It's been a while since I did one of these, so have a themed quad on the subject of games.
Caine's Arcade
First up: a lovely little film showing the power of community on the net to bring happiness. Little Caine made use of his time at his fathers' car repair shop to make arcade-style games for people to play, but he never got any customers, until one day a passing film-maker in need of some car repairs wandered in and bought a ticket...
Indie Game: The Movie
The Kickstarter phenomenon is turning into a brilliant way of bringing together like-minded types to 'crowdfund' a project close to their collective hearts. Several of these are film projects, and one of the earliest ones is this; a documentary about the long and surprisingly pitfall-laden process of creating and releasing an indie game to the masses. Unfortunately this isn't the whole film, just an online extra bit to go with the main film, but I'm seriously bought on the trailer and am hopeful a festival will pick it out for inclusion this year (maybe even do a kickstarter strand....)
100 Yen: The Japanese Arcade Experience
Another Kickstarter project that is almost at fruition: What began as a lament for the decline of American arcades (and by extension, arcades in the UK) turned into a celebration of the still-buoyant state of those places in Japan. I can attest myself of the floors and floors of electronica old and new, having pumped more than a few hundred yen coins into them in my time. It feels weird to have something from my childhood talked about in such nostalgic terms, but I suppose that's how things go as you get older.
Arcade
And as a final wallow in the nostalgia of my childhood, here is another film that stands as a ying to the yang of the 100 Yen film; Arcade documents the final days of the last New York video games arcade; a place where people met, had fun and made memories in among the electronic killing sprees. A sad but warm-hearted lament on an institution that is often seen by many as a dingy, dirty place where the ne'er-do-wells hang out, with a possibly happy ending.
Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts
The New Old Games
Today was a day of great elation followed by mild disappointment. Nintendo World Report have flagged up the release this week of classic shooter Gradius Rebirth on WiiWare, a game which would for me immediately warrant a points card, as you might deduce by my droolings over related items whilst travelling round Akihabara. This was marred only slightly by checking my Wii and seeing that the UK shopping channel doesn't list it yet. Arse. Never mind, it'll soon be added I'm sure.
Gradius Rebirth is the latest in what is becoming a revival of the older style of game, a revival brought about in no small measure by the free availability of games for older systems by the Wii Virtual Console. As well as all the Nintendo consoles from the NES onwards, the Megadrive, Master System, Turbografx, Neo Geo, and even Commadore 64 are supported with in-built emulators. And - bless them - Nintendo have used the opportunity to release games that were never available in the UK or even English markets. This sometimes means that they still contain all their original Japanese text (it's just not cost-effective to translate them as well) but they are available to run at full speed with no borders, free from the constraints of PAL which dogged the home consoles for so many years. In return for getting a fresh set of income for previously produced games, and providing a way to distribute them with little chance of piracy, the game companies win big.
So with this sudden wealth of playable back-catalogue, it's not surprising that many gamers are discovering (or re-discovering) the delights of the styles of game that have been left behind as the technology has rendered them insufficient. Around that is emerging a new market, catering for those people who don't just want access to the old games, or don't want fancy modern updates to the games they remember from their youth, but want to get hold of new games done in the old style. If one game was to exemplify this, it's Mega Man 9.
Capcom's Mega Man was a series of rock-hard platform games beginning on the NES, which since the first one in 1987 has attracted a loyal and dewey-eyed following amongst the older, crustier gamers. After 6 games on the NES (and a few sister games on the Game Boy) it moved to the SNES with fancier graphics and character models. The franchise then started to move away from its roots; it left behind its platforming heritage, and now currently enjoys a less warmly embraced series of RPG-ish games over a variety of formats.
Capcom saw the little wave of nostalgia brewing and decided to do something for the original fans. Mega Man 9 is about as authentic as possible. It looks and feels like the original NES games; the pallette and screen resolution are restricted to the NES specifications, the character models and scenery are based on the original art styles, the sound is sampled from the old NES sound chip, and the music was composed by Manami Matsumae, creator of the music for the first two games. To demonstrate just how much they were trying to cater for the nostalgics, the game even has an option to impose a degree of sprite flicker and slowdown that was present in the earlier NES games for that really authentic feel.
Such wallowing in nostalgia may sound kitsch, but there is sound economic sense for software houses to ride the wave if it truly does herald the start of a classic games revival. Compared to the enormous outlay of cash required to come up with the leading edge games, these new classics will cost relatively little, and can be released uniformly without a huge distribution network, or Nintendo's famously steep licensing costs to shoulder. Capcom took a risk with MM9, but it was only a small risk, and it paid off - the game is a popular download title, and it received broadly favourable reviews in the press.
Gradius Rebirth is much the same, returning to a graphical and play style reminiscent of the older games in the series, and especially taking a step backwards from the Treasure-flavoured Gradius 5 that was released on the PS2 some time ago. Hopefully this will result in a really enjoyable step back into the past, and if popular enough will not be the last of the new old games.
Edit: No, it isn't the last: Taito have announced Bubble Bobble Plus! - a new installment of their classic arcade game, returning to its platform roots as opposed to the endless succession of Bust A Move rehashes. Also: 4-player support! *squeals*
Gradius Rebirth is the latest in what is becoming a revival of the older style of game, a revival brought about in no small measure by the free availability of games for older systems by the Wii Virtual Console. As well as all the Nintendo consoles from the NES onwards, the Megadrive, Master System, Turbografx, Neo Geo, and even Commadore 64 are supported with in-built emulators. And - bless them - Nintendo have used the opportunity to release games that were never available in the UK or even English markets. This sometimes means that they still contain all their original Japanese text (it's just not cost-effective to translate them as well) but they are available to run at full speed with no borders, free from the constraints of PAL which dogged the home consoles for so many years. In return for getting a fresh set of income for previously produced games, and providing a way to distribute them with little chance of piracy, the game companies win big.
So with this sudden wealth of playable back-catalogue, it's not surprising that many gamers are discovering (or re-discovering) the delights of the styles of game that have been left behind as the technology has rendered them insufficient. Around that is emerging a new market, catering for those people who don't just want access to the old games, or don't want fancy modern updates to the games they remember from their youth, but want to get hold of new games done in the old style. If one game was to exemplify this, it's Mega Man 9.
Capcom's Mega Man was a series of rock-hard platform games beginning on the NES, which since the first one in 1987 has attracted a loyal and dewey-eyed following amongst the older, crustier gamers. After 6 games on the NES (and a few sister games on the Game Boy) it moved to the SNES with fancier graphics and character models. The franchise then started to move away from its roots; it left behind its platforming heritage, and now currently enjoys a less warmly embraced series of RPG-ish games over a variety of formats.
Capcom saw the little wave of nostalgia brewing and decided to do something for the original fans. Mega Man 9 is about as authentic as possible. It looks and feels like the original NES games; the pallette and screen resolution are restricted to the NES specifications, the character models and scenery are based on the original art styles, the sound is sampled from the old NES sound chip, and the music was composed by Manami Matsumae, creator of the music for the first two games. To demonstrate just how much they were trying to cater for the nostalgics, the game even has an option to impose a degree of sprite flicker and slowdown that was present in the earlier NES games for that really authentic feel.
Such wallowing in nostalgia may sound kitsch, but there is sound economic sense for software houses to ride the wave if it truly does herald the start of a classic games revival. Compared to the enormous outlay of cash required to come up with the leading edge games, these new classics will cost relatively little, and can be released uniformly without a huge distribution network, or Nintendo's famously steep licensing costs to shoulder. Capcom took a risk with MM9, but it was only a small risk, and it paid off - the game is a popular download title, and it received broadly favourable reviews in the press.
Gradius Rebirth is much the same, returning to a graphical and play style reminiscent of the older games in the series, and especially taking a step backwards from the Treasure-flavoured Gradius 5 that was released on the PS2 some time ago. Hopefully this will result in a really enjoyable step back into the past, and if popular enough will not be the last of the new old games.
Edit: No, it isn't the last: Taito have announced Bubble Bobble Plus! - a new installment of their classic arcade game, returning to its platform roots as opposed to the endless succession of Bust A Move rehashes. Also: 4-player support! *squeals*
How to be God
Not that fictional one, of course. That'd be silly. I mean an actual god, capable of death and destruction at the press of a shoulder button.
Turns out you need that less than reliable of things, the Homebrew Channel for the Wii and a couple of Mario Kart-specific cheats. I don't recommend installing it as there seems to be a few broken Wii's out there who's owners didn't install it properly, but at least it goes some way to explaining some of those ridiculous times on the competitions.
Turns out you need that less than reliable of things, the Homebrew Channel for the Wii and a couple of Mario Kart-specific cheats. I don't recommend installing it as there seems to be a few broken Wii's out there who's owners didn't install it properly, but at least it goes some way to explaining some of those ridiculous times on the competitions.
The playthings of the [Mario Kart] Gods
You may have noticed from one of my previous posts that I quite like a bit of gaming, and though I'm not as mental about it as I was back in the 90's, it still takes up a bit of my time. I have a Wii, and the disk stuck in it most of the time is Mario Kart Wii.
For those not aware, this version of the game has online play, meaning you can have up to 12 people racing with each other, which if you choose to can be any random assortment of people from around the world. Each player has a score they keep between races that starts at 5000 and goes up if you win races and goes down if you lose them. As the score works its way towards 9999 (the top limit) the points for winning decrease but the points deducted for finishing down the order go up. As you can imagine, the final 1000 points are a bit of a basket to achieve.
This was made harder last night, as during a bit of a play my little group of racers was joined by a guy who called himself Alwin. The first warning sign was that he had a score of 35000, but I didn't really notice that at the start. What did make me sit up and take notice was when the race started and he showed his ability to acquire and use items at will. He could throw multiple blue shells. He could throw multiple bombs, false powerups and red/green shells. He could grow to twice the size he should be able to with a mega mushroom and also become invincible. It seemed that far from being limited to the quazi-random selection of items a normal player gets, he could just choose whatever he wanted.
In short, he was unstoppable.
But he didn't race. Instead he gleefully went around (as Baby Peach in a Cheep Charger) throwing all he could at people, sometimes holding them on the spot by using a star and then detonating multiple bombs in front of him so anyone caught in the blast wouldn't have a chance to get away. When he noticed that someone was getting ahead of him he let off a pair of blue shells and then set off as one of those bullet things to go get them. We eventually finished the race, but it was a complete lottery who finished first.
Regardless of where Alwin finished, his score was reduced by 2500 points, which was good because it meant the rest of us were given a share of this to boost our totals, so it was kind of enjoyable, but my cozy little Mario Kart world had just been turned upside down.
I'd love to know what the hell went on over that half-dozen races, I can only assume that either there is some secret to unlock once you have earned all 3 stars from reaching 9999 points, or this was a Nintendo employee having some fun, or someone has worked out how to hack into it. There is at least one other out there, going by the name of 'evil pipi' who had a score of 10000, and did much the same thing later on that night.
Does anyone out there have any experience of these people? Has anyone experienced Alwin or any of his compatriots before or since? Best of all, could anyone tell me how to do it? :)
For those not aware, this version of the game has online play, meaning you can have up to 12 people racing with each other, which if you choose to can be any random assortment of people from around the world. Each player has a score they keep between races that starts at 5000 and goes up if you win races and goes down if you lose them. As the score works its way towards 9999 (the top limit) the points for winning decrease but the points deducted for finishing down the order go up. As you can imagine, the final 1000 points are a bit of a basket to achieve.
This was made harder last night, as during a bit of a play my little group of racers was joined by a guy who called himself Alwin. The first warning sign was that he had a score of 35000, but I didn't really notice that at the start. What did make me sit up and take notice was when the race started and he showed his ability to acquire and use items at will. He could throw multiple blue shells. He could throw multiple bombs, false powerups and red/green shells. He could grow to twice the size he should be able to with a mega mushroom and also become invincible. It seemed that far from being limited to the quazi-random selection of items a normal player gets, he could just choose whatever he wanted.
In short, he was unstoppable.
But he didn't race. Instead he gleefully went around (as Baby Peach in a Cheep Charger) throwing all he could at people, sometimes holding them on the spot by using a star and then detonating multiple bombs in front of him so anyone caught in the blast wouldn't have a chance to get away. When he noticed that someone was getting ahead of him he let off a pair of blue shells and then set off as one of those bullet things to go get them. We eventually finished the race, but it was a complete lottery who finished first.
Regardless of where Alwin finished, his score was reduced by 2500 points, which was good because it meant the rest of us were given a share of this to boost our totals, so it was kind of enjoyable, but my cozy little Mario Kart world had just been turned upside down.
I'd love to know what the hell went on over that half-dozen races, I can only assume that either there is some secret to unlock once you have earned all 3 stars from reaching 9999 points, or this was a Nintendo employee having some fun, or someone has worked out how to hack into it. There is at least one other out there, going by the name of 'evil pipi' who had a score of 10000, and did much the same thing later on that night.
Does anyone out there have any experience of these people? Has anyone experienced Alwin or any of his compatriots before or since? Best of all, could anyone tell me how to do it? :)
Japan 23 : Nerdvana
The next morning, I surveyed the damage. There was a large, heavy backpack, a smaller, but still heavy backpack, and four carrier bags, bulging with the finest tat Japan had to offer, and there was still a half-dozen or more people who would be expecting a souvenir back home. I was several thousand miles from my little house, and I had no teleporter. It was clear that I needed an extra suitcase.
Down at the lobby, I tried to explain my situation to the guy behind the desk, using my limited vocab and a phrase book that inexplicably omitted the translation for the word 'luggage'. To my great relief, a woman who was clearly multilingual came over to my aid and formed an intermediary. I was told enthusiastically (twice) of a huge shop a block away named 'Don Quixote' that sold just about everything on the planet. There would surely be something usable there.
The manager of the hotel explained the situation to his wife who agreed to help me find it. The kindly woman who had acted as translator bade me farewell, but not before imparting the hugely useful phrase 'doko des' ka?' which when pointing at a picture of something or a map means 'where is this?'. Something that I should have perhaps learned for myself about three weeks previous.
After an age of chopping down overgrown special offers with one of their reasonably-priced machetes, I finally happened upon my booty - a selection of wheeled suitcases with extending handles - eyeing the size of it and mentally filling it with my accumulated tat so far (which had increased to include what I had picked up on my circuit of the shop) it should just about cover my needs without accumulating an airline fee. 2990 yen (about £15) was a little pricey but I had little choice or desire to go bargain hunting anywhere else. I took my things, and dragged the case on its maiden journey back to the hotel.
I gathered everything up and packed it into the case as tidily as possible, and surveyed the result. It was about 3/4 full, so there should be a enough room available for the remaining gifts after coming back from my final shopping spree - in Akihabara.
A little history: Akihabara is the electronics capital of Japan, and a couple of stops down the Yamanote line from Shinjuku. I had made my plans around the fact that I wanted to be here last - so my day could be spent happily darting in and out of the shops, picking up bargains and eyeing the weirdest the place had to offer. As a kid, I had read in awe of the lucky few people who had travelled there in magazines such as Super Play, greeted with shop after shop of the latest electronics and games. In particular, I was interested in the Super Famicom - or Super Nintendo/SNES as it was known here; a system launched in 1990 in Japan but wouldn't see UK shores until 1992. I didn't care, because I had an imported one which ran at the proper speed and displayed the games without a blurry screen or stupid borders at the top and bottom.
Many games were released for the system, but typically Japan got them first and Europe some time later, if at all. A thriving import scene had grown up around this inconsistency, and my spending money would be enthusiastically poured into this money vacuum whenever a new game was released that Super Play (the bible of the time) had recommended. A golden age of popularity for the Nintendo systems, it spent many happy years at the forefront of gaming technology until the next generation of systems came along in 1996. It's still holds a spot in front of my telly.
The editorial staff of such magazines spent many trips going to Japan to report on the various goings on, and even employed some people who lived over there to do monthly columns. Invariably, this included the legendary Akihabara, the place that was literally humming with the transistors of a billion new gadgets and games and around every corner was a new sight and sound. For a young seedling from wet, dirty Britain, this was a magical place always well out of reach, and consequently became the place that me and my friends would always aspire to go to, if we ever had the time and money.
Well, now Akihabara was well within reach, and my mind had at several times during my journey skipped forwards to the time I would eventually dance around the shops giggling like a schoolgirl. The long-battered feelings of elation and excitement that would consume me on my fantasy quests to the east were regularly resurrected and reminded me of what being a kid was all about. I had vied many years ago that I would enter a shop, and inside that shop would be row upon row, aisle after aisle of games to look through, not at the silly prices the importers would charge, but the dirt-cheap amounts that they paid in the east. It was with some sadness that I concluded that those days would surely have passed, the shops long since clearing that sort of outmoded 'cartridge' rubbish out in favour of the latest systems. However, I vied that I would search high and low for a place that had at least a few second-hand retro games in a dusty corner, for these places definitely did exist - I had stumbled across some way back in Nagano a dozen or so days before, so I just had to find them.
190 yen for a train ride was all it took, and then I was there. The station was squeaky clean and there were signs to the main shopping district almost as soon as you got off the train. The large windows as you came down the steps to ground level teased with their views of huge video screens above shops advertising the latest games and gadgets.
So I began to look around. There were shops selling touristy things, such as plates and scrolls and posters and such, including some Ghibli merchandise that looked a little less than official.
And then there was the porn. Lots and lots and lots of porn, of every imaginable dialect. It was partly due to my inquisitive nature and partly because it was bloody everywhere that I found myself heading down such aisles, placed directly next to much more innocent stuff such as plush toys and mobile phones. There was the usual fare, and there was also a lot of deeply weird stuff: women dressing up as power rangers and subjecting their male counterpart with multiple kicks to the nads. Partners enjoying a relaxing time thrashing about in squid entrails, still others spending an entire DVD dressed up like Bo Peep and licking an oversized lollipop whilst looking needy and unprotected. After the third time of browsing an aisle of gadgets and gizmos only to find myself eyeing up a nippleball in the middle of the display, I became resigned to it all that I was not only in Otaku central, but also perv central, and I should just take a more relaxed attitude to the relaxed stance on the subject the people over there clearly take.
Although my voyage of discovery had certainly been varied and enlightening, I was still falling short when it came to my own personal aim of finding some good old fashioned retro gaming. There had been a couple of places with the odd glass cabinet sporting a dusty cartridge or two in amongst the busty animé figurines in suggestive poses, but nothing that I could yet consider a 'horde'. I had managed to buy a selection of souvenirs from some of the more reputable-looking shops, and had managed to find a couple of places that held my attention with stacks of the latest animé releases (everywhere was going crazy for Evangeleon 1.0), or obscure references to Japanese culture I had remembered from the past, such as a DVD of an old series, some super-deformed retro plush toy or hundreds of airfix-style kits for things I would never have guessed could be marketable in such a form. The only reason I didn't walk away with this Gradius kit was that it was so bulky - it would never have survived the journey back.
It was getting late, and I was a little weary. I had by now moved away from the central area and was getting increasingly far away from the station. Though I was enjoying the experience, I had come up with a blank about my most wanted items, and the feet and arms were getting sore, it was getting dark, and I was having trouble remembering which way I had come from. It was time to give up and head back.
The sign that adorned the wall - though all in Japanese - was clear. There were several floors to this building, each of them dedicated to a particular games era. Suddenly my weariness and tired legs disappeared. I was fifteen again, and I was bloody well going to get up those steps no matter what.
Neglecting the lift, which may or may not have worked, I went up the stone steps for a few floors before being greeted by a cardboard box half full of identical Super Famicom games. This was the first of the retro floors, dedicated mainly to the Super Famicom and Megadrive games, but also had a good wodge of stuff from even earlier than that. I stood at the entrance to my own personal heaven and wiped the sweat from my brow and the drool from my cheek. One guy behind the counter looked over to me in the universal 'can I help you' style - to which my childish instincts took over and I returned a look of stupefied glee, combined with a double thumbs-up.
I spent a little time looking through the barker ends of what was clearly a deep trio of aisles. There were ancient systems running conversions of games they really shouldn't be able to handle. There were piles of reconditioned Super Famicoms, a pile of unsold Donkey Kong Country 3 games, and a selection of charmingly daft little lego-style ornaments that you built up to create an old-school Mario sprite for your coffee table. After I could resist no more I headed down the central aisle. This was the sight I had thought I would never see - on the left side: a dozen rows of neatly stacked, individually shrink-wrapped Super Famicom cartridges, each with its own little label and barcode. On the right side: a half-dozen rows of perfectly preserved, mint copies of hundreds of Super Famicom games still in their boxes.
I ran a teasing finger down the length of one of the rows, remembering at once a thousand games and their box art, often beautiful or at least representitive but typically replaced with inane, clumsy westernised 'art' when released in the west. (A situation which thankfully rarely occurs these days so I'll step down from my soapbox right there..). I recalled the games that were never made available, and those that I missed because the importers got only a tiny handful and often charged silly money for. Here they were for prices as low as 50 yen - about 25p - although the more desirable items were going for a few thousand.
Resisting the temptation to gather an armful just yet, I turned around and went upstairs. The fourth floor was dedicated to the fifth generation of machines - The N64 (the successor to the Super Famicom), the Playstation, and the Saturn. I immediately headed to the N64 aisle, which had a smaller but no less impressive array of treats, a full side of naked cartridges on the left, and a smaller section on the right with a decent mix of boxed and unboxed carts. Next to the shelves was a pair of rare sights - a TV with an in-built Super Famicom inside it (released only in Japan) playing Mario Kart 64 with a strange, squashed N64 controller dangling temptingly in front of it. Underneath was a pile of reconditioned N64's going dirt cheap (about £15), each individually wrapped in a cellophane bag.
One of them wasn't there though. I am a bit of a fan of Treasure, who are known for their old-school style shooters, pinnacles of their achievements for Nintendo systems are the crazy Go Go! Troublemakers, the hard-as-nails Ikaruga, and the frantic and slick Sin and Punishment. I had all three, but had long hankered for a fourth; Bakaretsu Muteki Bangaioh, a shooter as strange as its name where you can literally fill the screen with chaos if you choose to. This shooter arrived late in the N64 era and there were scant few copies made (about 10,000 for the Japanese market only) before it was translated to the Sega Dreamcast. I had wanted to get it for a while but it was super-rare in the game shops I frequented (the one time I saw it, a second-hand one was going for £150) and now, in the place where it should be, it was missing.
I spent a good long time filtering out all the 100yen coins from my spare change and pumping them into the slots of several of the games, including one system which must have had a directory of a hundred or more classics all available from a giant scrolling menu. After a moment sampling the majesty of sitting on the Famicom Throne, I headed back downstairs for a buying session.
Starting with the N64 lot, I whipped out a half dozen cheap cartridges from the line-up including Sim City 2000, Bust A Move, Mario Tennis and Densha De Go! - an obscure Taito train simulator for a train driver friend of mine. I was about to pay for them when I noticed some select cartridges and boxes in a glass case on the counter - and one of them was Bangaioh! They were asking silly money for a boxed copy (£8000 yen - about 40 quid) but they also had a cart only copy, at a more reasonable 5500 yen (nearer 27 quid). Since I was definitely not going to be popping round the local Super Potato very often, I decided to stick that on the bill as well. I then headed down to the Super Famicom floor and repeated the process, getting hold of Mario's Picross, Desert Strike, some Soccer game and Parodius Super Deluxe, plus a spare controller. There was so much more that I would have loved to buy, but the journey home was long and there was already a heap of things to play with. I had a fond last look around the shop to take in as much as I could, and then headed downstairs, although not before taking one of the free games they couldn't get rid of in that box at the door.
Stepping out into the night, I felt content. I had come so close to the shop and may have missed it if it wasn't for the little blue bomber, and now I had fulfilled another of my childhood wishes. I got my bearings, and then after visiting a post office to stock up on money, left Akihabara about 7pm for Shinjuku.
I alighted back at the hotel sometime later, packed all the new things away with the existing ones in the case (it just about fit) and then headed out to the Italian again. The spaghetti bolognaise was good, and the mystery dessert, which the waiter tried to convey to me without the necessary English translation turned out to be Crème Brulee, which was also very nice.
At about 8.30 I left the restaurant and instead of heading directly back, wandered nonchalantly along the back streets of Shinjuku for a while. I watched the assorted people enjoying themselves and getting on with their lives, and it hit me that if I was in an unfamiliar place in the UK like this, I'd probably be feeling pretty wary at that moment, but there was no need. I strolled into a late night shop selling all sorts of foodstuffs, pondering whether to take a bag of dried fish treats back with me for my friends to try, but decided not to as it might not be allowed back in blighty.
The country had one final surprise in store for me as I sat in my room watching some final crazy Japanese TV. Almost asleep, I felt a sudden sense of movement - the building was swaying left and right, like I was on top of a piece of wood sat on marbles. I was several floors up, meaning the effect was especially stomach-churning. Regaining my full consciousness, I grabbed the bed frame with both hands until the shaking stopped, and then checking that I wasn't actually dreaming, looked out of the window. No alarms going off, no fires, and nobody running around in circles screaming. I rushed downstairs to the reception desk where the manager was quietly doing paperwork. Confused at his lack of panic I gasped 'there's an earthquake!' at him. 'Has there been?', was his improbable response, to which I could do little more than turn around and with slight embarrassment head back up the stairs through the still-swinging door.
A few minutes later, the news on the TV was interrupted by an item about a magnitude 5 earthquake occurring on a map of Japan 50 miles or so northwest of Shinjuku, showing a shock radius that had dropped to about 2 by the point it hit where I was. Then, they just calmly went on with their other news like it was just some other item. I guess rumbles such as these are pretty common when you live on the intersection of 3 tectonic plates.
I tried to put the experience out of my mind and get some sleep. It was 10pm, and tomorrow I would be heading home on a day that would last 33 hours.
Labels:
Akihabara,
Famicom,
Games,
holiday,
Japan,
Japan 2008,
japan holiday,
Nintendo,
Shinjuku
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