back up to his Time Capsule. Gee, I wonder what the problem is?

Mei-chan no Shitsuji

March 31, 2009

Butlers are big in Japan. After all, women need a fetish to match guys’ obsession with maids. Several properties have come out lately featuring butlers. Hayate no Gotoku, Kuroshitsuji… but none capitalizes on the butler rage more than Mei-chan no Shitsuji.

The premise is this: Shinonome Mei lives happily with her parents where they make a small but reasonable living running an udon shop. She spends a lot of time with her childhood friend Shibata Kento, whom she has nicknamed “Mameshiba” and who clearly has a crush on her. One fateful day, her parents are suddenly killed. Shortly after, a man named Rihito appears before her, claiming to be her butler! According to Rihito, Mei is actually the heir to the powerful Hongo family, and she must attend the prestigious St. Lucia Academy to become a proper lady worthy of the position. Further complicating things, it turns out Rihito is Kento’s older brother.

Mei is initially determined to continue running her family udon shop, but it’s soon destroyed. She’s also pressured by her grandfather, the current head of the family, by saying he won’t allow her mother to rest in the same grave as her father unless she becomes the Hongo family successor. So, Mei agrees to attend St. Lucia. When she arrives, she finds that the school requires each lady to have her own butler, responsible for her comfort and safety. The school is governed by a rigid system of rank, with Ombra being the bottom, then Luna, then Sole. Mei starts at Ombra, as all students do, but is constantly challenged and bullied by her snobbish classmates. Standing atop the hierarchy is Hongo Shiori, another potential successor to the Hongo family, and the current “Lucia-sama”, the top lady at the school. Shiori is outwardly benevolent and admired by all, but she’s secretly ruthless in pursuit of her goal. Mei is not alone, however, as Rihito is a top S-rank butler, and Kento even enrolls as a butler in training to stay close to her.

The plot is pretty typical shoujo fare. Tons of pretty guys doing… pretty things. Lots of flower imagery and wish fulfillment for girls wanting to be pampered. As the plot moves along, conflicts escalate from simple problems fitting in to life and death struggles as Shiori’s schemes become more and more dangerous. There’s also a forbidden love aspect since butlers and ladies are not allowed to be romantically involved. Despite that, there’s clearly something going on between at least half the couples, not the least of which is the romantic tension between Mei and Rihito so thick you could scrape it off the walls.

So, why the hell did I watch this? First and foremost, it has tokusatsu actors galore. Most prominently, Rihito is played by Mizushima Hiro, who was none other than titular character of Kamen Rider Kabuto. Rihito is not terribly different from Tendou Souji/Kabuto. Both are seen as nearly perfect, but harbor a bit of a complex regarding a particular young lady in their lives. Opposite him playing Kento is Sato Takeru, who was Nogami Ryotarou/Kamen Rider Den-O in his own eponymous series (directly following Kabuto too). Also playing smaller parts are the actors for Natsuki (Boukenger), Nago (Kamen Rider Kiva), Impactor Logia (Gransazer), and others.

In addition to the cast, the show was just somehow entertaining. Mizushima Hiro goes a long way toward accomplishing that, but it’s not just him. It’s a bit over the top, but not quite as obnoxiously so as Hanazakari no Kimitachi e was. It even has some decent fencing and hand to hand combat scenes peppered in. I would say give this a try if you’re curious, especially if you want to see some Kamen Rider actors outside those roles. It may put you off, but who knows… you may just like it.

Famicom Disk System

March 30, 2009

Back when I talked about the Famicom I mentioned it had an add on floppy disk drive as one of its most unique features. This was known as the Famicom Disk System (FDS). The drive was based on Mitsumi’s Quick Disk format. Nintendo added an imprinted Nintendo logo on each disk that matched an embossed plate in the drive. This was a rudimentary protection against piracy as it prevented standard Quick Disks from being used in the system.

Nintendo released the FDS in February 1986 in an attempt to address some shortcomings of the Famicom’s cartridge format. Principally, the FDS offered 128k (64k per side) of storage and the ability to save game data. This was important in a time when ROM space and battery backed saves were both expensive. The FDS drive itself could run on 6 C-sized batteries or its AC adaptor, and connected to the Famicom through a device called the RAM Adapter. The RAM Adapter was an oversized cartridge containing the FDS BIOS, a drive controller and 32k of RAM. Additionally, the RAM Adapter contained an FM Synthesis module that connected to the Famicom’s audio expansion pins, meaning FDS games could offer richer, bigger sounds than Famicom carts of the time.

Initially, the FDS was a big leap forward for console gaming. Its increased storage capacity and ability to save allowed complex games like The Legend of Zelda and Metroid to come about. FDS games were also generally cheaper than cartridge games. For example, Super Mario Bros. 2 (an FDS exclusive) was only 2,500 yen at launch. Additional distribution was available through a network of Disk Writer kiosks at department stores throughout Japan. These kiosks would allow a user to download a new game onto a blank or unwanted FDS disk for only a few hundred yen.

As revolutionary as it was, the FDS was not without problems. For one, it has all the same problems as any other floppy disk drive. It’s dependent on a rubber belt, which in the FDS has a tendency to melt and is of a very difficult to obtain size. Also, the disks themselves degrade over time like any floppy disk. Nintendo opted not to include a shutter on most FDS disks to keep costs down, so extra care must be taken not to let foreign material contact the disk surface.

Due to these and other issues, Nintendo decided not to release a version of the FDS for the American NES, though the bottom expansion port on the NES was designed for it. Zelda would not be released for the NES for over a year after the FDS launch, pending the introduction of the MMC1 mapper with its larger memory capacity and support for battery backed saves. Metroid would launch in the US around the same time, though its save system would be replaced by a cumbersome password. Both games lacked the additional sound channel provided by the FM synthesis module in the RAM Adapter.

In Japan, the FDS’s heyday would last only a few years. Cartridges soon reached a point where they could match the FDS’s capacity and battery backed saves were more practical. Cartridges had the advantage of being available to all Famicom owners, not just those who owned both the Famicom and FDS, so developers naturally gravitated back. Though the first two games in Konami’s Dracula (Castlevania) series were FDS exclusive, Akumajou Densetsu (Castlevania III) would debut in cart format. Nintendo itself released Super Mario Bros. 3 on cartridge to take advantage of the new MMC3 mapper. Square, despite being a big FDS developer with its Disk Original Group (DOG) released Final Fantasy on cartridge.

The FDS was manufactured through 2003, and supported by Nintendo Japan through 2004, and still retains a cult following. Gamers desire it for the enhancements (primarily the FM synth sounds and saving) that it offers over the NES or later Famicom cart versions of classic games. Many games would never be officially released in any other format. Overall, the FDS is worth it for discerning 8-bit gamers who want the complete experience of games like Zelda, Metroid and Castlevania. Just be prepared to deal with its quirks, and if you see any replacement belts for sale, buy them while you can.

A quick rundown of the games I have for it is as follows:

Akumajou Dracula — This would become the first Castlevania game upon its US release. The principle changes are being able to save after each boss and the enhanced FM synthesis based sounds. Also, in a rare case for games being adapted for the US, the Japanese version is actually easier. Enemies in later stages don’t do as much damage as in the US version.

Hikari Shinwa: Palutena no Kagami — Adapted for the US as Kid Icarus, again this game lost its save feature in the translation. In its place there was a cumbersome password. It did take advantage of the Famicom’s built in microphone on the second controller, as yelling into it would negotiate for lower prices in the item shop.

Kamen Rider Black: Taiketsu Shadow Moon — This is one of the worst games I have ever played. The graphics are good, the sound isn’t bad, and the intro cinematic is pretty cool. What kills it is the controls. They are impossible. Simple things like jumping and attacking are a constant struggle. Don’t bother unless you are a really, really big Kamen Rider fan. And a masochist.

Metroid — This classic game from the mind of GameBoy creator Yokoi Gunpei was meant as a showcase of the FDS’s capabilities, but wasn’t quite ready for launch. It has a number of very impressive FM synthesis powered sounds, from the opening music to the doors opening to the screams of certain enemies when shot. The ability to save is also much more convenient than the password system used in the US version. Metroid is one of the top reasons to invest in the FDS.

Nazo no Murasamejou — Nazo no Murasamejou could have been a much more significant game had it not been sandwiched between the juggernauts of Zelda and Metroid. It’s a very good overhead action game where you play a samurai tasked with defeating the demon-possessed daimyo of 4 castles, before taking on the source of the evil in the 5th. It’s also hard as hell and I can’t get past the second castle. ^^; For some unknown reason, it was never released on the NES.

Yume Koujou Doki Doki Panic — This game is most remembered for forming the basis of what we got in the US as Super Mario Bros. 2. The original version of the game does have some differences aside from graphics. First, rather than switching characters on the fly between stages, each character has their own progress. You must beat the game completely with each character to truly finish it. Also, there is no running with the B button, making some shortcuts inaccessible to some characters.