What a lot of people either fail to realise or refuse to believe is that the best Sonic games are the flawed ones. The games that try to innovate with bold ideas unbecoming of a Sonic game, or any game. We've had 'perfect' Sonic games before like Sonic Mania or Sonic Generations and those games are great but they can't hold a candle to the way-too-serious tone of Sonic Adventure 2, the quaint but pointless Adventure Fields of Sonic Adventure, the audacity to make half the game a slow beat-em-up in Sonic Unleashed. People love Sonic for its ambition, not its accomplishments. People love games for their imperfections the same way they love people despite their flaws. Sonic Team has, for decades now, dared to do things that are new, bold, and weird. Sonic Frontiers is a continuation of that vision, and to reduce it to petty statements of "open world 🤓 sega hire this man 🤓 serious plot in cartoon rat game 🤓 the controls 🤓 but he's slow" is a pitch-perfect demonstration of how Sonic is doomed to fail. Look at your favourite games and try earnestly telling yourself they're flawless.

Credit to smaench for planting this seed in my brain, actual review when I'm done playing it and can let my thoughts digest rather than spewing unfiltered drivel onto your webzone.

As the only clown on this website who has played the whole game (in one sitting right at release to secure a free Pickle Rick back bling in Fortnite), I can say with confidence High on Life is dreadfully weak. And that's a bit of a shame since it theoretically has good bones.

The most glaring problem is, of course, the dialogue. The pre-release comparison to Borderlands 3 is apt as characters literally do not cease their oral spew, and you are forced to listen to them before you can progress at key points. Borderlands has ameliorated this in part with the ECHOnet transmissions, keeping you apprised of plot elements as you messed about on Pandora. Save for key story moments, the dialogue therein is accompanied by your mad dash for loot and slaughter. High on Life quivers in its boots at the mere thought that you might miss a single phoneme. There is no means to skip dialogue. There is no opportunity to play the game when characters are talking. If you are not physically glued in place, you are locked in a distraction-less room. And should you dare to break from the tedium of a suburban hardwood floor and off-white walls by heading upstairs, you are scolded by your guns to pay attention. In a properly written, compelling narrative this would be fine, but a substantial chunk of the game is NPCs yammering incessantly. Fake arguments become auditory static, the white noise penetrated only by mention of racism, misogyny, or a cavalcade of 'fuck's. Does a holstered gun have something to say? Worry not, they'll speak to you over radio. That there is so much dialogue is rather interesting in and of itself, particularly seeing how your different weaponry will engage in conversations with NPCs, but there is not a moment where speech is not occurring. The only moment of respite is if you stay in place.

And some of the writing is passable, some even bordering on good. But it never comes out of Justin Roiland's many mouths. The closest I came to cracking a smile was when Zach Hadel, Michael Cusack, Rich Evans, Jay Bauman, Mike Stoklasa, or Tom Kenny was the focus. In a vacuum, some of their witticisms might have earned a chuckle or at least a considered exhale, but these moments are paltry oases after being duped by an infinitude of mirages. You know in your bones that a joke will not be allowed to stand on its own, and that Roiland or his other hack voice 'actors' will need to get their own two cents in. It is a Reddit comment thread not only in content, but in presentation, someone always retelling the above poster's joke but worse. In Roiland's world, stuttering is a feature, not a bug. His stammering makes Porky Pig seem eloquent. A one-take wonder.

"Is the gameplay good?" This question was asked more times than I can count during my marathon. As I emphatically repeated there, "no." There's a weightlessness to every second of combat that betrays the animations and premise of your guns being living things. There is more weight, more oomph, more impact to Spore's creature stage combat than there is to this gunplay. Your bullets genuinely feel as if they are lobbed foam balls. The only times at which there is some punch is when detonating sigh Sweezy's crystals with her charge shot. I can't tell if it's all a consequence of your enemies being shrouded in goop or not. Your shots take away the goop to expose their regular flesh, but this somehow imparts little feedback. Is it because there is so much flash and bedlam occurring that I can't even tell where and when my shots are landing? I have no idea. At the very least the juggling of enemies is semi-novel (even if it comes after Kenny begs lustfully for me to use his 'Trickhole'), and Creature is semi-satisfying if only because you can launch his children and go find a quiet[er] corner to recuperate mentally in. You get some basic manoeuvrability upgrade which makes this a Metr- Search Action game in some sense when coupled with returning to planets to find extra cash. You can upgrade your weapons and unlock modifiers for them but the changes are so minute I couldn't really tell how much of an impact they were having. What the mods do do is change the colour of your weapons. Given that so much of your screen real estate is occupied by their "beautiful dick-sucking lip" visages, this is the most substantial alteration you can make.

The music is like Temporary Secretary by Paul McCartney but bad.

Visually there is something of value here (in theory). While many of the alien inhabitants blend together with their amorphous sausage anatomies, the unique NPCs typically bear striking designs. Sweezy notwithstanding, the guns are cute as well, even if I feel Kenny is perpetually doing the Dreamworks smirk. Kenny and Gus' iron sights are adorable, and the way Gus clamps onto your hand indoors melts my heart. Creature reminds me of that Skylander that had the Macy's Thanksgiving Day Parade balloon. Inoffensive! Until you see his actual full model and you realise he has three tits and a prolapsed anus for a barrel. And Gus looks like he has a turtle's cock.

Errant thoughts:

Boy howdy is there a lot of mpreg talk.

One of the scenes you can warp in is a movie theatre where you can watch all of Demon Wind with the RLM crew. That would be okay but I don't think the MST3K style commentary works for a film that belongs in a Best of the Worst episode. There's a reason why they show you fragments of them watching it, and why their film commentaries are for more compelling films.

There is so much overlapping of dialogue that I genuinely got a headache that intensified over the game. A horror during a Tylenol shortage in Canada.

I put more effort into gathering my thoughts than they did making this shit.

I wish that I had always been in a grave.

CW: Murder, gun violence, child death, sexual violence, cannibalism, suicide, gore, eroticism of gore, knife violence, glorification of tragedy and crime, misogyny.
Updated version
Video version of this review

Preface

First, I would like to make abundantly clear this is a heinous work. On a surface level it is reprehensible. Digging into it makes every aspect of it worse. If it could only be played with a critical eye that would be one thing, but as I will get into this isn't just some curiosity to dissect.

The United States has had 27 school massacres since 1927. 16 of these occurred after Columbine. All but two were carried out with the use of firearms. Since 2000, there have been 388 school shootings in the United States.

Canada has had three school massacres ever (ignoring the genocide perpetrated by the Residential School system). One of these occurred after Columbine. It was carried out with a firearm. Since 2000, there have been 8 school shootings in Canada.

Japan has had one school massacre ever. It occurred on June 8, 2001. Eight children were murdered. All but one were girls. The perpetrator used a kitchen knife. There has never been a school shooting in Japan. There have been two multiple fatality shootings in Japan since 1952.

Potential

I think this is important to bring up because, from a Western and particularly an American perspective, school shootings are a dark reality that happens with shocking yet numbing frequency. The Onion's perennial publishing of their "No Way to Prevent This" article is testament to that. While it would be disingenuous to say school shootings have had no resonance in Japan, it is true that they have not happened there. The distance from tragedy lessens its emotional impact.

This is to say that, in a vacuum, Morimiya Middle School Shooting (MMSS) reads as intensely insensitive but not outright malicious. It is, in a vacuum, akin to Postal or Hatred, mimicking real world tragedy without outright reference to any specific event. An argument could even be made that there is some merit to MMSS in its commentary on the why of school shootings. The unnamed player character walked in on her mother's suicide, her father was an abusive alcoholic who disappeared. Her rage turns outward towards those who do not give her the attention she was missing from her parents. It ultimately manifests as a desire to commit murder after the game's fictionalised Japan reports on regional mass killings.

Like Super Columbine Massacre RPG, MMSS appears then to be a work which asks for a societal introspection alongside our abject horror. By not referencing a specific historical event, MMSS has the potential to make commentary without inflicting direct emotional harm. Its gamification and unnamed player character have the potential to instill a sense of being complicit with the act, as with Brenda Romero's 2009 board game Train. Even its arcade gameplay loop, high scores, and unlocks have the potential to increase engagement for some grand payoff of self-disgust that one would invest so much time into becoming good at murdering teachers and children. A part of me held out hope in my few playthroughs that there would be some message at the end of it all, that this glorification of violence would have a point. Instead, MMSS is closer to JFK: Reloaded. It teaches nothing. It has nothing to say. It exists to shock. It exists to hurt.

Play

On a technical and mechanical level, MMSS is something of a marvel. It is an RPGMaker game with gunplay. There is an undeniable element of strategy to it. Suffice it to say that every aspect of school shootings are on display here. If you have seen coverage of new schools in the United States being built to 'confuse and frustrate' school shooters, you can intuit how the prototypical Japanese school might facilitate mass murder with firearms and explosives. The player needs to slow down to increase their accuracy. I leave it to you to put two and two together. The unlocks amount to different weapons the player can use, as well as cheats. The player needs to manage the loaded ammunition between their weapons so as to not end up reloading while students wielding poles lunge at them to stop their advance. The player has a very strict time limit before the police arrive to arrest them. The player gets the most points for killing female students. None of this is particularly fun, even if it were removed from what it is depicting, but that it has been done on an engine meant for traditional JRPGs is impressive. That it is mechanically more than pointing and shooting is noteworthy. It is just barely engaging enough to warrant a couple playthroughs.

Precedent

Discussion of MMSS necessitates consideration of its creator and their niche. MMSS was developed by エリック aka erikku aka eric806359 aka kata235. They are an ero guro artist. Their depiction and obsession with the macabre is not in line with an H.R. Giger type, however. It comes across as more similar to the work of the Marquis de Sade. Reading through erikku's Twitter feed and scrolling through their Pixiv feels like trawling through The 120 Days of Sodom; it is a display of an amoral libertine.

Some choice textual excerpts from their Twitter (roughly translated):

"Drawing muscles makes me want to eat them."
"A touching coming-of-age story in which a young girl who has just lost her father gets a gun and grows up to be a splendid mass murderer."
"If I'm going to die anyways, I want the human race to perish while I'm still alive."
"I'm not a monster. Even for someone like me, I have human likes and dislikes. ...For example, what I love is 'Decapitation'"

I think you get the idea.

Their Pixiv is similarly naught but ero guro. Ero guro is not some 'release valve' for erikku, it is their sole purpose.

Perusal

Despite this, MMSS contains zero erotic elements. ConeCvltist stated in his review that MMSS probably exists for someone to get their rocks off. I think he is at once right and wrong in this assertion. Without explicit eroticism, MMSS is only a guro work, and thus cannot be said to be primarily for sexual gratification. However, it is also inextricable from its creator's main body of work. His illustrations of MMSS's main character are surrounded by nude women's stomachs being cut open, by school girls being strangled to death, of raw human flesh being consumed next to bare corpses. MMSS is not explicitly sexual, but it is implicitly erotic. The primary demographic is not you or I, but those already familiar with erikku's portfolio. And while not in the game itself, erikku has made numerous animations of the player character shooting school girls, their inflated chests jiggling, their panties digging into their crotches.

MMSS is unable to depict this level of fidelity for gore or lewdness in RPGMaker due to the rapid pace of gameplay. What illustrative art is present shows up in the introduction, endings, and when in the apartment at the start. For erikku's intended audience, however, those depictions don't need to explicitly exist within the game. One's familiarity with those short animation clips, those illustrations allows them to, in part, fill in the gaps during gameplay. In researching erikku and being exposed to the supportive art for MMSS, subsequent playthroughs have been marred by more accurate depictions of the violence and murder rendered in pixel form. Furthermore, I have seen that his illustrations and animation snippets are released in packs with other, non-MMSS related works of an ero guro nature. The mind fills in the gaps, the mind construes all of this as sexual.

Pang

In MMSS, during the news report on recent killings, one scene shows a middle school girl being escorted by police as her victims clutch their stomachs. This murderer committed their acts with a kitchen knife. They primarily targetted girls.

As mentioned at the very start, there has been one school massacre in Japanese history. It involved a kitchen knife. The perpetrator primarily targetted girls.

This is odious enough on its own, this unveiled allusion to the Osaka school massacre as tasteless as anything making light of the mass murder of children. erikku's fanbase will recognise this as a direct reference to his other game, Rouka de Onigokku (Tag in the Hallway). You sprint through hallways and stab students before you can be caught. It operates like an endless runner. The William Tell Overture plays the whole time. While MMSS references tragedy broadly, Rouka de Onigokku references it precisely. In MMSS one can even unlock use of a knife to carry out the game's mass murder in the same manner as Rouka de Onigokku's main character. It is despicable. It gets worse.

Perturbed

There is very scant documentation of MMSS on the English-speaking clearnet. I myself only came across it by chance on Backloggd. What I have found is deplorable.

Following the release of MMSS, erikku started answering fan questions on Twitter. Most of these are in Japanese, but some have been translated by erikku himself.

"Q: [...] how do you deal with negative feedback or criticism regarding the sensitive nature of 'taboo' nature of your art?
A: [...] I try not to care too much about negative feedback and so on :)"

"Q: [...] what do you use for inspiration before making a picture? Do you read about some real life murder cases?
A: I often read about real life murder cases, and watch a movie and TV series about murder. But I don't use anything for inspiration. I just draw what I want to draw."

His tweets continued in their perturbing statements. Above the aforementioned illustration of Rouka de Onigokku's main character, he writes "I was caught by the Thought Police and was temporarily suspended. It was caused by the cannibalism animation, but I think all the zombies are gone now. ...By the way, the situation in the picture is a very, very, very healthy illustration of a student playing a prank with ketchup and being taken care of by the police."

They also started answering questions on peing.net.

"I'm just painting 'imaginary violence against non-existent people.'"

"Murder, abductions, and transportation of body parts over long distances are very hard work, but it's better than repeating the incidents in a nearby area and narrowing the scope of police investigation towards you."

"I think there are various reasons why the culprit in Morimiya didn't commit suicide (including suicide by police). One of the goals is to know the suffering of the victims, including the survivors and bereaved families. It may also be the result of hatred towards the mother who took her own life. No matter how many people you kill, the hatred toward your mother, who took her own life and became a 'suicide statistic' cannot be cleared, but 'I won't die like that!' Is that the result of trying to persevere?"

"I have been drawing pictures of killing people since I was a child, but it was when I was a teenager that I start having interest in killing (anime) girls."

MMSS and Rouka de Onigokku are not just gamified depictions of perturbed minds. They are the machinations of a fucked up pervert. It gets worse.

Perverse

When looking up MMSS, one of the only results is the RPGMaker Fandom wiki. It provides the Google Drive link I got the game from. Far above that download link lies a link to the 'Official Discord,' with the blessing of erikku.

The rules for the 'Morityu Community Server' notably state the following:

"Rule 3. Don't be a weirdo. Keep edgelording to a minimum. If it's TMI, don't post it.
You can love seeing girls suffer all you want, just don't tell everyone, because nobody wants to hear about it.
Don't be that guy who idolizes mass shooters. It's cringe as hell and a sign that you should probably go outside for once."

"Rule 5. Do not talk about planning any mass murders or crimes of any form.
You may talk about previous cases of mass murder, but do not talk about the possibility of yourself or others committing crimes.
Even if you're not going to do it and are just posting it as a "what if", it is punishable by a ban.
This is the one rule you don't want to break."

The server is a cesspool of racism, homophobia, sexism, and generally making light of school shootings as a topic. Users have /k/ommando avatars and names and banners. They share gameplay clips and compete for high scores. They share links to movie clips of school shootings, they share DOOM WADs for school levels. They pontificate about whether or not women get aroused during shootings. They cheer for Russia's invasion of Ukraine, for police murdering black people. They hide behind the thinnest veneer of respecting Discord's ToS.

Searching for MMSS information led me to a danbooru post making light of the Christchurch mosque shootings. The artist's commentary notes the inefficacy of focusing on the victims of mass murder rather than the perpetrators themselves, particularly when those criminals understand how to effectively use the memetic nature of modern media.

It was also on that Fandom wiki I learned that the art room in MMSS has portraits of several school shooters. Real school shooters. If this is not glorification, I don't know what is.

The citation for that art room tidbit took me further still. A forum dedicated to Columbine and other school shootings and crimes. A thread titled Video games about Mass Murder. Users laud MMSS as one of the best games about mass murder. Avatars depict children holding guns threateningly. The Similar topics at the bottom of the thread ask what games school shooters played.

It's then I decided I had had enough.

Perpetuity

I wish there was a conclusion I could make here. Some hopeful message about erikku realising this is fucked beyond belief. That Discord being banned. The host of the Columbine forum shutting down.

There is no conclusion. There is no takeaway. This is revolting. Researching put knots in my gut. Writing evoked constant self-doubt.

I believe there is room for societal introspection on serious, challenging topics through games. But when the act of playing tragedy is not contextualised, is not condemned, then those games will function as just that, games. Tools for amusement, not for learning. Something to strategise about, not think critically about. A pedestal for amorality, not a mirror reflecting it.

Irredeemable.

The Far Cry Elden Ring-ification of Breath of the Wild with a smattering of end-of-chapter Fortnite and New Funky Mode.

While BotW was content to let players roam free in a sprawling world, Tears of the Kingdom reins in this freedom considerably and hides the guardrails from the player with horse blinders. Link is still welcome to run around Hyrule at will, but the primary storyline holds the keys which allow actual exploratory liberation. My first dozen hours completely ignored Lookout Landing, leaving me without critical tools like the paraglider and towers. That was the most challenging TotK ever got, and the most it (unintentionally) forced me to think outside the box. I dragged gliders to the tops of hills labouriously, I used a horse and cart, I made elaborate vehicles simply to get around. I scrounged for rockets, fans, batteries, and air balloons to ascend to sky islands, making it to a few of the lower ones with great accomplishment. I committed to putting off the towers as long as I could, not realising they were an outright necessity. Seeing how this additional layer of the map functioned demystified it severely, rendering a challenge into a stepping stone for parcels of content.

The depths, like the skies above, are filled with potential. Many of its spaces are similarly wide open to encourage blind exploration with vehicles. Only there is nearly no purpose to any of it. Lightroots are a checkbox which dismantle the most compelling part of the depths -- their darkness. The depths are a place you visit to grab zonaite or amiibo armour and leave. As the Fire Temple is within the depths, and it being the first I tackled, I falsely believed there would be more dungeons strewn about below, simply a part of the world rather than instanced away from it. Sadly, it is the exception.

The other temples are obfuscated and inaccessible without their related storylines, which is itself fine (the temples are impossible to progress through without their associated power anyways) but this leaves the world feeling more boxed in, a selection of rooms in an overly-long hallway. A spare few rooms complement each other, most of them do not. The walls of the rooms must be thick. Whether it is shrines, side quests, or temples, the developers yet again seemingly have no way of knowing what abilities the player might have, what puzzles they have encountered, what skills they remember. All that they know is that in the Fire Temple, you have a Goron. In the Water Temple, you have Zora armour. The positive is, of course, that these things can thus be tackled in any order without a fear of missing out on anything. The downside is that there is never anything more to a shrine, a temple, or anything than what the player encounters the first go around. There is no impetus to return to a location when you have a better tool, or a wider knowledge of how the game's mechanics work. You show up, experience the room, and leave. With 300 map pins at your disposal, and similar issues arising in BotW, there's a sense that the developers chickened out near the end, too afraid to let the player (gasp) backtrack or (gasp) miss out.

Ironically enough, the lack of FOMO is what I miss most. When I was towerlessly exploring with a hodgepodge of trash scavenged from around the world, I felt free. I felt clever! When I discovered the intended mode of play, however, I felt I was putting a square peg in a square hole. There's a crystal that needs to be moved to a far away island? Before, I might have made a horror of Octoballoons and Korok Fronds with Fans and Springs to get it where it needed to go. When the Fruit of Knowledge was consumed, I saw the parts for the prebuilt Fanplane were right next to the Crystal. There's a breakable wall in a dungeon? Bomb Flowers or a hammer are right there. It is incredibly safe. It is a pair of horse blinders that you can decorate as you please. Go ahead and make your mech, you are still on the straight and narrow path.

TotK tries to bring back the linearity of Zeldas past within the BotW framework, but it ignores that the linearity was speckled with a weave of areas which expanded alongside your arsenal, rather than shrinking. Everything here is incongruous, a smörgåsbord of cool set pieces that simply don't go together. There is too much content (Elden Ring) that is too self-contained (end of chapter Fortnite) and too afraid that you will not experience it (New Funky Mode).

Did I have fun? Yes. But I had to make it myself.

"go to hell" is basic. "i hope the developers of some of your favourite games get bought by epic and have to make subpar versions of other games so fortnite can try to compete with roblox" is smart. it's possible. it's terrifying.

Far too early to speak on this with any authority, but some early thoughts:

• As with Divinity: Original Sin 2 the potential for roleplay immediately crumbles if not playing as an origin character. Especially damning since they are all locked into a specific class and race except for the Dark Urge.

• Dialogue options being marked by skill checks and background tags deflates them. It would be more fitting for certain options to have the checks/tags but not convey this to the player until it is time to roll. If I see an option tied to my one-of-like-six background choices, I effectively have to pick it so I can get Inspiration. As for the checks, I can prep the face of the party with Guidance, Charm Person, Friends, what have you. Which itself leads into...

• Despite being a four-member party game, the other three characters might as well not exist for the purposes of dialogue. If you're lucky you'll see one of the origin characters milling about in the background of a conversation, but the person/people I'm playing with are forced to listen and suggest options. So just like with real 5E, it's best to have one person do all the talking since only one person can anyways, further displacing non-faces from the story they are meant to be involved in.

• Origin characters all talk like they're YouTubers, falling into a pillow at the end of a sentence, a permanent vocal sneer tainting each word (except for Gale). There is no space for subtlety in their characterisation either, their MacGuffins and driving purposes laid so bare like the Hello Neighbour devs trying to get MatPat's attention.

• Without a DM to actually intervene, to interpret the players' wishes, anything requiring interpretation is simply gone. Nearly every spell that isn't a very simple effect or damage dealer? Absent. This leaves players with options for what colour of damage they want to do, or what one specific action they might like to take. Creativity spawning from these bounds is incidental, not intentional.

• The worst part of 5E, its combat, is not improved in the slightest here, and if anything is actively worse. One of the great benefits of the tabletop setting is that the numbers are obfuscated. Statblocks need not be adhered to. Players typically don't know the raw numbers of a creature's health or saves unless they clue in through what rolls succeed for saves, or keep a mental tally of damage done before the DM says they are bloodied. The DM has the option of disclosing information, but here the player is forced to know everything. Every resistance. Every hit point. Every stat point. Every ability. Combat cannot be creative as a result because the whole of its confines are known the entire time. You even know the percentage chance you have to hit every spell and attack. It makes it all hideously boring.

• If spells are going to be one and done boring nothingburgers, the least Larian could have done was not have some of them, like Speak with the Dead, be tied to a cutscene that tells me a corpse has nothing to say. I get it, the random goblin body I found probably isn't a font of lore, but do you need to take me into a scripted sequence of my character making a concerned face with their fingers to their temple as I am told for the eighteenth time that it has nothing for me.

• When spells are being learned, there is no indication as to which are rituals and which are not, nor are there options to sort or filter choices. With so few choices maybe it doesn't matter.

• Despite a bevy of supplementary sourcebooks giving players countless options for their characters, you're stuck with primarily the base text. Perhaps it would be unrealistic to wish for every subclass, every spell, every feat, but not knowing this narrow scope beforehand meant my hopes for, for example, a College of Glamour Bard or a Hexblade Warlock were dashed. Without the spells that make those subclasses interesting, however, I suppose they might as well be absent.

• The 'creative solutions' of stacking boxes to climb a wall or shooting a rope holding a rock over someone's head are not creative, they are blatantly intended and serve only to make the player feel smart for being coerced by the devs into a course of action.

• The folks eager to praise Larian for not including DLC seem to have missed the Digital Deluxe upgrade that gives you cosmetics and tangible benefits in the form of the Adventurer's Pouch.

• As touched upon by others, the devs are clearly more invested in giving players the option to make chicks with dicks and dudes with pussies than they are in actual gender representation. This binarism only exacerbates how gendered the characters are. With no body options besides "Femme, Masc, Big Femme, Big Masc" and whether you're shaven and/or circumcised, the inclusion of a Non-Binary option becomes laughable if not insulting. Gender is expressed and experienced in countless ways, but here it comes down to your tits (or lack thereof) and your gonads. No androgynous voice options. No breast sizes. No binders. No gaffs. No packing. The only ways for me to convey to fellow players that my character is anything besides male or female are my outright expression of my gender, to strip myself bare, or hope the incongruity between my femme physique and masc voice impart some notion of gender queering. Maybe this is great for binary trans men and women, but as a non-binary person it comes across as a half-measure that seeks to highlight my exclusion from this world. More cynically, this, alongside Cyberpunk 2077 read as fetishistic, seeing the trans body as something for sexual gratification, rather than just that, a body.

I'll keep playing it, but damn if my eyes aren't drifting towards playing a real CRPG for the first time.

I have 63.5 hours in Vampire Survivors, 9.6 in Seraph's Last Stand, 4.1 in Soulstone Survivors, and 3.5 in 20 Minutes Till Dawn. I've played these Survivors-likes a lot, and I daresay I even like them. However, they represent one of the greatest issues of contemporary gaming and media consumption more broadly. With little exception, Survivors-likes are about pleasure rather than enjoyment.

That these games are pleasurable is hard to deny, they're perfectly tuned to tickle the brain through large damage numbers getting larger, (theoretically) overwhelming odds, the pseudo-random element of choices on level up, and pitch-perfect dings and chimes when getting XP. Vampire Survivors in particular adds on the pleasure of opening something with its treasure chests with resplendent animations and music. The first few hours of any Survivors-like are the best because of the sense of mystery, not knowing what's behind the curtain making it tick. You're left wondering how long you can last, what evolutions are possible, what maps you can unlock, what new systems lie in store. In that sense it's not entirely dissimilar to a 'regular' roguelite like The Binding of Isaac (1,031.9 hours), Slay the Spire (282.7 hours), or Enter the Gungeon (217.9 hours). Like those games, Survivors-likes have an overarching progression with gradual unlocks for doing tasks. Like those games, there's a feeling of becoming better at the game over time. The problem is that in nearly all Survivors-likes, you aren't actually improving at all, nor are you facing an actual challenge. You simply think you are.

The three roguelites I mentioned above have a lot of their enjoyment stemming from 'breaking' the game, finding out how to effectively use its mechanics and synergies in the most advantageous way. But figuring out how to break the game requires, at least in part, some knowledge of how the game works and how to manipulate play to increase the odds of breaking the game. In TBoI, a player has to know to avoid damage to get a Devil Room. As such, getting some of the best items in the game demands mechanically perfect play. You can fail forward into some synergies for sure, but to actually unlock access to potential advantages, you have to earn it. Even the items that would allow one to overcome the skill requirement are themselves tied to a skill requirement for their unlocking. StS, as an engine-building game, lets you demolish its challenges with a well-maintained deck, but you have to know how the mechanics work and how to deal with enemies that can render your engine moot.

Survivors-likes, on the surface, have that same game-breaking with their item evolutions/syngeries. You might feel clever for discovering an evolution, and like a badass for wiping out hordes with little to no resistance. But you didn't get that power through knowing how a fight works (unless knowing to move slightly away from an enemy is intricate knowledge), you got it by picking two items from a very, very limited pool. A limited pool that allows you, with progression, to remove items from it or skip the choices until you get what you want. It's similar to holding R in TBoI to get a good first item room, or waiting at a traffic light, trying to predict when it will turn green, and saying 'that didn't count' when you got it wrong. You're sinking up to thirty minutes per run into something solvable and solved. Without the ability to choose when you use what attacks, and with enemy attacks amounting to 'go where they are thinnest' and 'move up a little bit to avoid a slow projectile,' there's no skill ceiling or skill floor. There's no consequence for a poor (read: mathematically incorrect) decision outside of your numbers not being ideal; picking up Ipecac when you have Broken Mirror this is not.

To be abundantly clear, there isn't anything implicitly wrong with the Survivors-like formula, and there's nothing implicitly wrong with finding pleasure in them. They are purposely designed to elicit pleasure, after all. The issue is that players are largely uncritical of what they are consuming, why they find it pleasurable, and whether or not it is actually enjoyable. Pleasure and enjoyment are not mutually exclusive, but pleasure is something that happens to you, and enjoyment is something earned by you. To keep things in the realm of gaming, those broken runs in TBoI are pleasurable because of a sense of accomplishment, and enjoyable because that accomplishment was meaningfully earned. Survivors-likes are pleasurable because of a sense of becoming stronger and doing well, but not enjoyable because there is minimal effort put in and no actual skill. Playing a multiplayer shooter with your friends is pleasurable and enjoyable because you are exercising your skills and spending time with people whose company you enjoy. You are lost in the moment so actions like imperfect play do not hamper your pleasure, and since you are still being tested no matter how you perform, it remains enjoyable. Playing a multiplayer shooter alone has varying pleasure tied directly to performance of play, and enjoyment derived from trying your best.

Again, there is nothing intrinsically wrong with deriving pleasure from these games. You should, however, stop and ask yourself from time to time if you are getting any enjoyment from what you're doing. Maybe you're not, and that's alright, but a life lived in pursuit of pleasure above all else is probably not a very fulfilling one. And companies know that we love pleasure. It's why social media exists in the way it does to keep your attention indefinitely. It's why Marvel movies follow the same formula time and again. It's why reality TV was and is such a massive market. It's why viral marketing and the media tell you you have to watch the new Netflix original film, lest you suffer FOMO. It's why Survivors-likes demand a large investment of time so you feel more emotionally attached to the experience and will tell your friends they have to play it.

Take a step back and ask yourself, why?

Wonder Flower gimmicks are cute until they turn repetitious, which they do by the end of World 2. The badges largely make up for a lack of platforming aptitude which, as a seasoned gamester, means I have to play the game wrong to accommodate their use. But I'm not gonna unlearn my Mario skills so I don't remember to use them outside of when they are clearly necessary for side objectives like an over-polished immsim. You mean I should use the Dolphin badge on the levels right after I got it? Wowee Zowee!

Broadly speaking this feels like an attempt to teach the kids that grew up with the Switch what Mario is about. The hypersleek UI elements, mountains of spoken text as a replacement for other markers of design intent, the badges, the Wowee Zowee, the oodles of characters, the gacha elements of the standees, the multiple currencies (and decimalisation of Flower coins to further litter the field with shinies), the little emojis, the lack of points. These additions and subtractions are by no means bad but I won't lie, it feels a little like I'm playing a AAA game from the 2020s. Because I am. It's hard to read Wonder as a creative reinvention and reinvigoration of Mario because I know it took thousands of people to make this. That every decision was subject to board meetings and focus groups. It's the same problem as your New Super games -- the formula must be adhered to. And even if the formula changes, it's still a formula. Nothing wrong with that, but it's not what I look for at this point in my life.

I'll keep playing it, I'll probably finish it. It's like a Coca-Cola Creation, y'know? You see it on the shelf, you think 'what the hell do '+XP' or 'Starlight' taste like, the first sip is novel and enchanting, before long you're still drinking Coke. If I want true innovation, I'll reach for the local-made can of kombucha flavoured with some berry I've never heard of before. Like Haskap. Uhhh, for the purposes of this analogy I guess the random shit I pick up on Steam and itch.io are the kombucha.

And I gotta say, I'm sorry but I can't hear the Mario Gang say Wowee Zowee without having flashbacks to Game Grumps Kirby Super Star Part 2 where Jon and Arin argued for like a minute straight over whether or not Arin had said Wowee Zowee before. Back then life was so simple. I was so young. Games held so much potential. Eleven years, gone in the blink of an eye. In another life, I'm the Mario Wonder kid, growing up on a Switch. Who could have known things would turn out the way they did, that I'd be the person I am today...

Feels like a rebrand to cover up some controversial past half the time.

WOAH JUST LIKE GAME GRUMPS 😱

Far and away the most egregiously misguided attempt at myth-making in games history. This isn't the worst game ever. It's not the weirdest game ever. It is not the 'first American produced visual novel.' Limited Run Games seems content to simply upend truth and provenance to push a valueless narrative. The 'so bad it's good' shtick serves only to lessen the importance of early multimedia CD-ROM software, and drenching it in WordArt and clip art imparts the notion that this digital heritage was low class, low brow, low effort, and altogether primitive.

This repackaging of an overlong workplace sexual harassment/rape joke is altogether uncomfortable at best. Further problematising this, accompanying merch is resplendent with Edward J. Fasulo's bare chest despite him seemingly wanting nothing to do with the project. We've got industry veterans and games historians talking up the importance of digital detritus alongside YouTubers and LRG employees, the latter making the former less credible. We've got a novelisation by Twitter 'comedian' Mike Drucker. We've got skate decks and body pillows and more heaps of plastic garbage for video game 'collectors' to shove on a dusty shelf next to their four colour variants of Jay and Silent Bob Mall Brawl on NES, cum-encrusted Shantae statue, and countless other bits of mass-produced waste that belongs in a landfill. Utterly shameful how we engage with the past.

1986

Video version/with photo accompaniment

CW: Sexual assault, sexual violence, bestiality, incest, pornography, victim-blaming/shaming, misogyny, sexualisation of minors, gore, obscenity, descriptions of the aforementioned. The four-letter 'R-word' is also invoked repeatedly without censoring or obfuscation.

This review is split into sections. While you can read them all at once, I advise taking breaks as necessary due to length and subject-matter, as well as to better digest the text.

I also wish to stress I am not endorsing these sorts of games. I am just presenting my own understanding of media in a culture different from my own, with my own Western perceptions and biases. Draw your own boundaries when it comes to the media you consume.

Introduction

On the 'List of controversial video games' page of English Wikipedia, there's an entry for a 1986 PC-8801 game by Macadamia Soft titled 177.[1] It has one incorrectly archived citation. The only article for 177 itself is on Japanese Wikipedia. Given that 177 allegedly "ignited a public furor that reach the National Diet of Japan," this absence of concrete evidence puzzled me.[2] However, as there remains an abundance of media of its ilk in contemporary Japanese culture, I was also curious as to what that furor achieved, and the why of 177's production. In this review, I will argue that 177 and similar such works represent gendered power dynamics in Japanese culture, operate in intentional contradistinction to moral sexuality as an extension of nation-building and family-making, and that these titles reflect Japan's interpretation of ethics -- in relation to pornography -- in a manner incongruous with Western perceptions, necessitating a knowledge of their context.

Rife

There's an undeniable prevalence to rape and sexual assault in eroge generally not seen in Western produced erotic games. The obvious keystones include AliceSoft's Rance series and Illusion's titles like RapeLay and Battle Raper. However, these works are not anomalies in the sea of eroge. Searching the Rape tag on VNDB gives over 5,400 total results. 3,855 have a tag score above 2.0, meaning a step up in importance above "the tag certainly applies."[3] 517 garner a 3.0 meaning "the tag applies, is very apparent and plays a major role."[4] These numbers do not account for the plethora of doujin works on platforms like the NEC PC-88 and PC-98, or contemporary releases on storefronts like DLsite. Furthermore, this only quantifies visual novel releases. A cursory search of DLsite bears 282 eroge titles tagged Rape. And this says nothing of Rape anime/manga hentai or erotica. ExHentai has over 81,000 doujinshi, manga, and CG galleries tagged Rape in Japanese, even then only representing uploads from 2007-onward. That's out of over 770,000 total works in those categories. Though a wider and more thorough analysis would garner more accurate numbers, what I am trying to convey the presence, prevalence, and pronouncement of rape in Japanese pornography.

None of this is new, as the 1986 release of 177 would already intimate. Depictions of rape in Japanese visual art go back at least as far as the late 18th century, seen in the ukiyo-e prints of Koryūsai and Utamaro. Even as far back as the Heian period, rape plays a prominent, if not important, role in Murasaki Shikibu's Genji Monogatari. Widely considered one of the first literary novels, Genji Monogatari is a critical work in its detailing of aristocracy in Heian Japan, including its moral code. Furthermore, its role in the cultural zeitgeist of Japan to this very day has it informing other works from nougaku theatre to television adaptations to manga to women's gossip magazines. Rape is by no means the primary focus of Genji Monogatari, to the extent that most discussion of the work either eschews mention of it or relegates it to a footnote, but I bring it up because it is undeniably a part of the work.

Esteemed translator of Genji Monogatari into modern Japanese, the late Jakucho Setouchi, noted that the clandestine and tasteful acts of sex therein were "all rape, not seduction."[5] English translator of Genji Monogatari, Royall Tyler, takes umbrage with this assertion of rape, stating that in this time period, no woman could properly give consent in a decent or proper manner, thereby making any first-time sexual encounter within established social bounds meet our contemporary definition of rape.[6] The particulars of a 'correct' reading here are far too complicated to dive into (and I don't consider myself well-read enough to argue one way or the other), but the chapters following Genji's death are so fervent in their description and criticism of rape that even if Genji is not a rapist, Murasaki's world is still abound with rape. Returning to Tyler's position, Genji can be understood to not be raping his victims because they are seduced prior to, during, or after sex. Regardless of if this is valid for those women, the work and this reading thus perpetuate a litany of rape myths we still deal with contemporarily, and that are still seen in the pages of hentai manga or the scenes of eroge. I bring this up because the claim of 'alleged' rape being a preliminary step to marriage is critical to 177, as well as RapeLay, the Rance series of titles, and a large swath of eroge.

An Overview of 177 by Macadamia Soft

「強姦…ゲームなら罪になりません」[7]
「Rape… it's not a crime if it's a game」

On the title screen for 177, we see a young red-haired woman flanked by trees on either side of the path she walks. The path splits into three branches. The woman wears a white sleeveless blouse and red skirt. She looks over her shoulder and breaks into a jog, accelerating to a rapid pace. The internal speaker of the NEC PC-88 clicks in time with her footsteps. As the game loads you hear a deep heartbeat. There's no build up to the chase here, it happens before the player even gains control.

The manual (emblazoned with 177 and an all-caps RAPE beneath it) stipulates that to enjoy the game, one must 'become' a rapist.[8]

The game screen features an animated sprite of the woman in the top left, constantly looking over her shoulder. Beside her is a map showing the start point, winding and branching paths, her home, and a graveyard.

The woman's name is Kotoe Saito. She is a 21 year old pink-collar worker for a foreign computer company. She is 160.9cm tall. Her blood type is A. Her three sizes are 82-60-83. She has a bright personality and a partner named Akira Shindo. Her parents approve of their relationship.

The player character is a 26 year old man named Hideo Ouchi. He has been working at an automotive factory for eight years. His hobby is browsing manga in convenience stores at night. His personality is serious but taciturn. He is poor at socialising. The other tidbit of biographical insight we get is that his 'target' is Kotoe Saito. This is a premeditated rape, as Hideo has been scouting out Kotoe's commute to and from work to determine how to chase and rape her. Hideo doesn't want to enact a sexual violence onto any woman, he wants to hurt this specific woman.

The bottom of the game screen shows Kotoe and Hideo in a mad dash to the left of the screen. Stumps, stones, graves, fans, cats, skunks, turtles, dogs, and moles stifle your chase of Kotoe. The player can throw bombs to increase their score, destroy obstacles, and slow Kotoe down. Picking up street signs changes Kotoe's escape route to keep her from getting home. Everything in your path hampers your movement, and the closer you get to Kotoe, the less time you have to react. When you're within striking distance of her it's a pure gamble as to whether or not you'll succeed. When the player reaches Kotoe, they strip an article of her clothing off as her portrait shrieks. First the blouse, then her skirt, then her bra, lastly her panties. The difficulty is obscene to the point of frustration, perhaps deliberately to make the eventual 'reward' of rape and sexual gratification all the more satisfying. Catching up to her a fifth time has Hideo pin Kotoe to the ground as the heartbeat returns. Thus concludes Act One of 177.

The screen goes black and shows us Hideo raping Kotoe. In the top we see percentages assigned to the four cardinal directions. Next to it is a Power metre rapidly counting down. Below that, a Desire metre changing its reading rapidly. Underneath the percentages is a pink orchid which slowly opens its petals fully in bloom. Drops of water land on it. The bottom left corner displays the four cardinal directions the player can maneuver themselves as they rape Kotoe. Assuming a position which obfuscates the penetration, we see Kotoe's distressed face and sometimes an exposed breast, the rest of her covered by Hideo and his undulating hips. Kotoe lets out the occasional yelp.

Should Hideo's power metre reach zero, he is arrested and Section 2 of Article 177 of the Japanese Criminal Code is quoted, which altogether states:

"Article 177. (Rape)
A person who, through assault or intimidation, forcibly commits sexual intercourse with a female of not less than thirteen years of age commits the crime of rape and shall be punished by imprisonment with work for a definite term of not less than 3 years. The same shall apply to a person who commits sexual intercourse with a female under thirteen years of age."[9]

This ending comprises one of two 'bad endings' in 177, the other happening if Kotoe reaches her home. In that event, she jumps for joy and the game ends, no punishment for battery or attempted rape.

If the player instead gets the Desire metre high enough for long enough, the orchid will quiver and Kotoe screams in a pink speech bubble instead to indicate her orgasm. The Desire metre isn't Hideo's own lust, it represents Kotoe's growing attraction to Hideo, suggesting continual rape eventually crosses a boundary of becoming ordinary, consensual sex. The screen fades to black again before we see a photograph of Kotoe in bridal attire with a demure expression. The sun rises behind Mount Fuji, and Hideo lays on the ground in the same clothes from Act One, propping his head up and wearing a weary expression. Below the picture reads "Well, I'm beaten." The implication is thusly, similar to Genji Monogatari and representative of rape myth beliefs, the victim's orgasm means they weren't raped, that she wanted it, and that this is an act of seduction rather than assault. Considering her protestation throughout the course of her rape, the genuine terror in her eyes during Act One, and her incredible glee if she makes it home successfully, her alleged enjoyment is a laughable falsehood, perpetuating rape myth acceptance by wrapping it all in a happy bow. So supposedly smitten is Kotoe that her relationship with her partner Akira is called off so she can wed her rapist. Hideo is meant to be an target of pity, doomed to domesticity with a woman he lusted after but perhaps did not love.

The 'Story' of 177

Across all discussions of 177, not a single one makes mention of the manual. I present here a transcription of the story of 177 presented therein, machine translated with some light edits for readability:

"強姦…ゲームなら罪になりません
[Rape… it's not a crime if it's a game]

「177」物語
このゲームを楽しむには、強姦魔になりきることが大切です。気分をもりあげる意味でもこのストーリーを読みましょう。クリアするためのテクニックもお教えします。
[177 Story - To enjoy this game, it is important to be a rapist. Read this story to help life your mood. We will also teach you some techniques to clear the game.]

[強姦]。 美際の行為に及ぷ者はいない。なぜならば刑法第177条「強姦罪」に触れる事になるからだ。しかし、ゲームなら可能である。このゲームは、世の男性・女性諸氏の健全かつ正常なる愛の営みを願い開発されました。あなたの心に潜む、その危険な願望をゲームの世界で存分にお楽しみください。決して現実の世界に足を踏み入れないために。
[[Rape.] No one should engage in the act of rape. This would be a violation of Article 177 of the Penal Code, outlining the crime of rape. However, it is allowed in a game. This game was developed with the hope that men and women in the world will have healthy and normal love lives. Please enjoy the dangerous desires that lurk in your heart to the fullest in the game world. Never bring these acts into the real world.]

Chapter 1
21歳のOL斉藤琴恵は、残業で帰りがすっかり遅くなってしまい、いつもの道を足速に家へ向っていた。ガサガサと、後ろの草むらから音が聞こえる。振り向いた琴恵の顔のすぐ近くに、目をギラギラさせた男の顔があった。「ねーちゃん、ええことせえへんか」男は琴恵のふくよかな胸を鶩づかみにした。琴恵は男の手をふり切って、一目散に逃げ出した。
[Kotoe Saito, a 21-year-old office lady, was heading home along her usual path at a quick pace after working overtime and leaving late. She heard a rustling sound coming from the grass behind her. When she turned around, the face of a man with glazed eyes was close to Kotoe's. The man grabbed Kotoe's plump breasts. Kotoe shook off the man's hands and ran away at once.]

Chapter 2
琴恵は必死に走った。今はとにかく逃げるしかない。あんなのにつかまったら何をされるかわからない。考えるだけで鳥肌が立ってくる。男は一瞬ひるんだが、二ヤリと不敵な笑いを浮かべるとまた、琴恵をめがけて追ってきた。だんだん琴恵に近づいてくる男の足音…。「追いつかれる…」男は琴恵の服をつかむと、カー杯引き裂いた。
[Kotoe ran desperately. Right now, she had no choice but to run. If that man grabs me, I don't know what he will do to me. Just thinking about it gave her goosebumps. The man flinched for a moment, but then he gave a wry grin and ran after her again. The sound of the man's footsteps gradually approached Kotoe… The man grabbed Kotoe's clothes and tore them off.]

Chapter 3
男は一瞬自分がが引き裂いた服に見とれていた。琴恵はその隙に逃差点まで来た。右側はいつも通っている近道だったが、琴恵は迷わず左へ曲がった。この男はつ琴恵を髪うのも計画的犯行だった。男は数日前から秘かに彼女の後をつけ、この辺ー帯の地形を把握し、スイッチを操作すれば、自動的に動く標識を交差点全部につけていたのだった。
[The man looked for a moment at the clothes he had torn off. Kotoe took the opportunity to run to a crossroads. On the right was a shortcut that she always took, but she did not hesitate to turn left. The man's attempts to rape Kotoe were premeditated. He had been secretly following her for several days, and he knew the topography of the area and had placed signs at all the intersections that moved automatically at the flick of a switch.]

Chapter 4
琴恵の必死の逃走も空しく、スかート、ブラジャー、パンティー、次々と脱がされ、全裸にされてしまった。「次で最後だ」男は期待に胸と下半身を膨ませて、こう思った。琴恵はもうこれ以上速く走ることはできなかった。だんだん男の荒い吐息が近付いて来た。琴恵はついに押し倒されてしまった。
[Kotoe's desperate attempts to escape were in vain, as she was stripped of her skirt, bra, and panties one after the other, until she was completely naked. "The next time I catch you will be the last," the man thought, his chest and loins heaving with anticipation. Kotoe could not run any faster. Gradually, the man's rough breathing came closer and closer. Finally, Kotoe was pushed down.]

Chapter 5
男は素早く服を脱ぐと、ぐったりした琴恵に乗っ掛ってきた。愛のないセックスは琴恵にとって苦痛だった。そんな彼女をよそに男は腰を動かすのに必死だった。なぜなら、「腰をうまく使って彼女が温れてしまえば、このセックスは同意の上ということになる。もし起訴されても罪に問われないだろう」男は患かにもそう考えたからだ。
[The man quickly removed his clothes and climbed on top of the limp Kotoe. The loveless sex was painful for Kotoe. The man was desperate to move his hips in spite of her. "If I use my hips well and make her cum, it means that this sex is consensual," thought the man. Even if he was prosecuted then, he would not be charged with a crime.]"[10]

The (Hi)story of Macadamia Soft

The specifics of development studio Macadamia Soft are difficult to pin down precisely, not only due to most resources being in Japanese, but also because early computer software was seen as ephemeral and inconsequential enough to not warrant extensive documentation. This section is my attempt to piece together the origins of Macadamia Soft and 177.

In 1980, a Sapporo-based computer shop was founded under the name 'Computer Land Hokkaido' (株式会社コンピューターランド北海道). As was typical of many developers in the infancy of the home computer revolution, 'Computer Land Hokkaido' was a store which sold computer software and hardware, with software development happening behind the counter as a secondary commercial endeavour. That department, under the name '7 Turkey,' released at least seventeen titles for the NEC PC-6000, PC-8000, and PC-8800 series of 8-bit home computers.[11] Around 1983, '7 Turkey' changed their name to dB-SOFT alongside the release of one of their most important games, Flappy.

dB-SOFT's first adult title, Don Juan, was released in March 1984. A 'game of debauchery,' it tells the story of a casanova trying to seduce a woman named Madoka while avoiding debt collectors.[13] Madoka can be sweet-talked into sex with a highly difficult pickup line guessing game. Eventually presenting her 'flowers' to Don Juan and having sex with him, her buttocks undulate similarly to Hideo's in 177. Don Juan is of low quality in terms of its gameplay and graphical goods, but this anti-social function of holing yourself away with a woman paved the way for dB-SOFT's later eroge releases.

By 1985, as recalled by Yasuhito Saito in a 2013 interview, 'Computer Land Hokkaido' was still operating as a general computer store in the front of their building.¹² Behind it were the administrative and sales departments, then a planning division, a Japanese-style work area (desk all together, no cubicles), and lastly a cordoned off area known as the 'secret development room.'[13]

That year saw the publication of Macadam: Futari Yogari [Foreplay for Two] under dB-SOFT's new Macadamia Soft imprint, created to further differentiate their adult works from their other titles as Don Juan had failed to do.[14] Not all reputable software firms created such imprints (though Koei did create their own "Strawberry Porno Game Series" label, for one), but what cannot be understated is how pervasive eroge was for those firms. Browsing databases for the era's Japanese home computers, and retrospective review sites like erogereport, show countless erotic works developed and published by the likes of Hudson, Enix, Square, Nihon Falcom, Championsoft, ASCII, JAST, and Pony Canyon. It should come as little surprise that the team that brought us Flappy also made Don Juan and 177; their contemporaries who would create Dynasty Warriors released 1984's My Lolita, an erotic surgery simulator; the makers of Dragon Quest slapped their publisher label on a contest winner's Lolita Syndrome in 1983.[15] There wasn't much shame in creating these works as a company as they satisfied a market niche and helped fill corporate coffers.

Macadam tasked the player with using vibrators, candles, their mouth, a feather, and a whip on four different women to bring them (and presumably the player) to orgasm. Each women presents herself in seven poses (stages), with their pleasure being increased by targeting their weak points (marked by stars) with their preferred implement. The astute reader might already be drawing parallels between Macadam's gameplay and Meet and Fuck flash games. The comparison is apt given the strict progression of pleasure therein, though Macadam has actual challenge to it, particularly in the 'final action scenes' for each woman which involve rapid keyboard presses of increasing difficulty.[16] This same style of quicktime gameplay reemerges in 177, just as the presence of candles and whips betray the softcore nature of Macadam like an ill portent of what was to come.

Macadam was allegedly a bit of a shock upon its release partly due to its novel gamification of foreplay, earning it the description of a 'touch game' (similar mechanics had actually been seen earlier in CSK/LOVECOM's 1983 卍 MANJI for Fujitsu FM-7 and NEC PC-88).[17] By pure coincidence, Macadam released in close proximity to Mike Saenz's MacPlaymate, wherein players similarly seduce a woman with different 'toys.' Though MacPlaymate took off like wildfire, Macadam was relegated to a more quiet interest as it required players to have a mouse back when they weren't standard with home computers.

In 1986, with two moderate eroge successes under their belt, dB-SOFT's development team sought to create another title for their new label. One employee who specialised in adult software, described by Saito as an ojii-san "who used to be a taxi driver," came up with the proposal for 177, with Saito charged as main programmer and composer, and graphic design being headed by an unnamed female employee.[28] Also known as Shibata-san, this employee, in addition to the core game, came up with the idea for the 'good ending'. Throughout development and following 177's release, there was allegedly never an air of concern at dB-SOFT. As Saito puts it, "We didn't think we were making something bad. It just happened to become the topic at the diet. But of course none of us were able to tell that to our parents, and even now my parents don't know that I was involved in creating 177."[19] That lack of worry towards their craft was purportedly due to the work culture of dB-SOFT, with employees working on a litany of software from word processors to games to erotic works. Their rotational schedules meant they regarded the work on 177 less as making a game about rape, and more as just programming, combining audio and visual parts with code. Takaki Kobayashi noted that "even female staff were debugging 177, and [they] would just do it without any particular emotion. [They weren't] embarrassed, and would say "Why can't I take her clothes?"" This would-be condemned title was internally considered fundamentally no different from working on productivity software. "It was what they did, and even the package was created by a female member of staff in the advertising section," recalled Kobayashi, just as female art students had reportedly made the scenes in Macadam as well.[20]

The 177 Controversy

On October 10, 1986, Councillor Shozo Kusakawa, member of the religious-conservative New Komeito party presented 177 to the Japanese National Diet to demonstrate that hurtful software should have its sales restricted. The lack of restrictions already in place, as he argued, had children effectively competing with one another for the purchase of eroge, to the point of children shoplifting them at times.[21] He asked the Diet to open the sealed plastic bags containing the software he had brought, and spoke firstly of 177. This was the first time eroge had been brought up in the National Diet. In Kusakawa's eyes, the title coupled with the packaging's claim that the rape experience is thrilling manifested a mockery of Japanese criminal law.[22] With computer use skyrocketing in the mid-1980s to the point where most Japanese households owned a computer of some form (including game consoles), the concern was that this space was unregulated and, in part, unknowable.[23] Independent doujin releases could be made in the privacy of a home or behind the closed doors of a computer shop's backroom, copies could be made rapidly and cheaply, they could be sold with little to no scrutiny by those same computer shops, they could be illegally duplicated with basic equipment; when a title like 177 released, it could theoretically spread like wildfire, including publication in magazines catered to computer users, long before parents could even be aware of its presence or content.[24] Worse yet, children and teens seemed to have more interest in using computers for games (including eroge) rather than what they were being pushed for, education purposes.

Kusakawa's issue with 177 and eroge was not merely its content, but its context. His argument centred on the notion that, "while people can read about or look at illustrations of such situations, the context of rape transformed into a game was far more problematic."[25] The manual may have stated that not to bring the contents of the game into the real world, but that required one to actually read the manual (resplendent with complex kanji without accompanying furigana) if players even had the manual. If a player had a copied version, they might not have the supplementary materials. Further still, one would have to read the manual's text without seeing it as a sarcastic afterthought, taking its stress on leaving rape purely in the game at face value; given the lighthearted tone and argumentation of what is and is not rape, such a serious reading seems unlikely. Kusakawa and Shiokawa Masajuro, then Minister of Education, firmly stated that, though these works were protected due to freedom of expression, there still needed to be an onus on developers and retailers to refrain from promoting and selling such software titles to minors. Concrete steps were not taken at first when the Ministry of International Trade and Industry implored the software industry self-regulate its content. It would not be until the arrest of Miyazaki Tsutomu in 1989 that the issue would re-emerge for debate.

The team at dB-SOFT never thought 177 would become a topic of national concern, particularly due to the anarchic state of software development in the early to mid 1980s. If anything, the ending was intended to ebb any consternation as Hideo was, in effect, 'taking responsibility' for what he had done by marrying Kotoe.[26] Even in the wake of the furor surrounding 177, dB-SOFT was largely unaffected. The national moral panic partly influenced their decision to pull out of the eroge space, though Konyamo Asama de Powerful Mahjong in 1988 would still bear light erotic elements. dB-SOFT was in fact pleased with the media coverage as it led to increased sales and notoriety afforded to them.[27]

The controversy might itself seem minor and quaint compared to the United States' 1993-1994 congressional hearings on video games in the wake of DOOM, Mortal Kombat, and Night Trap. That moral panic saw tangible effects with the development of the ESRB and countless other rating systems self-imposed by publishers, but the same was not the case for Japan. Even when eroge was under scrutiny in the 1990s, little firm action was taken, and CERO wouldn't be established until 2002. The RapeLay controversy did not stymie the development of rape-centric eroge either, instead Japanese publishers chose to deny access to their works to those outside of Japan. What the 177 incident demonstrated was an intense reluctance on the part of the Japanese government to impose censorship outside of what laws were already in place. The moral panic asked parents to be mindful of what content their children were or might consume, rather than punish the industry or its intended customer base more broadly. The following section goes into why Japan wasn't as concerned with the production of rape-centric work as the Western world has been.

Commodified Sex & Rape (Culture)

Anyone with a passing knowledge of Japanese erotic works knows the abundance of rape, bestiality, scat, gore, incest, and sexualisation of minors therein. It would be irresponsible to say it applies to a majority of works, but the point is these aspects are hard to miss. As demonstrated near the beginning of this text, rape plays a prominent role in innumerable Japanese-language works, but rape hentai and eroge have entered the zeitgeist outside Japan as well; consider the popularity and awareness of the aforementioned Rance series by Alicesoft or ShindoL's Metamorphosis. These 'disgraceful' works, be they about sexual disgrace, sexual assault, or rape, certainly stand out as Nagayama Kaoru highlights in their history of eromanga, but 'pure disgrace' works like 177 are a relative rarity, at least in theory.[28]

To understand the cultural context that permitted then condemned works like 177, we need to look at how erotic content is consumed in the Japanese market, particularly before the advent of the Internet. As Yakuza players are likely aware, vending machines did (and still do!) carry erotic works and sexual paraphernalia in a rather open context, as did (and do) konbini. These materials were not cordoned off in the same way they were in the western world; arousing items were everywhere to the point of their visibility effectively being an invisibility. While erotic photography was made to abide by strict guidelines vis-a-vis production, consumption, and promotion, ficticious works like eroge and eromanga were more openly tolerated and gazed upon.[29] The partaking of eromanga was thereby common, with a market saturated and open enough for prices to plummet and to breed a culture of rapid, consistent purchase. With skyrocketing land prices in the 1980s and 1990s, most Japanese workers in cities lived in the suburbs with potentially astoundingly long commutes by train. Those commuters were easy to convert into consumers in no small part due to the liminality of transit; a commuter train car is not conducive to a maximally realised relaxation, nor productive labour in a pre-Internet landscape. It should come as little surprise then that those commuters accounted for sixty percent of all printed mass media sales around 177's release.[30] This mass consumption would thus suggest a commonplace standing of the typified male dominance, female victimisation, and sexual violence/assault in Japanese eromanga and erotic works more broadly. As cultural anthropologist Anne Allison argues, this generalised and universalised reading of pornographic material as (re)producing male dominance, chauvinism, violences, and privileges -- proffered by anti-pornography radical feminists Andrea Dworkin and Catharine MacKinnon during the feminist sex wars of the 1980s -- ignores and erases cultural contexts and that non-cishet-males "have found pleasure and empowerment in particular pornographies […] which has the effect of moralizing against, rather than advocating, the sexual agency of women."[31]

Erotic works consumed in this mode by no means account for the totality of these sales, but they operate in service of a similar goal as other printed mass media. Consider the plethora of Japanese print mass media works dealing with the relatively mundane: slice-of-life, romance, sports, drama, mahjong, comedy. These are often as popular as more outlandish, bolder, fantastical works. What journalist Shinichi Kusamori claims regarding those grounded light novels, manga, and magazines, is that a lack of time for substantive engagement in hobbies or socialising necessitates the consumption of this material.[32] As a fan of mahjong unable to make time for actual play, Shinichi partook in the Baudrillarian simulacrum of mahjong, playing the game vicariously through manga. Counter to the notion that increasing popularity of mahjong manga would correlate with rising popularity of the physical game, Shinichi demonstrates that their relation is inverse, the simulacrum in effect supplanting the real.[33]

We can extrapolate this to other genres with ease and validity. Japan's birthrate has been on the decline since the mid-1970s, with the rigours of capitalism demanding ever more time and energy be devoted to work rather than the home life. With less time to enjoy non-work life, slice-of-life manga fills that void. With less time to pursue romance, romance manga fills that void. Without time and energy to engage in sexual relations, eromanga brings satisfaction without the actual act. It stands to reason that this is not unique to print media either. Mahjong, sports, romance, and sex are all time and energy commitments that can be approximated through play. Eroge thus serves a similar purpose to eromanga and pornographic works as a whole, but bringing it into the confines of the home (or computer cafe) without the additional effort and labour of the act. Skip the foreplay, get to the point of release. This can be taken even further with the popularity of soaplands, image clubs, pink salons, nuru/sumata massage parlours, compensated dating, fashion health shops, peep shows, mistress banks, and salacious karaoke bars. Sex and romance have and had become commodities in and of themselves, a labour on the part of the 'product,' paid for with the spoils of labour by the purchaser, the fiduciary cost being offset by the lack of time investment.[34]

Japanese commentators (as quoted by Allison) Kusamori, Takeru Kamewada, Tadao Sato, and Akira Nakano argue that sex fit the medium of manga better than anything else because the content depicted, usually of an 'offensive, secretive, dark, violent, evil, dirty, and lewd' nature reflects the attitudes in Japan towards sex as a whole. It is not some unconscious, accidental by-product that was willed into existence. Japanese erotic works are, as visual culturalist Sharon Kinsella puts it, "the end product of a series of complicated conscious social exchanges and intelligent cultural management," a deliberate realisation and commodification of acts which might not be attainable due to time, anxiety, or social knowledge.[35] The hows and whys of sex didn't stay in eromanga either. One of the first erotic games ever, Koei's 1982 Night Life was marketed not just for its lewd imagery, but as an aid for sexual education for couples, including a period tracker and questionnaire to suggest sex positions. Night Life and erotic works should thus be understood not purely for personal sexual gratification, but for sexual knowledge and the promotion of intimacy as well. Not that that stops the consumer from seeking pleasures off the page or screen, however, as the phenomenon of chikan on public transit demonstrates.

It would be disingenuous to describe eromanga or eroge on the whole as elucidating and informative to the public, or as some wholesome if lascivious body of work. It is a fact that erotic works largely recreate the male gaze, the Freudian fetish, the Lacanian objet petit a. What is placed on the page or screen is a recreation and representation of sexual fantasy and desire, reinterpreted, reiterated, and reproduced by and for a culture. The female body is frequently transgressed upon, be it through molestation, harassment, being gazed upon voyeuristically, rape, or sadomasochism. Whether these fictitious women are shown enjoying this transgression or not, they bear physical, mental, or spiritual marks of violence imposed upon them, as men see, possess, penetrate, and hurt them.[36] Should women demonstrate their own will and initiative, they are often put back in their place as subordinate to men, subservient to the gender order. And yet these works were and are available with astounding openness compared to the Western (particularly, American) compartmentalisation of sex into the realm of privacy.[37] In the mid-1980s there was more clamouring from the government and advocacy groups about depicting pubic realism than there was about showing rape, or the sexualisation of minors.[38] By 1993, it was reported by the Youth Authority of Somucho that approximately 50% of male and 20% of female middle and high schoolers frequently read eromanga, yet the Liberal Democratic Party's 1991 introduced legislation to reduce sales of eromanga to minors floundered.[39] Japan at the time had a Child Welfare Law which prohibited child prostitution, but no law against child pornography; even the consumption of pornographic materials by minors was more a moral concern than a legal one. Maybe it really is no big deal. Japan has one of the lowest rates of rape in the world after all; perhaps this openness and contextualisation of sex actually serves its purpose as a sort of release valve for frustration. Perhaps they know something we don't.

The (In)Visiblity of Rape in Japan

Allow me to problematise the notion of Japan's low rape rate. A reading of sex crime statistics done at face value shows a clear downward trend for already obscenely low numbers.[40]

This downward trend from 1972-1985 seems concomitant with rising sales and production of sexually explicit material, including that which depicts rape. Similar trends were historically seen with the rise of sexually explicit materials in Denmark, Sweden, and West Germany following the legalisation of pornography therein in 1969, 1970, and 1973, respectively.[41] Sexologist Milton Diamond and cultural anthropologist Ayako Uchiyama emphasise that rape has always been taken seriously in Japan, and that inhibiting factors for the reporting of rape (and other sex crimes) have diminished, thus making this trend reflective of an actual decrease in rape cases.[42] Furthermore, the Japanese Ministry of Justice espouses its own rationale for Japan's low crime rate, citing, among others, a highly law-abiding citizenry, a web of informal social control in local communities, a highly cooperative spirit of the citizenry towards the criminal justice system, and efficient, just, and effective investigations and functions by criminal justice agencies.[43] If we work with the numbers for 1985, when Japan's population was 120.8 million, that means there was only one rape victim for every 67,000 citizens. In the United States that same year, 88,670 forcible rapes were reported, or one per 2,680 citizens. That Japan could have, per capita, only 4% the number of rapes as the United States should raise eyebrows, particularly when so much sexually explicit material caters to sexually violent proclivities.

It is difficult to outline the situation for rape victims in 1985, but we can look at the situation in other years to see how Japan's still low numbers do not add up. A 2000 survey by the Gender Quality Bureau founds 48.7% of women over the age of 20 had at least one experience of being groped.[44] Similar surveys in 2001, 2003, and 2004 found a wide range of between 28.4% and 70% of young women being victim to chikan incidents. By all accounts, chikan constitutes sexual assault even according to the Japanese Criminal Code, but a mere two to three thousand chikan are arrested annually. Immediately we see a phenomenal discrepancy between the number of incidents, and the number of reports/arrests; chikan is such an epidemic in Japan that women only trains have been operating in Tokyo since 1912. Such settings were not exclusively to limit the incidents of sexual misconduct - there was belief that women were unsuited to crowded commuter trains - but it was informed by it nonetheless as their rise in prominence came after the newspaper Yomiuri reported on chikan incidents.[45]

Sexual violence too has been tremendously under reported according to the Japanese government's own statistics. Around 2015, over 95% of such incidents were not reported to the police, in so small part due to the culture of shame around rape in Japan, typically placing blame on victims rather than their rapists.[46] In a period before 2017's reform of Article 177, rape was also difficult to prove and only constituted violent, force vaginal penetration by a man's penis. Oral or anal rape, or forced penetration with implements thus didn't constitute rape, making it more difficult to report and to see justice served. Returning to 177, there remains a popular misconception that rape is part of the courting act, that it is a flattery, that it is not rape if a woman 'enjoys' it; Kotoe was in effect seducing Hideo rather than Hideo enacting a sexual violence upon Kotoe. Even when rape victims do try to seek help, they are subjected to ridicule, trauma, and apathy. By way of example, when Catherine Jane Fisher, an Australian woman, was raped in 2002, she was brought back to the scene of her rape, questioned relentlessly by male officers, and denied the opportunity to go to a hospital as rape victims did not constitute urgent patients.[47] Following her gangrape in 2000 Mika Kobayashi sought from and provided support to other rape victims, finding that only 1% of them had made a report to the police.[48] When Shiori Ito was raped in 2015, the Japanese legal system undermined and ignored her, unable to get information on where to get a rape kit without going through a preliminary in-person interview. Police discouraged her from filing a report, she was told her career would be in jeopardy, she was told she didn't act like a victim, she was discouraged from pursuing legal action, she was forced to recreate the scene of her rape and the act of the rape itself while investigators photographed her.[49] In the wake of Ito's story, a 2017 survey by Japan's central government found one in thirteen women said they had been raped at some point in their lives.[50]

Make it make sense, make it add up

It is my sincere hope that I have demonstrated that Japan's widespread plethora of rape-centric sexually explicit materials do not, in fact, represent a release valve for societal frustration, and do not explain a 'shockingly low rape rate.' The prevalence of 'disgraceful' works seems to have no direct causal effect on rape rates at all, and certainly not to the extent that advocates for Japan's pornographic leniency would have us believe.

Over 7,000 words and I don't have a conclusion. I thought my research would give me an answer to the prevalence of rape media in Japan that was more nuanced than that people enjoy it. It didn't.

I was paralysed by fear of what talking about 177 would entail. How can I talk about a culture that isn't my own and impose upon it my own morals and ideals? The answer is that I can't without coming across as aggressively neutral, and so I'll put aside that hang-up for a moment. This is off the cuff so forgive the brain dump.

I don't personally have a problem with rape playing a central role in works of fiction. So long as it is not overly glorified, I consider it akin to any other fetishistic representation of depravity in explicit material. I don't think it should be readily available with the same openness as, say, PornHub's frontpage content, but prohibiting its circulation and creation only breeds an atmosphere of want. We want what we can't have. When I read that 177 had caused a controversy, I thought it would be substantial with wide-reaching effects towards an ethical betterment of Japanese society. Rape itself is bad. Rape is deplorable. Rape should not be enacted on anyone. The carefree attitude the Japanese government and Japanese society had (and largely still have) towards rape and rape victims is appalling. Not only does it perpetuate the same patriarchal notions of male dominance over women, but it reinforces the stifling of progress for and by anyone who is not a cishet-male. Call me an SJW if you'd like, if it means not being on the side which is defending rape, I'll wear the label with pride. It isn't that I want Japan to be more like the Western world. Far from it. It is that I want women, queer people, and minorities to be afforded the same opportunities, the same privileges as men have. It is that I don't want my heart to ache when I read some unrepentant weeaboo defending rape or lolicon or guro as evidence of an 'enlightened culture'. What I want more than anything is for people to consider the cultural contexts of that which they consume. I want people to understand this being considered okay, that not looking at these works critically is itself abhorrent and ignorant. I want people to be able to live their lives without fear.

I want there to not be hurt in this world.

Is that so wrong?

----------------------------------------------------

[1] "List of controversial video games," Wikimedia Foundation, last modified November 14, 2022, https://en.wikipedia.org/wiki/List_of_controversial_video_games.

[2] Ibid.

[3] "Tags & traits," The Visual Novel Database, accessed November 26, 2022, https://vndb.org/d10.

[4] Ibid.

[5] Kaori Shoji and International Herald Tribune, “Setouchi Jakucho Takes Japan Back 1,000 Years,” The New York Times (The New York Times, January 23, 1999), https://www.nytimes.com/1999/01/23/style/IHT-setouchi-jakucho-takes-japan-back-1000-years.html.

[6] Royall Tyler, "Marriage, Rank and Rape in The Tale of Genji," Intersections: Gender, History and Culture in the Asian Context 7 (March 2002): note 2.

[7] Macadamia Soft, 177 Manual, 1986, https://archive.org/details/177_manual/page/n6/mode/2up.

[8] Ibid.

[9] Japan, Penal Code: Act No. 45 of April 24, 1907, Tokyo: Ministry of Justice, https://www.japaneselawtranslation.go.jp/en/laws/view/1960.

[10] Macadamia Soft, 177 Manual.

[11] See PC-6001活用研究 プログラミングの基礎からマシン語の応用まで (Dempa Shimbunsha: 1983).

[12] "『ドンファン』 概要," エロゲ調査報告書, accessed November 26, 2022, http://erogereport.blog.jp/archives/1301698.html.

[13] John Szczepaniak, The Untold History of Japanese Game Developers (United States: Hardcore Gaming 101, 2014).

[14] Ibid, note 282; "『マカダム』 概要, エロゲ調査報告書, accessed November 26, 2022, http://erogereport.blog.jp/archives/1301712.html.

[15] Jérémie Pelletier-Gagnon and Martin Picard, “Beyond Rapelay: Self-Regulation in the Japanese Erotic Video Game Industry,” in Rated M for Mature: Sex and Sexuality in Video Games, ed. Matthew Wysocki and Evan W. Lauteria (New York: Bloomsbury Academic, 2015), 30-31.

[16] "『マカダム』 概要," エロゲ調査報告書.

[17] Ibid.; "Macadam 二人愛戯 (マカダム)," Macadam 二人愛戯 (マカダム) - 1985年発売 (美少女ゲーム マイヒストリー, January 11, 2022), https://bishojoghist.blog.fc2.com/blog-entry-271.html; "『卍(まんじ)』 概要," エロゲ調査報告書, accessed November 26, 2022, http://erogereport.blog.jp/archives/1301696.html.

[18] Szczepaniak, The Untold History.

[19] Ibid.

[20] Ibid.

[21] Japan National Diet, "First Meeting of the 107th Members' Committee of the Balance of Account of the National Diet [第107回国会 衆議院 決算委員会 第1号 昭和61年10月21日]," Kokkaikaigisen kesna shisutemu, October 21, 1986, transcript, no. 169.

[22] Ibid., no. 169-171.

[23] Pelletier-Gagnon and Picard, "Beyond Rapelay," 32.

[24] Japan National Diet, "First Meeting," no. 173.

[25] Pelletier-Gagnon and Picard, "Beyond Rapelay," 32.

[26] Szczepaniak, The Untold History.

[27] Ibid.

[28] Kaoru Nagayama, Patrick W. Galbraith, and Jessica Bauwens-Sugimoto, Erotic Comics in Japan: An Introduction to Eromanga (Amsterdam: Amsterdam University Press, 2021), 169.

[29] Anne Allison, Permitted and Prohibited Desires: Mothers, Comics,and Censorship in Japan (S.l.: Routledge, 2019), 54.

[30] See Lawrence Ward Beer, Freedom of Expression in Japan: A Study in Comparative Law, Politics, and Society (Tokyo: Kodansha International Ltd., 1984).

[31] Allison, Permitted and Prohibited Desires, 54-55.

[32] Kusamori Shinichi, "Mizu no Ranpi," Juristo 25: 235.

[33] Allison, Permitted and Prohibited Desires, 59. See Nagisa Oshima, "Bunka.Sei.Seiji," Juristo 5401: 39.

[34] Allison, Permitted and Prohibited Desires, 59.

[35] Sharon Kinsella, Adult Manga: Culture and Power in Contemporary Japanese Society (Routledge, 2015), 14.

[36] Allison, Permitted and Prohibited Desires, 62, 64-65.

[37] Anonymous, "Racy comics a labeled lot now in Japan," Sunday Honolulu Star Bulletin and Advertiser, March 31, 1991, E-7.

[38] Allison, Permitted and Prohibited Desires, 150-151.

[39] Ibid.

[40] Anonymous, "Racy comics," E-7; Milton Diamond and Ayako Uchiyama, “Pornography, Rape, and Sex Crimes in Japan,” International Journal of Law and Psychiatry 22, no. 1 (1999): pp. 1-22, https://doi.org/10.1016/s0160-2527(98)00035-1, 6-7.

[41] Diamond and Uchiyama, "Pornography, Rape, and Sex Crimes in Japan," 9.

[42] Ibid., 11.

[43] Ibid., 12.

[44] Minoru Shikita, Crime and Criminal Policy in Japan from 1926 to 1988: Analysis and Evaluation of the Showa Era (Tokyo: Japan Criminal Policy Society, 1990), 353.

[45] Mitsutoshi Horii and Adam Burgess, “Constructing Sexual Risk: ‘Chikan’, Collapsing Male Authority and the Emergence of Women-Only Train Carriages in Japan,” Health, Risk & Society 14, no. 1 (2012): pp. 41-55, https://doi.org/10.1080/13698575.2011.641523, 42.

[46] Teppei Kasai, “Japan's Not-so-Secret Shame,” Sexual Assault | Al Jazeera (Al Jazeera, July 29, 2018), https://www.aljazeera.com/opinions/2018/7/29/japans-not-so-secret-shame/.

[47] Karryn Cartelle, "Victims finally learning to speak out against Japan's outdated rape laws," (Japan Today, April 21, 2008), https://japantoday.com/category/features/lifestyle/victims-are-finally-learning-to-speak-out-against-japan%25e2%2580%2599s-outdated-rape-laws.

[48] National Police Agency, "Notes of crime victims," Fiscal Year 2009: Measures for Crime Victims, 26-28.

[49] Julia Hollingsworth and Junko Ogura, “Japanese #MeToo Symbol Wins Civil Court Case Two Years after She Accused a Prominent Journalist of Raping Her | CNN Business,” CNN (Cable News Network, December 18, 2019), https://www.cnn.com/2019/12/18/media/japan-shiori-ito-legal-intl-hnk/index.html.

[50] Ibid.

game SUCKS i go to BED

In typical Game Freak fashion, this is technology from a decade ago being paraded around like it's cool when it's Pokemon. Accelerometers tracking your movement in the night certainly works as a means of tracking sleep, but integration with wrist trackers, smartwatches, and smart rings (and AI beds? Whatever that even means?) have allowed a greater degree of fidelity for users. Sleep as Android has been doing a damn good job of telling me I have horrible sleep hygiene for a decade, only improving with time. It has recommended ways of improving my sleep, alarms that go off only when I'm in a light sleep cycle so I'm less groggy, 'captchas' were I can only turn off my increasingly loud alarm with math, or tapping an NFC point, or shaking my phone like it owes me money. Not only am I firmly entrenched in my current sleep tracker, it has always been frictionless. I tap a widget, I put my phone beside me, I sleep.

Pokemon Sleep shows a fundamental misunderstanding of why sleep trackers are used, how they are presently used, where the market lies, and how the gamification of life actually works. This isn't Habitica or Fabulous trying to improve your life through things you don't already do. I have no choice in whether or not I sleep. The appeal of a sleep tracker is that it is set and forget, a companion for something I have to and will do anyways, so it better not be an annoying partner. If Pokemon Sleep wants the user to be concerned about the quality of their sleep, shouldn't it be able to sync up with existing hardware that can supplement its readings? If sleep is meant to be restorative, why is that rejuvenation immediately undone by tutorialisation and currencies and systems and a goddamn battle pass when I wake up? Why am I chastised when I wake that I only got 54/100 sleep points because I woke in the night and can only get 5-6 hours of sleep a night if I'm lucky? Why is the assumption that 8.5 hours of sleep is a perfect ideal for everyone to aim for? Why is there no accommodation for the peculiarities of the human sleep experience, for the insomniac, the narcoleptic, the medicated? The very least it could do is offer a sleep quiz, or a calibration period. The very least it could do is not inundate me with things I have to learn and keep in mind. The very least it could do is not make my phone radiate enough heat that my wrist tracker thinks something is wrong. The very least it could do is not eat 80%(!!!) of my battery at night so I panic when I wake up. And for the chronically eepy like me, the bare minimum amount of effort could be put towards not having a minutes-long load-screen before I can track my sleep. Last night I passed out waiting for it to complete. Y'know what it took for my wrist tracker to document my sleep last night? Nothing.

Nearly a year removed from its launch, free of recency bias, no longer swarmed by the theses of those more eloquent than I, I'm content in saying I don't like Elden Ring. I've beaten it a couple times, played solo and online, used a variety of builds, gone completionist and not, tackled its world in intended and unintended order, had fun and glazed my eyes over in boredom, been in awe of and readily mocked it through and through. I like so very much of it, but I don't like Elden Ring.

I don't like this GRRM-gilded world. There's a prevailing sense of deliberate obfuscation that apes the peculiarities of Demon's Souls and Dark Souls but it's a mere mimick. It is an inverse Rowling-style approach to worldbuilding -- she fills her holes and says they were always filled, Dark Souls had holes and never noticed them, Elden Ring creates holes to taunt the VaatiVidya watcher with the tar with which to fill them.

I don't like this ocean of content. Even if wondrous tsunamis are few and far between, the impetus to purposefully seek them renders them decreasingly effective. The novelty of Walking Mausoleums, Erdtree Avatars, winding tombs, subterranean cities all turn quickly to routine. I can only laugh so many times at a man getting hit in the groin by a football.

I don't like the perpetual breadcrumbs. Scattered like millet for fowl lay treasures for the taking. Of what use is a thousandth herb, a hundredth spirit, a tenth greatsword? None, so say I, if it caters only to that which I am not: the theorycrafter, the PvPer, the challenge runner. And for these redundant fragments to be handed to me after a repetitious romp through yet another imp infested tileset with a singular twist? I am left wondering why I put in the effort.

I don't like the ramp. Other FromSoftware titles, deliberately or not, have tremendous peaks and valleys in their presentations of power and the scope of encounters. From the terror of Ornstein and Smough to the odd simplicity of Sif to the potential headache of Four Kings to the humour of Pinwheel to the fear of Nito to the melancholic ease of Gwyn. Here, outside of minibosses, I proceed uphill eternal as Sisyphus. On paper it is an ideal, in reality it is a fatigue. Does it seek to frustrate? Does it matter? There is no reprieve on the intended path.

I don't like that this is designed for me to like it. Polished to a mirror sheen, every aspect is intended to appeal to me. A personality in flux to receive my adoration, never showing me that true, imperfect self. I long for the idiosyncrasies of a chance encounter.

I had so much fun with you, and I came away with the understanding it was all a falsehood. The dopamine was real. The sentimentality, a fiction.

I Uncovered the First Eroge Ever and it’s THIS?? (LOST MEDIA!!!) 😱
(Available on Bump Combat with photo accompaniment)
(Also on Gaming Alexandria)
One year ago, after weeks of intensive research, I put together a culmination of available knowledge on dB-Soft’s notorious, under-documented 177. My intent was for this to be the first of many projects detailing the cultural role and history of key eroge works. My research into 177 bore fruit for seemingly countless historical forays into the likes of Lover Boy, Lolita Syndrome, Night Life, and Emmy. Information on these titles was somewhat scant to be sure, but there was enough to construct a narrative. Lover Boy was knocked out in a couple days, and in revisiting my list of potential topics I was intrigued by a title I’d popped on there without much thought:
Yakyūken (Hudson Soft, n.d.)

Supposedly this predated Koei’s Night Life and even On-Line Systems’ Softporn Adventure by quite some margin, though the specific date was up for debate if not entirely lost. If I were to talk about PSK’s Lolita: Yakyūken at some point, surely it would make more sense to tackle its progenitor first. This presented a few problems. First, there is not exactly a plethora of information about this primitive eroge. Second, it seems to have left no impact. Third, there was no way to play it. For all I knew, Yakyūken did not even exist in the first place, and if it had, nobody had bothered to back it up. VGDensetsu had collated some basic information and screenshots,[1] and BEEP had acquired a copy in 2015,[2] but these only served to tease me, increasing my appetite for forbidden fruit. The type-in version printed in MZ-700 Joyful Pack only had one page of the code documented online, and a search of previous Yahoo! Auctions listings for either cassette came up empty. But MZ-700 Joyful Pack seemed to turn up frequently, that seemed the best course of action.

Unwilling to wait for it to be listed on Yahoo! Auctions again, I turned to Kosho, Japan’s secondhand bookstore search engine. Finding one listing, without a picture, I took a gamble on a copy of what appeared to be the right issue of MZ-700 Joyful Pack, and patiently waited. A month later, it arrived at my door, and while it looked different from the one I had seen online, I excitedly opened it up, flipping through each page for my treasure. Were I looking into computerised Shogi, Go, and Mahjong, I would have found it. Every type-in was a trainer, solver, or some other supplementary program for these three Japanese board games. The trail turned ice cold. Distraught, I resigned myself to searching Yahoo! Auctions weekly for the correct MZ-700 Joyful Pack or a Yakyūken cassette. After another month, the same tape I had seen on BEEP popped up; HuPack #2 for Sharp MZ-700.

Forty years old. Dirty. Discoloured. Untested. I set up my bid in a panic, shaking with anticipation for the next four days, pleading nobody would top my already high bid. I won, it reached my proxy after a week, it was on its way. Quaking as a leaf in a stiff wind, it arrived. Quickly it dawned on me my tape deck had been broken for years, but some kind folks at Gaming Alexandria thankfully offered to dump and scan it on my behalf.[3] After many months of searching, this seemingly lost progenitor to the entirety of erotic gaming was available again. Nobody particularly cared, but I had the first piece of the puzzle I needed. Tape back in hand, I imported a copy of Miyamoto Naoya’s seminal Introduction to Cultural Studies: Adult Games, the first edition of Bishōjo Game Maniax, Sansai Books’ 35 Years of Bishōjo Game History, and Maeda Hiroshi’s Our Bishōjo Game Chronicle, the only books I could source that made mention of Yakyūken.
Only problem was, what exactly is Yakyūken. Why are we stripping while playing rock paper scissors in the first place?


On the Origins of Rock Paper Scissors

Though now effectively ubiquitous across a multitude of cultures, rock paper scissors type hand games (ken) have enjoyed an astounding popularity in Japan since the eighteenth century. Brought to Japan from China sometime before 1743, the original form of Japanese ken is referred to today as kazu-ken, Nagasaki-ken, and hon-ken (“original ken”). Players sat opposite one another, showed any number of fingers on their right hand, and called out a guess as to what the sum of the fingers would be. The left hand counted one’s wins, and the loser of a set was made to drink a cup of sake. With its specific hand movements, Chinese mode of calling numbers, and embedded rules of drinking, kazu-ken flourished in the red-light district of Yoshiwara.[4] Its exoticism in the time of sakoku and Japanese Sinophilia no doubt contributed to its proliferation. However, the theatrics and, as Japanologist Sepp Linhart argues, ritualistic rules made the game difficult to penetrate for those not in the know, a far cry from the rock paper scissors we know today.[5]

Subsequent iterations of ken remedied the complications through the familiar sansukumi-ken (“ken of the three which cower one before the other”) format.[6] A wins over B, B over C, C over A. In its first iteration, mushi-ken, the frog (represented by the thumb) defeated the slug (the pinkie) which won over the snake (index finger). Itself another cultural import from China, mushi-ken gradually acquired a reputation as a game explicitly for children[7], but what won over it culturally was kitsune-ken, later Touhachi-ken. The kitsune trumps the head of the village which wins over the hunter which kills the kitsune. This two-handed ken was more popular among adults in and out of districts like Yoshiwara, particularly as the basis for libations or stripping.[8] The accompanying song, dance, and act of playing kitsune-ken as a strip-game were known as chonkina, the loser doffing an article of clothing until one was bare. Clearly intended for adult entertainment, chonkina nonetheless made itself known to children in time, as recalled in Shibuzawa Seika’s Asakusakko:

"Two children, standing opposite to each other, after having put together the palms of their hands right and left as well as alternately, finally make one of the postures of fox, hunter or village headman to decide a winner. The loser has to put off a piece of what he is wearing every time, until one of them is stark naked. To see the little children on cold winter days trembling, because one after another piece of cloth was stripped them off is a strange scene which can no longer be seen today."[9]

As the nation opened to foreigners again, chonkina became well known among foreigners, and due to the bad reputation it was bestowing to Japan, it was outlawed from September 1894 onward.[10]

Children’s mushi-ken would go on to evolve into jan-ken, the rock paper scissors with which we are familiar, but the specifics of when and how are unclear and unimportant for our purposes. Jan-ken was the preeminent ken by the end of the Meiji period, and ken on the whole was relegated to the realm of children. However, as a game intimately familiar to nearly all Japanese beyond childhood, the simple, fast-paced trichotomy of jan-ken, alongside its association with punishment systems like drink and stripping afforded jan-ken staying power beyond childhood.[11] It is a game which effectively boils down to luck, allowing for decision-making that, if nothing else, is understood to be fair.


Putting the Yakyū in Yakyūken

It’s October, 1924 in Takamatsu. To break in the new ground at Yashima, nearby industrial companies and technical schools are holding a baseball tournament. In a crushing defeat of 0-8, the team from Iyo Railway (later Iyotetsu) was humiliated by the Kosho Club, composed of students from Kagawa Prefectural Takamatsu Commercial School (now Kagawa Prefectural Takamatsu Commercial High School). [12] Later that night, the teams held a get-together at a nearby ryokan, putting on enkai-gei (“party tricks”). Manager of the Iyotetsu team and senryū poet, Goken Maeda, devised an arrangement and choreography of the 1878 nagauta piece “Genroku Hanami Odori.” The Iyotetsu team danced to shamisen in their uniforms to the delight of those in attendance. This first iteration of what would become Yakyūken (literally “baseball fist”) was based on the Japanese rock paper scissors variant kitsune-ken, but by 1947 it came to reflect now common variant jan-ken.[13] The Yakyūken performance was repeated at a consolation party in Iyotetsu’s hometown of Matsuyama, quickly gaining popularity therein and throughout Japan as the team performed it while on tour.[14]

The camaraderie instilled in audiences by the Iyotetsu team’s dance, and its spread as enkai-gei, led to many localised instances of this new form of jan-ken being performed.[15] The specifics of how prevalent it became are impossible to discern, but what is known is that Yakyūken, as with the earlier kazu-ken and kitsune-ken, became another diversion used as an excuse to imbibe and to disrobe.

野球するならこういう具合にしやしゃんせ ~ソラ しやしゃんせ~
投げたら こう打って 打ったなら こう受けて
ランナーになったらエッサッサ ~アウト・セーフヨヨイノヨイ~

It’s 1954. Contemporary Ryūkōka artists Ichiro Wakahara and Terukiku of King Records,[16] Yukie Satoshi and Kubo Takakura of Nippon Columbia,[17] and Harumi Aoki of Victor Japan[18] have all released 78 rpm singles with their own takes on Yakyūken. This musical multiple discovery of a still relatively local song brought into question where it had actually originated, with a photograph of the Matsuyama consolation party cementing Goken Maeda as its creator.[19] With this, Maeda’s original, non-chonkina song and dance came to be understood as honke Yakyūken, the orthodox iteration, the way it was meant to be. As the dance spread, alcohol flowed and clothes were shed. In an attempt to preserve the sanctity of Maeda’s phenomenon, fellow poet Tomita Tanuki established an iemoto system for honke Yakyūken around 1966, formalising its lyrical structure and attempting to preserve Yakyūken as a way, not unlike sumo. As iemoto, Tanuki in effect declared himself to be the highest authority on honke Yakyūken — it did not and would not matter how Yakyūken was actually enjoyed colloquially, only what the iemoto approved of constituted the real thing. At the same time, the city of Matsuyama introduced a new taiko performance — the Iyo-no-Matsuyama Tsuzumi Odori — for that year’s Matsuyama Odori festival. While it was popular, it lacked regionalism, and so in 1970, it was replaced with Yakyūken Odori.[20] It wasn’t just local flavour, however, as the year prior Yakyūken became a national phenomenon for more unsavoury reasons.


Birth of a Sensation: Yakyūken Breaks Into the Mainstream, or Tits Out for TV

Just as in the United States, the 1960s in Japan were marked by an increase in individuals’ buying power and the proliferation of television. Whereas the prior decade relegated television sets to the homes of the wealthy or in street-side display windows, by 1970, 90% of Japanese households owned at least one television set.[21] The penetration of the entertainment sphere into the domestic realm led to a berth of variety and comedy shows, all emphasising the joys of laughter. This proliferation rose concerns among cultural critics in the 1960s, with fears that the often lowbrow, thoughtless humour which frequently lampooned violence and sexuality were unsuited to the home, particularly where children might be watching.[22] Furthermore, such programming was becoming increasingly rote and prescriptive in its approach, thereby lessening its effect with each broadcast, making this new mode of entertainment lascivious and boring. In breaking free of an ever rigid mould, Japanese television’s saviour came in the form of Hagimoto Kinichi and Sakagami Jirō’s comedy duo Konto 55-gō. Pronounced as “konto go-jyuu go gō,” the name’s syllabic tempo, evocation of go-go dancing, and abstruse referencing of baseball player Oh Sadaharu’s 55th homerun of the 1964 season all brought about a rapidity and contemporary sensibility fitting of the pair’s comedic stylings.[23]

From their television debut in 1967, Konto 55-gō demonstrated a dynamic physicality in stark contrast to similar acts, often moving so fast that cameras could not keep up with them, the laughter of the audience sometimes being the only indicator of a punchline’s delivery.[24] While a breath of fresh air, cultural critics lambasted this seeming over-correction as yet again inappropriate for home audiences. On the other hand, audiences adored the duo’s comedy, with renowned Buddhist nun, translator of Genji Monogatari into modern Japanese, and self-described Konto 55-gō fan Jakucho Setouchi (then known as Harumi Setouchi) saying Kinichi and Jirō made her “laugh so much that [her] stomach ached."[25]

This focus on unpredictability, shattering of expectations and conventions, and need to perpetually one-up themselves, Konto 55-gō chased and reinforced the proliferation of what Allan Kaprow described as ‘Happening.’ Originally coined in 1959 in reference to art-related events in which the artist took on theatrical directions and modes of expression, Happenings flourished throughout the United States through the 1950s and 1960s, spreading globally but predominantly in Germany and Japan.[26] In the context of the Japanese television industry, ‘Happening’ was co-opted to refer to anything unscripted — quite the opposite from its intent as a label for deliberate performance — after the early 1968 program Kijima Norio Happuningu Sho (“Kijima Norio’s Happening Show”).[27] To be clear, Happenings in this context were still partially staged just as art Happenings were, but the intent from producers was that Happenings would go off the rails by virtue of a lack of scripting and the co-operation and involvement of audience participants. As other shows and producers chased this spontaneity and carried in the wake of Konto 55-gō’s pioneering transgressions, the stakes became higher and content needed to become more compelling, more novel, more edgy, more risque.

The most critical apex of Happening for our purposes came in 1969 on Konto 55-gō no Urabangumi o Buttobase (“Konto 55-gō Blow away the competition”). It was here that Yakyūken was introduced as a segment of the program, with Kinichi and Jirō facing off against numerous women, each stripping an article of clothing upon a loss. Removed articles were then auctioned to raise funds for children orphaned by traffic accidents.[28] The segment was an enormous hit among adults and children, some critics praising this nakedness as incredibly real, the pinnacle of the Happening.[29] At the same time, just as with all of Konto 55-gō’s antics, many loathed this primetime strip tease wholly inappropriate for children to view, some citing it as a siege against one of the sole bulwarks left against Japan’s growing moral decline, the home.[30] Scorn came not only from without, however, but within as well. Kinichi would later go on to say Konto 55-gō no Urabangumi o Buttobase was his most disliked programme he ever worked on, in no small part due to the Yakyūken segment which brought viewers in not for the comedy of the duo, but for the titillation and obscenity of the Yakyūken act itself.[31] Furthermore, in 2005, Kinichi visited Matsuyama to apologise personally to fourth honke Yakyūken iemoto Tsuyoshitoshi Sawada for misrepresenting Yakyūken. Despite this resentment from Kinichi and some critics, Yakyūken reinvigorated jan-ken into a game with stakes, with merriment, with rules everyone was already familiar with, with a catchy song and dance, that brought the Happening into the real world.

Through Konto 55-gō’s work, Yakyūken presented the same problem that chonkina had in the previous century — a breaking of the boundaries between adult entertainment and the recreation of children. This was no longer bound to the district of Asakusa, but the whole of Japan. Further still, the growing popularity of Yakyūken and its association with Konto 55-gō spread the popular conception of the dance originating as a strip performance, rendering the attempts of Tanuki’s iemoto system to preserve the sanctity of Maeda’s original work increasingly ineffective. The iemoto system only had merit when the associated act could be considered a tradition worth preserving such as tea ceremony or calligraphy. With Yakyūken compromising the cultural zeitgeist as a strip game, it became difficult to consider it a valuable cultural commodity. While it is possible this was the greater underlying reason for Matsuyama’s introduction of Yakyūken Odori to the Matsuyama Odori festival in 1970, it cannot be stated as certainty. What was certain was that Yakyūken was here to stay as a television staple, at least for a moment.

Yakyūken remained a part of Konto 55-gō no Urabangumi o Buttobase through to the end of 1969, afterwards being spun-off into its own program Konto 55-gō no Yakyūken!! From November 26, 1969, thirty minutes of strip rock-paper-scissors littered the airwaves every Wednesday at 9PM until the program was discontinued in April 1970.[32] Yakyūken would not be broadcast on Nippon TV for another two decades, returning on New Year’s Eve, 1993 as part of Supa Denpa Bazaru Toshikoshi Janbo Dosokai (“Super Radio Bazaar New Year’s Jumbo Alumni Reunion”). Though no longer televised in the interim, Yakyūken remained in the cultural zeitgeist as a strip game. While impossible to discern at what point Yakyūken became a mainstay of Japanese pornographic production, it has become ubiquitous — a cursory search of Japanese pornographic clip site eroterest.net gives over 34,000 results for Yakyūken. What is certain is that Yakyūken similarly became not just a mainstay of Japanese erotic video games, but the foundation of the entire industry.


In Which I Finally Tell You About the Video Game Yakyūken by Hudson Soft

With 500,000 yen in starting capital, brothers Yūji and Hiroshi Kudō founded Hudson Co., Ltd. in Toyohira-ku, Sapporo on May 18, 1973. Named after the duo’s favourite class of train, the 4-6-4 Hudson, Yūji and Hiroshi sold fine art photographs of locomotives. In September, the brothers opened a dedicated amateur radio shop, CQ Hudson, which stood at 3-7-26, Hiragishi, Toyohira-ku into the new millennium.[33] After travelling to the US shortly thereafter to market their wares, Yūji saw personal computers on general sale for the first time, inspiring him to bring home a PolyMorphic Systems Poly-88 to Japan and learn to program, taking on two million yen in credit card debt to finance the purchase.[34] Well before the personal computer revolution hit Japan, The Kudō brothers were pioneers. The shops of Akihabara bore no fruit for them, necessitating the Poly-88 import. By 1975, the Kudōs had fully branched out into personal computer products, turning type-in programs into pre-packaged cassette tape releases for the sake of convenience, and becoming early adopters of NEC’s 1976 TK-80 and Sharp’s MZ-80 line of computers.[35] The Kudō brothers also began to start writing their own programs around this time under the development team name Miso Ramen Group.

Hudson released at least thirty-seven games for the MZ-80 line, available occasionally as type-ins in magazines like Micom or in books like MZ-80B活用研究. There was a little bit of everything in Miso Ramen Group’s offerings, from the Maze War-esque Ramen Maze 3D to Othello to Operation Escape, wherein the player had to sneak out of class not unlike Konami’s 1984 Beatles-laden Mikie.[36] In the summer of 1979, Hudson was approached by a computer manufacturer with a proposal to sell their software by mail order with an advertisement in Micom for July 1979.[37] The ads were a success, with the Kudōs recounting later that deposits at the bank took upwards of thirty minutes because tellers thought they might be criminals.[38] Yakyūken’s existence in this initial advertisement makes it plain that the game was developed prior to mid-1979, and the ad was laid bare in a 1996 television documentary special by NHK. Yet Yakyūken’s status as the first commercial erotic game seems to have fallen to the wayside.

The game is incredibly simple, as one might expect from a preliminary type-in program from the late 1970s.[39] The player decides how many articles of clothing they wish themselves to have, not dissimilar from a lives system, and is then introduced to their opponent, Megumi.

わたしめぐみよろしくね。(“I’m Megumi, nice to meet you.”)

A few bars of the Yakyūken song beep languidly from the piezoelectric speaker with a bold OUT!! SAFE!! ヨヨイノヨイ covering the screen. The player chooses グ (rock), チョキ (scissors), or パ (paper). In the event of a tie, the process repeats. Should the player lose, an article of clothing is theoretically removed with no visual indication. Should they win, Megumi is declared ‘out’ and her avatar removes an article of clothing. Shirt, skirt, bra, panties. An eyebrow is cocked when her outer attire comes off, the other joining in twain when her bra comes loose. When she loses her panties, Megumi covers her crotch and shrieks "キャー!!はやくあっちへいって!!" (“Kyaa! Quickly, get out!!”) Game end. The original MZ-80 release was monochromatic, but the later MZ-700 versions were in colour, used to minimal effect. It really is as simple as that.


Who’s on first?

Koei’s first entry in their Strawberry Porno series, Night Life, dominates much of the historical record as the earliest erotic game, particularly in the West. Hardcore Gaming 101, Matthew T. Jones, Wikipedia, and MobyGames (among others) authoritatively claim it to be the first, and on occasion one might see PSK’s Lolita Yakyūken cited in its place, but both works released in 1982, the same year as Custer’s Revenge.[40] ASCII Corporation’s history of the NEC PC-8801 show similar family trees wherein Night Life is the root of all Japanese eroge, its own ancestor being On-Line Systems’ 1981 Softporn Adventure.[41] So too does Pasokon Super Special PC Game 80s Chronicle.[42] When Yakyūken is mentioned by these sources, it is as a possibility, something which might be true but lacks veracity, yet the evidence is plain.

Perhaps Yakyūken was simply too early, releasing before heavy-hitter platforms like the NEC PC-88 or Fujitsu FM-7. The MZ-80 line’s flagship was the MZ-80K, released in 1978. It was available only as an assembly kit, which, coupled with its high retail price of ¥198,000, left it in the realm of the enthusiast and academic (particularly engineering students).[43] While games were blatantly possible on the platform, they were far from the focus, limiting the audience for Hudson’s games, particularly Yakyūken, dramatically. Further still, it was sold primarily through mail order, advertised in niche magazines without pictures. Hudson got paid, and quite well at that, but orders came for a litany of their products. Without knowing this was an explicit game, the prospect of playing digital jan-ken must have paled in comparison to Othello or Hudson’s more arcade-style offerings. By the time it came to the next generation on 1982’s MZ-700, the floodgates had already been opened, and platforms capable of graphics dominated the eroge space.

Perhaps Night Life and Lolita Yakyūken take the historiographical spotlight because they lack the primitiveness of Yakyūken. There is no denying that Yakyūken lacks the graphical fidelity of its descendants. Bound by the 80 column by 50 row display of the MZ-80K, space is limited, colour an impossibility, and everything is comprised of text characters as the hardware could not display graphics. The Japanese character ROM bears no curvilinear shapes apart from circles.[44] The hand signs are malformed, and though your opponent, doesn’t look bad per se, her rectangular body’s attempt at an hourglass figure is not exactly stunning. As games writer Yoshiki Osawa described it in the 2000 book Bisyoujyo Game Maniax, [sic] the visuals lack gender specificity, and exhibit a crudeness that cannot even be called ASCII art.[45] Compared to the full colour illustrations of PSK’s Lolita Yakyūken or even the silhouettes of Night Life, Yakyūken comes up short.

Perhaps Yakyūken was too outdated to catch on without some additional gimmick such as lolicon artwork. The original dance craze had occurred a quarter-century earlier, and it had been barred from television for nearly a decade. By the admission of MZ-700 Joyful Pack, Yakyūken was unlikely to resonate with those who did not grow up in the postwar period. A craze to be sure, but a craze for a generation past, one which had little interest in computing. The type-in’s accompanying text even had to make explicit that Yakyūken had virtually nothing to do with baseball, despite its name, as well as the fact this was a game of chonkina.

What these comparisons ignore is that stunning the world was not necessarily Yakyūken’s purpose. Though sold commercially, projects in its vein from Hudson were as much at home on cassette as they were printed as type-ins. By having their code laid entirely bare, type-ins meant hobbyists dabbling in a brand new technology could visually see and alter the program. The type-in’s purpose was to demonstrate what a computer could do. A user could change Megumi-chan into a man, increase her bust size, style her hair. Perhaps they could do away with jan-ken and replace its symbols with those from Touhachi-ken. Why not increase the number of options available for some digital Rock Paper Scissors Lizard Spock? Just as type-ins are used to teach today, so were they then — deliberately open ecosystems in which to learn. Night Life and Lolita Yakyūken were as walled gardens, the magic unable to be discerned.


In Which I Admit This is All Pedantry and Ultimately Does Not Matter

The fact of the matter is that this is all pedantry and ultimately it does not matter. While monumental firsts are readily recorded, the more niche the subject matter, the more abstruse the truth of a first becomes. Any history student can tell you this after a course on historiography and the historical method. The fact of the matter is that what comes first is arbitrary, determined by fallible, biased humans trying to further an argument.

The search for historical firsts has overtaken much of contemporary historical scholarship, and the problem with this is that there is invariably always an earlier example, and the argument of something as coming earlier is increasingly valueless. Certainly there will always come a true first, but how can we know it is certain with an always imperfect historical record? Does it matter if something came first if it was too ahead of its time? Would we be better off as historians focusing more on moments of critical mass as others in adjacent fields do, such as Marek Zvelebil did in his research on agricultural innovations in the archaeological record?[46] Who is to say. What I can say for sure is that I sincerely hope Yakyūken is not the first commercial erotic game. I hope to be disproved at some point in the future. I hope that in trying to set the record straight in this one instance, it can be set straight in another. I hope the drive for better histories never ends, and that at some point we can dwell less on firsts, and more on more critical narratives in games history, cultural history, human history.

__________________________
[1] Video Games Densetsu, “Yakyūken / 野球拳, Probably the First Erotic Video Game Ever Released.,” Tumblr, November 18, 2016, https://videogamesdensetsu.tumblr.com/post/153336334460/yaky%C5%ABken-%E9%87%8E%E7%90%83%E6%8B%B3-probably-the-first-erotic-video.
[2] “【宅配買取】MZ-700用野球拳(ハドソン)を宮城県仙台市のお客様よりお譲りいただきました|BEEP,” BEEP, April 16, 2019, http://www.beep-shop.com/blog/5921/.
[3] “Hudson Soft - HuPack #2 (Featuring Rowdy-Ball and Yakyūken)(Scans + GameRip) : Hudson Soft,” Internet Archive, July 1, 2023, https://archive.org/details/Hudson-soft-hupack-2.
[4] Sepp Linhart, From Kendô to Jan-Ken: The Deterioration of a Game from Exoticism into Ordinariness (SUNY Press, 1998), 322-323.
[5] Sepp Linhart, “Rituality in the Ken Game,” Ceremony and Ritual in Japan, (2013): 39. https://doi.org/10.4324/9780203429549-10.
[6] Linhart, “Rituality in the Ken Game,” 39.
[7] Kitamura Nobuyo. 1933. Kiyu shoran. 2 vols. Tokyo: Seikokan shoten, quoted in Linhart, From Kendô to Jan-Ken, 325.
[8] Stewart Culin, Korean Games with Notes on the Corresponding Games of China and Japan (Philadelphia: University of Pennsylvania, 1895), 46-47.
[9] Shibuzawa Seika. 1966. Asakusakko. Tokyo: Zoukeisha, quoted in Linhart, From Kendô to Jan-Ken, 334-335.
[10] Hironori Takahashi, “Japanese fist games” (in Japanese): Osaka University of Commerce Amusement Industry Research Institute (2014): 203.
[11] Thomas Crump, Japanese Numbers Game (London: Routledge, 1992). 146.
[12] “本当は脱がない「野球拳」 松山発祥、90年の歴史,” 日本経済新聞, June 29, 2014, https://www.nikkei.com/article/DGXNASFG230DO_V20C14A6BC8000/. Accounts seem to differ on the final score, with some sources claiming it was a 0-6 defeat, others 0-8. As 0-8 is cited by the fourth Iemoto of Yakyūken, that is the number I have decided to use.
[13] Takakashi, “Japanese fist games,” 204-205.
[14] Takakashi, “Japanese fist games,” 204-205.
[15] Takao Ohashi, “A Trademark Registration for ‘野球拳おどり’ (Yakyu-Ken Dance ) - パークス法律事務所,” パークス法律事務所 -, December 9, 2021, https://pax.law/topics/blog/1242/.
[16] 野球けん 若原一郎・照菊, YouTube (YouTube, 2023), https://www.youtube.com/watch?v=H58uhkoQrbo.
[17] 久保幸江・高倉敏 野球拳, YouTube (YouTube, 2015), https://www.youtube.com/watch?v=4Xdfh4dBWeM.
[18] 靑木 はるみ ♪野球けん♪ 1954年 78rpm Record. Columbia Model No G ー 241 Phonograph, YouTube (YouTube, 2022), https://www.youtube.com/watch?v=ycCAK69hc7w.
[19] “本家 野球拳,” GMOとくとくBB|運営実績20年以上のおトクなプロバイダー, accessed October 2, 2023, http://shikoku.me/iyo-matsuri/raijin/honkeyakyuuken/history/index.html.
[20] “松山野球拳おどりのあゆみ,” 松山野球拳おどり 公式ホームページ, accessed October 2, 2023, https://baseball-dance.com/about/story/.
[21] David Humphrey, “Shattering the Everyday: Konto 55-gō and the Teleivision Comedy of the Late 60s” Japan Studies Association Journal 15, no. 1 (2017): 24.
[22] Humphrey, “Shattering the Everyday,” 24.
[23] Humphrey, “Shattering the Everyday,” 28.
[24] Humphrey, “Shattering the Everyday,” 28-30.
[25] Harumi Setouchi, “Tondari hanetari… Konto 55-gō no gei to sugao,” Oh! (August 1968): 176-177, quoted in Humphrey: “Shattering the Everyday,” 30.
[26] Allan Kaprow, “The Legacy of Jackson Pollock (1958),” in Essays on the Blurring of Art and Life (Berkeley: University of California Press, 1993), 1-9.
[27] Humphrey, “Shattering the Everyday,” 32.
[28] “欽ちゃん「もっとも嫌いな番組だった」 2人の芸風の違いが浮き彫りになった「裏番組をぶっとばせ!」,” イザ!, September 4, 2018, https://www.iza.ne.jp/article/20180904-HGNF6BYZ5VLH5CV54ZLQFEC2MA/.
[29] Humphrey, “Shattering the Everyday,” 36-37.
[30] Humphrey, “Shattering the Everyday,” 37.
[31] イザ!, “欽ちゃん”
[32] マスコミ市民 : ジャーナリストと市民を結ぶ情報誌 (36)
[33] “Company Information,” Hudson Soft, December 11, 2000, Internet Archive, https://web.archive.org/web/20001211040400/http://www.hudson.co.jp:80/coinfo/history.html; Brian Eddy, “Video Game History 101: Hudson Soft,” New Retro Wave, January 30, 2017, https://newretrowave.com/2017/01/30/video-game-history-101-hudson-soft/.
[34] Damien McFerran, “Hudson Profile — Part 1,” Retro Gamer Magazine 66, (2009): 68; スペシャル 新・電子立国 第4回 「ビデオゲーム」 ~巨富の攻防~ (NHK, 1996), streaming video, 40:16, Internet Archive. There are conflicting accounts on why Yūji went to the United States and what his first computer was. The information cited here comes from an interview with Yūji himself. Doug Carlston claims that his first computer was actually a SBC80, followed by an IMSAI, but I have not found further evidence to support this claim. See Doug Carlston, Software People: Inside the Computer Business (New York: Simon & Schuster, 1985), 253-257.
[35] The specifics of the timeline become unclear around this time; Japanese microcomputers weren’t commercially available for consumers until mid-1976, yet Hudson’s own company history has them pegged as making PC cassettes and equipment in September 1975.
[36] スペシャル 新・電子立国 第4回, 45:10; “エスケープ大作戦 ,” Animaka.sakura.ne.jp, accessed October 2, 2023, http://animaka.sakura.ne.jp/MZ2000/escape_daisakusen.html; Naoki Miyamoto, Erogē Bunka Kenkyū Gairon (Tōkyō: Sōgō Kagaku Shuppan, 2017), 18-19.
[37] マイコン, July 1979, 11.
[38] スペシャル 新・電子立国 第4回, 45:41.
[39] A full playthrough of the MZ-700 HuPack #2 version is available here: https://youtu.be/M6Emyk5_-jY
[40] “Eroge / Hentai Games,” MobyGames, accessed October 2, 2023, https://www.mobygames.com/group/2508/eroge-hentai-games/; “Eroge,” Wikipedia, September 27, 2023, https://en.wikipedia.org/wiki/Eroge; Matthew T. Jones, “The Impact of Telepresence on Cultural Transmission through Bishoujo Games,” PsychNology Journal 3 (2005): 295; “Retro Japanese Computers: Gaming’s Final Frontier,” Hardcore Gaming 101, accessed October 2, 2023, http://www.hardcoregaming101.net/JPNcomputers/Japanesecomputers2.htm.
[41] 蘇るPC-8801伝説 永久保存版 (Tōkyō: ASCII, 2006), 212.
[42] Mesgamer, “日本最古のエ□ゲー!ハドソンの野球拳を語るの!,” 顔面ソニーレイなの!, accessed October 2, 2023, https://mesgamer.hatenablog.com/entry/2022/02/21/173437.
[43] Sharp, Sharp 100-Year History, (2012), 6-08.
[44] “80k Download - Roms,” MZ, accessed October 2, 2023, https://original.sharpmz.org/mz-80k/dldrom.htm.
[45] 美少女ゲームマニアックス (Tōkyō: Kirutaimukomyunikēshon, 2001), 66.
[46] See Marek Zvelebil, “Transition to Farming in Norther Europe: A Hunter-Gatherer Perspective,” Norwegian Archaeological Review 17 (1984), 104-127.

Far and away the most egregiously misguided attempt at myth-making in games history. This isn't the worst game ever. It's not the weirdest game ever. It is not the 'first American produced visual novel.' Limited Run Games seems content to simply upend truth and provenance to push a valueless narrative. The 'so bad it's good' shtick serves only to lessen the importance of early multimedia CD-ROM software, and drenching it in WordArt and clip art imparts the notion that this digital heritage was low class, low brow, low effort, and altogether primitive.

This repackaging of an overlong workplace sexual harassment/rape joke is altogether uncomfortable at best. Further problematising this, accompanying merch is resplendent with Edward J. Fasulo's bare chest despite him seemingly wanting nothing to do with the project. We've got industry veterans and games historians talking up the importance of digital detritus alongside YouTubers and LRG employees, the latter making the former less credible. We've got a novelisation by Twitter 'comedian' Mike Drucker. We've got skate decks and body pillows and more heaps of plastic garbage for video game 'collectors' to shove on a dusty shelf next to their four colour variants of Jay and Silent Bob Mall Brawl on NES, cum-encrusted Shantae statue, and countless other bits of mass-produced waste that belongs in a landfill. Utterly shameful how we engage with the past.

Bonus Definitive Edition content:
Limited Run Games is genuinely one of the most poorly managed companies on earth and I will never forgive them for giving me a PS5 copy of Cthulhu Saves Christmas instead of what I had actually ordered, a System Shock boxart poster. They also keep sending me extra copies of Jeremy Parish's books. Please, I do not need three copies of Virtual Boy Works.

I wish I hadn't been The Witness to Jonathan Blow being a COVID truther. Or pro-Blue Lives Matter. Or anti-'cancel culture'. Or an advocate of political horseshoe theory. Or his belief that women aren't genetically suited to tech jobs.

In most cases I can forgive and forget the machinations of a creator's mind and create some mental separation between art and artist. However, The Witness is so inextricable from Blow's self-aggrandizing bullshit that it's impossible here. The notion that the search for truth is an everlasting but uncompletable journey is noble in theory and when not spouted by a QAnon nutter. This isn't even me imposing some sort of negativity onto Blow and his work with seven years of retrospect; Blow ousted himself as a misogynist loon in late 2017, only a few months after The Witness released on iOS. Should we even be surprised at this though? As Leigh Alexander put it, "he's that guy who made the Mario about women running away from him right"?

Blow's masturbatory belief in his own superiority, as a man, as a white man, as a right-wing white man, as a right-wing white male programmer taints his messaging to the point of it becoming an insurmountable task to read certain moments of The Witness as anything but Blow blowing himself. Good on him for making puzzles inaccessible to the deaf and hard of hearing, how great for Blow that he wasted at minimum an hour of many people's lives as they traced that fucking moon across a screen. Wow, after playing The Witness I see patterns in everything just like the creator, bra-fucking-vo. And it's a shame because the puzzles are fine and most of the game is serviceable. Everything surrounding it coalesces though and you realise it, well, blows.

At least its better than that game Soulja Boy laughed at.