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20 Aug 06:05

British musician collaborates with Japanese video game composers for stunning concept album

by Preston Phro

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Music has been an essential part of the gaming experience for decades. From simple 8-bit tunes to orchestral compositions, the music of video games can be exceptionally beautiful. As such, it’s fair to say that composers of video game music enjoy a unique position in the entertainment world, straddling the line between being auteur artists and members of large teams of game creators. But what happens when you take the “video game” out of “video game music composition?” Something beautiful and unique!

We recently sat down and chatted with musician Smoke Thief about his new concept album and working renowned Japanese composers Manami Matsumae, Takahiro Izutani, and Saori Kobayashi. If you like video game music, you’ll definitely want to check out the new album Heart Beat Circuit!

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After completing a Master’s degree in music performance in 2010, Smoke Thief, real name George Baker, came to Japan where he began work on his first major release, Heart Beat Circuit. The album, available on Bandcamp, is just one of the many release from Brave Wave, a label focused on video game music in Japan and the West. Though the label may not be a household name just yet, they are certain only their way thanks to their numerous signed artists, like Manami Matsumae (Mega Man), Yuji Takenouchi (Dark Souls), and Yoko Shimomura (Street Fighter II). Brave Wave has also signed a host of Western musicians, Smoke Thief included, rounding out their roster with unique, talented artists from around the world.

Though the label obviously has a huge emphasis on video game music, not every release is exactly that, and Heart Beat Circuit is a perfect example. Smoke Thief’s album, which combines electronic, jazz, retro synthesizers, and crazy time signatures, is entirely original and unrelated to any game. However, the musician is quick to emphasize that he’s not just out there trying to mess with genre labels. “I’m just following whatever impulses arise. Heart Beat Circuit is all inspired by the muse, ‘Krystal’, this intelligent female android whose logic can’t rescue her from the infinity of human choices,” he explains. So, while it might not be music for a video game, it still has the same storytelling heart and atmosphere of “video game music.”

In addition to a wealth of musical experience and training, the musician also had some help with the creation of this album in the form of three beloved and exceptionally talented Japanese composers: Manami Matsumae, Takahiro Izutani, and Saori Kobayashi. Of course, the first question is, obviously, how the heck did he end up working with all three of these amazing composers?

“Essentially I’d dreamed of working with musicians from the golden era of Japanese gaming since I first played Mega Man, Kirby and Street Fighter II when I was, like, seven,” George explained. “I was hypnotized by how melodic the music was and I’d try to copy it on my Casio MT-240.” While discussing the album with Mohammed Taher, founder of Brave Wave, the idea of using collaborative elements came up. “I fell off my chair, got back in it, and said I agreed,” George told us. He later met the composers featured on the album — and many more — at the company’s annual party.

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From there, it was a “simple” matter of collaborating with each of the artists online, so everyone could get into the music without feeling stifled. And the plan seems to have worked out well. “I’m ecstatic about how these tracks turned out and I will definitely be buying each of them a drink to say thanks!” the musician told us. Explaining what each of the artists added to the music, George said that both “Matsumae-san and Kobayashi-san […] added their majestic touches to my arrangements.” As for Izutani, George tells us that the composer basically shaped “the raw melodic materials […] into some otherworldly voyage!”

Varying from song to song, the album melds together multiple genres of music while leading the listener through a singular narrative vision. Check out the piano-driven “Dusktone,” featuring Manami Matsumae, below.

You can get Heart Beat Circuit on Bandcamp and you can learn more about Brave Wave’s music on their homepage. Also, be sure to like Smoke Thief on Facebook to keep up to date with all his music releases!

References: Brave Wave, Bandcamp (Brave Wave), Twitter (Georgeartbaker), Facebook (Smoke Thief)
Art by Eric Lahaie, © Brave Wave Productions
Photo by Andrew Holtby, © Off Beat Photography Tokyo

Origin: British musician collaborates with Japanese video game composers for stunning concept album
Copyright© RocketNews24 / SOCIO CORPORATION. All rights reserved.

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06 Aug 05:07

Hollywood should be ashamed of the way it treats Muslim actors

by Amanda Taub

Being an actor is hard. Everyone knows that the movies, while glamorous, are a difficult and stressful business to break into, no matter your background. But actors of Middle Eastern origin face an even more unpleasant prospect: they must go through the same stress and competition, but are often restricted to a range of roles that can be narrow, degrading, and offensive.

Jon Ronson has an excellent GQ profile of a group of Muslim and Middle-Eastern actors working in Hollywood. They all told him the same thing: that there were essentially no roles available to them other than terrorist villains. And the terrorist roles, unsurprisingly, were mostly just two-dimensional stereotypes — plot devices, not characters.

They describe the wearying frustration of going to audition after audition for characters with names like "Terrorist Number Four":

"My agent had called me. ‘There's this film. It's a $55 million action suspense thriller starring Kurt Russell, Halle Berry, and Steven Seagal. They want to bring you in to read for one of the parts.' I said, ‘What's the part?' She said, ‘Terrorist Number Four.' I said, ‘I don't want to do it.' She said, ‘It's three weeks of work. It pays $30,000.' " And so Ahmed read for the part.

The actors whom Ronson interviewed explained that they're stuck with an unpleasant choice: either take roles that reduce their heritage to a sort of terrorist minstrelsy, or stop working at all. That is what Ahmed Ahmed, the actor who decided to go ahead and read for the role of Terrorist Number Four in the anecdote above, found when eventually he told his agent that he he would no longer read for terrorist parts: "After that, she never called."

Before that, he said, his agent had called him three to four times a week.

In one of the most poignant anecdotes, actor Maz Jobrani described how excited he was, auditioning for a Chuck Norris movie, by a throwaway line in which Norris's character rejects the assertion that the US should "kill them all" in Afghanistan: "And the Chuck Norris character goes, ‘Now, now. They're not all bad.' And I thought, ‘Wow! A nuance!'"

Jobrani landed the part. But when he showed up on set, he found that the role was nothing like the nuanced one he had been hoping for. The director insisted that he wear a turban, for instance. When Jobrani tried to explain why that wasn't authentic for his character — "Afghans in America don't wear turbans. Plus, this guy's a terrorist. He's not going to draw attention to himself" — word came back that "the turban was mandatory."

Even the character's death was humiliating: instead of hand-to-hand combat with Norris, he was summarily shot after first running away. The experience soured Jobrani on acting. He now focuses on standup comedy instead.

This is about much more than just a handful of struggling actors

Reading about the degrading ways in which Hollywood forced these actors to reduce themselves to an ugly stereotype, I was reminded of this quote from the writer Junot Diaz, and what it feels like to not be represented in popular culture:

You guys know about vampires? … You know, vampires have no reflections in a mirror? There’s this idea that monsters don’t have reflections in a mirror. And what I’ve always thought isn’t that monsters don’t have reflections in a mirror. It’s that if you want to make a human being into a monster, deny them, at the cultural level, any reflection of themselves. And growing up, I felt like a monster in some ways. I didn’t see myself reflected at all. I was like, "Yo, is something wrong with me? That the whole society seems to think that people like me don’t exist?" And part of what inspired me, was this deep desire that before I died, I would make a couple of mirrors. That I would make some mirrors so that kids like me might see themselves reflected back and might not feel so monstrous for it.

We have all felt the sting of not living up to a cultural ideal, of not being thin enough or muscled enough or blonde enough or whatever-else enough. But what Diaz is talking about is something far more severe and painful: the experience of seeing no representation at all of who you are. Of having everything important in your life, from your family life to your hobbies to your sense of humor, erased from the public narrative as if it never existed at all. Of being made to feel like a freak — a monster without a reflection.

I kept thinking back to that Diaz quote as I read Ronson's article. But arguably, the men he interviewed have it even worse than Diaz did as a nerdy Dominican-American kid searching for a reflection of himself in popular culture. Actors like Ahmed and Jobrani are not only being deprived of mirrors for their own lives, they're being pressured into becoming part of the problem. Because they're actors in someone else's movie, they don't have an opportunity to "make their own mirrors" as Diaz did. They're stuck.

Middle Eastern and Muslim actors are rarely if ever cast to play romantic leads, or brilliant scientists, or high-school mean girls, or varsity football heroes or good wives or bad husbands. They're stuck reading for one-dimensional terrorist roles over and over again.

That's not just offensive, it's an absurd misrepresentation of American life. There are millions of Muslim citizens in this country, and the percentage of them that remotely resemble Terrorist Number Four is effectively zero. And yet the stories of those millions of people are nowhere to be found in Hollywood movies. I grew up in a small Midwestern college town, but even in my tiny high school, I had classmates from Iraq, Iran, and Pakistan. When Hollywood can't manage to match the diversity of a minuscule high school in a small town surrounded by an endless sea of cornfields, something has gone terribly wrong.

Ronson writes that the men he profiled in his story "are going through something that future generations will regard as outrageous. They're the bloodthirsty Red Indians surrounding the settlers' wagons in Stagecoach. They're the black savages in The Birth of a Nation (who were played by white actors in blackface). They are the people Hollywood will be apologizing to tomorrow."

They deserve that apology. I hope they get it. But in the meantime, maybe they could get some better parts?

04 Aug 05:30

Motion-sensing robot assistant will automatically save your files for you 【Video】

by Casey Baseel

RM 0

Back in the days before the majestic and booming voice of God said, “Casey, go work for RocketNews24,” I used to handle payroll processing at my old job. I’d also occasionally answer the phones and take care of walk-in customers, and while it keeps things fresh and varied to wear many different hats at work, there are also some downsides, and I’m not talking about an increased chance of head lice.

I shared my PC with several coworkers, and often I’d step away from my desk for a moment, only to come back and find out that in the meantime someone had hopped onto the computer, finished what he was doing, and decided to shut down every window. When the prompt came up asking if the user wanted to save any unfinished work, for some reason he’d invariably select “no,” and I’d lose a chunk of work progress.

If only I’d had one of these cool Japanese robot assistants that automatically saves your files for you.

Last weekend was the 2015 iteration of Maker Faire Tokyo, an annual expo for inventors and engineering enthusiasts held at Tokyo’s Big Sight convention center. While fun and creativity are the driving forces behind the event, prizes are given out to the best items on display, and one of the awards went to a robot called Rombun Mamoru-kun.

“Kun” is a suffix put on the end of Japanese names, as a more casual version of the well-known “san.” Rombun is the Japanese word for “thesis” or “term paper,” and mamoru is the word for “protect,” so in essence, the robot’s name is Thesis Protector. What’s it do? Watch and see.

「論文まもるくん」は人感センサでキーボードから手が離れたのを感知してから数秒後、やにわにソレノイドの腕を出してきてCtrl+Sを押してくれる。ソレノイド利用のコンテストで大賞を受賞したとのこと #mft2015 http://t.co/KL0eSXLjUH


今村勇輔 (@yimamura) August 02, 2015

If that was too quick to catch, here’s a repeating version.

論文まもるくんかわいいなwww crtl+s を自動でやってくれるロボットだってwww vine.co/v/eHZUnJWmDJd


たれー (@tarebata) August 02, 2015

The external attachment on the upper left corner of the case, pointed at the keyboard, is a motion detector. Once it senses that you’ve taken your hands off the keyboard, Rombun Mamoru-kun’s door flips open, and out pops an arm.

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Two solenoids extend from the bottom. The first strikes and holds the control key, and the second taps S, engaging the shortcut to save files in most word processing or spreadsheet programs.

▼ There’s even a helpful placard with 保存中 (hozonchu/now saving) written on it, although if your coworkers can’t read Japanese, they might still come to the conclusion that the robot apocalypse has begun on the smallest possible scale.

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▼ Here’s the official video from developer Makers Hub

There’s a short grace period after you take your hands away from the keyboard, giving you a moment to scratch an itch, take a swig of cola, or massage your temples to stimulate your brain’s natural genius. After five seconds, though, Rombun Mamoru-kun deduces that you’ve got your hands full, so it should have your back and save your work for you.

Of course, some people may wonder what advantages this has over just using the auto-save function that comes with many programs these days. The developers’ answer?

“If we did this through software, there wouldn’t be anything fun about it.”

They’ve got a point. After all, aren’t all tasks more entertaining with motion-sensing robots?

Related: Makers Hub, Rombun Mamoru-kun official website
Source: Hachima Kiko
Top image: YouTube/metto
Insert images: YouTube/metto (edited by RocketNews)

Origin: Motion-sensing robot assistant will automatically save your files for you 【Video】
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02 Aug 05:26

The Life in Silicon Valley During the Digital Revolution

by Donnia

Doug Menuez est le photographe à l’origine du livre-documentaire Fearless Genius: The Digital Revolution in Silicon Valley 1985-2000, édité récemment chez Atria Books. De 1985 à 2000, Steve Jobs et d’autres ingénieurs ont invité Menuez dans le lieu où opérait la Révolution Numérique : la Silicon Valley. Durant toutes ces années, ce photographe a capturé les portraits de grands innovateurs de notre temps, dans des moments de doutes, de crises et de joies profondes.

Autosave-File vom d-lab2/3 der AgfaPhoto GmbH fearlessgenius2 SOFTWARE Engineering Manager Donna Auguste, known by her childhood nickname Fi, leads a meeting of her software team. Auguste worked diligently to achieve cross-cultural representation among the group. April 1992. fearlessgenius-25 fearlessgenius-24 No caption available fearlessgenius-22 fearlessgenius-21 fearlessgenius-20 fearlessgenius-19 fearlessgenius-18 fearlessgenius-16 Autosave-File vom d-lab2/3 der AgfaPhoto GmbH fearlessgenius-14 fearlessgenius-13 fearlessgenius-11 No caption available NeXT founder Steve Jobs. No caption available Apple Computer co-founder Steve Wozniak (left) and John Sculley (right), who joined Apple in 1983 as president and CEO looking at the original Game Boy, San Francisco, Ca., 1991. fearlessgenius-6 color reversal: KODAK UNIVERSAL E6. SBA settings neutral SBA off, color SBA on At a special event for entrepeneurs hosted by the top venture capital firms, Joe Schoendorf, from Accel Partners, reacts to an entrepeneur's idea for a start-up. NeXT founder Steve Jobs. PALO ALTO:  NeXt CEO Steve Jobs and Susan Barnes, NeXt VP and CFO, reacting to a joke tod by an employee on the bus going back to the headquarters in Palo Alto, CA. The team was visiting the unfinished factory in Fremont in March 1987.(Photo by Doug Menuez, Contour by Getty Images)
28 Jul 05:45

Is One Piece’s end in sight? Editor reveals final arc is mapped out, speculates on timetable

by Casey Baseel
Abdulaziz Alhamidi

10 more years... I'm cool with that.

OP 1

18 years after it first appeared in comic form, creator Eiichiro Oda’s One Piece is more popular than ever. But while fans might be happy to see the Straw Hat Pirates keep sailing forever, the manga’s current editor says that not only has Oda mapped out how the story will end, but also that he thinks he knows about how many more volumes the manga has to go before its finale.

The One Piece manga, which debuted in comic anthology Weekly Shonen Jump on July 19, 1997, celebrated its 18th birthday last Sunday. Two days prior to that milestone, the manga’s current editor, publisher Shueisha’s Taku Sugita, appeared on Tokyo radio broadcaster J-Wave’s Gold Rush program to talk about the phenomenally popular franchise.

Due to the many years One Piece has been in circulation, Sugita is the series’ eighth editor. When asked what it’s like to work closely with the most successful Japanese comic artist of the current era, Sugita indicated that Oda is refreshingly egalitarian in his approach. While manga artists are often referred to with the exalted title sensei by fans and other industry members, Oda prefers for his relation with his editor to be one between two equals. As such, he insists on being called the much humbler Oda-san instead of Oda-sensei, despite the fact that the 26-year-old Sugita is 14 years younger than Oda, meaning that One Piece was already a runaway hit by the time the editor was out of elementary school.

That doesn’t mean that the artist wants his editor’s input on each and every step of making the manga, though. As a matter of fact, Oda expressly asks that his editors not offer too many plot suggestions, saying that unless he thinks of such developments himself, it’s difficult to find the motivation to draw them.

On the other hand, ideas flow freely in the other direction. During the interview, Sugita said that every time a new editor takes over the primary duties for One Piece, he has a long talk with Oda in which the creator reveals how he plans to bring the series to a close. It’s neither a quick nor a casual conversation, as Sugita remembers that it began with Oda calling him on the phone and asking if anyone else was in earshot. Only once Sugita confirmed that he was alone, and Oda had double-checked that he himself was too, did the creator lay out the final arc for Luffy and his pals.

The explanation took seven hours.

When asked to speculate how many volumes it’s going to take to get there, Sugita offered a guess. “At around 60 volumes, Oda said the story was about half-done,” the editor recalled, and with the One Piece’s 78th collected volume having been released this month, Sugita figures that right now the series is about 70-80 percent finished.

In other words, the editor estimates when the whole saga is done, it’ll fill about 120 volumes. Since Shueisha puts out an average of four One Piece collections a year, that would mean about another decade of new content to look forward to. So while the end of the series may be in sight, right now you’d still have to climb up into the crow’s nest and use a telescope to see it, and there are sure to be plenty more islands of adventure between now and then.

Source: J-Wave News via Gadget Tsushin via Jin
Top image ©RocketNews24

Origin: Is One Piece’s end in sight? Editor reveals final arc is mapped out, speculates on timetable
Copyright© RocketNews24 / SOCIO CORPORATION. All rights reserved.

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14 Jul 21:38

Anime’s Great Deception – The Difference Between Anime and Cartoons

by Rich

Even as a child, I sensed something different about cartoons like Robotech and Voltron. Compared to other shows, they struck me as serious, dramatic and stylish. Each episode contributed to a longer narrative and when something changed, it remained that way for the rest of the series. The straight-lined art affected me me in a way other cartoons’ softer, rounded styles never did.

Something was different, though I couldn’t put my finger on it.

At the time I didn’t know these cartoons came from Japan, where they had different titles, and occasionally different narratives. I didn’t know that one day I’d become a fan of the medium, a style of cartoon called anime.

Anime differed from standard Western cartoons. Back then anime fans would tell you, Japanese anime is better. Cartoons are “kids’ stuff.” With complicated stories, deep character development and themes fit for adults, anime eschews the label of cartoon and makes claims on being a higher art-form.

Of course anime’s visuals fuel its purported pedigree. Fans laud anime for its detailed art, style and fluid animation. Wait… fluid animation?!

嘘つき! (Uso tsuki! Liar!)

In reality, what set anime apart from other styles is its deliberate lack of fluidity and use of limited-animation. By ignoring the era’s animation standards, animation studio Mushi Pro revolutionized the medium.

And by taking advantage of two factors – television’s access to Japanese households and the popular manga series Astro Boy – Mushi Pro created both Japan’s first anime as well as its first anime boom. Mushi Pro’s ingenuity created a controversial style of animation that lacked animation and this deceptive style and marketing tradition continues today.

Anime’s Success Ingredient 1: Television

Image from Always Sanchōme no Yūhi

Television’s proliferation in Japanese households provided the access anime needed to reach its audience.

Japan’s post-war era saw furious physical reconstruction and economic growth. Mass and personal transportation made commuting possible and helped cities grow. With a rebuilt infrastructure, Japan’s economic boom hit full swing.

After prices leveled out and necessities became readily available, households had more spending money than ever before. Affordable commodities like refrigerators, rice cookers and washing machines made life more comfortable. The economic growth continued.

For the first time, average people could afford the extravagant. Television ownership boomed. “In 1960, 55 percent of households owned a TV set, by 1964, TV ownership had grown to 95 percent, owing… to the crown prince’s televised wedding in 1959 and the 1964 Olympics” (Steinberg). Widespread TV ownership gave broadcasters access to nearly every household and allowed the country’s first anime series to take Japan by storm.

Anime’s Success Ingredient 2: Astro Boy

Difference Between Anime and Cartoons

Image from Astro Boy

As we learned in Michael Richey’s Anime Before It Was ‘Anime’, Japanese animation dates back to the early 1900’s. But pre-war productions are best described as cartoons, not anime. Richey explains, “Anime, as we all know it now, began with Osamu Tezuka’s style and production methods and everyone in Japan following his lead.”

Prior to Osamu’s Astro Boy (鉄腕アトム, Tetsuwan Atomu), animation occupied a marginal position in Japan’s cultural consciousness. Japanese studios faced limitations that made competition with foreign studios impossible. Meager budgets meant Japanese studios faced an uphill battle against foreign features’ financing, sound and color (Hu).

Although the need for wartime propaganda fueled the production of pro-war cartoons like Momotaro’s Divine Sea Warriors (1945), the war effort, government censorship and widespread destruction stifled Japan’s manga and animation industries.

After the war, Japan’s movie studios looked to beautiful animation from abroad for inspiration. Fully-animated features from China and the US provided the blueprint. Instead of forging their own path, Toei, Toho and other Japanese studios sought to imitate their foreign rivals.

As a result, Japan’s studios produced theatrical features. Despite Japan’s intense post-war recovery, animation remained too time consuming and too cost prohibitive for television. But Astro Boy‘s 1963 debut changed everything.

“Manga god” Tezuka Osamu aimed to do the impossible and conquer the television market. His animation company Mushi Pro ignored the era’s animation philosophies, goals and influences. When all was said and done, Mushi Pro’s Astro Boy anime rocketed to popularity and sparked a paradigm shift in Japan’s animation industry.

Forging a New Path

Difference Between Anime and Cartoons

Image from Sakigake! Cromartie High School

In the West “anime” means “animation from Japan.” Myanimelist.net, a Western anime and manga databasing site, refuses to list a series unless it’s Japanese (to the chagrin of Avatar: the Last Airbender fans).

However, the average Japanese person considers all forms of animation to be “anime,” regardless of style or country of origin. I’ve even heard live action series like Kamen Rider, Metal Heroes and Super Sentai referred to as “anime” in conversation.

But industry insiders and purists (Hayao Miyazaki for example) define “anime” as a “limited-animation” style popularized by Japanese studios. Envisioned by Tezuka Osamu, limited-animation techniques lowered production costs while speeding up the production process, making animation feasible for television broadcast.

Difference Between Anime and Cartoons

The full animation made famous by Disney and embraced by Japan’s studios used too many cels (the transparent sheets artists drew and painted images onto, then layered and photographed to make a frame of animation), required too large a staff and took too much time to make its production suitable or even possible for TV.

However, Osamu realized animation need not be fluid or fully animated to be enjoyed by audiences. After all, by flashing still images in rapid succession, even live action films create a flase illusion of motion.

Film theorist Christian Metz explains,

Motion… is always perceived as real. Since motion is never a tangible thing… there is no difference between the perception of motion in everyday life and the perception of motion onscreen. (Steinberg)

Mushi Pro, Osamu’s studio, developed a style of “moving manga” noted for its “limited” animation. Associate animation professor at Kyoto Seika University Nobuyuki Tsugata writes, “From the start Tezuka… intentionally created anime, not animation.” (Steinberg)

As the first television anime, Astro Boy reused cels, relied on visual and audio tricks and used fewer frames of animation to create an illusion of full motion.

Mushi Pro’s Yamamoto Eiichi explained, “In the end we completely did away with the techniques of full-animation. Then we adopted the completely new technique of making the manga frame the basis for the shot, moving only a section of this frame.” (Steinberg)

Audiences loved the result. Astro Boy became the first official “anime” and gave birth to the popular, marketable style than continued through the likes of Tetsujin-28Neon Genesis Evangelion, and onward.

The Difference Between Anime and Cartoons

Difference Between Anime and Cartoons

Photo from Giovanni’s Island

Through Astro Boy, Mushi Pro created a style of animation that relied on stillness, giving their anime a specific style and nuanced definition. Nobuyuki Tsugata explains the result,

Anime is an animation form that 1) is cel based 2) uses various time and labor saving devices that give it a lower cel count… and 3) has a strong tendency toward the development of complex human relationships, stories and worlds. (Steinberg)

Marc Steinberg adds three tenets to the list, 4) anime is organized around distribution outlets (like TV and DVD) 5) it is character-centric 6) it is inherently transmedial.”

Miyazaki Hayao’s Studio Ghlibli, rejects anime’s style and techniques. In The Anime Machine, Thomas LaMarre recalls how Studio Ghibli documentaries and exhibitions

almost completely exclude those forms of Japanese animation that commonly fall under the rubric anime. Clearly the goal… is to shore up a lineage of Japanese animation (called manga film) that stands in contrast to anime.

By refusing to call his films “anime,” Miyazaki draws a definitive line between anime and other forms of animation (Steinberg).

Limited-Animation’s Definitive Techniques

making naruto

What techniques made Astro Boy, the first televised anime possible, and why? Some sped up production. Others cut costs. Although each technique served a convenient purpose, the following techniques created anime’s appealing and striking style.

1) Three Frame Shooting

Full-animation features twelve to eighteen unique images per second. The result is smooth, fluid, “life-like” motion. Limited-animation uses significantly fewer frames. On average, anime studios employ eight images per second, but fewer frames can be used (Steinberg).

Mushi Production staff “got away with only fifteen hundred to eighteen hundred drawings per twenty-five minute episode… The same program length done in full-animation would require around ten times that, or eighteen thousand drawings.” (Steinberg)

Although less fluid, anime maintained the illusion of motion. Three-frame shooting cut production costs and time and became an anime standard.

2) Stop-Images

In cases of location and crowd shots or facial close-ups, Mushi Pro employed a single, still image.By blocking or obscuring a character’s mouth, animators even utilize stop-images in scenes where characters speak. When cast among the rhythm of other shots, accompanied by music, sound-effects or narration, the image’s stillness goes unnoticed.

3) Pull cels

When a character or object crosses the frame at a fixed distance, animators found redrawing or fully-animating the image redundant.

Instead, animators move the single animation cel across the background. One cel does the work of many, saving time and money. Although the character or object appears to move, it is a still image. Once again animators create motion despite a lack of true, fluid animation.

4) Repetition

The technique of repetition relies on the reuse of cels or animated sequences within a single sequence. For example, a running character maybe reuse the same “running” cels several times while the background scrolls to create the illusion.

5) Sectioning

In sectioning, parts of a shot are animated while others are stop-images. In the picture above, Astro Boy’s body is a single, fixed cel. His arm is a separate image that the animators manipulate to create motion.

6) Cel Banking

Cel banking involves reusing the same animation cels and therefore same animated sequence (Steinberg). For example, a single Astro Boy flying sequence might be reused throughout the series’ production. When cel banked sequences are viewed in succession, the trick becomes obvious. But disguising their reuse with rhythm or different backgrounds creates the illusion of original movement despite repeated viewings.

6) Lip-Synching

Through lip-synching, mouth cels are animated over a static face. Audiences focus on the mouth and dialogue while ignoring the still image. Short shot length and rhythm hide the fact that only the mouth moves. Just as face cels could be banked and reused, animators used these mouth animations again and again.

8) Short Shot Length

Short shots and editing rhythm don’t give audiences time to realize images lack animation. Quick cuts create rhythm and hide static images, creating the illusion of animation.

9) Special Effects Layers

Special effects layers are cels placed over a still image to create onscreen effects without full-animation. Beads of sweat dripping down a character’s face, tears, rain, the sparkle of an eye, and the pulse of a vein all create the illusion of animation. Effects appear and move as a pull cel (sweat rolling down a face) or in repetition (falling rain).

10) Camera Movement

Camera techniques also help fake movement. Pulling away, zooming in, panning across a shot, or fading in or out creates a sensation of movement without actual animation. Animators couple the shots with narrative or other sounds to further distract viewers and complete the illusion.

Mushi Pro did not invent these techniques. The studio’s influences include animated television commercials, Hanna Barbera cartoons, and Japanese traditional theater. But Mushi Pro mixed old techniques with the new and created a stylized form of animation fit for television production.

The Virtues of Limited-Animation

deception.08

Limited-animation succeeded by decreasing production time and costs – two factors vital for television broadcasting. Here’s how.

The reuse of animation cels lowered costs by decreasing the need for supplies like blank cels and paint. Animators spent less time drawing and coloring since limited-animation used fewer unique images. These factors allowed studios to meet television’s high paced production.

Studios based anime series off of preexisting manga which meant staff spent less time and effort on development since plots, story boards and dialogue had already been planned out. Basing anime on manga also provided pre-established exposure and fan-bases that original series lacked.

For a full-animation production, high level artists spent countless hours drawing and redrawing characters frame by frame. The costly process consumed time and resources. By utilizing techniques that saved time and money, limited-animation streamlined the animation process with industrial efficiency.

Limited-animation removed some of the artistry from the production process. Studios outsourced episodes and in-between animation cels to other studios or unskilled labor. The strategy allowed for faster, cheaper production. Although the practice has come under fire, outsourcing has been a common practice since the dawn of anime. In fact, Mushi Pro outsourced production of the original Astro Boy series, relying on Studio Zero and P Production to produce some episodes (Brubaker).

By ignoring the animation industry’s original goals, Mushi Pro’s Astro Boy proved animation could be produced for television. From its reuse of animation cels to its reliance on manga and outsourcing, limited-animation makes production faster, cheaper, and more efficient.

Limited-Animation’s Unlimited Style

Image from The Melancholy of Haruhi Suzumiya

Limited-animation’s time and cost cutting techniques lead, whether intentional or not, to anime’s definitive style. Marc Steinberg explains,

Unlike the full-animation of Disney, limited-animation relies on the minimization of movement, the extensive use of still images and unique rhythms of movement and immobility… We must think of limited-animation not in terms of immobility but rather in terms of the very mobility of the still image… a different kind of movement or dynamism.

Limited-animation’s lack of movement empowered static images; anime’s style struck audiences in ways full-animation never did:

Instead of (creating) fluid cinematic movement across the screen or within a world, limited-animation allows bodies to leap from field to field, from image to image, and even from medium to medium. (Lamarre)

In other words, limited-animation’s deliberate cuts and rhythm of images creates sensations absent from traditional fluid animation. While full-animation can be beautiful and breathtaking, limited-animation trills viewers with stylized editing, bold still-shots, cool poses and dramatic effects.

Image from Dragon Ball Z

Moreover, static images make characters recognizable by their silhouette or trademark poses. Limited-animation favors character and graphic design over actual animation.Thomas LaMarre explains,

As limited-animation deemphasized full-animation of characters, it increasingly stressed character design, and the degree of detail and the density of information became as important as line, implied depth, and implied mass… Limited-animation tends toward the production of “soulful bodies,” that is, bodies where spiritual, emotional, or psychological qualities appear inscribed on the surface.

Character details, like hair styles, outfits, and accessories, allow viewers to draw conclusions about characters with just a glance. The trend of character design and reliance on superficial imagery like cat ears and eye patches has fueled the moe (萌え, pronounced [mo.e]) boom.

Image from Astro Boy (live action)

Anime reproduces manga in ways live action cannot. Animation studios recreate a manga’s style, angles and at times exact panels for their animated versions. Marc Steinberg writes, “The same character, in the same drawing style and in the same poses, now inhabited manga and anime alike – not to mention the other media forms to which the character image migrated.”

Image from Bakemonogatari

Limited-animation’s inherent style created striking, recognizable and stylized imagery. Anime series recreated manga in ways live action and fully-animated productions did not. And so limited-animation’s limits became the style’s greatest strength!

Synergy: A Marketing Dream Come True

Image from Gintama

Limited-animation lends itself to “synergy” or a “product mix” between media and consumerism (Lomash). Television anime reaches a wide audience and creates new fan-bases for pre-established manga and characters. Fans take pride in supporting their beloved series through consumption. Anime’s market synergy crosses mediums including film, games, music, figures and accessories.

Anime’s still images offer potent marketing synergy. Character silhouettes warrant instant recognition and cheap reproduction (Harvey). Character poses, logos (like One Piece‘s logos) and other trademark characteristics (official straw hats) lend themselves to brand recognition. Steinberg states,

The dynamic immobility of the image and centrality of the character are also what have allowed anime to forge connections with toys, stickers, chocolates and other media-commodities, developing the media mix and its modes of consumption that are so essential to anime’s own commercial success – and survival.

Anime-inspired products allow characters to inhabit fans’ everyday lives. Steinberg recalled the success of Astro Boy sticker campaigns, “The Atomu image was suddenly able to accompany young fans in all areas of their lives, always there to remind them of their favorite character and his narrative world.”

By purchasing merchandise, fans gained ownership and grew closer to a series. Character goods gave added value to everyday objects. With the addition of a character image or logo, boring commodities like notebooks, pencils and toothbrushes become special. Applicable items like stickers and patches mean fans can customize and synergize anything (Steinberg)

Fans’ love for marketable characters proved more profitable than the love for intangible narratives and stories. Since the Astro Boy boom, popular anime characters have come to saturate Japan, inundating all facets of life.

Would “Anime” By Any Other Name Look as Sweet?

To some, anime’s popularity and marketing synergy pale in the face of “low quality” animation. Full-animation purists, like the old Toei Studios and Miyazaki, resisted the new wave of Japanese animation. Their features feature the full movement of characters. These studios took honor and pride in smooth, fluid animation. They sought to “produce the ‘illusion of life.” (Steinberg)

Astro Boy‘s popularity shocked them all. Astro Boy and its successors flaunted their lack of realism. Animation critic Joji Hayashi contends, “limited-animation does not try to hide from the spectator the fact that it is an unreal image.” (Steinberg) Although anime’s techniques create an illusion of motion, it does not try to emulate reality as full-animation does.

The debate continues today. Miyazaki and other full-animation purists connect animation to reality. In a recent interview Miyazaki bemoaned the current state of anime. Otaku are ruining the industry, he said, by creating stylized and therefore unrealistic character driven works.

But animation expert Roger Noake counters,

There is a danger in confusing full-animation with good animation. At its best it can be excellent. But if full-animation is used as the norm by which all other animation is judged, this can promote a cruel and narrow attitude (Hu).

Not all full-animation is “good.” At times full-animation looks so real it becomes surreal, even unnatural and awkward. In extreme cases like rotoscoping, a technique of tracing live film footage, the resulting movement is so fluid that it can actually be distracting.

Beauty Lies in the Perception of the Beholder

Image from Astro Boy

Although limited-animation may not better represent reality, it may better represent our perception of reality: the way humans observe, process and remember information.

Do we notice and process every detail in everyday life? Selective attention theorists say no. “Individuals have a tendency to orient themselves toward, or process information from only one part of the environment with the exclusion of other parts. “(Beneli)

In fact, human perception didn’t develop to create photographic representations of the surrounding world. Daniel Simmon explains,

The goal of vision isn’t to build a photograph…of the world in your mind… The goal of vision is to make sense of the meaning of the world around you.”

This quote suggests limited-animation’s lack of motion and details eases our understanding of characters, narratives, and themes. Although full-animation mimics reality in detail and fluidity, limited-animation tunes into human perception by focusing on the raw, concentrated meaning of the world around us; albeit fictitious, animated worlds.

The Grand Illusion

But does that even matter? Dismissing any animation does a disservice to the medium. Who says animation has to be fluid? Or realistic? Or entertaining? (Oh right, Miyazaki does.) Animation’s greatest strength lies in its lack of rules, versatility and in its ability to tackle an endless variety of subject matter.

When live-action faced technological limits, animation broke the shackles of filming reality. Unlike those films, animation made anything imaginable possible. And when full-animation’s limits hindered television production, Tezuka Osamu and Mushi Pro had the insight to create animation by eliminating animation. Their methods for producing cheaper anime at a fast pace became the industry standard and the striking style has gained a fanbase around the world.

Researching this article has proven a double-edged sword. Although I loved learning about the animation process, I will never view anime the same way again. The knowledge has highlighted moments of pull-cels, sectioning and reuse have received highlights. Instead of enjoying the illusion, I notice techniques.

Yet my newfound sensitivity makes little difference; anime’s striking style, great characters and cool narratives overcome all. Despite acknowledging the deception, I can’t help but enjoy and appreciate it. As Marc Steinberg says, a book, comic or DVD has almost no value as an object: “Value is in the consumption, the enjoyment.”

Bonus Wallpapers!

AstroBoyPuppetShow-1280
[Desktop ∙ 5120×2880 / 1280×720] ∙ [Mobile]

Sources

  • Allain, Paul. The Art of Stillness: The Theatre Practice of Tadashi Suzuki.
  • Beneli, Iris. Selective Attention and Arousal
  • Brubaker, Charles. The Lost Astro Boy Episode.
  • Harvey, Chris. Silhouette 64 Success Secrets
  • Hollingworth, Andrew. “Visual Memory for Natural Scenes: Evidence from Change Detection and Visual Search.” Visual Cognition 14.4-8 (2006): 781-807.
  • Hu, Tze-yue G. Frames of Anime: Culture and Image-Building.
  • LaMarre, Thomas. The Anime Machine: A Media Theory of Animation.
  • Lomash, Sukul, and P. K. Mishra. Business Policy and Strategic Management.
  • Richie, Donald, and Paul Schrader. A Hundred Years of Japanese Film A Concise History, with a Selective Guide to DVDs and Videos.
  • Say, Allen. Kamishibai Man.
  • Steinberg, Marc. Anime’s Media Mix: Franchising Toys and Characters in Japan.
  • Wikipedians. Anime and Manga.

The post Anime’s Great Deception – The Difference Between Anime and Cartoons appeared first on Tofugu.

13 Jul 21:07

Nintendo chief Satoru Iwata dies

by Jon Fingas
Nintendo's late, great Satoru Iwata

It's a sad, sad day in the video game world. Nintendo reports that President Satoru Iwata has died at the age of 55 due to a bile duct tumor. The executive had been forced to skip E3 2014 due to health issues and had surgery to remove a growth later that year, but it's unfortunately clear that this wasn't enough to help him recover. The company isn't saying much about succession at this point, but it looks like Genyo Takeda and company legend Shigeru Miyamoto are taking the reins for now.

Iwata had a profound effect at Nintendo, even in the initial stages of his career. He came to the company in 1983 and helped create some of the developer's legendary titles, such as EarthBound and the early Kirby series. He took charge of the firm's corporate planning in 2000, and in 2002 became the first person to lead Nintendo that wasn't part of the founding Yamauchi family.

His track record as the head of the firm is mixed, but memorable. He presided over most of the GameCube's less-than-stellar history and, of course, the struggling Wii U. However, he also led the company through the Wii's glory days, ushering in the era of motion-controlled gaming. Also, he helped cement Nintendo's dominance in dedicated handhelds through the DS and 3DS. And while Nintendo was reluctant to compete directly with the likes of Microsoft and Sony, the company was gradually adapting to the reality of a smartphone-dominated world with plans to develop mobile games.

It's also important to note Iwata's personal touch. For many, he was literally the face of the company -- if you've seen a Nintendo Direct event, the odds are that you saw him introduce the latest games in his polite, friendly style. And who can forget the "Iwata Asks" series? While there will certainly be others taking Iwata's place, there's no doubt that Nintendo will feel poorer without him talking about the latest Mario or Zelda news. We'll miss you, Iwata-san.

Filed under: Gaming, Nintendo

Comments

Via: Kotaku

Source: Nintendo (PDF)

06 Jul 21:48

Photo



23 Jun 11:49

There Is A Sale On Video Games

by Mark Serrels

There Is A Sale On Video Games

You won’t believe this, because they’re so subtle, but every so often EB Games—the Australian outpost of GameStop— has a sale.

Like the store in the image above. They’re having a sale believe it or not, the biggest sale ever apparently. But you’d never know unless you actually walked into the store.

7/10

Advertisement


There Is A Sale On Video Games

Clearly it wasn’t the biggest sale ever though, surely this one is. It has to be. It has more red. The more red it has the bigger the sale. Obviously. By that reasoning this is the biggest sale ever.

9/10.


There Is A Sale On Video Games

Via Alex Burgess

I mean seriously, this store has to step its game up. Not even close to enough banners in this one. Bonus point, however, for the frills. A nice touch.

6/10


There Is A Sale On Video Games

This store isn’t even trying. Come on man? Clearly scrimping on its ‘SALE’ banner budget. I am, however, truly enjoying the relaxed way the banners are strewn around everywhere.

Via Dorkly

5/10


There Is A Sale On Video Games

Via Reddit
This picture is just too damn yellow.

6/10


There Is A Sale On Video Games

Blurry pic, but I’d this is a well crafted EB Games storefront. I am definitely aware that a sale is going on. There is a lot of red here.

9/10


There Is A Sale On Video Games

Tastefully lit. Beautiful contrasts between the red of the banners and the store inside.

8/10


There Is A Sale On Video Games

Uninspired. Flat. Featureless. These sales banners have too much white. This store front has datedterribly.

4/10


There Is A Sale On Video Games

Actually, this one is quite tasteful. But how am I supposed to tell if there really is a sale in here? Honestly. No commitment here at all.

6/10


There Is A Sale On Video Games

via Stealingyourpixels
“Amazeballs sale.”

“YOLO Swag Sale.”

You have to know the rules to break the rules. Pure genius.

10/10


This post originally appeared on Kotaku Australia, where Mark Serrels is the Editor. You can follow him on Twitter if you’re into that sort of thing.

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23 Jun 11:31

(via gifbinge)



(via gifbinge)

14 Jun 07:18

Yoko Shimomura, more Ninja Gaiden composers join Brave Wave...

by 20xx




Yoko Shimomura, more Ninja Gaiden composers join Brave Wave ⊟ 

Amazing news out of Brave Wave, the brilliant label creating original albums with classic game musicians (and, FULL DISCLOSURE, a sponsor through Club Tiny): Yoko Shimomura has joined up to work on a new album of original music. 

That’s Yoko “Final Fight, Street Fighter 2, Kingdom Hearts, Mario & Luigi, Xenoblade, etc.” Shimomura. That’s a big get!

Ryuichi Nitta (Ninja Gaiden 1 & 2) and Kaori Nakabai (NG3) have also joined up, adding to a roster that already includes Ninja Gaiden 1′s Keiji Yamagishi (oh my god get Retro-Active pt.1). There are… a lot more composers new to the BW team. I’ve just attached all of their bios after the break. It’s, like, everybody.

Yoko Shimomura

Shimomura’s name is one of the most recognized in video game history, and her compositions are some of the most beloved. Since graduating from Osaka College of Music in 1988 as a piano major, she has contributed her music to some of the most renowned video games, such as those within the Kingdom Hearts, Mario & Luigi, and Street Fighter 2 series. After working at Capcom and Square Enix for much of her career, she now continues to compose for games through freelance work, and is currently the lead composer on the upcoming Square Enix flagship titles Final Fantasy XV and Kingdom Hearts III. For Brave Wave, she’ll be contributing to the upcoming concept album Project Light, which is directed by Ippo Yamada (Mega Man series, Mighty No. 9) and Mohammed Taher, in addition to other unannounced albums.

Harumi Fujita

Fujita started her career at SNK in 1984 with Mad Crasher, but her following years at Capcom ended up defining her as a stellar composer. She was one of the few who worked on the NES, arcade, and the Game Boy simultaneously, contributing to games like Ghosts ‘n Goblins, Bionic Commando, Strider, 1943 Kai, Final Fight, and most famously Gargoyle’s Quest. She was part of Capcom’s in­house band Alph Lyla alongside Manami Matsumae (of Mega Man 1) and Yasuaki ‘Bun Bun’ Fujita (Mega Man 3) among others, and ended up composing ‘Needle Man’, ‘Gemini Man’ and ‘Staff Roll’ for Mega Man 3 before passing the rest of the composition on to Bun Bun. In the past few years she has composed and arranged music for various theatrical productions, and now Brave Wave welcomes her arrival to video games once again. Last year at BitSummit, Brave Wave took the stage to unveil that Fujita is part of Project Light.

Masashi Kageyama

After composing the cult­favorite Gimmick! for the NES, Kageyama slowly retreated from the limelight and decided to change gears from music to design. He built his new career over the years and not only went on to master photography and design, but also ended up becoming an in­house favorite at NARU, the oldest jazz house in Japan. As a jazz enthusiast himself, he started performing with his saxophone during the past two years, and today he’s officially back as a gaming composer with Brave Wave. Kageyama is currently planning his first­ever solo album with Director Mohammed Taher (In Flux, Retro­Active Pt. 1) and looks forward to finally contributing his signature jazzy style to Western games. His photo exhibition of jazz players in Japan will take place in Tokyo, Ginza at “Gallery 84” from August 24 to September 5, 2015.

Yuji Takenouchi

Better known as TECHNOuchi to his colleagues and fans, Takenouchi’s career is an expansive one that began way back with the MSX, where he composed for classics like Metal Gear 2 and SD Snatcher. In recent years, Takenouchi gained popularity and respect as the founder of the now­ defunct music collective GE­ON­DAN (which featured a large group of Japanese video game musicians) and has served as the lead sound director on From Software’s critically acclaimed Demon’s Souls and Dark Souls games, as well Access Games’ D4. He wishes to connect with a global audience through Brave Wave, and is preparing an album of unreleased game music to be released for the first time ever.

Ryuichi Nitta

Ryuichi Nitta started his gaming career at Tecmo, where he co­composed the original Ninja Gaiden alongside Keiji Yamagishi (using Yamagishi’s sound driver), and then went on to compose the soundtracks to Ninja Gaiden 2 and Solomon’s Key 2. After his time at Tecmo and Banpresto, Nitta became a freelancer and co­founded his own music company, Kajiya Music, with Keiji Yamagishi and Kaori Nakabai (of Ninja Gaiden 3). Now, fifteen years later, Brave Wave is proud to represent the full Kajiya Music family in conducting their business outside of Japan.

Kaori Nakabai

Following the works of Keiji Yamagishi and Ryuichi Nitta at Tecmo, Kaori Nakabai took over Ninja Gaiden 3 and was able to deliver the same quality of music that the series was well known for. Her gameography includes Tecmo’s role­playing game Radia Senki (composed alongside Yamagishi) and the fan­ favorite Captain Tsubasa 3 on the Super Famicom. She went to Koei and helped shape the soundtrack of Dynasty Warriors with Yamagishi, and then formed Kajiya Music alongside Yamagishi and Nitta. Today, Nakabai looks forward to working on Western games as well as contributing original tracks to Brave Wave’s music catalogue.

George Art “Smoke Thief” Baker

Smoke Thief is the alias of George Art Baker, a British composer with a Master of Arts in Music Performance. Formerly a professional jazz bandleader and composer, he was drawn to create a style incorporating ambient, jazz, and hip­hop. Emerging from this jazz background with his own style, he set out to explore more minimalistic arrangements that focus on connecting listeners to his vast inner worlds, evident in his recent work for Relay FM’s podcast Behind the App as well as his Bounty Hunter Remix on Keiji Yamagishi’s Retro­Active Pt. 1. Brave Wave is proudly presenting him as the label’s first original artist. His new album is coming out soon, following Keiji Yamagishi’s Retro­Active Pt. 1.

Alex Mauer & Steve Lakawicz

Mauer is the co­founder of game company Imagos Softworks, home of the upcoming Starr Mazer videogame in which Mauer serves as its lead composer. His involvement in Starr Mazer finds him working with a multitude of musicians including Brave Wave’s Manami Matsumae (Mega Man) and Keiji Yamagishi (Ninja Gaiden). Mauer is perhaps best known for his 2007 album ‘Vegavox’, which was the first album to be released on handmade NES cartridges. Alongside him is chiptune tracker Steve ‘ap0c’ Lakawicz, a classically trained musician with a Master’s degree in Music Performance, specializing in orchestral tuba.

Lakawicz have toured with brass quintets and performed with the Curtis Symphony Orchestra, and lately have taken an interest into crafting and emulating authentic chiptunes. The duo’s initial role at Brave Wave is to work closely with Director Mohammed Taher and Keiji Yamagishi on a special project involving authentic NES sounds (TBA), and Brave Wave is excited to add their exceptional talent at crafting authentic chip sounds to the team.

11 Jun 06:31

fxrensicate: classicrockboy: this was the best scene ever… of...



fxrensicate:

classicrockboy:

this was the best scene ever… of all time

I need this in my life at all times.

09 Jun 08:47

blazepress: 19 Times ‘Dad Instincts’ Saved the Day

09 Jun 08:38

Photo



27 May 13:37

Deep Shower Thoughts, Part 3 (images via edgement)Previously:...



















Deep Shower Thoughts, Part 3 (images via edgement)

Previously: Part One, Part Two

27 May 13:19

A Softer World: 1239

Abdulaziz Alhamidi

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18 May 06:44

Player uses 1 controller to run through Megaman X & Megaman X2 simultaneously

by Anime News Network

YouTuber Aura Puffs assigned themselves a seemingly impossible task: using only one SNES controller simultaneously play through Megaman X and Megaman X2. The limitations also include no save states, pausing one game while playing another, or anything else that would take most of the challenge out of the process.

Despite the craziness behind the attempt, Aura Puffs finishes in about three hours. The level of multi-tasking required is mind-boggling.

[Via Kai-You]

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Origin: Player uses 1 controller to run through Megaman X & Megaman X2 simultaneously
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17 May 12:16

4gifs: Working on a group project. [video]



4gifs:

Working on a group project. [video]

17 May 07:15

Funassyi — Japan’s favorite shrieking pear

by Irene Wang

funassyi-pic

In a recent episode of “Last Week Tonight with John Oliver,” the British comedian dove into the weird and excessive world of Japan’s yuru-kyara. During his on-air explanation of the nation’s many mascots, Oliver highlighted Funassyi, the giant yellow pear who is the unofficial mascot of Funabashi in Chiba, and included one of his more explosive moments on TV.

Need to know more about Japan’s most popular pear?

At first Funnasyi was rejected as the official mascot of his hometown but unlike other successful official mascots, such as Kumamon of Kumamoto Prefecture, Funassyi has come to symbolize Funabashi despite its lack of government sponsorship and become just as popular as any yuru-kyara.

Funnasyi has appeared in national commercials for the Asahi, released a CD single, and been crowned the Grand-Prix winner at an international trade show for character and brand businesses best license in Japan in 2014 as he traveled across Japan and the world to spread his pear-y special brand of energy.

Here are just a few of highlights from 2014:

Funassyi’s popularity hit a milestone last year when, as he was being featured on CNN in June, the news reporter couldn’t help but laugh throughout the broadcast when she saw the mascot flapping his arms around.

//www.youtube.com/watch?v=oHA6JeWWxj4

In July, Funassyi tried to kickstart a fashion trend by donning a black cap with a “274” logo (a play on the numbers 2-7-4 with can sound like “fu-na-shi”) and appeared in a TV commercial for Shimamura, a fashion shopping center. The fast-running pear with non-stop squealing had fans wondering how he survived the summer heat in his suit.

In September, FUNAcafe, a collaboration event of Funassyi and Shibuya Parco’s The Guest Cafe & Diner, served a special Funassyi-inspired menu including the “funa” burger (with his face on the burger), nashi pear cake, nashi pear tea and even dandan noodles.

The character’s popularity went international when he visited Hong Kong in October, attending a local shopping mall event and bringing Japanese yuru-kyara culture with him. Judging by this video, Funassyi’s fans in Hong Kong are just as passionate as those in Tokyo.

//www.youtube.com/watch?v=pPPWebInUC4

In December, the toy company “Kitan Club” released a Funnasyi-style version of its famous Cup-no-Fuchiko cup-straddling toys. The brands are literally embracing each other as the tiny figurines can cling to each other in three different kinds of positions and as expected of Cup-no-Fuchiko both can sit on the edge of the cup. The announcement climbed to the top of Fuji Television’s weekly Twitter rankings, beating out the hot issue of Japan’s strict state secrets law.

きょうの「ツイラン」5〜1位はコチラ☆コップのフチ子×ふなっしーのコラボにボクも注目(⁎˃ᴗ˂⁎) 旬の話題は「ついっぷるトレンド」で! ⇒http://t.co/RJXmGBhQLC #めざましテレビ pic.twitter.com/v2lk7DgcH6

— めざましテレビ (@cx_mezamashi) December 11, 2014

Funassyi is expanding his brand aggressively by creating Funassyi stories everywhere in Japan. Funassyiland, a Funaasyi goods store, opened in Fukuoka in December. According to Asahi Digital News, Funassyi devotees from as far as Tokyo were making the trek.

Funassyi’s naturally fragile yet good-natured personality seems to be a starting point.

The pear rounded out 2014 on Nippon TV by rocking out with his hero, Ozzy Osbourne, performing a headbanging rendition of Osbourne’s “Crazy Train.” Funassyi got a little wet and wild when Osbourne dumped a bucket of water on him before pushing him into a swimming pool.

In the same month, whilst making a cameo during a commemorative concert for The Alfee, Funassyi took an untimely tumble but nothing went pear-shaped: the resilient character sprung back into action minutes later.

Without a doubt, Funassyi was a hit in 2014 but only time will tell if the rest of 2015 will keep rewarding the fruits of his labor.

14 May 09:45

After a long movie

14 May 09:36

Leeroy Jenkins! World of Warcraft’s Favorite Viral Video, Meme Turns Ten Years Old Today

by Aaron Homer

Screenshot from the famed Leeroy Jenkins video.

This video contains strong language.

By now you’ve no doubt heard the famed “Leeroy Jenkins!” battle cry, and possibly even seen the viral video of a World of Warcraft sequence gone horribly wrong, even if you have no idea what the heck is going on. That video turns ten years old this week.

Back on May 11, 2015, according to Business Insider, the famed Leeroy Jenkins video first showed up on an obscure video gaming forum. The video shows a handful of World of Warcraft (WoW) players discussing – in exacting detail – their plans for an upcoming sequence in one of the game’s dungeons. One player even “calculates” their odds of success (“32.33, repeating of course, percentage”).

And then the unthinkable happens: one player, “Leroy Jenkins,” apparently bored with all the talk, rushes headlong into the dungeon, shouting his name as his battle cry.

“Let’s do this! Leeroy Jenkins!”

Within seconds, everyone is dead, and Leroy’s fellow players are cursing him for not sticking to the plan.

The video was a gag, of course; there was no player named “Leroy Jenkins” who ignored his friends and cost them their battle. “Leroy” was actually a college student named Ben Schulz (who is now an electrical engineer), and his friends in the sequence are also acting. Here’s a hint: listen to the guy at (1:36) trying desperately not to crack up while delivering his lines (“Stick to the plan!”). And here’s another hint: there’s no actual way to calculate your odds of success (“32.33, repeating”) in a World of Warcraft dungeon.

But none of that mattered to the phenomenon that “Leeroy Jenkins” would become.

In those days, YouTube and Facebook were just getting started, and World of Warcraft was just a fraction of the cultural mainstay that it is today. No one had ever heard of a “viral video,” and a “meme” was something written about in academic journals.

Whether “Leeroy Jenkins!” changed all that is something for internet historians to debate, but one thing is clear: Leeroy has since become one of the internet’s most well-known, and well-parodies, memes. He’s become synonymous with rushing headlong into danger without giving a second thought to overwhelming odds.

Leeroy Jenkins!

Leeroy Jenkins!

He’s also become a beloved part of the game that made him famous, according to Shack News. Blizzard, the company that produces World of Warcraft, has hired “Leroy Jenkins” – er, Ben Schulz – to appear at World of Warcraft conventions, and have even worked the Leroy character (voiced by Schulz) into subsequent game expansions.

Like “Charlie Bit Me” or “Leave Britney Alone!,” “Leeroy Jenkins!” is one of those internet gags that you either “get” or you don’t. There’s no explaining the joke. But whether or not “Leeroy” is your cup of tea, there’s no denying that he’s become part of our collective consciousness.

Here’s to ten more years, Leeroy Jenkins!

[Image courtesy of: YouTube]

Leeroy Jenkins! World of Warcraft’s Favorite Viral Video, Meme Turns Ten Years Old Today is an article from: The Inquisitr News

12 May 06:46

Photo



04 May 09:04

Japanese Vines

by Chauncey Plantains
28 Apr 07:28

Fan creates amazing half-scale Laputa flying machine

by Waku Waku Japan
Any big Ghibli fans will surely recognise this creation as the iconic four-winged flying machine “Flaptter” from Laputa: Castle in the Sky. But this isn’t just any only model – if you look carefully you can see it takes up almost a whole tatami mat and is as wide as the doorway behind it. This huge ½ scale sizing has allowed for awesome detail, and whilst it unfortunately cannot take flight, according to creator @__GYAVASO__ this fan-made Flaptter does have wheels and can be driven along the floor!  
22 Apr 12:06

603km/hour Linear Shinkansen sets new world speed record

by Waku Waku Japan
Central Japan Railway Co. announced this Tuesday that their Linear Chuo Shinkansen has reached speeds of 603km/hour in tests run on the Yamanashi Maglev Test Line. This is the fastest speed reached by a train, breaking previous Shinkansen records. Word is that the train could be available for public use by 2027.
01 Apr 08:55

Greatest computer demo in history debuts as an opera at Stanford this week

by Chris O'Brien
"The Demo" is a music theater work written by composer/performers Mikel Rouse and Ben Neill based on Douglas Engelbart’s historic 1968 demonstration of early computer technology.

On December 9, 1968, a man named Douglas Engelbart gave a presentation on new computing technologies that is still considered one of the most epic demos in history.

Over the course of 90 minutes, Engelbart demonstrated things like videoconferencing, hyperlinks, networked collaboration, digital text editing, and even the mouse. For those watching, it was the first glimpse into the computing world we largely know today.

While this moment is still celebrated in tech circles, Mikel Rouse and Ben Neill, composers and performers, stumbled across a video of the event a few years ago. Watching the video inspired them to create, “The Demo,” an opera that pays tribute to Engelbart.

“The Demo” debuts on April 1 and 2 at the Bing Auditorium at Stanford University. The pair describe the show as “a technologically-infused music theater piece, a new form of hybrid performance.” Engelbart actually made the presentation over a video feed, and in the show, the men re-create that dynamic by beaming the performers’ faces onto a giant video screen on the stage.

According to the official description:

“Rouse portrays Engelbart in The Demo, while Neill plays his technical assistant, William English. Using the video of the original 1968 demo in its full 100 minute form, the artists are creating a piece built on the formal framework of this historic event.”

The pair have been refining the piece in workshop performances, but the Stanford event will mark its official debut. Here’s a clip from one of those live workshops:

Source: Wired








01 Apr 08:34

Roundup: All of Google’s jokes for April Fools’ Day 2015

by Emil Protalinski
Google-Logo
Gaming execs: Join 180 select leaders from King, Glu, Rovio, Unity, Facebook, and more to plan your path to global domination in 2015. GamesBeat Summit is invite-only -- apply here. Ticket prices increase on April 3rd!

April Fools’ Day is upon us, and like every year, Google is trying to outdo itself once again. The company’s various divisions always create more practical and impractical jokes than any other tech firm, and it’s simply hard to keep track of them all. As a result, I’m doing my usual annual roundup.

Google, reversed

Head over to com.google. Yes, that’s right: Not google.com but com.google.

Sadly this only works for com; Google clearly had a lot of time to waste, but it didn’t want to replicate this for every single domain.

Play Pac-Man in Google Maps

Google Maps on desktop and mobile now has a Pac-Man mode. Fire up Google Maps, look at the clues, and search for a place you think Pac-Man might be. Alternatively, you can just navigate to a place on the map where you want to start your game, click Pac-Man in the bottom left. The streets are your maze, while Blinky, Pinky, Inky, and Clyde are your enemies.

While this wasn’t the first joke this year, it was probably the first one to be picked up widely, because it’s simply so cool. As we noted on GamesBeat, you can finally unleash Pac-Man on the streets you travel every day.

Play Pac-Man in Ingress

What many haven’t spotted is that Google’s augmented reality game, Ingress for Android and iOS, has also gained some Pac-Man gaming additions. Remember to yell a lot as you run around your neighborhood.

The video’s description doesn’t reveal anything else. It just includes the typical Ingress description: “This world around you is not what it seems. Our future is at stake, and you must choose a side.”

#ChromeSelfie

Chrome on mobile now lets you take a selfie as a reaction to what you’re currently browsing. Just open up the menu, choose “Share a reaction,” and let your friends know how that link makes you feel.

Screen Shot 2015-03-30 at 12.23.29 PM

Google says it takes a lot of time and hassle to exit Chrome, open the camera, and snap a pic just to react to everything they see online — most Chrome users lose up to 6 hours of selfie-taking time every day. No more!

Google Panda

Google Japan announced Google Panda. According to Google Translate, the goal is simplicity: eliminate the search box and adopt a simple monochrome color.

“From the very beginning, Google has always been about search,” the executive says. “From desktop search, to mobile search, and now voice search. What we’re about to do is take a leap to a world where people don’t even need to search at all. A product that is so brilliant that you can ask it anything, but so cute that you will want to hug it.”

Google Japan’s hands-free input device

The Google Japan Input team has created a keyless keyboard (Google Translate). “We have developed a device that makes hands-free input more convenient than ever.”

The Piro-piro (party-horn) uses an infrared sensor to measure the length of how far you blow, and sends the corresponding letter to your device via Bluetooth. I even has its own brilliant short url: g.co/___o.

Google Maps warns Australia will be in the Northern Hemisphere by 2055

Google Maps engineers in Sydney have warned that Australia is on its way to becoming a Northern Hemisphere country by 2055. These engineers constantly reassess the Earth’s geospatial data in relation to other objects in the solar system, and in the past two months, they found that the Earth’s equator is slipping south at rate of 25km per year.

“Movements in the equator are caused by changes in the Earth’s tilt, called Milankovitch cycles,” Google explains. “A degree of movement is not unexpected but the speed of this movement has alarmed scientists, who have expressed concerns about the impact on migratory birds.”

Smartbox by Inbox

First there was Inbox by Gmail. Now there’s Smartbox by Inbox.

Think of Smartbox as Google’s attempt to reinvent physical mail. It has smart folders, filters, and even apps. Oh, and you can take Smartbox with you, wherever you go.

Google Fiber’s Dial-Up Mode

Google Fiber has launched a dial-up mode. “Loading bars used to give people an opportunity to pause and take care of the little things—like making a cup of coffee, taking a bathroom break or playing with the dog.”

The company says it was able to reduce Fiber speeds up to 376 times “by withholding photons from the fiber strands” so that “the light-based fiber optic technology dims to a flicker of its previous capacity.” Users complained that they wanted their loading time back. Google, once again, delivered.

Chromebook Self-browsing

Google has Chromebook self-browsing extension. You can download it now from the Chrome Web Store.

chromeb00k_self-browsing

“Google’s top research scientists have calculated that the average person burns up to five calories per day by clicking on web links,” Google says. “This is absurd—these calories could be put to much better use for breathing, pranking a co-worker, or cleaning your bathtub.” We agree with only one of the three.

Google Actual Cloud Platform

Google asks: Why isn’t cloud computing built in actual clouds? Now it is.

New features include a new compute zone, actual-cloud machine types, Stormboost, CloudDrops, weather dashboards, and bare-metal container support. Should we change the term to clouds computing?

When it comes to April Fools’ Day, Google seems to have a bottomless pit for a marketing budget. We will update this post as the company launches more jokes.

More information:

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01 Apr 07:34

Google knows you’re no April Fool, so they offer you Pac-Man playable in Google Maps

by Audrey Akcasu

Screen Shot 2015-03-31 at 22.55.46

You may remember Google’s April Fools’ challenge last year, since it was pretty epic. If you missed it, Google came out with a game where you could search for Pokemon on the Google Maps app on your mobile device. It got rave reviews and it’s such a shame that it was only available for a limited time.

This year, Google is reaching out to a slightly older generation of video game lovers, letting us play Pac-Man on real streets of Google Maps!! Of course, being Google and April Fools’ Day, there is a catch, but more or less, you can transform neighborhoods into Pac-Man game screens.

The 34-year-old Namco video game is making a fun, if fleeting, come back and the game is available today, April 1. You better believe that we’ve already tried it.

Unlike the Pokemon challenge where you were limited to playing on mobile phones, there are two ways to play the Pac-Man game: on your mobile device or on your computer.

We’ll start with the mobile device version. You don’t have to download any special apps (unless you don’t already have Google Maps), so all you have to do is open up Google Maps on your smart phone. Granted that you’re not standing in Time Square, observing the Arc de Triomphe, or at some other famous locale, chances are you won’t see the Pac-Man symbol just yet. First, you have to find where Pac-Man is hiding using the clue list.

▼ Sorry, we gave away the first two already.

Screen Shot 2015-03-31 at 23

Hopefully, you can crack those clues because the Pac-Man mobile game is only available for certain streets around the world. (Even if you can’t figure out the clue, if you search for famous places, you may happen upon the yellow-warrior.

▼ We decided to take a spin around Paris’s Arc de Triomphe:

IMG_5357

▼ Click on the icon and… same roads, but Pac-Man style.

IMG_5350

Some places like this have really cool roads to drive on, making it more exciting than the boring old grids of traditional Pac-Man. You can control your guy easily using your finger to swipe the direction you want him to go, but otherwise, the rules seem to be the same. Be careful though, it gets addicting.

The browser-based computer version of the game not only lets you play in the streets of famous places, but you can also play in everyday streets.

▼ Just for fun, we looked up the RocketNews24 headquarters in Tokyo.

Screen Shot 2015-03-31 at 22.58.42

▼ Sure enough we get to play Pac-Man around the (zoomed-in) neighborhood!

Screen Shot 2015-03-31 at 22.59.58

▼ Unfortunately not all areas are available for play, we got this a few times in search of a fun location in rural Japan.

Screen Shot 2015-03-31 at 22

▼ Because we’d gotten that unfortunate notice so many times already, it was quite surprising to find that this map worked, despite having only one road…

Screen Shot 2015-03-31 at 23.45.31

Google has once again succeeded at making a game so playable and so addicting, we will probably be totally consumed by it, paying only minimal attention to the surrounding world, making us easy targets for April Fools’ jokes and pranks. Maybe that’s what they had in mind all along…

If you’ve made it to the end of this article (thank you), but you should probably open a tab to Google Maps right away and start playing. The clock is ticking!

Source: Google Support via Famitsu
Images: Google MapsGoogle Support

Origin: Google knows you’re no April Fool, so they offer you Pac-Man playable in Google Maps
Copyright© RocketNews24 / SOCIO CORPORATION. All rights reserved.

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01 Apr 07:31

Fan-made Super Mario 64 game pulled after Nintendo cries foul

by Megan Geuss
Super Mario 64 HD Remake!—In Unity.

Just a couple of days after computer science student Erik Roystan Ross released a free recreation of the first level of Nintendo's 1996 Super Mario 64 in Unity, the game's original creator stepped in to put “No” in “N(intend)o.”

Ross, who released his high-definition version of the Bob-Omb Battlefield for play in a browser, or on a computer running Windows, Mac, or Linux, didn't have any intention of selling the game and made it available for free.

Still, Nintendo sent Content Delivery Network (CDN) Cloudflare a complaint under the Digital Millennium Copyright Act (DMCA) this week demanding that the fan recreation be taken down:

Read 5 remaining paragraphs | Comments








10 Mar 06:30

Bryan Cranston

by ThisIsNotPorn

A 7 year old Bryan Cranston, 1963A 7 year old Bryan Cranston, 1963.