Let Megatech Satisfy Your Primal Desires (REDUX)

Prelude
Author's Note:

Megatech Software was the first licensor of ‘eroge’, or video games with erotic content depicted in anime-style illustrations. The company was apparently founded prior to 1992 by Kenny Wu, in Torrance, California. The company prided itself as being the only licensor and distributor of ‘anime games’ in the United States. They advertised their games on the lurid, thrilling elements coupled with anime-style graphics during a time where Japanese animation was considered a niche interest only found in the science fiction/comics fandom, and where the video game industry in the West were adverse to the inclusion of nudity and sexuality in video games.

The company only released four games in total – Cobra Mission, Metal & Lace: Battle of the Robo Babes, Knights of Xentar, and Power Dolls. The first three games were self-rated with the in-house content rating system whereas the last game was released without any labels. They promoted two of their new games at Anime Expo 1993. Megatech Software quietly folded sometime in between 1996 to 1999, following the release of their last game, Power Dolls.

Aside from the company, there were other companies who tried to license and localize ‘anime games’ or eroge for Western markets - the UK-based Otaku Publishing, Himeya Soft, Mixx Entertainment, Samourai, and JAST USA. Out of the six companies, only JAST USA managed to thrive until modern times while the rest were forgotten into the depths of obscurity.

In conclusion, Megatech Software, alongside the obscure, ephemeral companies, represented a brief, forgotten period in anime fandom history where they tried to capitalize on the burgeoning curiosity of anime during the nineties boom as well attempt to localize eroge and bishoujo games for Western audiences. The ‘anime games’, the screenshots, and a few pieces of memorabilia will be the only thing left of its period.

My journey of writing the timeline Let Megatech Satisfy Your Most Primal Desires, alongside the rabbit hole of ‘anime games’ of the 90s and early anime fandom, started when I read an article for Cobra Mission on Wikipedia. It was something of an eye-opener as I never knew eroge, let alone anime-style video games, existed, and certain companies in the West decided to localize these games for English-speaking markets. Since then, I worked on the timeline for nearly a year from the first post. Days of research and drafting for the entries, using available material from old websites archived on the Wayback Machine, specialized blogs, and other sources whenever accessible.

The previous version of the timeline, originally published in 2023, was interesting in its first few entries, but eventually lost steam with only between two or three readers interested in it. Additionally, I began noticing up weaknesses in my writing as I further developed my skills along the way, such as lengthy, banal conversations, and odd emphasis on formal names. I realized the prose was not up to my standards, and thus I became dissatisfied with the quality.

Because of this, I am going to write a new and improved revision of the timeline. After some lengthy deliberation whether I should make its own thread or just replace chapters with revised ones in the old thread, I ultimately went for making its own timeline. I hope the moderators understand I am not making a duplicate timeline, rather a new, self-contained timeline thoroughly distanced from the original timeline.

Shout out to @Nivek, @WotanArgead, @Otakuninja2006, and the others who supported the previous iteration of the timeline. I could not have gone so far with writing it without your feedback and discussions. But for now, let’s get into this new timeline and see where it goes.

Disclaimer:

The timeline is a work of fiction.
Unless otherwise indicated, all the characters, names, business, events, incidents and other references, depicted or mentioned are either products of the author's imagination or used in a fictitious manner. Any resemblances to actual events or locales or persons, living or dead, are purely coincidental. The author does not endorse products or viewpoints presented in the narrative.

The following work contains depictions of offensive language and some suggestive language.

Reader discretion is advised.

--#--
"I thought Megatech Software would only last five years. It started out as just a subsidiary for Liberty Components International to deduct some taxes by capitalizing on the 90s anime boom. Look here now. We're the largest and influential licensors of anime games in America. For a company just founded by a geeky college graduate specializing in niche video games, it's astounding. I'd like to thank everyone for the journey. I'll say an old tagline of ours to conclude the interview: Let Megatech Satisfy Your Most Primal Desires!"
-- Kenny Wu on Megatech Software. Quoted from Preface, An Unabridged History of Anime Games (2023) by Cynthia Wu and Hannah Everheart

Prelude

1985.

Kenny Wu thrashed and turned in his sleep, tucked under the blanket as he lay on the bed. He rose out of the bed suddenly, yet slowly, because he felt his manly parts straighten and tighten. He shifted off his blanket and left his bed into the dark room. The sound of a relentless downpour drummed from outside the window. The electronic clock on the bedside indicated it was early in the morning. He yawned as he headed towards the bathroom. The corridors were dark, yet he navigated effortlessly since the layout was extremely familiar to him. He turned on the light once he was inside, yawning heavily as he glanced at the mirror. He saw his reflection – a youthful, slightly gaunt Chinese-American teenager with scruffy black hair.

He awkwardly smiled as he turned around to face the toilet, which he relieved himself from the discomfort. He stretched himself, looking into the mirror. He once joked to his friends at a Torrance high school that he was the grandson of Bruce Lee and he couldn’t wait to get a body like him. Unable to find himself a way to sleep properly as well still feeling the waning sensations of his discomfort, he went into the living room. He sat down on the couch, sitting in the dark room with only the heavy rain being the ambiance. He disliked the heavy rain, being very noisy and distracting for someone who was trying to sleep.

He fumbled in the dark to find the on switch for the television. Under the television set were the Nintendo Entertainment System and the Sony videocassette player, two pieces of electronic entertainment for the television. He wanted to see something that would lull him to sleep, like an obscure, regional public access show or a dull infomercial.

Soon, the television turned on just as Kenny lied on the couch trying to catch the need for sleep. The screen showed a blank space background, accompanied by a stirring arrangement of orchestral instruments. He was jolted awake by the intro, quickly affixing his gaze on the screen. A sepia-tinted filmstrip, cut and slightly burnt at the end, crawled up the background, which said strip depicted a spiral galaxy.



The space background faded into a still image of an excavation, a visual which caught his eye. This was followed by a scene where a silver-colored fighter jet was being raised up on an airstrip. A helmeted pilot raised his sight as the jet was turned around while being marshaled by a ground crew member holding illuminated beacons. The credits ‘HARMONY GOLD PRESENTS’ appeared, juxtaposed against a Tron-esque motorcycle ride. As the pilot adjusted the controls on the dashboard, the title ‘ROBOTECH’ appeared on-screen.

The entire introduction felt odd to him. It was strongly reminiscent of The Transformers and G.I. Joe, two shows he was familiar with from the local kids in Torrance. However, this cartoon aired very early in the morning, a time where kids were supposed to be asleep. Besides, he was too old to watch cartoons at that age and felt their stories and animation were puerile and mechanical respectively.

Yet something piqued his interest. The animation looked pretty good by the quality standards of animation at the time. The character designs were never seen before, for they looked proportionate and realistic in contrast with the heroic builds and caricatured looks of shows airing at the time. The vehicles were impressive-looking when compared to the vehicles the Joes drove.

For Kenny, the cartoon felt like Star Wars with a bit of The Transformers and G.I. Joe. He was uneasy at the thought of watching a cartoon, but he decided to do. He needed something that would fill the time and see something interesting, before returning to bed. The title card, ‘Boobytrap’, appeared on-screen. He lied down on the couch as he watched the episode on his own. From there on, his life would never be the same again as a new interest sparked in his enthusiasm.

Every weekday, Kenny would scrounge every piece of available schedule guides, whether it was on the local newspapers and TV Guide magazine. From there, he would hurry to the television and turn on to tune in to see the newest episode of Robotech. He would tape the entire full episode on videocassette, specifically a fresh, clean one of the Sony U-matic brand. Afterwards, once the show ended, he would stop recording and write the episode title and the date aired on the label of the videocassette. He would then store it in a blank cardboard box, or better yet, a clean plastic case.

Kenny also started heading to toy stores to find Robotech-related merchandise, which lead him to visit comic shops and hobbyist stores. He found Robotech Defenders, a line of mecha model kits licensed and released by Revell, a company specializing in plastic scale models. He would allocate his allowance in purchasing these model kits, collecting every product available, even if it meant saving money heavily and forgoing lunch.

Although he felt fulfilled when he recorded every episode of Robotech and purchased every piece of merchandise within a span of three months, he was still unsatisfied with it. He wondered how the show had good-looking animation with an artstyle distinct from the Saturday morning cartoons. That was the question which continued to linger in his head for a long time. He often suppressed such question to avoid perturbing him for the rest of his daily life. Yet he wondered if there any more animations like the ones he saw.

In the November of 1985, Kenny Wu went to his local Suncoast Motion Picture Company in Torrance. He was still bothered by the question that lingered in his mind. As he headed towards the storefront, he saw a clip that caught his eye, which he stopped and stared at the storefront television.



“One thousand years from now,” the narrator in the preview said. A redheaded girl on a glider flew across a grooved landscape reminiscent of the artwork in the Heavy Metal comic magazine, but lighter and softer.
“The forces of evil are everywhere.” Two ostrich-like creatures ran away from an explosion on the ground, emerging a giant grub-like creature with multiple eyes, while the same redheaded girl flew away.
“Warring nations close in from the south.” A fleet of airships flew across the landscape. “Creatures of the dead world come haunting from the north.” A swarm of bug creatures emerge from the dens.
“And the only hope for the future will be a small band of warriors.” A redheaded girl intensely fights off two goons, followed by her screeching and shattering a man’s sword in half.

Warriors of the Wind!”[1] A flying jet dives down with a hail of blaster fire. The glider boldly dives into the nest with such speed. “The most fantastic family adventure of their time, and all time!” A man dodges the snapping mandibles of a giant centipede-like creature, followed by scenes of explosions. “Rated PG,” uttered the last as the logo flew into the screen.

Kenny smiled. Although the narration describing the premise was generic, as it resembled the myriad space opera and sword-and-sorcery films that tried to be a mockbuster of Star Wars and Conan the Barbarian respectively, the animation was attractive, fluid and dynamic, akin to an animated sci-fi adventure film, albeit with faded color. The artstyle, while it had no name at the time, was a hybrid between Disney’s style, specifically The Black Cauldron, and the one used in Robotech. He thought of the plot based on the premise alone, yet it made him yonder to watch the film on his own.

He entered the store, quickly approaching the counter. He asked the clerk on where he could find “Warriors of the Wind” in the store. The clerk replied to him, “Find it in the kid’s section,” and gestured to the section of the store. He nodded, quickly heading towards the section. He passed through aisles stocked with kidvid and fluff. He felt extremely embarrassed for a young man to sieve through the videocassette cases, but he persevered to seek the film he was looking for. To his good luck, he found Warriors of the Wind on the top shelf of the aisle. He picked the box up and observed the cover.


warriorswind.jpg

The cover illustration looked ridiculous in terms of composition. It was illustrated in a style imitating the comics in the Heavy Metal magazine, with characters being thinly-veiled ripoffs of sci-fi and fantasy characters. A cyborg, a gun-toting hero, and an obscured Lightsaber-wielding red humanoid stood above a monster with red wrinkled skin and a gaping mouth of teeth. A gun-toting warrior riding a Pegasus and a girl riding a glider in the air flanked the main subject of the cover. Kenny thought none of the characters save for the girl on the glider, did not appear in the film at all, and made the film, when inferred from the cover alone, resemble a cheaply made B-movie knocking off better fantastic films.

He took the film, purchasing the film with his own money. He returned home and played the videocassette of Warriors of the Wind in his videocassette player. The film’s runtime lasted roughly an hour and a half. The voice acting was shrill, terse, forced, and frankly a pain to listen. Sometimes, lip-syncing felt off when characters spoke. At certain points, the film jumped between scenes, as if large portions were trimmed without any regards for consistency or coherence. It would’ve been rejected as some bad kidvid by anyone.

Yet, Kenny was enthralled by the smoothness of the animation and the lavish, detailed backgrounds, as if it popped out of the Heavy Metal magazine’s comics. He wondered if somebody labored all their efforts in making the film, only turned into a cheapo kidvid by some shady distributor. His curiosity about origin of the animation styles of Robotech and Warriors of the Wind burrowed deeper into his mind, a prospect of discovering where it came from.

The next month, Kenny heard about a new tabletop wargame in Torrance, California. It was called Battletech. The title sounded too similar with Robotech, a show he was a fan of. However, the concept of playing a wargame involving large, humanoid combat robots sold him. Previously, he knew of Battledroids, a tabletop wargame he heard in passing that was mired in a lawsuit with George Lucas and his company, Lucasfilm, as well sounding like a bland, flash-in-the-pan game.

Arriving at the local comic book shop, he asked the proprietor of the store to invite him for a session of Battletech. The proprietor permitted. In a crowded game room, the proprietor acted as the game master for the wargaming session. He set up a mockup of a desert landscape, dotted with surface details like debris, starship wrecks, and rock formations.

The proprietor handed Kenny a set of Battlemechs, a term for a piloted armoed humanoid combat robots, with its respective record sheet papers. He instructed Kenny a brief summary of the rules of Battletech and how to play. Soon afterwards, they started playing.

The entire session lasted an hour. A captive audience watched the combat play out as Kenny and the proprietor took turns moving their units, rolling the dice to see the actions, and taking out their Battlemechs one-by-one. Kenny felt a sense of thrill and excitement, as he took his time to plan out possible tactical maneuvers and find a way to make the best out of his situation. He imagined the combat in his head, conjuring Robotech-esque scenario, complete with sound effects from the show and other miscellaneous movies and Saturday morning shows. Those miniatures reminded him heavily of the mechanical designs from the show and the Revell model kits.

After the entire session ended, the audience left the game room and either went home or continued browsing the store. Kenny started a little chat with the proprietor about the uncanny resemblance between the Battlemech miniatures, and the mechanical designs of Robotech. He brought black-and-white Polaroid photos as proof, showing it to the proprietor, and using it to compare with the designs as he explained and pointed out.

Kenny disclosed to the proprietor about his search to find the origin of the animation and artstyle of Robotech and Warriors of the Wind, which continue to linger in his head for so long. The proprietor replied to him about animation made in Japan. It was an eye-opener to Kenny, who finally found the answer he sought to resolve. He then inquired to the proprietor about the topic.

In response, the proprietor explained that the Japanese had a unique style of animation, vastly different and far more exciting than “American cartoons”. The Japanese style of animation, he claimed, presented mature stories wouldn’t be found in any kids show, with a meticulous attention to designs for characters and backgrounds coupled with amazing fluidity of movement. The animations were done by a crew of skilled, talented artists and computers, he claimed, and who refused to be constrained by standards and practices of major networks. Additionally, he said that all the ‘good’ Saturday Morning cartoons, such as The Transformers, G.I. Joe, and Voltron were assisted by these Japanese studios.

The revelation amazed Kenny to a degree his eyes brightened with childlike curiosity and wonder. Japan, he thought, was a faraway foreign country. The only things he knew about the country were the electronic instruments and home appliances from brands like Sony and Panasonic, Toyota trucks, Honda cars, Kawasaki motorcycles, the badly-dubbed Godzilla films from AIP, the samurai films of Akira Kurosawa, the Oriental landscape paintings, ninjas, and occasionally sushi. He asked the proprietor whether Battletech took their “robot designs from those anime”, particularly Robotech.

The proprietor nodded in affirmative. He heard, from a friend of a friend who was an insider in the sci-fi fandom, that the publisher of Battletech, the FASA Corporation, swiped mechanical designs from various Japanese animated series. He listed out the shows where the designs were swiped in a rough pronunciation of their titles – Dowguram, Clasher Jou, and Makurosu[2]. The last of which, he explained to Kenny, was the source material for Robotech. The localization was done by Carl Macek and Harmony Gold, two names Kenny recognized from the credits of the show.

“Do you about them?” Kenny asked.

The proprietor sighed, telling him that he knew nothing about Carl or the company, at least, for now. And when Kenny asked whether he owned the videocassettes of Japanese animation, he explained that he did not own any recordings of that animation, and added that it was prohibitively expensive to import recordings from Japan, let alone subtitle it.

Kenny sighed as he frowned in disappointment. However, his mood was assuaged by the proprietor, who assured him that he would notify him when he managed to acquire “Japanese animation” recordings. He showed Kenny his business card, asking him to send in a test mail just in case. Kenny took the business card, placing it inside his pocket, as he left the comic book store with a content face.

--#--
After graduating high school in 1988, Kenny Wu enrolled in El Camino University, a local community college, to study software programming. He was a talented kid, gifted in coding and tinkering with computer programs on his Commodore 64 gifted to him by his parents. Secretly, underneath the nerdy, bespectacled appearance was a fan who was extremely interested with foreign animation, specifically Japanese animation.

In the years between 1986-1987, it was a really eventful period for Kenny. The proprietor of the local comic book shop in Torrance had travelled to Japan on a tour with other Japanese animation fans to attend the premier of Laputa: Castle in the Sky on 2nd August, 1986. The proprietor watched the entire film fully focused, and jotted down a lengthy transcription of the entire movie on notepad and later typed on computer. He also purchased a few videocassettes of Japanese animation, costing quite a fortune for him because of the exchange rates between the US dollar and the Japanese yen, combined with the general policy of video stores in Japan being strictly rental-only.

One of the Japanese animation videocassettes gifted to Kenny by the proprietor was Dallos Special, a compilation film edited from footage of all four episodes to form a single 85-minute film. The film was a space opera about a moon colony rebelling against the Earth government, something that Kenny felt like a cross between Star Wars and the low-key Western B-movies he would watch on television. Although he did not understand the plot and dialogue, thanks to the lack of translations, the art was attractive despite the flat, drab coloring and sometimes clunky movements.

Kenny read through the transcript of Laputa from the proprietor. With only a collection of promotional images, stills, and sketches by the proprietor, he read through the story like a kid enthralled by a fantasy story. He imagined the film as a sort of airy version of Warriors of the Wind, with a soundtrack similar to John Williams’ scores for Spielberg’s films. The characters were voiced by actors who were familiar to him. For example, Musca, the film’s villain, was voiced by Patrick Duffy, an actor who played Bobby Ewing.

The rest of the summer of 1986 was spent on watching the Japanese animation videocassettes and going to the Torrance comic book store. He would spend his time there chatting with the proprietor about Japanese animation and playing Battletech sessions.

A common topic in their discussions of Japanese animation was the mecha shows. According to the proprietor, he explained that the Robotech Defenders model kits and the Battlemech designs in Battletech were sourced from mecha shows, including the source material for Robotech, such as Crusher Joe and Dougram, admittedly he managed to properly pronounce the titles of the show. There was a boom in ‘space opera’ and ‘mecha’ shows in Japan.

The toy companies financially backed these shows to provide revenue from model kits and general merchandise, which would be used to finance production. And the shows were popular with adolescents like Kenny, who would be impressed by the animation quality, the mechas, and the attractive female characters. Such amazing leap in comprehension on the subject matter by the proprietor was thanks to his visit to Japan and contacting a pen pal in the country.

From time to time, the subjected of Carl Macek and Harmony Gold, the producers behind Robotech, occasionally popped up in these conversations. Kenny learned more behind the production of the show.

According to the hearsay from the proprietor and the sci-fi fandom insiders, Carl Macek was a comic book store owner and an aspiring screenwriter who was tapped by Harmony Gold, a film production company, to adapt Macross for American television. Since the networks demanded a 65-episode series for syndication, Carl Macek combined Macross with two Japanese animated series to bulk up the episode count. It was said the contents of the show were diluted for a young audience, but Carl tried his best to keep it faithful.

The account, although very sketchy and brief, amazed Kenny. Even though he was only familiar with their names, he admired Carl Macek and Harmony Gold for their efforts in importing and localizing Japanese animation to America. He wanted to be a pioneer in the medium of Japanese animation, localizing the shows for the benefit of others and perhaps revitalize the American animation industry which he saw lagging and puerile, and kickstart a public trend for it.

Other topics in their discussions about Japanese animation include the animated adaptations of rather lesser-known children’s books, adaptations of comic books, and the sales of rentals in the Japanese home video market. Regarding anime adaptations, the proprietor explained to Kenny about the medium of Japanese comics. He said that the medium was diverse and filled with genres that would never be seen on comic book racks. The authors, writer-artists on their own right, did all the work by themselves.

In the last week of summer, Kenny requested the proprietor to acquire some magazines from Japan, so he could take a peek in them and satisfy his curiosity. In response, the proprietor mailed to his pen pal a request to send him a random selection of comic magazines from Japan to Torrance, California. A few days later, during the last day of summer, the proprietor received a large package in a cardboard box. This was from his pen pal in Japan, who delivered it through air mail. The proprietor contacted Kenny, asking him to pick up a delivery from Japan.

Kenny arrived to obtain his package and went home with it. He opened the box with a box cutter to reveal a trove of assorted Japanese magazines. Despite his inability to read Japanese script as well his unfamiliarity with the subject matter of the magazines, he roughly identified what type of magazine from its contents.

There were comic magazines for males that shared the initial logograph, which he scribbled on a piece of paper and asked his grandmother to translate it, that meant “Weekly Young Boy”. This caused Kenny confusion whether these magazines were the same or was separate titles. The contents of the magazines were barely comprehensible, as it covered a wide array of genres and topics. A Mad Max-style story with Bruce Lee depicted in detailed, hyper-muscular style; a humor comic about a hapless, meek male, and a female dressed in a tiger-print bikini; and many more he was unable to properly summarize due to the lack of further context.

Next were the girl-oriented magazines, defined by the big, glittery eyes of the female characters on the cover. Unlike the “Weekly Young Boy” magazines, these magazines were distinguished by the use of katakana and hiragana on the cover, which allowed him, to a limited degree, recognize these were separate titles. The comics, on the other hand, had a narrower range of topics compared to the ‘boys’ comic magazine’. Common topics include romance, fashion, cute characters, and daily life – things he would felt embarrassed reading of. These comics were illustrated in almost the same style – big eyes, panels with soft lines and flowers, and female protagonists alongside their boyfriends.

Then, Kenny read the men’s comic magazines. Unlike the young boy and girl magazines, these men’s comic magazines were strictly aimed at adult men. The covers of these magazines depicted older protagonists. The comics in these magazines were far violent and lewd compared to the ones from the younger-skewing magazines. It was similar to the content difference between the comic books sold at newsstands and the comic books sold at comic book stores. Though he could not read the text in the word balloons, it was actually thrilling and imaginative for him to read, reminding of the R-rated films and the edgy independent comics. He loved the comic about policemen with the numeral ‘34’ on the title. It was over-the-top and rabidly violent, much like the cheaply-churned action films in the grindhouse cinema. Another comic he was so engaged with was the cyberpunk comic. It presented things like psychic powers, big motorbikes, and a city that would’ve popped out of Ridley Scott’s Blade Runner.

Lastly, he read the hobbyist and specialist magazines. These magazines were the type that matched Kenny’s interests, more so than the men’s comics’ magazines. It was what he was looking for. He eagerly read through the contents of the magazines, taking an all-nighter just to make it through. Like always, he could not read the Japanese text, except for an occasional English word or two. But he glanced at the full-colored stills from anime and a couple of full-sized artworks by Japanese fans. This fueled his curiosity even further and deeper into depths of his wildest imagination. He marveled whether there was a world, a world completely immersed in animation, comics, and sometimes, games, things adults in his country consider juvenile and puerile, but considered admirable and acceptable in Japan. The only magazine he disliked was the one with the citrus logo. He found the contents of the magazine – space opera, cyberpunk, and sword-and-sorcery – to be notable, but found the artwork used to depict the female characters to be off-putting and creepy, sensing the dubious undertones.

After that momentous day, Kenny requested more of the Japanese animation and comics magazines. The only stipulation when he requested these magazines were “No girls’ magazines” and “No magazines with the citrus logo”. The packages of these magazines arrived in the inbox of the local comic book store from the proprietor’s Japanese pen pal, delivered on a regular, biweekly schedule.

Kenny would then voraciously read the magazines thoroughly, to the point of copying the artwork so often he would produce a naïve imitation, and taking notes. He purchased stationery, notepads, a bilingual Japanese-English dictionary, and a Japanese grammar instructional book, to help him understand the text in the magazines. Soon, non-academic notepads were filled with notes glossing over text in Japanese magazines and sketches of his artstyle.

Beginning in 1987, the proprietor of the local comic book shop introduced Kenny to fanzines dedicated to ‘Japanese animation and comics’. These amateur magazines were published by small-time fanclubs, scattered throughout the whole state. These were printed on cheap, single-color paper of low-quality, done by photocopiers, or in cases of wealthier fanclubs, inkjet printers.

The articles on the fanzines discussed on scraps of Japanese animation and comics. The articles reviewed anime shows based on worn-out, repetitively-copied videocassettes of anime taped during airing from Japan, without subtitles. The authors of such articles attempted to make sense of the messy, degraded presentation combined with the absence of recaps or any information to provide context. Yet, these articles had a sense of charm to him, as they showed fascination and enthusiasm, almost childlike, with the subject matter and their efforts to scour for more.

Until then, Kenny Wu referred to Japanese animation and comics as ‘Japanimation’, an invented word coined by him. An article from an issue of a Los Angeles Cartoon/Fantasy Organization first introduced the term ‘anime and manga’ to him. According to the article, the term was used to replace “Japanese cartoons and comics” because the word “cartoons and comics” conjured a persistently negative connotation of a medium aimed at children, which was a sentiment held in the country. This was further augmented by the argument that ‘anime and manga’ were an artform a cut above the typical children’s television fare and superhero magazines in the country

By the article’s own admission, ‘anime’ was derived from the first three syllables of the Japanese term for animation, “animeeshon (アニメーション)”, and ‘manga’ was derived for the Japanese term for comics, “manga (漫画)”, or whimsical pictures in Japanese. The article was such an eye-opener for him. The argumentation in it was articulate and excellently-written, so well that it could work as a college essay of its own. Kenny later adapted the terms “anime and manga” to describe Japanese animation and comics, displacing “Japanimation” quickly as he felt it was too clunky and culturally patronizing.

The letter pages of the fanzines published written opinions from readers and their attached postal addresses. The letters often spoke about their interest in anime and manga to others, usually of obtaining recorded anime from Japan, and their interest in expanding their understanding of the medium. There were also lonely hearts letters which the writer sought peers who share the same interest for companionship.

Kenny wrote letters to the readers from the letter pages, just to find peers who shared his interest. The letters were delivered to the respective addresses by the United States Postal Service, once he was done writing. He received replies every once and often, leading him to send reply letter to them. Eventually, he formed a small circle of pen pals centered on their interest in anime and manga. They were dubbed the “Mech-Tech”, humorously referring to their interest in mecha and space opera anime.

Mech-Tech exchanged letters with each other. Kenny sent photocopies and duplicated photos of his collection of anime and manga publications to others, along with his notes and sketches. The rest would be amused by the pictures, yet they helped him translate, albeit roughly, the text of the Japanese-language magazines. A pen pal sent brief summaries of anime he managed to source from videocassettes, using available information and his own viewing to form a coherent description. Another sent fanart of anime characters, which added characters of his own version. And somebody sent photos of model kits to everyone else.

One highly memorable conversation in the circle of pen pals was how they become immersed in the anime and manga fandom. Kenny Wu first started the topic, writing to his pen pals about how he became interested in it after watching Robotech. He was soon inundated by a flood of replies from others. A pen pal described his curiosity in watching the cartoon Star Blazers, a show about a battleship in space, which he was enticed by the apparent maturity and thematic complexity compared to others shows in Saturday morning. It eventually turned into a search for the source, in which he developed a newfound appreciation of animation and looking for more of it. Turns out, Star Blazers was a localization of Space Battleship Yamato, produced by Westchester Corporation in order to capitalize in the sci-fi craze started by Star Wars.

A major turning point in Kenny’s life occurred in the May 1987. He was working in the local comic store as a gig to provide side-income, as well help the proprietor. The store received a shipment of new issues recently, which he helped unpack and stock on behalf of the proprietor. Inside the box were new issues of ongoing comic series, new trade paperbacks, and installments of limited series. But what captivated him the most were the three new titles released by Eclipse Comics.

The titles were Area 88, Mai, the Psychic Girl, and The Legend of Kamui appeared in the Eclipse Comics-branded cardboard box [3]. All three had eye-catching covers for their first issues. Area 88 featured a blonde pilot piloting a fighter jet, with another jet behind him, and an aircraft carrier in the background. Mai, the Psychic Girl featured perhaps the title character, a raven-haired girl dressed in a black and white sailor uniform, gazing at the viewer. And The Legend of Kamui featured a dagger-wielding boy with a black ponytail, evading an attack by an assailant carrying a chain attached to a sickle.

For the first time, he recognized it as manga based on the names of the Japanese authors and the common, yet distinctive artstyles. He saw on the bottom-right corner of the covers of all three titles – VIZ COMICS. When he asked the proprietor: “Are these really manga translated in English”, the proprietor confirmed to him. However, he was slightly dismayed once he observed the format of the localized manga to the ones he found in the Japanese magazines. It was flipped from left-to-right to right-to-left in order to make it appealing to American audiences. Still, his euphoria was not dispelled by such a minor foible with the manga from Eclipse Comics and Viz Media. Afterwards, he quickly purchased them with his pocket change and left the store to read it.

Back at home, Kenny read the first issues of the three English-translated manga. These comics were pretty short, but typical for manga chapters in those Japanese magazines, and it was still in monochromic colors of black and white inking. The art of these comics were nothing short of impressive, with the dynamic jet flights of Area 88, the judiciously-plotted suspense of Mai, the Psychic Girl, and the breathtakingly detailed action scenes of The Legend of Kamui. Although, he was disoriented when he read certain parts of the issue, particularly because of the flipped, rearranged, and retouched artwork. But what impressed him the most was the introductory statement from the editors found at the beginning of the issues.

“What you now hold in your hands is the first wholesale attempt to bring the unique and novel world of Japanese comics to English readers in a popular and familiar format. Whether your interest is in comics as an art form, a manifestation of popular culture, or a form of entertainment, we are proud to offer you a new comic experience.

The world of Japanese comics is extremely large and diverse. There are traditional super-hero, action, historical, romance, and science fiction titles, as well as a new type of sophisticated comics written for the highly-educated, modern, adult audience. Japanese comics are tremendously varied, and read by people of all ages and from all walks of life.

Manga have come to be recognized as a distinct literary and artistic form. As an international art form and an expression of mass culture, we believe that comic books transcend national borders. In a spirit of mutual cultural exchange, we present some of the best and most interesting comic serial now published in Japan.” – the Editors.
In a peculiar, yet heartwarming way, Kenny felt consoled that professionals, mainly the ones working for American comics, exhibited awareness in bringing in the medium of manga to America and localizing it. They were like Carl Macek and Harmony Gold, pioneers in bringing Japanese media to the United States of America. For him, it was a dream come true. Only this occasion, it was for real and beyond his wildest imagination. He quickly wrote a letter to the editors at Eclipse Comics, thanking them for their localization work on the manga and stated his interest in anime and manga.

He purchased issues of Area 88, Mai, the Psychic Girl, and The Legend of Kamui unfailingly on a bimonthly schedule from the local comic shop. He would read it thoroughly in his home, doing sketches based on the panels, and writing letters to the editor. He knew his letters would have an extremely small, fleeting chance of being published in the letters column, but it would not matter, since he was happier with what he owned.

Meanwhile, his collection of Japanese-language magazines continued to burgeon and eventually pile up at an unexpectedly exponential rate. It was too heavy and too numerous to hide all the magazines from his parents and everyone else. He purchased a cheap, large plastic chest to store all the magazines as much as he could fit them in, and tucked it under his bed, in his closet, or somewhere else. It felt as if this issue were popped from a low-budget, obscure teen comedy.

At the same time, video game magazines from Japan start becoming a significant portion of Kenny’s magazine collection. He was not a gamer in any stretch of the word. He owned a Nintendo Entertainment System, which had a small library of games. It consisted of Super Mario Bros., Duck Hunt, Gyromite, Kung Fu, and most recently, The Legend of Zelda, the one with the gold-colored cartridge.

However, these Japanese video game magazines provided him a vista to another world of video games. These games were far more interesting, more exotic, and less restrained by the onerous licensing and content restrictions by Nintendo of America. Despite being unable to understand Japanese text and inferring the contents from the screenshots, he was deeply curious and amazed by it. This reached to the point that he would sometimes daydream of the games in his mind, him imagining holding a NES joypad.

There were a few articles from the Japanese video game magazines that drew his interest. One was the RPG, similar to Wizardry, specifically the fourth scenario – The Return of Werdna. From the screenshots, it involved some sort of combat involving demonic figures, should his notes on the Japanese language were to be trusted. The anime screenshot on the bottom right, a boy wielding a glowing sword while riding a wolf, was the best part of it. He wondered if there was an anime adaptation of the game, or vice versa.


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In the last months of 1987, Kenny recorded episodes of a new anime-style show, Saber Rider and the Star Sheriffs, on videocassette. It was a space western show about five futuristic lawmen, led by Saber Rider, who fight alien invaders, the Outriders, by transforming their spaceship, the Ramrod into a humanoid mecha. The show aired during the weekend mornings on a local television channel, where he would record the show. He discussed the show with the proprietor, learning it was a redubbed anime. The show derived its original footage from an anime called Space Musketeer Bismark, and edited in American-animated footage as well. The episodes were rearranged out of order and the plots of episodes were modified to suit the demands of Standards & Practices as well ensure it was appealing to American kids.

He also to the opportunity to order two new English-language magazines focused on anime. These were Protoculture Addicts and Animag. Protoculture Addicts was a Canadian fanzine centered on Robotech whereas Animage was a professional hobbyist magazine focused on general anime, albeit undubbed and unsubbed. Finally, there was a magazine, at least, dedicated to the hobby he was pursuing. He read it voraciously, memorizing every article on all the pages, until he could recall from mere memory about the content.

In El Camino College, Kenny Wu spent two semesters learning software programming. These were held in the computer room of the college, where the lecturer taught the students on how to code software in C on MS-DOS workstations, and gave students programming assignments. Kenny met his classmate and future best friend – Erwin Mab. Erwin was a man, slightly younger than Kenny, with a tousled brown hair. Because of his appearance, everybody nicknamed him “Porcupine” at the college.

From the first day in class after orientation week, Kenny was seated next to Erwin. He was extremely geeky, a near-maniac for everything fandom and fantastic. He would talk to Kenny about trivial things whenever he had the opportunity to chat, with topics such as superheroes, action figures, movies, television and many more. He would fiddle and fidget a Ninja Turtle action figure, or read a Star Trek novel, instead of focusing on the current lecture or do his assigned coursework. Kenny felt embarrassed whenever Erwin was called out by the lecturer on his idleness.

In spite of Erwin’s lack of attention, he could be diligent and code a program on his own, but only if he was given enough motivation to do so. Additionally, he was very energetic and gregarious to anyone willing to understand him. Hence, Kenny would try to chat with him about their hobbies and geeky interests during recess or afterschool. Eventually, they became good friends and studious classmates. Kenny helped Erwin code in his assigned coursework, which he returned the favor by sharing his notes and codes for his software.

Slowly, Kenny confided to Erwin about his interest in anime and manga. It was extremely embarrassing him to discuss about it to a close friend in the flesh. He assumed everybody saw cartoons and comics as a childish thing, dismissing it a frivolous. Despite his initial fears, Erwin quickly warmed up to Kenny’s enthusiastic pursuit of anime and manga. Erwin admitted feeling a kindred spirit with him, nothing they were both geeks at heart and soul, like grown men with interests in frivolous and puerile matters.

Afterwards, Kenny was particularly keen on talking about anime and manga to Erwin. They watched Warriors of the Wind or marathon the entire 85-episode run of Robotech at Kenny’s home. Kenny would boast about the ‘superior animation’ of anime and Erwin would just sit with curious, bright eyes. On other times, they would read the manga localized by Eclipse Comics, making sure it was handled delicately and gently to avoid fighting over it.

Kenny shared his entire collection of Japanese-language magazines with Erwin, handing him notes to gloss over things he could not understand or lacked context. It was difficult for Erwin to read manga, as he was only used to reading left-to-right, typical for American comics. Yet, he quickly familiarized himself with the format. He could not understand the Japanese text, even with the notes and glosses provided, but engrossed by the crisp artwork of the manga. The hobbyist and specialist magazines impressed him too, for these magazines showed another facet of fandom and geek in another country. He liked the full-color screenshots of anime, and the fanart submitted in the magazines.

Kenny showed his collection of Robotech Defenders model kits to Erwin, prompting him to bring his collection of superhero action figures and monster dolls. This lead to play-fights like children, with Kenny using the mecha to fight Erwin’s monster, albeit performed in secret and at low volume. The whole thing felt dumb, yet they enjoyed such sessions.

One day, Kenny asked Erwin if they would be willing to establish a fanclub at El Camino College. Erwin wholeheartedly agreed. They quickly established the local Cartoon/Fantasy Organization (CFO) chapter in Torrance. Erwin handed invitation pamphlets to other students in the college while Kenny posted a self-made poster introducing the CFO.

From day one, the CFO encountered massive hurdles and problems during its existence. Students saw the main focus of the club, in their own pejorative words, as “instant junk”, “only for kids”, and “Oriental shit”, and derisively referred Kenny Wu and Erwin Mab as “geeks”. As a result, the fanclub had only two members – the founders themselves. Next was finding facilities for the fanclub. All the good facilities for the fanclub were already occupied by other, bigger student clubs, leaving only nooks and crannies unsuited for setting up a fanclub. So, Kenny was forced to set up the facility for the fanclub at Erwin’s home, in which he was sufficiently kind to move all the piling Japanese magazines to here.

Although the CFO continued to face challenges in garnering new members and its own very niche, geeky interest, Kenny and Erwin held onto running and maintaining the fanclub as the labor of their love for anime and manga. They would spend the weekend drafting articles for the CFO’s own fanzine – J-Torrance, writing reviews of Eclipse Comics’ manga and short, brief summaries of anime obtained from Kenny’s correspondence with the “Mech-Tech” circle of pen pals and other acquaintances in the sci-fi fandom.

In the late May 1988, Kenny received a letter from his pen pals. A new manga was just released a week ago and distributed in the California state area. It was published by Epic Comics, which Erwin recognized it as an imprint of Marvel Comics meant for creator-owned comics free from the content restrictions of the Comics Code or the Marvel Universe.

The title of the manga was AKIRA by Katsuhiro Otomo[4].


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Without further hesitance, Kenny headed to the local comic book store and purchased the first issue. He took the comic book to the headquarters of the CFO and showed to Erwin. They both looked at the cover, and later read it just to see what’s inside.

Similar to the format of the Eclipse Comics-localized manga, the Epic Comics localization of AKIRA had been flopped from right-to-left to left-to-right. So did the artwork and the sound effects in the manga. What distinguished it from the Eclipse Comics-localized manga was that the artwork was in color, akin to American comics. It fitted with the dark atmosphere and complimented the artwork inside, as illustrated by its author, Katsuhiro Otomo.

Apocalyptic, dystopian, and gritty, AKIRA felt like the perfect manga for the Kenny and Erwin. They were heavily, deeply immersed in the plot of the first issue when they saw the opening panel – a large spherical fireball obliterating Tokyo in bold, dramatic colors. The mere thrill of seeing the cityscape of Neo Tokyo in such a way was reminiscent of Blade Runner. As well the introductory fight scene between gangs and the future law enforcement.

The first issue left a mark on their young minds. This was their true awakening. No comic ever paralleled the immense quality of AKIRA, except for Watchmen by Alan Moore and Frank Miller’s tenure on Daredevil. They talked for the entire evening, trying to make sense out of the book as well debating on its merits. Kenny once jestingly hoped that it would get an anime adaptation of its own. In return, Erwin promised he would purchase new issues of AKIRA whenever it hit the shelves.

The release schedule for new issues of AKIRA were monthly, typical of usual American comic books. Erwin often headed to the local comic book store, accompanied by Kenny, and they would purchase with little haste. Then they would read the comic together, enjoying the crisp, dynamic artwork combined with the gritty coloring as well with the suspenseful, captivating plot. After reading an issue, they would discuss the comic together, speculating on future plot developments while analyzing its themes.

In December 1988, a new comic hit the shelves of the local comic book store with its first issue. The name of the comic was The Dirty Pair, written by Toren Smith and illustrated by Adam Warren. The title sounded very perverted, akin to an adult film or an R-rated comedy. What drew Kenny to the comic while struck out of the other comics were the cover art. It depicted two scantily-clad women in silver, one with long black hair and another with big hair, shooting their blasters at a couple of alien cyborg cougars. This prompted Kenny to purchase the first issue instantly and take home.

The format of the comic was similar to the translated manga, with the usual monochrome color. The art was almost similar to anime, except this one had stronger American comic influences, thanks to the artist being an American, judging by his name. It was actually fun to read, as Kenny and Erwin enjoyed the skiffy and the skimpy elements of the first issue. It was one of their few moments their perverted side manifested when they glanced at the costumes of Kei and Yuri for too long. Kenny quickly realized the creator of the comic was Japanese, once he read the credits in the book. His name was Haruka Takachiho, who had licensed the novels to Toren Smith and Adam Warren for a comic-book adaptation.

Kenny first learned of the existence of fansubs of anime when he acquired a fansub of Bubblegum Crisis somewhere in December 1988. The proprietor of the local comic book store gifted him a plain-looking videocassette with “BUBBLEGUM CRISIS” written on the label with marker. He felt odd looking at it, and asked the proprietor about it. The proprietor explained he joined the tape-trading community a few months ago, and that tape he had given was his first “catch” in the business. He said it was an anime he managed to procure from his pen pal in Japan. He allowed Kenny to watch the videocassette, but only played in the backroom of the comic book store. Kenny agreed, and they watched the videocassette.

The anime opened with a slowly zooming scene of a twin skyscraper at sundown. Suddenly, an explosion occurs, demolishing the skyscraper with a brief shot of a construction wall branded “GENOM”, to reveal a towering metallic building. This was followed by a shot of a futuristic city at night as a helicopter zooms past. The title of the anime, BUBBLE GUM CRISIS, appears in bold, capitalized red letters, as the helicopter zooms. A brief panning shot of a street slowly transitions into daytime where a low-rise cityscape appears.

Here, a montage of luxury retailers, chrome-studded buildings, and a crowd of women working out, contrasting the scene in an underbelly of a city, where vagrants sleep on the sidewalk and a busted-up bus on the road. It pans up to show a truck with a pink graffiti of “PRISS”, where inside a woman with 80s hair polishes a red motorbike.

Next, a seedy part of the city at night transitions into a dark, dingy alley, leading to the entrance of a nightclub with a pink neon signboard with vagrants trying to eke sleep. “Hot Legs” was the name of the nightclub, as 80s-style song plays, just as a poster for an anime band “Priss and the Replicants” appears. A musical clip played as the lead sing got ready for the stage and sung the song with the English-translated lyrics, presented in a karaoke style.



Kenny enjoyed listening to the Japanese-language song, now able to understand what the lyrics were using the subtitles. He karaoke’d to the song as he held an air microphone in his hand, while he read the subtitles and watched the animation on his own. Although the subtitles were of a poor quality, prone to bad synchronization and faded lettering, this never stopped him from taking pleasure reading it.

Afterwards, he took the Bubblegum Crisis videocassette home to show it to Erwin. Watching it together, the 45-minute anime film was awe-inspiring and electrifying with its visuals and story. The animation was similar in style with Robotech, except it was much fluid and less chalky-looking. It integrated visual elements from Blade Runner, The Terminator, and Streets of Fire – gritty background, neon colors, and a dose of sci-fi action.

Erwin, slightly showing off his perverted side, complimented shapely, voluptuous appearance of the Knight Sabers while Kenny admired the mechanical designs of the Knight Sabers. They considered the anime to be the closest spiritual adaptation of AKIRA, mainly their idea of the anime adaptation. Plus, the music was so good that they wanted the soundtrack cassette of their own.

Kenny and Erwin hungered for more anime. The fansub of Bubblegum Crisis, Harmony Gold’s dub of Robotech, the Eclipse Comics manga, the Epic Comics edition of AKIRA, Warriors of the Wind, and the miscellaneous unsubtitled anime were not sufficient for their interest. They wanted more of it. It was a primal urge that they could no longer put on its leash. They needed a way to find more. But reality kicked in, as their current financial situation, the hardware limitations of their computers, and related matters prevented from satiating that urge. Ultimately, when there’s a will, there’s a way for the two to get their anime fix and prop up the Cartoon/Fantasy Organization, Torrance chapter.

--#--
AKIRA arrived in Japanese theaters on 16th July, 1988. It was an adaptation of Katsuhiro Otomo’s manga of the same name, distilling the manga’s story to fit into a two-hour runtime. The sheer effort in adapting the manga into film involved the establishment of the “AKIRA Committee”, a partnership of the major entertainment and film production companies of Japan – Kodansha, the manga’s publisher; Toho, the distributor of Godzilla series and other major Japanese films; Bandai, a manufacturer of Gundam plastic model kits and merchandise for anime; LaserDisc Corporation, a branch of Pioneer Corporation for media production and distribution; Sumitomo Corporation, a general trading company; Mainichi Broadcasting Corporation, a major television network; and Hakuhodo, an advertising agency in Japan – in order to pool the exceptionally high budget for an anime film at the time.

The film’s dialogue was recorded from the sessions of the voice actor cast, aided with animatics depicting the events of the film, before production of the animation even began. This practice was unprecedented for its time, as voice acting sessions only began when the animation was complete. It took more than 160,000 cels to animate the uniquely fluid style of the film at the Tokyo Movie Shinsha anime studio. The animation was further augmented with the integration of computer-generated imagery, produced by High-Tech Lab Japan Inc. alongside Sumisho Electronic Systems Inc. and Wavefront Technologies.

Promotion for AKIRA was pervasive, lavishly-budgeted, and extensively-hyped all across Japan. Nearly every anime magazine in the country reported on the production of the film, as well putting up print advertisements on their pages. Television spots depicting short clips from the films aired on Japanese networks.

In total, the budget for the film cost 1.1 billion yen during its production and marketing. Experts predicted the film would be the highest-grossing film in Japan, with the assumption there was little interests from international audiences. Upon the film’s release, it became the sixth highest-grossing film. Despite the apparent claim, it barely recouped its budget of 1.1 billion yen with a box office gross of 1.5 billion yen. To the producers and box office analysts, it was a gigantic failure alongside its fellow film, Royal Space Force: Wings of Honneamise by Studio Gainax. The failures of the two big-budgeted films left the anime industry in a gloomy, doubtful future.

In the United States, Toho attempted to strike a distribution deal with famous filmmakers, Steven Spielberg and George Lucas, but it fell through badly. Spielberg and Lucas both said the film was unmarketable in the America, aware of the negative stigma attached to animation as ‘a medium fit for children’, combined with the potential R-rating of the film and state of animation films in the domestic box office. In other words, the box office prospects of AKIRA in the United States were forlorn and paltry.

Yet, there was light at the end of the tunnel – Streamline Pictures. A company headquartered in Los Angeles, California, and founded by Carl Macek, a former Harmony Gold employee who produced Robotech, and Jeremy Beck, an animation historian. It was to produce high-quality, uncut releases of anime for American markets with the music intact and an accurate English dub. They were aware of the tendency for licensors and distributors to heavily edit anime for kids, which often meant masterpieces like Hayao Miyazaki's Nausicaa of the Valley of the Wind to be unrecognizably mangled.

Streamline Pictures licensed the film from Toho for an undisclosed sum. They subcontracted Electric Media, who dubbed the film in English under the direction of Sheldon Renan and Wally Burr. The script for the dubbed version was written by L. Michael Haller. The anime was a really difficult one to dub. Unlike many anime of its time, the lip flaps of the characters were animated according to the pre-recorded dialogue.

Hence, the dub script was written to accommodate the lip flaps of the characters and to avoid the issue of out-of-sync dialogue which commonly plagued English dubs of Chinese and Japanese films. The dub’s cast consisted of noted voice actor Cam Clarke, who voiced Leonardo and Rocksteady in the 1987 Teenage Mutant Ninja Turtles cartoon, and the rest were relative unknowns or workmen in the English voice acting industry.

Kenny Wu learned of the film’s existence as soon as he read the production insights section of Epic Comics’ translation of AKIRA. Alongside exchanges with the local anime and manga fan community as his source of information, he informed his friend, Erwin Mab, about the film. They were both amazed, as though their dreams have come true. An animated adaptation of the comic itself. They quickly went on a stakeout for any streams of information about the film. They read through the Japanese-language magazines. They started discussions with others in the fan community, trying to gather information as much as they can. They speculated on the content of the film, whether it would cut or keep the entire story at feature-length,

Finally, AKIRA arrived in American cinemas on 25th December, 1989. Kenny read a local newspaper to check for showtimes of movies he wanted to see. In the section where the local Torrance movie palace, AKIRA was one of the films listed Tango & Cash, and Steven Spielberg’s Always. It was the film’s premier, going to be played at midnight, a timeslot usually reserved for films with low commercial prospects and niche audiences – high-prestige art films, low-budget exploitation films, and foreign films. He quickly marked the showtime and informed Erwin about it.

Kenny and Erwin arrived at the local Torrance cinema that midnight. The theater was a downtown movie palace that had seen better days. It used to be an attraction for the Torrance, who would flock to see a big-budgeted, star-studded epic movie from Hollywood in its heydays. Now it was reduced to a shadow of its former self as a result of societal changes from the years – the takeover by television for cheap entertainment, white flight to the suburbs, urban decay from the lack of tax income, high crime rate in the 1970s, and the loss of confidence from major studios.

It was such an eerie experience driving out in Torrance at late night, knowing that drunks, streetwalkers, and other creatures of the night emerged from their dens. Despite the initial fear, they were determined to watch AKIRA by any means necessary. In the hall where the film was played, it was packed with anime and manga fans alongside a smaller subset of bums, raincoaters, and gorehounds attending the premiere. The inside of the hall was seedy and worn-down, as if age and neglect took its toll on the once-beautiful interior. Nevertheless, it did not detract from the viewing experience, one that was exotic and exciting at the same time.

AKIRA began.

The film was captivating from the start. The opening scene of the Tokyo fireball which kicks off the events of the film to the biker gang fight between the Capsules and the Clown gang to the memorably signature scene of Kaneda sliding his big red motorbike on the street was nothing short but a miracle of awesome animation, all within the few minutes. The eyes of Kenny and Erwin, alongside everyone else interested in the film, glowed with such amazement and wonder, that they thought the film were a live-action film.

After the first opening minutes of the film, the main events of the film played out. The dialogue of the characters was oddly-pronounced and sounded older than their apparent ages, eliciting laughter and chuckles from the audience. The way the main character’s name, Kaneda, was pronounced similarly to the country, Canada. Erwin often riffed on that aspect by adding “Eh,” or “boot/boat that”, every time this name was said by the characters in the film. Yet, the film’s fluid, great animation overcame the initial mockery of the English dub alongside its enthralling, if slightly disjointed story, with scenes lifting manga panels.

At the climax of the film, the entire audience was startled by the sight of Tetsuo, the delinquent kid with a grungy hairstyle, rapidly mutating into a grotesque being as every detail of his mutated body slowly morphed. One audience member screamed loudly upon seeing the viscous, fleshy, and fungous appearance of Tetsuo’s arms. In contrast, Kenny and Erwin loudly cheered at the scene as the intense sound engulfed the hall.

The film ended with the titular character’s awakening leading to an explosion that destroys Neo-Tokyo and Tetsuo recreating the world. It was a wild, exciting, and vivid ride to see. To the audience members, it was like watching Blade Runner and 2001: A Space Odyssey with elements of grindhouse thrills on a cocktail of LSD and XTC. After leaving the theater, Kenny and Erwin were jumpy, still jolted by the experience of watching the premiere of Akira for the first time in their lives. It was their defining moment in their young adult lives, to see a masterpiece of anime.


As they approached the car, the only thing Erwin blurted was: “That was totally awesome!”
--#--
Kenny Wu and Erwin Mab transferred colleges from El Camino College to the University of California, Los Angeles, in 1990. They had excellent grades on their report cards and their propensity to collaborate on heavily-applauded software coding assignments. The El Camino faculty approved of their transfer to the university, enrolled in the same study as it was in the college.

The transferal necessitated Kenny and Erwin to pack up all their stuff and properties associated with the Torrance chapter of Cartoon/Fantasy Organization, so it would be moved to their dormitory at the university’s campus housing. Fortunately, they were the only occupants of the dorm, so nobody objected to their choice of decoration and cluttering the whole room with anime and manga paraphernalia.

The dorm next door belonged to Kenny’s senior in management, Jennifer Smith. Unlike them, Jennifer was studying for her Bachelor of Business Administration. As a result, she studied at a separate class than Erwin and Kenny. She was extremely studious and aloof, only caring for her appearance and her academics. Her only source of interaction was her circle of friends, who were studying other subjects for their degrees. She would hang out with them at the library or any quiet, secluded place.

Initially, Kenny did not show any interest with Jennifer, only seeing her as a fellow upperclassman and a neighbor in the student dormitory. He was really shy and awkward when it comes to talking to girls, as well dating them. Erwin’s persuaded him to talk to her, suggesting he should start speaking to her in hopes of sparking a relationship with her and grow into an assertive guy.

The first few times Kenny tried to speak to Jennifer, it was utterly disastrous in terms of interpersonal relationships. He flubbed when he tried to converse with her, stammering nervously and speaking with an awkward way of pronunciation as he blushed and shuddered. This was followed by him fleeing away from her just as he managed to speak for a few lines, leaving her flabbergasted.

In the meantime, the C/FO fanclub started to garner traction and drew students in. Shortly after Erwin posted the club advertisement on the student bulletin board, he soon received a list of applicants, mainly students who were interested in sci-fi and fantasy as well others who wanted to occupy their time with socialization and hobbies. He handed application forms, hastily made using a spirit duplicator at home, to the prospective members of the fanclub.

At the same time, Kenny entered the informal world of fansubbing and tape-trading. He clearly intended to acquire anime in subtitled form ever since he was gifted a fansubbed copy of Bubblegum Crisis in 1988. He was aware that his acquaintance, the proprietor of the local comic book store, was part of the tape-trading community. So he asked the proprietor about the tips and the tricks of the trade.

Procuring fansubbed copies of anime was an extremely time-consuming and painstaking process. The first step was to order an anime from the mailing list of a fanclub. Next, a blank tape was mailed to the fanclub in a return envelope with the address of the sender alongside the request. The fanclubs handed over the task of copying fansubs to a distribution group, who would then work on the fansubbing the anime.

The distribution groups acquired anime by any means necessary, whether by hook or by crook. They would either exchange recorded television episodes or B-movies with American military personnel stationed in Japan, who wanted English-language shows. In reciprocation, these military personnel would send in recorded copies of anime to the distribution groups. The availability of anime depended on the type of medium. Self-contained anime films, or Original Video Animations (OVAs) were easier to obtain than recorded television episodes because it was released direct-to-video rather than the whims of broadcast schedules. Another method of obtaining was to fetch recorded taped-off-the-air anime from grocery stores in Japanese enclaves in certain parts of North America.

The distribution groups preferred Laserdiscs over videocassettes. The audio and visual quality of the Laserdiscs was better than videocassettes, and less prone to errors or freezing. But videocassettes were ultimately more common and standard, as Laserdiscs were expensive to purchase and difficult to copy using consumer-level computers. Additionally, people in the states have more VCRs than Laserdisc players.

The distribution groups began working on the subtitling of the raw anime. The main program used to subtitle the master copies of the anime was JACOsub for the Amiga computers. They employed bilingual translators to translate Japanese audio into English subtitles, and then typesetted into the video. Afterwards, they used a daisy-chained VCRs to duplicate the master copy’s video onto high-end blank videocassettes for austerity. This was to avoid the issue of backlogs and people sending in poor-quality, blank tapes which would cause VCRs to jam.

After the subtitling process was done, the distribution group labeled and packaged the copies. They sent the fansubbed copy of an anime to the fanclubs, who in turn, send the copy to the sender who ordered it. It was a process that took weeks, sometimes months to complete. But it was better than the older method of distribution, which often left videocassettes jamming VCRs during the duplication process.

Kenny was lucky to obtain his first tape within a week. It was a copy of the first two episodes of Ranma ½ on videocassette. The audio and video quality was good, yet the yellow subtitles were unsightly and eyesore to read. It was from a local tape-trader named ‘Steven’, who collected episodes of Star Trek and sold tabletop games. Nevertheless, he brought it home to the UCLA’s C/FO fanclub.

As the C/FO fanclub continued to burgeon into a small-yet-influential club at the university, Kenny encouraged everyone to send in their fansubbed copies while he and Erwin ran the club. Every weeknight, they would host screenings of fansubbed anime at Erwin’s house on the television. It was a memorable experience, with fans trying to read the subtitles, or fighting over who gets to see first, and the snacks too. The stench of soda, hot dogs, and chips permeated the living room. On other nights, they would discuss about fansubs and try to decipher Japanese-language magazines. Sporadically, Kenny would obtain a copy of Protoculture Addicts and Animag for the others to read.

Sadly, like all the good things, they do not last long, and ultimately must come to an end. Members slowly began infrequently appear in the C/FO meetings and eventually leave it in order to focus on their studies and their coursework as well prepare for the final examination. So too did Kenny and Erwin, who sporadically hosted meetings and eventually disbanded the C/FO in order to concentrate on their coursework. Kenny felt wistful over parting ways with others. He fondly remembered the short-lived, yet momentous and joyful times in getting others interested in a niche hobby. He regretted never going to speak with Jennifer Smith, his upperclassman and seniro, and go out for a date.

In 1991, Kenny Wu and Erwin Mab graduated from University of California, Los Angeles with a Bachelor of Software Engineering. They were both 21 at the time upon leaving university to engage in job-seeking. Liberty International Components Inc., a distributor of passive electronic components based in Stanton, California, scouted the two with job offers. Without further ado, Kenny and Erwin filled in the job applications along with their portfolio and qualifications from studying at institutes of higher education. They were immediately employed at the company as interns.


-END-
--#--​
Footnotes:
[1] Yes, Warriors of the Wind was an actual movie. It was an English-localized version of Hayao Miyazaki's 1984 anime film, Nausicaa of the Valley of the Wind. Tokuma Shoten sold the foreign distribution rights to World Film Corporation, who later transferred it to Mason Corporation, who commissioned an English dub. The dub script was rewritten by David Schmoeller (who's better renowned for directing Puppet Master, released by Full Moon Features) and was heavily edited for release as a kid's film that ripped off the sci-fi adventure films at the time. Needless to say, Hayao Miyazaki hated the version to the point of having a policy of "No Cuts" at Studio Ghibli ever since.

[2] These are Fang of the Sun Dougram, Crusher Joe, and Super Dimension Fortress Macross, a trio of science fiction anime that provided the illustrations for the designs of the Battlemechs in Battletech. The use of Macross designs provoked a lawsuit by Harmony Gold and Playmates Toys on FASA for copyright infringement in 1996, leading FASA to phase out Battlemechs using the anime-derived illustrations and hence referred to as the "Unseen".

[3] Eclipse Comics, a publisher which first published graphic novels for the direct market and the first proponent of creator-owned comics and its royalties, was the first publisher to release manga in English, licensed from Shogakukan mana - Area 88, Mai, the Psychic Girl, and The Legend of Kamui with the help of Viz Comics. Before Eclipse Comics could release Urusei Yatsura (dubbed Lum: Urusei Yatsura), Viz Comics terminated its partnership with the company, leaving Studio Proteus as its main licensor. Eclipse was also the publisher for the American version of Dirty Pair, the first OEL (Original English-language) manga.

[4] A colorized, flipped version of AKIRA by Katsuhiro Otomo actually existed. It was heavily modified to suit the format of American comics at the time, as manga was relatively unknown aside from Eclipse Comics' release of three manga licensed from Shogakukan. The changes itself was approved by the author himself. The coloring was done by Steve Oliff, who received three consecutive Harvey Awards and the first Eisner Award for his efforts in colorizing the manga. Sadly, that version of AKIRA is long out-of-print and has not been collected properly.

References:
  1. Robotech and its history:
  2. Revell's Robotech Defenders model kit line: https://www.zimmerit.moe/japanese-r...a-robot-model-kits-1980s-robotech-battletech/
  3. Warriors of the Wind differences: https://cinema.wisc.edu/blog/2016/09/06/when-nausicaä-became-warriors-wind
  4. The source material for the artwork of the Unseen in Battletech and the legal issues behind it: https://www.zimmerit.moe/japanese-robot-invasion-1980s-anime-mecha-models-arrive-in-the-us-part-ii/
  5. Anime fanzines in the 1980s: https://letsanime.blogspot.com/2008/02/anime-zines-of-late-80s.html
  6. The first translated manga in English and the first OEL manga by Eclipse Comics:
  7. Information on AKIRA by Katsuhiro Otomo:
  8. Earliest anime fan magazines:
    1. Animag: http://spaceadventurevhs.blogspot.com/2017/12/dead-anime-magazines-in-english-animag.html
    2. Protoculture Addicts: http://spaceadventurevhs.blogspot.com/2018/01/dead-english-language-anime-magazines.html
  9. Production of fansubs in the early 90s: https://www.animenewsnetwork.com/answerman/2017-04-21/.115071
  10. Image sources:
 
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[1] Yes, Warriors of the Wind was an actual movie. It was an English-localized version of Hayao Miyazaki's 1984 anime film, Nausicaa of the Valley of the Wind. Tokuma Shoten sold the foreign distribution rights to World Film Corporation, who later transferred it to Mason Corporation, who commissioned an English dub. The dub script was rewritten by David Schmoeller (who's better renowned for directing Puppet Master, released by Full Moon Features) and was heavily edited for release as a kid's film that ripped off the sci-fi adventure films at the time. Needless to say, Hayao Miyazaki hated the version to the point of having a policy of "No Cuts" at Studio Ghibli ever since.
Did they ruin Nausicaä? They are the fiends who have vomited forth the darkest corners of the underworld!
 
This is a better version than the original. Could we see an earlier anime boom ITTL? Especially once Power Rangers gets up and running? My good pal @Tacomaster even came up with a few ideas for a Japanese-themed TL a few months back.
 
Did they ruin Nausicaä? They are the fiends who have vomited forth the darkest corners of the underworld!
Yeah. As said before at the footnotes, Warriors of the Wind was heavily parred down in order to make a sci-fi action kiddie movie by New World Pictures. Because of the edits, Hayao Miyazaki enacted a "No Cuts" policy at Ghibli. There's an anecdote about Hayao Miyazaki sending a katana to Harvey Weinstein, who then at the time ran Miramax, when he tried to edit Princess Mononoke for its theatrical run.
Could we see an earlier anime boom ITTL?
I don't think so. This story focuses on video games, mainly 'anime games'. Although, there would a boom in anime games instead, among other things I have considered, but not yet planned.
Only what?
Apologies. This is an error.
Dallos special was dubbed to both english and Spanish
Actually, in the OTL, Dallos Special was only released in English by Celebrity Home Entertainment in 1991. The Spanish version was released somewhere in the late 80s, but only available in Spain.
what about the citrus logo?
That's Lemon People. It's the magazine where the source material for Fight! Iczer One OVA originates.
 
Yet it found his way to LATAM, I thought the doubt was older but another example of Europe first
Back in the 70s and 80s, Latin American television stations would purchase the broadcasting rights of Japanese anime, since it was much cheaper than purchasing the broadcasting rights of American cartoons or commission domestic-made animated shows. The Japanese anime would be dubbed in Spanish and the Japanese names of the characters were altered to Spanish-language names.

Currently, I'll start working on the second chapter as soon as possible.
 
Back in the 70s and 80s, Latin American television stations would purchase the broadcasting rights of Japanese anime, since it was much cheaper than purchasing the broadcasting rights of American cartoons or commission domestic-made animated shows. The Japanese anime would be dubbed in Spanish and the Japanese names of the characters were altered to Spanish-language names.

Currently, I'll start working on the second chapter as soon as possible.
That's alongside the lost dub of kinnikuman/muscle, chileneans dubbed it but when was set to air it was cancelled
 

Stretch

Donor
I'm a bit sad to see the original timeline get abandoned, I just hope the interesting IRL characters like Tobe who got interested in Megatech towards the end of Mk 1 return.
 
I'm a bit sad to see the original timeline get abandoned, I just hope the interesting IRL characters like Tobe who got interested in Megatech towards the end of Mk 1 return.
I have to admit I had to end the timeline prematurely. I rebooted the entire timeline because I reread the older entries and found out the prose wasn't up to the quality and skill of writing I had developed over the year. I found it cringeworthy to read all the bland prose and lengthy, wooden dialogue that seemed in-of-place for a bad sitcom. Not to mention, I want to put effort in my research instead of just a cursory glance at the subject matter.
 
Now It's Your Turn
Author's Note:
A few weeks in the making of the newest chapter of the timeline. I spent hours of my free time to research available material and blended fictional elements into the drafting process. I hope you do not mind the adult references in the story, as these elements are integral to the narrative. I feel exhilarated after writing and revising the chapter many times. Take a read.

"I'm glad Cobra Mission is still a cult classic as it is today. I thought the game was going to stink and sink at some point on its release. Then I saw the sales, and that amazed me so much. I could not believe it. Megatech was on its way to success like Streamline Pictures. Fans still quote the stuff I wrote for the game at conventions."
-- Erwin Mab on the cult popularity of Cobra Mission. Quoted from an interview with Erwin Mab published in the February 2015 issue of Tech Gian USA.

Now It's Your Turn

1991

As interns at Liberty Components International, Inc., Kenny Wu and Erwin Mab worked at quality assurance in the company’s offices in Torrance. They were tasked with testing the functionality of electronic components by running programs in their hardware and seeing if they work. If the electronic component succeeded the electronic test, they would record the functionality and hand it over to their supervisor for approval. Contrariwise, if it failed the test, they would record the details and scrap it. The process was time-consuming and required them to hunch in small, dark offices, carefully connecting the electronic components to the computers and running the standard operating procedures on the component.

Kenny and Erwin felt the grind. It was long, ungrateful work at a minor electronics company, not a big-name company like Apple Computer Inc. or Microsoft or IBM. Yet, it was honest labor and paid well for a rather entry-level job with suitable qualifications for the job. They rarely talked to others working in the company, knowing their interests were niche and non-mainstream to everybody else. Whenever they talked to others, it always was their managers or supervisors, who often gave commands and assigned tasks to them as interns. Only during work or recess in private, they would discuss about anime and manga.

After their shift ended at the evening, Kenny and Erwin drove home. They had enough money to rent a small residence in Torrance, California. Their home was modest and compact, but filled with anime and manga paraphernalia. They ordered fast food every dinner, since the prices of the food were cheaper and they lacked the time to cook a proper meal. Their preferred eateries were either Carl’s Jr., Little Caesars, Taco Bell, or Chick-fil-A, depending on their appetite. This was complimented by them buying six-packs of beers of either brands Budweiser, Coors, or Rolling Rock.

After dinner, they watched anime or read manga together. It was done as a proof of their friendship, a method to maintain its bonds. Kenny had acquired a fansubbed copy of Fight! Iczer One, an anime claimed to be too hot for release. As expected, they enjoyed the animation of the film and the action scenes, but sometimes made their stomachs upset whenever certain nude scenes played out. The subtitles for the film looked good and pleasing to the eye. Another of the fansubs Kenny collected was Digital Devil Story. It was a horror anime about a genius boy using his programming skills to summon demons, leading to a series of gory murders by demons at school. The mere appearance of Loki and the deaths in the film were enough to make Kenny and Erwin feel sick to the stomach.

One Saturday, Kenny acquired new anime for their collection. Unlike the fansubs, which were distributed in generic videocassettes, these were black in color and labeled in a professional fashion. He purchased those from Suncoast and other local video rentals for a huge sum of money, as if he was investing on things. He laid the shopping plastic bags on the floor, placing the videocassettes on the table for Erwin to see.

“These are new releases,” Kenny blurted. “And they’re all legally in English!”

They glanced at the array of new anime videocassettes on the table. These were Metal Skin Panic: MADOX-01, Dominion Tank Police, MD Geist, Project A-Ko, Dangaio, Appleseed, Fist of the North Star, but most of all, AKIRA. Erwin became amazed at it, wondering if it’s fansubs that Kenny spent his paycheck on. He assumed they were genuine, legally-licensed, and were localized into English

He was right.

The two spent the entire night marathoning the collection of legally-licensed anime videocassettes. During it, Kenny explained to Erwin about finding a cardboard shelf with AKIRA-themed livery. At the center of the shelf was labeled “VIDEO COMICS”. He asked the proprietor about it and explained that Streamline Pictures, the distributor behind AKIRA, released a line of licensed anime dubbed in English, which included the titular film itself. The proprietor showed a ‘grocery list’ of licensed anime he gathered, and told Kenny where to find them with an infusion of $150 as a loan for purchasing. After that, Kenny went on a lengthy travel on a bike to find all the available anime listed in comic book stores, video rentals, and hobbyist shops.

Out of all the anime they watched, their favorite one, besides AKIRA, was Appleseed. It was a cyberpunk anime similar to AKIRA, about a policewoman and a robot trying to thwart a terrorist plot and prevent the takeover of the city. Like AKIRA, the anime’s setting takes place in the aftermath of World War 3, in which a new city is rebuilt over the ashes and the ruins of the old world. Distinguishing it from the former film was the presence of cyborgs and bioroids, manufactured humans with genetically-modified biology. These elements in the film borrowed from The Terminator and Blade Runner, two films considered the greatest adult-oriented science fiction films. Plus, the film was an adaptation of the Eclipse Comics-localized manga of the same name, written by Masamune Shirow.

The Fist of the North Star came second. It was a post-apocalyptic martial arts anime with lots of burly, muscle-bound warriors. It was filled with stomach-churning yet over-the-top martial arts fight scenes between Kenshiro, the protagonist, and the various villains in the plot. Kenny and Erwin often joked at the film, saying it’s “Bruce Lee in Mad Max” and compared it to the badly-dubbed, low-budget kung-fu films that they caught seeing during Kung Fu Theatre show.

MD Geist was an ultimately a camp classic for the two. From the first viewing, it was clear the entire film was awful in production values. The dub was bad, animation errors were regular with shabby coloring, and the plot, what could be inferred, was poor and overly-edgy. Yet it was hilarious in all the wrong ways. Kenny, in his own words, dubbed the anime as “the Plan 9 from Outer Space of anime”, and Erwin said it was film worth riffing on by Joel Robinson and the robots of Mystery Science Theater 3000. That show, or shortened to MST3K, was their favorite cable show, aired on Comedy Central, focused on commenting on bad movies with humor and ridicule.

After their all-night marathon of legally-licensed anime ended, Kenny and Erwin felt exhilarated and exhausted. They cleaned the entire room as fast as they can, disposing garbage and vacuuming crumbs on the carpet. They soon went to sleep on the sofa, knowing tomorrow was a Sunday and they could oversleep without any repercussions as well recover all their energy.

--#--

Gary Lee founded Liberty International Components, Inc. in 1978, as a sales office for Firstohm Ltd., a major manufacturer of resistors in Taiwan[1]. Over the years following its establishment, Liberty International Components Inc. rapidly advanced into a local distributor of electronic components by partnering with electronics manufacturers in Taiwan, Japan, and South Korea.

The company distinguished itself by importing and distributing high-quality electronics from the three countries, at a time where major electronics distributors switched to China due to its cost and quantity of products manufactured. The prices of the electronic component were higher and the stocks of these components in warehouses were lower than the ones who imported from China, but Gary felt it was a tradeoff for better products that conformed to ISO9002:94 quality standards. As a result, the company was trusted by business looking for components for local manufacturing.

Unlike the typical executives in the electronic distribution business, who were stern, humorless, and only interested in profits, Gary Lee was surprisingly open-minded and forward-thinking. He observed trends in electronics with the intent of taking risks by capitalizing on them before anyone became interested. He took risks when he signed contracts with electronics manufacturers to distribute electronics at the cost of having them hold a greater degree of control and higher royalties. But it paid off well.

He held a fascination with video games. He saw an untapped, potential market for them, especially games for personal computers. Initially, he assumed video games were a passing, brief fad when he saw the aftermath of the Great Video Game Crash of 1983, which killed Atari as a company and left the video game industry in ruins with no hope of recovery. Then Nintendo, a Japanese toy company, introduced the Nintendo Entertainment System, and suddenly, the video game industry resurged from the brink.

Concurrent with resurgence of the video game industry by Nintendo was the emergence of personal computer games. Microcomputers were downsized, compact versions of space-filling computers used in education and business. These microprocessor-based devices were meant for home use only, as tools for a myriad of activities, ranging from bookkeeping to educations.

However, hobbyists began developing games by coding in BASIC programming language and distributing them independently through trading, small retailers, and other low-key circulation methods.From text-based adventures from Infocom to the computer ports of arcade games, microcomputers eventually became a major market for video games in America. As the console market declined during the crash, the computer market boomed with its higher-end graphics as well working on computers owned by the common consumer.

6707306-railroad-empire-dos-front-cover.jpg

Gary Lee played Railroad Empire, a 1989 railroad management simulation game, to see what the computer game market had to offer [2]. The game was published by Seika, a company he recognized and heard of. It was a major corporation involved in Japanese heavy industry as well in the construction of power plants. He was pleasantly surprised and confused when he read more about the company’s background.

He talked to the representative of Seika regarding the game during a business meeting. The representative said that Seika licensed the game from a Japanese developer, as a venture to deduct taxes as well explore whether they could break into the video game market. The game did not sell well and instantly fell into obscurity, so Seika terminated its game licensing efforts.

The account of the Seika Corporation licensing and releasing a video game inspired Gary. He realized, if a heavy industry corporation could venture out into the video game market, why not his company, Liberty International Components? But there was a problem. How he was supposed to do it? He did not have the resources for market research, or the connections to the video game industry. But another thing inspired him.

On a warm noonday, Gary Lee went to a restaurant in Los Angeles known for being frequented by staff from the entertainment business and technology sector. By a stroke of fate, he met Jerry Beck, an animation historian working at Streamline Pictures. Jerry invited him for lunch together. They talked about their personal lives, and how they were doing in their respective industries. Jerry soon spoke about anime, in which he explained to Gary that it was animation from Japan, Japanese cartoons in rough, colloquial terms. He was working on several dubbing projects under the direction of Carl Macek, which he explained he was responsible for bringing anime to America through
Robotech. To Gary, anime was an exotic thing. He heard rumors of cartoons made in Japan containing mature content and better animation than those American ones.

Jerry continued discussing about anime. He told Gary that there was a latent, yet thriving interest from older teenagers and young adult males for anime. He told about everything in the early fandom – the fansubs, the tape-trading, and the appearance of Cartoon Fantasy Organizations (CFO) all across the country – in detail. He said the company he was working for worked to provide high-quality anime official releases for fans to enjoy, without the hassle of legally-dubious records or heavy censorship mandated by networks for kids.

Immediately, Gary Lee became enamored with the concept. He asked Jerry Beck to let him watch previews of anime to get the basic idea. Jerry agreed, and brought him to the headquarters of Streamline Pictures. There, Jerry introduced Gary to his colleagues at work and escorted him to the viewing room, nicknamed “the Sweatbox”, where footage was shown.

Jerry played AKIRA, Lensman, and a couple of fansubs he obtained from anime fans mailing him. For an entire afternoon and evening, Gary watched the anime as he observed the animations and the details. How it was an eye-opener for him to see mature stuff he’d only found in R-rated movies – violence, sexuality, drugs, horror and others – in the form of animation. The plots were found to be too incomprehensible and fast-paced for him to follow. He barely understood the dialogue even with the presence of subtitles and his rudimentary understanding of Japanese for business.

Although he was unable to shake off the shock, he had an astonishing realization. Anime was still an underground geek interest, yet there was growing curiosity in it across the States. He judged that there was potential market for such exotic, mature, and awesome curiosities. With his unrealized plan to venture into the video game market with Liberty International Components, Inc., he concocted a bright idea for a future business venture.

All he needed was a linchpin to connect the missing link between both of these media-related things together into one cohesive, general project. And the answer came from Japan itself.

During a business trip to Japan in 1990, Gary Lee visited the Akihabara, a district where the client, an electronics company, was headquartered. He encountered Japanese computer games at a local computer store in the district. Knowing that the video game industry was dominated by Japanese video game companies, he wondered why Japanese PC games were not imported and localized for the American market. Though the art was simplistic and garish, coupled with the banality of the gameplay to the computer games he was familiar with in the United States, these Japanese computer games possessed a certain element which made them unique and appealing from a design perspective.

This was what he was seeking for. An anime game.

After the meeting with the electronic company in Akibahara, Gary Lee contacted Shigeru Mabuchi, a business acquaintance who worked as a translator, lawyer, and office manager, to search for ‘anime game’ companies available for contact. He instilled criteria when looking for the available companies: The games should have gameplay and graphics on par with the popular PC games in America, and contain elements appealing to Western audiences, in his own words, “action, suspense, intrigue, and hotness”.

Shigeru collected a list of Japanese PC game companies and their contact addresses from a software business directory. He eliminated companies from the list that did not satisfactorily meet the criteria set by Gary. The list was narrowed down to a selection of candidates - INOS, Forest, ELF Corporation, Kogado Studio, FairyTale, GIGA, and Alcohol Soft. All these companies only developed and published ‘anime games’ for the PC-98, a then-dominant PC of choice in Japan.

These companies released games in a wide range of genres, from action games to role-playing games to strategy games to simulation games. What distinguished those games of the companies from consoles was the presence of nudity and sexuality, or H-scenes in parlance of the industry. These companies chose to produce these games because they were unable to transition into the mainstream console game market. This market was extremely profitable, as Square and Enix could attest, but was controlled by Nintendo, who imposed strict censorship rules and quality standards should any game be ever released on their platform.

Out of the seven companies, the ELF Corporation, Kogado Studio, and FairyTale were well-established companies with a track record for quality. The rest were upstarts or unknowns in the small, yet competitive industry. Shigeru set aside the established companies, knowing Liberty International Components lacked the clout needed to convince the big ones. He showed the list to Gary Lee and convinced him to negotiate with INOS, a novice unknown in the ‘anime game’ industry.

Shigeru Mabuchi contacted INOS, inquiring if they have any games for licensing on behalf of Gary Lee and Liberty International Components. In response, INOS informed Shigeru that they have one game under development. It was a RPG set in a modern, urban setting, slated for release for the PC-98 computers. The manager of INOS bluntly told Shigeru that they were not interested in any deals, but pitied him by offering to arrange a licensing meeting when the game nears completion. He provided the condition to Shigeru that he brings somebody who could be willing to localize and release the game in America.

Afterwards, Shigeru informed Gary about the discussion with INOS and its offer. Gary did not have the facilities to localize and develop video games, nor the connections to distribute it through a major publisher. All he had were the company and his own finances, with his own optimism. Undeterred, he began to work on his own localization studio for the game, like how Carl Macek founded Streamline Pictures. He met with every investor he encountered, and pitched Liberty International Components’ venture into licensing ‘anime game’. The proposal encountered problems whenever he talked about it. Investors were highly skeptical of the proposal, saying video games were frivolous and unsuited for an electronics distributor, while the ones who were willing to hear objected to the sexual content of the ‘anime games’, and thus drop out of talks.

The constant stream of turndowns by potential investors dispirited Gary Lee much, but he affirmed his personal optimism. He needed to find somebody so that he could strike a deal with INOS, somebody who could be a lead the way in licensing. He could not squander every opportunity to expand his company’s reach. He wanted to capitalize on the still-uncharted ‘anime game’ market before anyone did.

An idealistic trailblazer.

But the problem was where can he find the perfect guy for the job?

--#--
1991

By a stroke of luck, Gary Lee found the perfect guy he was seeking. He overheard two of his employees chatting over anime in the cafeteria during breaktime. He averted his presence from the two as he watched and eavesdropped on the conversation.

Kenny Wu told his friend, Erwin Mab, about the subject of anime games. He wished to see and play one of the games for his computer. He provided an imaginary example, where it was a genre-busting game involving features that were impossible to pull off with hardware of its time such as full-motion video and voice acting, and had an elaborate plot. Erwin replied that he would design the game on his own, saying he had experience playing tabletop board games and making homebrew games using his programming skills. He jokingly promised that, once he lands a job at Electronic Arts, he will crown Kenny as his director while he develops the game for him.

Gary Lee suddenly realized this was the perfect guy for the business venture he intended to execute. He knew Kenny Wu and Erwin Mab were recent employees with qualifications for software programming, which made them the few employees in the company to possess such skill. But most importantly, the two men had unique from the other employees was their geek fascinations with media. He saw Kenny’s interest in anime as he explained to Erwin about it alongside his recent interest in video games he read off from Japanese magazines. He became aware of Kenny’s collection of videocassettes along with Erwin’s collections of video games and tabletop games.

With a sense of assertiveness and geniality, Gary sat down between Kenny and Erwin. This action surprised them both, since Gary was their manager and employer who always resided in his office and never talked to anyone, except for the higher-ups of Liberty International Components Inc., the supervisors, and other stockholders from other companies. He approached closer to Kenny, extending his arm and patting on Kenny’s shoulders, as if he was a sort of old friend.

Kenny saw the gesture of amiability from Gary to be weird. He wondered what made him suddenly become like this. They never did anything spectacular or the equivalent of a good job. The fact Kenny and Erwin were working-class men with college degrees and employed in entry-level jobs made it stranger. Even Erwin thought it was probably him trying to be awkwardly hip with the youngsters, and failing.

“Hey,” Gary Lee addressed. “You must be Kenny Wu, right?”

Kenny nodded his head, answering nonverbally.

“You’re into anime, right?” Gary said to Kenny. “I’m looking for someone to take the lead.” Gary Lee explained. “You two wouldn’t believe it’s real. But trust me in it. I’ve discovered the hottest thing taking Japan by storm. Anime games.”

Then suddenly, Kenny Wu and Erwin Mab dropped their jaws in amazement. For the first time, they heard the term ‘anime games’ uttered in a serious, matter-of-fact tone. This was because the term was originally used to refer to a product of Kenny’s imagination, simply fiction. They were quickly became hooked about it, considering they never predicted that anime and video games would converge into a real-life thing in Japan.

“Now,” Gary continued. “My company is looking to establish a business venture for this. However, I need someone to take the helm of the venture. Specifically, a geek who has a taste for anime. Many I pitched have left because it was too niche for anyone. So, what do you think about it, Kenny? I’ll provide an outfit for you two to license and localize these anime games. All of which I’ll financially invest with my own money.”

Kenny initially felt puzzled over Gary’s proposition. This sounded too good to be true. Offering a business opportunity, a particularly large one, to a pair of low-ranking grunts in the corporate ladder who had little clout or authority, conveyed dubiousness. For once, Gary was their employer, their manager. He seemed very enthusiastic in the topic. But they never expected to see someone, other than their college friends, interested in anime and manga, let alone their employer.

“I’m offering you a deal.” Gary said. “You can decline this, if you want.”

Kenny took a moment to deliberate on the offer. He thought himself as a geek obsessed with anime and manga, as well being taught in coding and software programming at college. Erwin too was similar to him, except he dabbled in general sci-fi and fantasy fluff. Both of them had ambitions on their own. They wanted to work at Electronic Arts, which they saw as the greatest game company in America, an equivalent of Nintendo in Japan. They released quality games like M.U.L.E., The Bard’s Tale, Heart of Africa, Patton Versus Rommel, Wasteland, SimCity, Populous, and John Madden Football for the PC.

But for Kenny, he wanted to work in the anime business. It was a pipe dream, though, yet he wanted to see more anime and manga localized for American release. Their work at Liberty International Components Inc. was simply a job to earn enough money for their adult life. They never believed these dreams were ever realistically feasible. It was just simply a hobby for them.

Kenny Wu sighed, and blurted out. “I’m in,”

Gary Lee smiled with a content look.

--#--

In the months of August-September, a lot of things happened lately. Gary Lee contacted Shigeru Mabuchi in Japan via fax. He informed Shigeru about recruiting Kenny Wu and Erwin Mab, a pair of employees at Liberty International Components Inc., as his agents for the business venture. This shocked and bemused Shigeru at the same time, as he expected Gary to bring in professionals and experts, not corporate grunts.

Gary answered to Shigeru’s reply, stating they were his only option after so many rejections from potential investors. He explained that they had an interest in anime and manga, and they possessed the skills to develop games. He assuaged Shigeru’s concerns, saying he would instruct Kenny how to run and manage the venture he was planning. Afterwards, with the conditions of INOS request for a meeting fulfilled, Shigeru began arranging a meeting with INOS in Japan.

Meanwhile, in Torrance, California, Gary Lee used his position as chief executive of Liberty International Components Inc. to establish a division of the company. He named Kenny Wu as the founder of the subsidiary, providing documentation needed for its establishment, as well owner of the subsidiary. It was private company specializing as a licensor of software from Japan.

The process of naming the company was a memorable experience shortly after its establishment. The subsidiary had no name. Gary tried naming the subsidiary with hideously awkward names that Erwin remarked it sounded like “an old man trying to be hip with anime stuff”. Kenny brainstormed a few ideas, eventually choosing to name the subsidiary, “Megatech”, so-called after his two favourite things. “Mega” as in an inversion of Microsoft, a technology corporation noted for the MS-DOS operating system in IBM PC compatibles, and “tech” as in a reference to Robotech, an anime which introduced him to the medium and made him a fan of it.

3114020-logo.png

The first few weeks of running Megatech Software involved sessions of Gary teaching Kenny on running and managing a subsidiary. Since Megatech was a division of Liberty International Components Inc., this meant Gary Lee was responsible for the obligations and debts. He did not want another responsibility, as he was focused on running the main company, so he delegated obligations to Kenny.

Next, Kenny and Erwin began scouting for employees to hire. Gary originally intended to staff Megatech with his employees from Liberty, but Kenny vetoed this decision, stating he wanted to hand-pick his own employees as a founder and executive producer of the division. Hence, Gary permitted him to do his wishes, with the provision of Liberty employees staffing financial and administrative duties.

Scouting for employees was an easy task for Kenny and Erwin. They travelled around the Los Angeles metropolitan area to reunite with their old pals from college, who were once members of the Torrance chapter of the Cartoon Fantasy Organization. They used multiple methods of coaxing the former members from their addresses collected in the guestbook. They would send letters through the postal services. They would arrive at the doorstep and ring the doorbell. And they would telephone them.

Their attempts to reconcile with their old friends succeeded. Kenny and Erwin managed to congregate all of them within a span of two weeks. These old friends possessed a set of skills necessary for game development. This included programming, MIDI composition, digital colouring, graphics illustration, knowledge of translation, and animation. Yet there was a small segment of them possessing skills irrelevant to the company, but Erwin convinced Kenny to hire them regardless.

After the scouting period ended, the freshly-hired employees arrived at the headquarters of Megatech Software. It was an office located in Torrance, California. It was wholly purchased by Gary Lee, who paid it with his company’s money as a division office. Kenny Wu held an orientation week for Megatech’s employees. He introduced them to the main role of the company in localizing ‘anime games’ for the American market. It was full of employees exchanging banter, listening to the presentation, and picking up private in-jokes that they only understood. Following the conclusion of the orientation week, Gary Lee invited them for a company luncheon to feast.

--#--
Excerpt from an interview with Inoue Hosadairi, aired 25th October 2011 on NHK Educational TV

Inoue Hosadairi:

We felt frustrated at our publisher’s [HARD] of omitting credits on the games we developed for. One day, me and a few of the developers went to the president of HARD and demanded they develop a game for themselves. We threatened to quit the company. The president acquiesced to our demands, and told us “Make a game whatever you want. Just don’t leave the company.” He gave us unrestricted artistic license to develop the game. As a result, INOS was established.

We had a small section in HARD’s offices for the label. We told ourselves we wanted to make a game that we’d like to play. AliceSoft’s Rance: The Quest for Hikari was a big game at the time, so this was chosen as a basic template of our game, Cobra Mission. The basic premise of investigating a series of abductions of beautiful girls from that game was swiped for the plot of our game.

Yamazaki Takuya and Rikizou endlessly discussed on the setting. They wanted the game to stand out of the eroge market at the time. They yearned to see a setting that differed from the endless slice-of-life or fantasy settings that were common. I joked to them, “Let’s make it American,” and they liked my suggestion, to my surprise.

We wrote the setting based on American cultural things and media that were popular in Japan. We made our protagonist [Satoru] a detective because
Columbo was a popular mystery show and a favorite of us. And all the enemies in the game were caricatures of American things we found weird or funny. Of course, Midori, the blue haired girl, was based off the lovely Ayayo-san.

--#--

30th October, 1991.

Gary Lee, Kenny Wu, and Erwin Mab arrived in Japan at the Haneda Airport. They departed from Los Angeles in 29th October, 1991, and boarded a nonstop flight to Tokyo on a Japan Airlines-chartered aeroplane. Gary booked the trip using his business connections to arrange transportations beforehand. During the nonstop flight, Kenny enjoyed watching the Streamline Pictures dub of Kiki’s Delivery Service, an anime film that was shown as part of in-flight entertainment.

Anthony Luk and Peter Kao, a pair of Liberty International Components employees, picked up them from the airport. Anthony and Peter escorted them to the headquarters of HARD, where they were told by Gary to standby until further instruction.

Gary Lee brought Kenny Wu and Erwin Mab into the head office of HARD. They met with the president of HARD and Inoue Hosadairi, the executive producer of INOS. It was the first time Kenny and Erwin saw a video game company and its staff. They expected it to be full of geeky, fun-loving guys with decorated workspaces and advanced tech. Instead, it resembled more like a standard corporate office, similar to the one they were currently working in.

Gary Lee and the president of HARD introduced each other alongside introducing the men they brought in. They discussed about the licensing deal to acquire the rights of the newly-released Cobra Mission for American release. The president requested Inoue to show a demonstration of the game, which he complied by booting the game on a PC-98. Kenny and Erwin sat down as Inoue played the demonstration of the game they were intending to license. The game, in their words, was best described as rather inane clone of Ultima, both in terms of gameplay and design.

The graphics appeared bearable, on the level of Fountain of Dreams, with its anime-style character sprites along with enemies with ugly mugs. The colour palette in the game was 16-bit, standard for old games as 256-colour graphics were a luxury, and this complimented the admittedly silly-looking enemy designs. The gameplay was a simple turn-based system. A command was selected from the command menu to attack, use items, or flee. This was totally generic and dull, but practical as this was the norm in computer RPGs at the time.

At least, the MIDI music added a sense of camp to the combat in the game. The Japanese text prevented Kenny and Erwin from deducing the plot of the game. The size of the letters used in the in-game text was small and sections were skipped to speed up the demonstration of the game. From what Kenny inferred, it was about a detective going around a quasi-American city, solving cases while fighting off grotesque enemies.

After the demonstration ended, Gary gave Kenny the opportunity to decide whether he should license the game or turn it down. The president of HARD laid the licensing contract on the desk, slowly shoving it in front of Kenny. He sat down as he took an opportunity to read the terms and conditions listed on the contract. He picked up a pen once he fully understood what it meant, and signed the contract. This was followed by Gary Lee signing it.

Kenny struck his first licensing deal.

Inoue Hosadairi handed the software development kit to Kenny Wu alongside the necessary material. Gary Lee placed all the necessities inside a secure suitcase, which he labelled it “CONFIDENTIAL”, and lugged it as he and Kenny left the office. Anthony Luk and Peter Kao assisted Gary in transporting the suitcase into the car as well tasked with guarding it.

--#--

Excerpt from “An Unabridged History of Anime Games” (2023) by Cynthia Wu and Hannah Everhart, Crown Publishing Group.

Development of Cobra Mission began shortly after their trip to the headquarters of HARD. Kenny Wu held a meeting with all employees at the headquarters of Megatech Software. As the director for the localization, he divided the employees into teams based on the assignments given. Erwin Mab was appointed as game designer. Programming tasks were assigned to Neuronus, whose real name was only known to the rest of the group. Graphic design duties were assigned to O-2, Min^2, and Rai-Chee, in which the three teams were supervised by art director Hang Peng.

The script of Cobra Mission was translated by Anthony Luk. He was fluent in speaking English, Mandarin, Korean, and Japanese, as a Liberty International Components Inc. employee. He was assisted by Hang Peng, who explained to him about specific aspects of the Japanese language that would be missed during translation, and explaining Japanese slang in the in-game text.

--#--

Excerpt from “Nagaoka Kenzou” entry from Anime Game Database, revision 26/04/2007

Kenzou Nagaoka (長岡 建蔵)

Japanese eroge illustrator and scriptwriter noted for being the character designer for the critically-acclaimed visual novel, Tell Me Goodbye (さよならを教えて, Sayonara wo Oshiete). Began as an illustrator for Hacchake Ayayo-San 2 (はっちゃけあやよさん2) in 1990, and later sent abroad to America as an art director for Cobra Mission in 1991 as Hang Peng.

--#--

Excerpt from “Lost in Localization: Cobra Mission” article from January 2012 issue of CUU: The Future of Interactive Entertainment

Cobra Mission received several major changes, which diverged significantly from the original Japanese version for the PC-98, during localization and porting of the game to MS-DOS-based computers. These changes were done under the direction of Kenny Wu and Erwin Mab, the latter of whom wrote a completely new scenario based on the Japanese script while preserving the basic premise.

Erwin Mab shifted the location of the quasi-American Cobra City from an unnamed region of Japan to the U.S. state of Florida. Certain buildings with Japanese text or cultural elements were edited out by the graphics team. This was to ensure the game was more accessible to American players by totally westernizing the setting from the original’s slightly Japanese-tinted setting.

Faythe, the female companion of the player character, did not exist in the original version. Instead, she was wholly original character for Megatech’s localization created by Erwin Mab. She replaced Midori, the female companion from the original version. Erwin reasoned the game needed an older female Western character that was more suited to the plot than a young, blue-haired Japanese character. Moreover, Midori received negative feedback from the localization staff at Megatech, with one quoted saying “she’s jailbait” from her character design and another claiming her character clashed with the humorous detective story.

Hang Peng designed the sprite of Faythe based on sketches by Kenny Wu. Her appearance was modelled after Kim Basinger’s role as Vicki Vale in Batman (1989) by Tim Burton. Erwin wrote Faythe as a high school sweetheart of the player character in the localized version. Although Midori was excised from Megatech’s version, traces of her remain in the original game such as the blue-haired girl who appeared in the intro credits, and the pink-haired shopkeeper who was originally supposed to be Midori.

The heaviest change applied to the game was the battle system. In the Japanese original version, the combat was a simple turn-based combat with a menu interface similar to its then-popular contemporary, Dragon Quest. The American localized version discards it with a system based on real-time mechanics. When the player engages with a random encounter, the player depletes the enemy’s hit points by clicking on the sprite as much as they can before the enemy’s stamina bar refills for an attack. Additional damage was dealt to the enemy, if the player clicks on the weak spots of the enemy. The combat system implemented in the game was noted to bear similarities with the Active Time Battle mechanic implemented in later Final Fantasy games, starting with V.

Likewise, the five interactive H-scenes from the total of nine in the American version used the point-and-click mechanics of the combat system. The player chose what item to use, which in turn, they would click on body parts of the sprites of the female characters. The pleasure meter would either increase or decrease depending on the player’s choice. If the pleasure meter drops too low, the female character would leave and the H-scene ends. If the pleasure meter fills sufficiently, then the H-scene would succeed.

Other notable changes in Megatech’s localization include the addition of sidequests where the player did mundane tasks for the denizens of Cobra City, the version-exclusive enemies and graphics designed by Hang Peng, expanding the overworld, and extending the ending of the game. The ending of the original version simply depicted the Kaiser’s defeat and Midori proposing to the player before the game fades into black, whereas the localized version involved J.R. Knight and Faythe escaping the collapsing lair and an additional graphic of Faythe being married to J.R. Knight.

--#--

20th August, 1992.

Kenny Wu sighed in relief as he punched in the time clock after a long day at work. Cobra Mission had already completed localization, and now ready for release within a few days of its slated release date. Yet, the localization process for the game took a whole lot longer than he expected. He and Megatech Software redeveloped the whole game from scratch to accommodate the additional content exclusive to the localized version. It made the localization of Cobra Mission a completely independent title rather than a simple PC-98 to MS-DOS port of the game. Still, the experience made joyful and memorable memories along the way, as they learned game development and localization for the first time.

Exiting the headquarters of Megatech Software, he spotted Hang Peng, his fellow collaborator, waiting for a taxi. It was quite sad for him to part ways with Hang Peng because of the good memories and the fleeting companionship with him. Hang Peng taught Kenny how to illustrate from rough fan-sketches of anime characters to clear, basic illustrations of the anime style, which was later used as sprites in the game. He just only knew his real name at the end of the development. Kenzou Nagaoka.

Kenny waves his hand goodbye as Hang Peng noticed. The taxi arrived at the driveway under the setting sun. Hang Peng picked up his bags and loaded it into the taxi. He then entered the taxicab, closing the door following. Kenny saw the taxi leave the driveway as the headlights turned on.

All he did was to shed a tear.

--#--

Excerpt from “Interesting game add”, Usenet newsgroup

Topic: Interesting game add

By: Ashton Colfax

Posted on: August 30, 1992 15:05:06

I just purchased the new issue of Computer Gaming World from my local game store. Found this odd advert at page 83. It’s promoting a new game from a company called Megatech Software. I don’t recognize the name.

---

By: LadiesMan

Posted on: August 30, 1992 15:10:04

> It’s promoting a new game from a company called Megatech Software. I don’t recognize the name.

Maybe it’s a new company in the industry. Though, I don’t think a startup or a relative unknown would go great lengths to have their ad published in a magazine, let alone a major one.

Is there anything about the game from the advertisement?

---

By: Ashton Colfax

Posted on: August 30, 1992 15:20:45

Can’t say for sure what genre this game is. The screenshots are too small for me to examine. I’d assume it’s a graphic adventure game of some sort. The blurb makes it out to be a Leisure Suit Larry clone. Though the tagline: “Bond was hot stuff. So was Arnie. Now it’s your turn.” gets a chuckle out of me.

---

By: LadiesMan

Posted on: August 30, 1992 15:45:22

> Though the tagline: “Bond was hot stuff. So was Arnie. Now it’s your turn.” gets a chuckle out of me.

I’m sold. I’ll call Megatech and order a copy of Cobra Mission from the ad. Let’s see if the game’s good and all. I hope we can play this and pray this ain’t The Taking of Beverly Hills[3]. I got Ultima Underworld: The Stygian Abyss and Alone in the Dark, if the game’s actually bad as it sounds.

--#--
Excerpt of “Cobra Mission” article by Kurt Kalata from Hardcore Gaming 101

In the early 90s, the anime fan community in the United States was relatively small and insular. Fans usually traded bootlegged copies of anime and fansubs of anime in the backrooms of comic book stores, mail-orders, and science fiction conventions. English-translated manga were restricted to only the offerings of Viz Media and Eclipse Comics. There was a whole yet insular world of interest in Japanese culture and products at the time.

Interest in anime and manga was so great that fans were willing to listen to news and rumors of anime, manga, and Japanese media from second-hand or even third-hand sources. A common rumor circulated in the community was the existence of games with anime graphics. It was claimed those games were only available in Japanese computers, and had better graphics than the console games at the time. This rumor slowly became more exaggerated as it was repeatedly retold again and again through word-of-mouth or mailing lists.

Capitalizing on the anime boom was Megatech Software. Founded by Kenny Wu, the company was focused on licensing and localizing eroge, or erotic games in Japanese, to American markets. The company’s appearance caused a stir in the anime community with its announcement of Cobra Mission on bulletin board systems and Usenet newsgroups. Interest in the game abounded to the point of being regular discussion as if it was the hottest thing in the market, and PC gamers deeply curious to experience an interactive form of a rising medium.

Despite the pent-up hype, the release of the game received a mixed reception in the United States. The game was criticized for being outdated in a time where graphically superior games like Wolfenstein 3D and Indiana Jones and the Fate of Atlantis. The raucous and haphazard translation of the game made it look like crude, amateur product. The adult content elicited negative reception from reviewers, seeing as a crutch and made it unsuitable for review. The only aspect of the game praised by critics was its soundtrack and its novel anime-style visuals. European reviewers were more forgiving of the game than the United States, as indicated by the higher critic scores published in magazines.

Overall, the game was just seen as simply a forgettable novelty that capitalized on the anime boom of the 90s. Nonetheless, it remained a cult classic in the early anime fandom only on the merits of being the first eroge licensed and localized for Western audiences, as well as the “So Bad, It’s Good” quality. It established Megatech Software as a pioneer and major licensor of ‘anime games’ in the West.

--#--

Excerpt from “Detectives in Leisure Suits: The Story of Adult Video Games” (2010) by Holly Tillman, Dutton Penguin.

Cobra Mission is something of an outlier when it comes to adult video games released in the United States. Unlike the ones released in the United States, this game is actually developed in Japan by the now-defunct INOS. It was released in 1991 for PC-98 computers. The game was just a run-of-the-mill title in a market saturated with adult video games in Japan. Yet in America, this is considered a pioneer in the industry.

For context why
Cobra Mission possesses such a reputation like this, turn back the clock to the 1990s. The growing interest in the medium of anime by the West started a fascination with its high level of violence and sexuality in animated form. Said elements were unheard of in Western animation, still viewed as for young children, and instantly became something exotic and lurid that drew audiences to the medium.

In 1991, Kenny Wu, an Asian-American anime fan, founded Megatech Software. It was a subsidiary of Liberty Components Inc., who owned a large share of the company before Megatech’s split off. The company specialized in licensing and localizing eroge or bishoujo games, then known as ‘anime games’ at the time, for release in the West. It was small company at inception, being nothing more than a vanity outfit for Kenny Wu and a business venture for Gary Lee, the owner of Liberty International.

There was huge skepticism from the staff of Liberty International about the viability of Megatech Software. They thought the subsidiary was frivolous and would not last long. An employee went on strike to voice his dislike of the subsidiary and the idea that the company was wasting their budget on it. Even Kenny Wu thought so, as he assumed Megatech would only last four to five years, and become a mercurial outfit in the annals of the industry.

Megatech Software licensed Cobra Mission from INOS and HARD for release and localization. The licensing costs of the game were extremely affordable, compared to well-established companies like Telenet Japan, or AliceSoft. The source code was relatively simple enough to be ported from NEC PC-98 computers to MS-DOS-based computers. Since Megatech had a low initial budget allocated for production, these two elements allowed them to immediately work on the game,

What distinguished
Cobra Mission from typical localizations of Japanese video games and porting of video games from one platform to another was that Megatech Software developed a completely independent title from scratch, inspired by the Japanese version. The turn-based combat of the original was overhauled in favor of a semi-realtime combat system where the player had to click on an enemy sprite to attack before it gets an opportunity to attack. A unique character named Faythe, whose appearance was modelled after American celebrities, replaced Midori in the original version.

Like
Leisure Suit Larry in the Land of the Lounge Lizards, the game is absolutely brimming with crude, raunchy adult humor. Humorous descriptions of items and places interacted by the player. Outrageous, incongruous street thugs populate random encounters with over-the-top expressions such as aerobics instructors, anachronistic knights, and cyberpunk girls. Dialogue peppered with excessive exclamation marks, quips, and innuendo makes character interaction vivacious and quotable. Female characters respond to the player’s attempts to fulfil their pleasure in interactive trysts after rescuing them by touching on their sprites. And the character of Faythe provides a straight man role to the player’s philandering and the general antics of the game’s plot.

In spite of the game’s age, there is an element of charm that made Cobra Mission a cult classic in the early anime fandom and eroge in general. The eye-pleasing, high-resolution event art of the game along with goofy enemy designs compensates for the blocky, outdated graphics with 16-color palette. The ham-fisted translation with its frequent spelling error and constant sensationalism gives off vibes of cheesy, corny B-movies and adult films, in which the main source of the charm originates. It is been best described by fans as an M.D. Geist of eroge in America, and a ‘play it to believe it’ kind of cult classic.

Due to the game’s adult content, software retailers refused to stock the game, after being offered by Megatech Software via Liberty International. One proprietor sent a letter to Liberty International, and stated: “Why are you selling this crap? I do not sell digital smut on my store.” This was hardly new, as Leisure Suit Larry in the Land of the Lounge Lizards faced opposition from retailers. The failure to put Cobra Mission on the shelves led the game to be only purchasable directly from Megatech Software via mail-order or phone-order only. Thus, this method of distribution limited how many copies could be sold, and exposure of the game to the general public.

Despite the massive hurdles to its distribution, Cobra Mission became relatively successful in its release. It sold 10,000 copies in version 1.0 in 1992, and an extra 5000 copies in version 1.1 in 1992. It was all thanks to strong word-of-mouth in the anime community as well the gaming scene who wanted to play a game with anime graphics and titillation. The sales provided Megatech Software sufficient money and reputation to license two games, Ningyou Tsukai by Forest and Dragon Knight III by ELF in the same year. Yet, the game was widely pirated despite the game registration form needed for tech support and a set of special codes to progress required to progress through the game as a copy protection measure. These bad experiences motivated Kenny Wu not to repeat it by enacting copy protection and self-applied age rating system for future games.

The success of Cobra Mission is undeniably influential on the video game industry. Just as how Leisure Suit Larry in the Land of the Lounge Lizards proved to American audiences that adult video games could be successful with its lovable loser and sharp, witty writing, Cobra Mission proved to Western audiences that adult video games from Japan existed and could be financially viable. This lead to an untapped market for English-localized eroge and bishoujo games in the West, with companies like Otaku Publishing, JAST USA, Himeya Soft, Mixx Entertainment, and Hirameki International to enter the ‘anime game’ business.

-END-
--#--
Footnotes:
[1] Liberty International Components is actually a real company, headquartered in Stanton, California . Sometime in the 2000s, the company changed its name to Liberty Bell Components. The company is now permanently closed, but their corporate website is somehow still up and running with its mid-2000s design.
[2] Railroad Empire is actually an English-language translation of A-Ressha de Ikou II: Shin Map by Artdink. If this sounds familiar, then you may recognize them as the developers of A-Train, or A-Ressha de Ikou III, published by Maxis in 1992. It is strange and unknown how Seika, a heavy industry company in Japan, managed to license a strategy video game for release in the United States.
[3] The Taking of Beverly Hills is an actual game based on the action movie of the same name. It's probably a pretty awful game, considering this had a low MobyScore in MobyGames and was immediately forgotten after release. Similar thing happened to the movie starring Ken Wahl.


References:
 
Author's Note:
A few weeks in the making of the newest chapter of the timeline. I spent hours of my free time to research available material and blended fictional elements into the drafting process. I hope you do not mind the adult references in the story, as these elements are integral to the narrative. I feel exhilarated after writing and revising the chapter many times. Take a read.

"I'm glad Cobra Mission is still a cult classic as it is today. I thought the game was going to stink and sink at some point on its release. Then I saw the sales, and that amazed me so much. I could not believe it. Megatech was on its way to success like Streamline Pictures. Fans still quote the stuff I wrote for the game at conventions."
-- Erwin Mab on the cult popularity of Cobra Mission. Quoted from an interview with Erwin Mab published in the February 2015 issue of Tech Gian USA.

Now It's Your Turn

1991

As interns at Liberty Components International, Inc., Kenny Wu and Erwin Mab worked at quality assurance in the company’s offices in Torrance. They were tasked with testing the functionality of electronic components by running programs in their hardware and seeing if they work. If the electronic component succeeded the electronic test, they would record the functionality and hand it over to their supervisor for approval. Contrariwise, if it failed the test, they would record the details and scrap it. The process was time-consuming and required them to hunch in small, dark offices, carefully connecting the electronic components to the computers and running the standard operating procedures on the component.

Kenny and Erwin felt the grind. It was long, ungrateful work at a minor electronics company, not a big-name company like Apple Computer Inc. or Microsoft or IBM. Yet, it was honest labor and paid well for a rather entry-level job with suitable qualifications for the job. They rarely talked to others working in the company, knowing their interests were niche and non-mainstream to everybody else. Whenever they talked to others, it always was their managers or supervisors, who often gave commands and assigned tasks to them as interns. Only during work or recess in private, they would discuss about anime and manga.

After their shift ended at the evening, Kenny and Erwin drove home. They had enough money to rent a small residence in Torrance, California. Their home was modest and compact, but filled with anime and manga paraphernalia. They ordered fast food every dinner, since the prices of the food were cheaper and they lacked the time to cook a proper meal. Their preferred eateries were either Carl’s Jr., Little Caesars, Taco Bell, or Chick-fil-A, depending on their appetite. This was complimented by them buying six-packs of beers of either brands Budweiser, Coors, or Rolling Rock.

After dinner, they watched anime or read manga together. It was done as a proof of their friendship, a method to maintain its bonds. Kenny had acquired a fansubbed copy of Fight! Iczer One, an anime claimed to be too hot for release. As expected, they enjoyed the animation of the film and the action scenes, but sometimes made their stomachs upset whenever certain nude scenes played out. The subtitles for the film looked good and pleasing to the eye. Another of the fansubs Kenny collected was Digital Devil Story. It was a horror anime about a genius boy using his programming skills to summon demons, leading to a series of gory murders by demons at school. The mere appearance of Loki and the deaths in the film were enough to make Kenny and Erwin feel sick to the stomach.

One Saturday, Kenny acquired new anime for their collection. Unlike the fansubs, which were distributed in generic videocassettes, these were black in color and labeled in a professional fashion. He purchased those from Suncoast and other local video rentals for a huge sum of money, as if he was investing on things. He laid the shopping plastic bags on the floor, placing the videocassettes on the table for Erwin to see.

“These are new releases,” Kenny blurted. “And they’re all legally in English!”

They glanced at the array of new anime videocassettes on the table. These were Metal Skin Panic: MADOX-01, Dominion Tank Police, MD Geist, Project A-Ko, Dangaio, Appleseed, Fist of the North Star, but most of all, AKIRA. Erwin became amazed at it, wondering if it’s fansubs that Kenny spent his paycheck on. He assumed they were genuine, legally-licensed, and were localized into English

He was right.

The two spent the entire night marathoning the collection of legally-licensed anime videocassettes. During it, Kenny explained to Erwin about finding a cardboard shelf with AKIRA-themed livery. At the center of the shelf was labeled “VIDEO COMICS”. He asked the proprietor about it and explained that Streamline Pictures, the distributor behind AKIRA, released a line of licensed anime dubbed in English, which included the titular film itself. The proprietor showed a ‘grocery list’ of licensed anime he gathered, and told Kenny where to find them with an infusion of $150 as a loan for purchasing. After that, Kenny went on a lengthy travel on a bike to find all the available anime listed in comic book stores, video rentals, and hobbyist shops.

Out of all the anime they watched, their favorite one, besides AKIRA, was Appleseed. It was a cyberpunk anime similar to AKIRA, about a policewoman and a robot trying to thwart a terrorist plot and prevent the takeover of the city. Like AKIRA, the anime’s setting takes place in the aftermath of World War 3, in which a new city is rebuilt over the ashes and the ruins of the old world. Distinguishing it from the former film was the presence of cyborgs and bioroids, manufactured humans with genetically-modified biology. These elements in the film borrowed from The Terminator and Blade Runner, two films considered the greatest adult-oriented science fiction films. Plus, the film was an adaptation of the Eclipse Comics-localized manga of the same name, written by Masamune Shirow.

The Fist of the North Star came second. It was a post-apocalyptic martial arts anime with lots of burly, muscle-bound warriors. It was filled with stomach-churning yet over-the-top martial arts fight scenes between Kenshiro, the protagonist, and the various villains in the plot. Kenny and Erwin often joked at the film, saying it’s “Bruce Lee in Mad Max” and compared it to the badly-dubbed, low-budget kung-fu films that they caught seeing during Kung Fu Theatre show.

MD Geist was an ultimately a camp classic for the two. From the first viewing, it was clear the entire film was awful in production values. The dub was bad, animation errors were regular with shabby coloring, and the plot, what could be inferred, was poor and overly-edgy. Yet it was hilarious in all the wrong ways. Kenny, in his own words, dubbed the anime as “the Plan 9 from Outer Space of anime”, and Erwin said it was film worth riffing on by Joel Robinson and the robots of Mystery Science Theater 3000. That show, or shortened to MST3K, was their favorite cable show, aired on Comedy Central, focused on commenting on bad movies with humor and ridicule.

After their all-night marathon of legally-licensed anime ended, Kenny and Erwin felt exhilarated and exhausted. They cleaned the entire room as fast as they can, disposing garbage and vacuuming crumbs on the carpet. They soon went to sleep on the sofa, knowing tomorrow was a Sunday and they could oversleep without any repercussions as well recover all their energy.


--#--

Gary Lee founded Liberty International Components, Inc. in 1978, as a sales office for Firstohm Ltd., a major manufacturer of resistors in Taiwan[1]. Over the years following its establishment, Liberty International Components Inc. rapidly advanced into a local distributor of electronic components by partnering with electronics manufacturers in Taiwan, Japan, and South Korea.

The company distinguished itself by importing and distributing high-quality electronics from the three countries, at a time where major electronics distributors switched to China due to its cost and quantity of products manufactured. The prices of the electronic component were higher and the stocks of these components in warehouses were lower than the ones who imported from China, but Gary felt it was a tradeoff for better products that conformed to ISO9002:94 quality standards. As a result, the company was trusted by business looking for components for local manufacturing.

Unlike the typical executives in the electronic distribution business, who were stern, humorless, and only interested in profits, Gary Lee was surprisingly open-minded and forward-thinking. He observed trends in electronics with the intent of taking risks by capitalizing on them before anyone became interested. He took risks when he signed contracts with electronics manufacturers to distribute electronics at the cost of having them hold a greater degree of control and higher royalties. But it paid off well.

He held a fascination with video games. He saw an untapped, potential market for them, especially games for personal computers. Initially, he assumed video games were a passing, brief fad when he saw the aftermath of the Great Video Game Crash of 1983, which killed Atari as a company and left the video game industry in ruins with no hope of recovery. Then Nintendo, a Japanese toy company, introduced the Nintendo Entertainment System, and suddenly, the video game industry resurged from the brink.

Concurrent with resurgence of the video game industry by Nintendo was the emergence of personal computer games. Microcomputers were downsized, compact versions of space-filling computers used in education and business. These microprocessor-based devices were meant for home use only, as tools for a myriad of activities, ranging from bookkeeping to educations.

However, hobbyists began developing games by coding in BASIC programming language and distributing them independently through trading, small retailers, and other low-key circulation methods.From text-based adventures from Infocom to the computer ports of arcade games, microcomputers eventually became a major market for video games in America. As the console market declined during the crash, the computer market boomed with its higher-end graphics as well working on computers owned by the common consumer.

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Gary Lee played Railroad Empire, a 1989 railroad management simulation game, to see what the computer game market had to offer [2]. The game was published by Seika, a company he recognized and heard of. It was a major corporation involved in Japanese heavy industry as well in the construction of power plants. He was pleasantly surprised and confused when he read more about the company’s background.

He talked to the representative of Seika regarding the game during a business meeting. The representative said that Seika licensed the game from a Japanese developer, as a venture to deduct taxes as well explore whether they could break into the video game market. The game did not sell well and instantly fell into obscurity, so Seika terminated its game licensing efforts.

The account of the Seika Corporation licensing and releasing a video game inspired Gary. He realized, if a heavy industry corporation could venture out into the video game market, why not his company, Liberty International Components? But there was a problem. How he was supposed to do it? He did not have the resources for market research, or the connections to the video game industry. But another thing inspired him.

On a warm noonday, Gary Lee went to a restaurant in Los Angeles known for being frequented by staff from the entertainment business and technology sector. By a stroke of fate, he met Jerry Beck, an animation historian working at Streamline Pictures. Jerry invited him for lunch together. They talked about their personal lives, and how they were doing in their respective industries. Jerry soon spoke about anime, in which he explained to Gary that it was animation from Japan, Japanese cartoons in rough, colloquial terms. He was working on several dubbing projects under the direction of Carl Macek, which he explained he was responsible for bringing anime to America through
Robotech. To Gary, anime was an exotic thing. He heard rumors of cartoons made in Japan containing mature content and better animation than those American ones.

Jerry continued discussing about anime. He told Gary that there was a latent, yet thriving interest from older teenagers and young adult males for anime. He told about everything in the early fandom – the fansubs, the tape-trading, and the appearance of Cartoon Fantasy Organizations (CFO) all across the country – in detail. He said the company he was working for worked to provide high-quality anime official releases for fans to enjoy, without the hassle of legally-dubious records or heavy censorship mandated by networks for kids.

Immediately, Gary Lee became enamored with the concept. He asked Jerry Beck to let him watch previews of anime to get the basic idea. Jerry agreed, and brought him to the headquarters of Streamline Pictures. There, Jerry introduced Gary to his colleagues at work and escorted him to the viewing room, nicknamed “the Sweatbox”, where footage was shown.

Jerry played AKIRA, Lensman, and a couple of fansubs he obtained from anime fans mailing him. For an entire afternoon and evening, Gary watched the anime as he observed the animations and the details. How it was an eye-opener for him to see mature stuff he’d only found in R-rated movies – violence, sexuality, drugs, horror and others – in the form of animation. The plots were found to be too incomprehensible and fast-paced for him to follow. He barely understood the dialogue even with the presence of subtitles and his rudimentary understanding of Japanese for business.

Although he was unable to shake off the shock, he had an astonishing realization. Anime was still an underground geek interest, yet there was growing curiosity in it across the States. He judged that there was potential market for such exotic, mature, and awesome curiosities. With his unrealized plan to venture into the video game market with Liberty International Components, Inc., he concocted a bright idea for a future business venture.

All he needed was a linchpin to connect the missing link between both of these media-related things together into one cohesive, general project. And the answer came from Japan itself.

During a business trip to Japan in 1990, Gary Lee visited the Akihabara, a district where the client, an electronics company, was headquartered. He encountered Japanese computer games at a local computer store in the district. Knowing that the video game industry was dominated by Japanese video game companies, he wondered why Japanese PC games were not imported and localized for the American market. Though the art was simplistic and garish, coupled with the banality of the gameplay to the computer games he was familiar with in the United States, these Japanese computer games possessed a certain element which made them unique and appealing from a design perspective.

This was what he was seeking for. An anime game.

After the meeting with the electronic company in Akibahara, Gary Lee contacted Shigeru Mabuchi, a business acquaintance who worked as a translator, lawyer, and office manager, to search for ‘anime game’ companies available for contact. He instilled criteria when looking for the available companies: The games should have gameplay and graphics on par with the popular PC games in America, and contain elements appealing to Western audiences, in his own words, “action, suspense, intrigue, and hotness”.

Shigeru collected a list of Japanese PC game companies and their contact addresses from a software business directory. He eliminated companies from the list that did not satisfactorily meet the criteria set by Gary. The list was narrowed down to a selection of candidates - INOS, Forest, ELF Corporation, Kogado Studio, FairyTale, GIGA, and Alcohol Soft. All these companies only developed and published ‘anime games’ for the PC-98, a then-dominant PC of choice in Japan.

These companies released games in a wide range of genres, from action games to role-playing games to strategy games to simulation games. What distinguished those games of the companies from consoles was the presence of nudity and sexuality, or H-scenes in parlance of the industry. These companies chose to produce these games because they were unable to transition into the mainstream console game market. This market was extremely profitable, as Square and Enix could attest, but was controlled by Nintendo, who imposed strict censorship rules and quality standards should any game be ever released on their platform.

Out of the seven companies, the ELF Corporation, Kogado Studio, and FairyTale were well-established companies with a track record for quality. The rest were upstarts or unknowns in the small, yet competitive industry. Shigeru set aside the established companies, knowing Liberty International Components lacked the clout needed to convince the big ones. He showed the list to Gary Lee and convinced him to negotiate with INOS, a novice unknown in the ‘anime game’ industry.

Shigeru Mabuchi contacted INOS, inquiring if they have any games for licensing on behalf of Gary Lee and Liberty International Components. In response, INOS informed Shigeru that they have one game under development. It was a RPG set in a modern, urban setting, slated for release for the PC-98 computers. The manager of INOS bluntly told Shigeru that they were not interested in any deals, but pitied him by offering to arrange a licensing meeting when the game nears completion. He provided the condition to Shigeru that he brings somebody who could be willing to localize and release the game in America.

Afterwards, Shigeru informed Gary about the discussion with INOS and its offer. Gary did not have the facilities to localize and develop video games, nor the connections to distribute it through a major publisher. All he had were the company and his own finances, with his own optimism. Undeterred, he began to work on his own localization studio for the game, like how Carl Macek founded Streamline Pictures. He met with every investor he encountered, and pitched Liberty International Components’ venture into licensing ‘anime game’. The proposal encountered problems whenever he talked about it. Investors were highly skeptical of the proposal, saying video games were frivolous and unsuited for an electronics distributor, while the ones who were willing to hear objected to the sexual content of the ‘anime games’, and thus drop out of talks.

The constant stream of turndowns by potential investors dispirited Gary Lee much, but he affirmed his personal optimism. He needed to find somebody so that he could strike a deal with INOS, somebody who could be a lead the way in licensing. He could not squander every opportunity to expand his company’s reach. He wanted to capitalize on the still-uncharted ‘anime game’ market before anyone did.

An idealistic trailblazer.

But the problem was where can he find the perfect guy for the job?

--#--
1991

By a stroke of luck, Gary Lee found the perfect guy he was seeking. He overheard two of his employees chatting over anime in the cafeteria during breaktime. He averted his presence from the two as he watched and eavesdropped on the conversation.

Kenny Wu told his friend, Erwin Mab, about the subject of anime games. He wished to see and play one of the games for his computer. He provided an imaginary example, where it was a genre-busting game involving features that were impossible to pull off with hardware of its time such as full-motion video and voice acting, and had an elaborate plot. Erwin replied that he would design the game on his own, saying he had experience playing tabletop board games and making homebrew games using his programming skills. He jokingly promised that, once he lands a job at Electronic Arts, he will crown Kenny as his director while he develops the game for him.

Gary Lee suddenly realized this was the perfect guy for the business venture he intended to execute. He knew Kenny Wu and Erwin Mab were recent employees with qualifications for software programming, which made them the few employees in the company to possess such skill. But most importantly, the two men had unique from the other employees was their geek fascinations with media. He saw Kenny’s interest in anime as he explained to Erwin about it alongside his recent interest in video games he read off from Japanese magazines. He became aware of Kenny’s collection of videocassettes along with Erwin’s collections of video games and tabletop games.

With a sense of assertiveness and geniality, Gary sat down between Kenny and Erwin. This action surprised them both, since Gary was their manager and employer who always resided in his office and never talked to anyone, except for the higher-ups of Liberty International Components Inc., the supervisors, and other stockholders from other companies. He approached closer to Kenny, extending his arm and patting on Kenny’s shoulders, as if he was a sort of old friend.

Kenny saw the gesture of amiability from Gary to be weird. He wondered what made him suddenly become like this. They never did anything spectacular or the equivalent of a good job. The fact Kenny and Erwin were working-class men with college degrees and employed in entry-level jobs made it stranger. Even Erwin thought it was probably him trying to be awkwardly hip with the youngsters, and failing.

“Hey,” Gary Lee addressed. “You must be Kenny Wu, right?”

Kenny nodded his head, answering nonverbally.

“You’re into anime, right?” Gary said to Kenny. “I’m looking for someone to take the lead.” Gary Lee explained. “You two wouldn’t believe it’s real. But trust me in it. I’ve discovered the hottest thing taking Japan by storm. Anime games.”

Then suddenly, Kenny Wu and Erwin Mab dropped their jaws in amazement. For the first time, they heard the term ‘anime games’ uttered in a serious, matter-of-fact tone. This was because the term was originally used to refer to a product of Kenny’s imagination, simply fiction. They were quickly became hooked about it, considering they never predicted that anime and video games would converge into a real-life thing in Japan.

“Now,” Gary continued. “My company is looking to establish a business venture for this. However, I need someone to take the helm of the venture. Specifically, a geek who has a taste for anime. Many I pitched have left because it was too niche for anyone. So, what do you think about it, Kenny? I’ll provide an outfit for you two to license and localize these anime games. All of which I’ll financially invest with my own money.”

Kenny initially felt puzzled over Gary’s proposition. This sounded too good to be true. Offering a business opportunity, a particularly large one, to a pair of low-ranking grunts in the corporate ladder who had little clout or authority, conveyed dubiousness. For once, Gary was their employer, their manager. He seemed very enthusiastic in the topic. But they never expected to see someone, other than their college friends, interested in anime and manga, let alone their employer.

“I’m offering you a deal.” Gary said. “You can decline this, if you want.”

Kenny took a moment to deliberate on the offer. He thought himself as a geek obsessed with anime and manga, as well being taught in coding and software programming at college. Erwin too was similar to him, except he dabbled in general sci-fi and fantasy fluff. Both of them had ambitions on their own. They wanted to work at Electronic Arts, which they saw as the greatest game company in America, an equivalent of Nintendo in Japan. They released quality games like M.U.L.E., The Bard’s Tale, Heart of Africa, Patton Versus Rommel, Wasteland, SimCity, Populous, and John Madden Football for the PC.

But for Kenny, he wanted to work in the anime business. It was a pipe dream, though, yet he wanted to see more anime and manga localized for American release. Their work at Liberty International Components Inc. was simply a job to earn enough money for their adult life. They never believed these dreams were ever realistically feasible. It was just simply a hobby for them.

Kenny Wu sighed, and blurted out. “I’m in,”

Gary Lee smiled with a content look.


--#--

In the months of August-September, a lot of things happened lately. Gary Lee contacted Shigeru Mabuchi in Japan via fax. He informed Shigeru about recruiting Kenny Wu and Erwin Mab, a pair of employees at Liberty International Components Inc., as his agents for the business venture. This shocked and bemused Shigeru at the same time, as he expected Gary to bring in professionals and experts, not corporate grunts.

Gary answered to Shigeru’s reply, stating they were his only option after so many rejections from potential investors. He explained that they had an interest in anime and manga, and they possessed the skills to develop games. He assuaged Shigeru’s concerns, saying he would instruct Kenny how to run and manage the venture he was planning. Afterwards, with the conditions of INOS request for a meeting fulfilled, Shigeru began arranging a meeting with INOS in Japan.

Meanwhile, in Torrance, California, Gary Lee used his position as chief executive of Liberty International Components Inc. to establish a division of the company. He named Kenny Wu as the founder of the subsidiary, providing documentation needed for its establishment, as well owner of the subsidiary. It was private company specializing as a licensor of software from Japan.

The process of naming the company was a memorable experience shortly after its establishment. The subsidiary had no name. Gary tried naming the subsidiary with hideously awkward names that Erwin remarked it sounded like “an old man trying to be hip with anime stuff”. Kenny brainstormed a few ideas, eventually choosing to name the subsidiary, “Megatech”, so-called after his two favourite things. “Mega” as in an inversion of Microsoft, a technology corporation noted for the MS-DOS operating system in IBM PC compatibles, and “tech” as in a reference to Robotech, an anime which introduced him to the medium and made him a fan of it.

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The first few weeks of running Megatech Software involved sessions of Gary teaching Kenny on running and managing a subsidiary. Since Megatech was a division of Liberty International Components Inc., this meant Gary Lee was responsible for the obligations and debts. He did not want another responsibility, as he was focused on running the main company, so he delegated obligations to Kenny.

Next, Kenny and Erwin began scouting for employees to hire. Gary originally intended to staff Megatech with his employees from Liberty, but Kenny vetoed this decision, stating he wanted to hand-pick his own employees as a founder and executive producer of the division. Hence, Gary permitted him to do his wishes, with the provision of Liberty employees staffing financial and administrative duties.

Scouting for employees was an easy task for Kenny and Erwin. They travelled around the Los Angeles metropolitan area to reunite with their old pals from college, who were once members of the Torrance chapter of the Cartoon Fantasy Organization. They used multiple methods of coaxing the former members from their addresses collected in the guestbook. They would send letters through the postal services. They would arrive at the doorstep and ring the doorbell. And they would telephone them.

Their attempts to reconcile with their old friends succeeded. Kenny and Erwin managed to congregate all of them within a span of two weeks. These old friends possessed a set of skills necessary for game development. This included programming, MIDI composition, digital colouring, graphics illustration, knowledge of translation, and animation. Yet there was a small segment of them possessing skills irrelevant to the company, but Erwin convinced Kenny to hire them regardless.

After the scouting period ended, the freshly-hired employees arrived at the headquarters of Megatech Software. It was an office located in Torrance, California. It was wholly purchased by Gary Lee, who paid it with his company’s money as a division office. Kenny Wu held an orientation week for Megatech’s employees. He introduced them to the main role of the company in localizing ‘anime games’ for the American market. It was full of employees exchanging banter, listening to the presentation, and picking up private in-jokes that they only understood. Following the conclusion of the orientation week, Gary Lee invited them for a company luncheon to feast.


--#--
Excerpt from an interview with Inoue Hosadairi, aired 25th October 2011 on NHK Educational TV

Inoue Hosadairi:

We felt frustrated at our publisher’s [HARD] of omitting credits on the games we developed for. One day, me and a few of the developers went to the president of HARD and demanded they develop a game for themselves. We threatened to quit the company. The president acquiesced to our demands, and told us “Make a game whatever you want. Just don’t leave the company.” He gave us unrestricted artistic license to develop the game. As a result, INOS was established.

We had a small section in HARD’s offices for the label. We told ourselves we wanted to make a game that we’d like to play. AliceSoft’s Rance: The Quest for Hikari was a big game at the time, so this was chosen as a basic template of our game, Cobra Mission. The basic premise of investigating a series of abductions of beautiful girls from that game was swiped for the plot of our game.

Yamazaki Takuya and Rikizou endlessly discussed on the setting. They wanted the game to stand out of the eroge market at the time. They yearned to see a setting that differed from the endless slice-of-life or fantasy settings that were common. I joked to them, “Let’s make it American,” and they liked my suggestion, to my surprise.

We wrote the setting based on American cultural things and media that were popular in Japan. We made our protagonist [Satoru] a detective because
Columbo was a popular mystery show and a favorite of us. And all the enemies in the game were caricatures of American things we found weird or funny. Of course, Midori, the blue haired girl, was based off the lovely Ayayo-san.

--#--

30th October, 1991.

Gary Lee, Kenny Wu, and Erwin Mab arrived in Japan at the Haneda Airport. They departed from Los Angeles in 29th October, 1991, and boarded a nonstop flight to Tokyo on a Japan Airlines-chartered aeroplane. Gary booked the trip using his business connections to arrange transportations beforehand. During the nonstop flight, Kenny enjoyed watching the Streamline Pictures dub of Kiki’s Delivery Service, an anime film that was shown as part of in-flight entertainment.

Anthony Luk and Peter Kao, a pair of Liberty International Components employees, picked up them from the airport. Anthony and Peter escorted them to the headquarters of HARD, where they were told by Gary to standby until further instruction.

Gary Lee brought Kenny Wu and Erwin Mab into the head office of HARD. They met with the president of HARD and Inoue Hosadairi, the executive producer of INOS. It was the first time Kenny and Erwin saw a video game company and its staff. They expected it to be full of geeky, fun-loving guys with decorated workspaces and advanced tech. Instead, it resembled more like a standard corporate office, similar to the one they were currently working in.

Gary Lee and the president of HARD introduced each other alongside introducing the men they brought in. They discussed about the licensing deal to acquire the rights of the newly-released Cobra Mission for American release. The president requested Inoue to show a demonstration of the game, which he complied by booting the game on a PC-98. Kenny and Erwin sat down as Inoue played the demonstration of the game they were intending to license. The game, in their words, was best described as rather inane clone of Ultima, both in terms of gameplay and design.

The graphics appeared bearable, on the level of Fountain of Dreams, with its anime-style character sprites along with enemies with ugly mugs. The colour palette in the game was 16-bit, standard for old games as 256-colour graphics were a luxury, and this complimented the admittedly silly-looking enemy designs. The gameplay was a simple turn-based system. A command was selected from the command menu to attack, use items, or flee. This was totally generic and dull, but practical as this was the norm in computer RPGs at the time.

At least, the MIDI music added a sense of camp to the combat in the game. The Japanese text prevented Kenny and Erwin from deducing the plot of the game. The size of the letters used in the in-game text was small and sections were skipped to speed up the demonstration of the game. From what Kenny inferred, it was about a detective going around a quasi-American city, solving cases while fighting off grotesque enemies.

After the demonstration ended, Gary gave Kenny the opportunity to decide whether he should license the game or turn it down. The president of HARD laid the licensing contract on the desk, slowly shoving it in front of Kenny. He sat down as he took an opportunity to read the terms and conditions listed on the contract. He picked up a pen once he fully understood what it meant, and signed the contract. This was followed by Gary Lee signing it.

Kenny struck his first licensing deal.

Inoue Hosadairi handed the software development kit to Kenny Wu alongside the necessary material. Gary Lee placed all the necessities inside a secure suitcase, which he labelled it “CONFIDENTIAL”, and lugged it as he and Kenny left the office. Anthony Luk and Peter Kao assisted Gary in transporting the suitcase into the car as well tasked with guarding it.

--#--

Excerpt from “An Unabridged History of Anime Games” (2023) by Cynthia Wu and Hannah Everhart, Crown Publishing Group.

Development of Cobra Mission began shortly after their trip to the headquarters of HARD. Kenny Wu held a meeting with all employees at the headquarters of Megatech Software. As the director for the localization, he divided the employees into teams based on the assignments given. Erwin Mab was appointed as game designer. Programming tasks were assigned to Neuronus, whose real name was only known to the rest of the group. Graphic design duties were assigned to O-2, Min^2, and Rai-Chee, in which the three teams were supervised by art director Hang Peng.

The script of Cobra Mission was translated by Anthony Luk. He was fluent in speaking English, Mandarin, Korean, and Japanese, as a Liberty International Components Inc. employee. He was assisted by Hang Peng, who explained to him about specific aspects of the Japanese language that would be missed during translation, and explaining Japanese slang in the in-game text.


--#--

Excerpt from “Nagaoka Kenzou” entry from Anime Game Database, revision 26/04/2007

Kenzou Nagaoka (長岡 建蔵)

Japanese eroge illustrator and scriptwriter noted for being the character designer for the critically-acclaimed visual novel, Tell Me Goodbye (さよならを教えて, Sayonara wo Oshiete). Began as an illustrator for Hacchake Ayayo-San 2 (はっちゃけあやよさん2) in 1990, and later sent abroad to America as an art director for Cobra Mission in 1991 as Hang Peng.


--#--

Excerpt from “Lost in Localization: Cobra Mission” article from January 2012 issue of CUU: The Future of Interactive Entertainment

Cobra Mission received several major changes, which diverged significantly from the original Japanese version for the PC-98, during localization and porting of the game to MS-DOS-based computers. These changes were done under the direction of Kenny Wu and Erwin Mab, the latter of whom wrote a completely new scenario based on the Japanese script while preserving the basic premise.

Erwin Mab shifted the location of the quasi-American Cobra City from an unnamed region of Japan to the U.S. state of Florida. Certain buildings with Japanese text or cultural elements were edited out by the graphics team. This was to ensure the game was more accessible to American players by totally westernizing the setting from the original’s slightly Japanese-tinted setting.

Faythe, the female companion of the player character, did not exist in the original version. Instead, she was wholly original character for Megatech’s localization created by Erwin Mab. She replaced Midori, the female companion from the original version. Erwin reasoned the game needed an older female Western character that was more suited to the plot than a young, blue-haired Japanese character. Moreover, Midori received negative feedback from the localization staff at Megatech, with one quoted saying “she’s jailbait” from her character design and another claiming her character clashed with the humorous detective story.

Hang Peng designed the sprite of Faythe based on sketches by Kenny Wu. Her appearance was modelled after Kim Basinger’s role as Vicki Vale in Batman (1989) by Tim Burton. Erwin wrote Faythe as a high school sweetheart of the player character in the localized version. Although Midori was excised from Megatech’s version, traces of her remain in the original game such as the blue-haired girl who appeared in the intro credits, and the pink-haired shopkeeper who was originally supposed to be Midori.

The heaviest change applied to the game was the battle system. In the Japanese original version, the combat was a simple turn-based combat with a menu interface similar to its then-popular contemporary, Dragon Quest. The American localized version discards it with a system based on real-time mechanics. When the player engages with a random encounter, the player depletes the enemy’s hit points by clicking on the sprite as much as they can before the enemy’s stamina bar refills for an attack. Additional damage was dealt to the enemy, if the player clicks on the weak spots of the enemy. The combat system implemented in the game was noted to bear similarities with the Active Time Battle mechanic implemented in later Final Fantasy games, starting with V.

Likewise, the five interactive H-scenes from the total of nine in the American version used the point-and-click mechanics of the combat system. The player chose what item to use, which in turn, they would click on body parts of the sprites of the female characters. The pleasure meter would either increase or decrease depending on the player’s choice. If the pleasure meter drops too low, the female character would leave and the H-scene ends. If the pleasure meter fills sufficiently, then the H-scene would succeed.

Other notable changes in Megatech’s localization include the addition of sidequests where the player did mundane tasks for the denizens of Cobra City, the version-exclusive enemies and graphics designed by Hang Peng, expanding the overworld, and extending the ending of the game. The ending of the original version simply depicted the Kaiser’s defeat and Midori proposing to the player before the game fades into black, whereas the localized version involved J.R. Knight and Faythe escaping the collapsing lair and an additional graphic of Faythe being married to J.R. Knight.


--#--

20th August, 1992.

Kenny Wu sighed in relief as he punched in the time clock after a long day at work. Cobra Mission had already completed localization, and now ready for release within a few days of its slated release date. Yet, the localization process for the game took a whole lot longer than he expected. He and Megatech Software redeveloped the whole game from scratch to accommodate the additional content exclusive to the localized version. It made the localization of Cobra Mission a completely independent title rather than a simple PC-98 to MS-DOS port of the game. Still, the experience made joyful and memorable memories along the way, as they learned game development and localization for the first time.

Exiting the headquarters of Megatech Software, he spotted Hang Peng, his fellow collaborator, waiting for a taxi. It was quite sad for him to part ways with Hang Peng because of the good memories and the fleeting companionship with him. Hang Peng taught Kenny how to illustrate from rough fan-sketches of anime characters to clear, basic illustrations of the anime style, which was later used as sprites in the game. He just only knew his real name at the end of the development. Kenzou Nagaoka.

Kenny waves his hand goodbye as Hang Peng noticed. The taxi arrived at the driveway under the setting sun. Hang Peng picked up his bags and loaded it into the taxi. He then entered the taxicab, closing the door following. Kenny saw the taxi leave the driveway as the headlights turned on.

All he did was to shed a tear.


--#--

Excerpt from “Interesting game add”, Usenet newsgroup

Topic: Interesting game add

By: Ashton Colfax

Posted on: August 30, 1992 15:05:06

I just purchased the new issue of Computer Gaming World from my local game store. Found this odd advert at page 83. It’s promoting a new game from a company called Megatech Software. I don’t recognize the name.

---

By: LadiesMan

Posted on: August 30, 1992 15:10:04

> It’s promoting a new game from a company called Megatech Software. I don’t recognize the name.

Maybe it’s a new company in the industry. Though, I don’t think a startup or a relative unknown would go great lengths to have their ad published in a magazine, let alone a major one.

Is there anything about the game from the advertisement?

---

By: Ashton Colfax

Posted on: August 30, 1992 15:20:45

Can’t say for sure what genre this game is. The screenshots are too small for me to examine. I’d assume it’s a graphic adventure game of some sort. The blurb makes it out to be a Leisure Suit Larry clone. Though the tagline: “Bond was hot stuff. So was Arnie. Now it’s your turn.” gets a chuckle out of me.

---

By: LadiesMan

Posted on: August 30, 1992 15:45:22

> Though the tagline: “Bond was hot stuff. So was Arnie. Now it’s your turn.” gets a chuckle out of me.

I’m sold. I’ll call Megatech and order a copy of Cobra Mission from the ad. Let’s see if the game’s good and all. I hope we can play this and pray this ain’t The Taking of Beverly Hills[3]. I got Ultima Underworld: The Stygian Abyss and Alone in the Dark, if the game’s actually bad as it sounds.


--#--
Excerpt of “Cobra Mission” article by Kurt Kalata from Hardcore Gaming 101

In the early 90s, the anime fan community in the United States was relatively small and insular. Fans usually traded bootlegged copies of anime and fansubs of anime in the backrooms of comic book stores, mail-orders, and science fiction conventions. English-translated manga were restricted to only the offerings of Viz Media and Eclipse Comics. There was a whole yet insular world of interest in Japanese culture and products at the time.

Interest in anime and manga was so great that fans were willing to listen to news and rumors of anime, manga, and Japanese media from second-hand or even third-hand sources. A common rumor circulated in the community was the existence of games with anime graphics. It was claimed those games were only available in Japanese computers, and had better graphics than the console games at the time. This rumor slowly became more exaggerated as it was repeatedly retold again and again through word-of-mouth or mailing lists.

Capitalizing on the anime boom was Megatech Software. Founded by Kenny Wu, the company was focused on licensing and localizing eroge, or erotic games in Japanese, to American markets. The company’s appearance caused a stir in the anime community with its announcement of Cobra Mission on bulletin board systems and Usenet newsgroups. Interest in the game abounded to the point of being regular discussion as if it was the hottest thing in the market, and PC gamers deeply curious to experience an interactive form of a rising medium.

Despite the pent-up hype, the release of the game received a mixed reception in the United States. The game was criticized for being outdated in a time where graphically superior games like Wolfenstein 3D and Indiana Jones and the Fate of Atlantis. The raucous and haphazard translation of the game made it look like crude, amateur product. The adult content elicited negative reception from reviewers, seeing as a crutch and made it unsuitable for review. The only aspect of the game praised by critics was its soundtrack and its novel anime-style visuals. European reviewers were more forgiving of the game than the United States, as indicated by the higher critic scores published in magazines.

Overall, the game was just seen as simply a forgettable novelty that capitalized on the anime boom of the 90s. Nonetheless, it remained a cult classic in the early anime fandom only on the merits of being the first eroge licensed and localized for Western audiences, as well as the “So Bad, It’s Good” quality. It established Megatech Software as a pioneer and major licensor of ‘anime games’ in the West.


--#--

Excerpt from “Detectives in Leisure Suits: The Story of Adult Video Games” (2010) by Holly Tillman, Dutton Penguin.

Cobra Mission is something of an outlier when it comes to adult video games released in the United States. Unlike the ones released in the United States, this game is actually developed in Japan by the now-defunct INOS. It was released in 1991 for PC-98 computers. The game was just a run-of-the-mill title in a market saturated with adult video games in Japan. Yet in America, this is considered a pioneer in the industry.

For context why
Cobra Mission possesses such a reputation like this, turn back the clock to the 1990s. The growing interest in the medium of anime by the West started a fascination with its high level of violence and sexuality in animated form. Said elements were unheard of in Western animation, still viewed as for young children, and instantly became something exotic and lurid that drew audiences to the medium.

In 1991, Kenny Wu, an Asian-American anime fan, founded Megatech Software. It was a subsidiary of Liberty Components Inc., who owned a large share of the company before Megatech’s split off. The company specialized in licensing and localizing eroge or bishoujo games, then known as ‘anime games’ at the time, for release in the West. It was small company at inception, being nothing more than a vanity outfit for Kenny Wu and a business venture for Gary Lee, the owner of Liberty International.

There was huge skepticism from the staff of Liberty International about the viability of Megatech Software. They thought the subsidiary was frivolous and would not last long. An employee went on strike to voice his dislike of the subsidiary and the idea that the company was wasting their budget on it. Even Kenny Wu thought so, as he assumed Megatech would only last four to five years, and become a mercurial outfit in the annals of the industry.

Megatech Software licensed Cobra Mission from INOS and HARD for release and localization. The licensing costs of the game were extremely affordable, compared to well-established companies like Telenet Japan, or AliceSoft. The source code was relatively simple enough to be ported from NEC PC-98 computers to MS-DOS-based computers. Since Megatech had a low initial budget allocated for production, these two elements allowed them to immediately work on the game,

What distinguished
Cobra Mission from typical localizations of Japanese video games and porting of video games from one platform to another was that Megatech Software developed a completely independent title from scratch, inspired by the Japanese version. The turn-based combat of the original was overhauled in favor of a semi-realtime combat system where the player had to click on an enemy sprite to attack before it gets an opportunity to attack. A unique character named Faythe, whose appearance was modelled after American celebrities, replaced Midori in the original version.

Like
Leisure Suit Larry in the Land of the Lounge Lizards, the game is absolutely brimming with crude, raunchy adult humor. Humorous descriptions of items and places interacted by the player. Outrageous, incongruous street thugs populate random encounters with over-the-top expressions such as aerobics instructors, anachronistic knights, and cyberpunk girls. Dialogue peppered with excessive exclamation marks, quips, and innuendo makes character interaction vivacious and quotable. Female characters respond to the player’s attempts to fulfil their pleasure in interactive trysts after rescuing them by touching on their sprites. And the character of Faythe provides a straight man role to the player’s philandering and the general antics of the game’s plot.

In spite of the game’s age, there is an element of charm that made Cobra Mission a cult classic in the early anime fandom and eroge in general. The eye-pleasing, high-resolution event art of the game along with goofy enemy designs compensates for the blocky, outdated graphics with 16-color palette. The ham-fisted translation with its frequent spelling error and constant sensationalism gives off vibes of cheesy, corny B-movies and adult films, in which the main source of the charm originates. It is been best described by fans as an M.D. Geist of eroge in America, and a ‘play it to believe it’ kind of cult classic.

Due to the game’s adult content, software retailers refused to stock the game, after being offered by Megatech Software via Liberty International. One proprietor sent a letter to Liberty International, and stated: “Why are you selling this crap? I do not sell digital smut on my store.” This was hardly new, as Leisure Suit Larry in the Land of the Lounge Lizards faced opposition from retailers. The failure to put Cobra Mission on the shelves led the game to be only purchasable directly from Megatech Software via mail-order or phone-order only. Thus, this method of distribution limited how many copies could be sold, and exposure of the game to the general public.

Despite the massive hurdles to its distribution, Cobra Mission became relatively successful in its release. It sold 10,000 copies in version 1.0 in 1992, and an extra 5000 copies in version 1.1 in 1992. It was all thanks to strong word-of-mouth in the anime community as well the gaming scene who wanted to play a game with anime graphics and titillation. The sales provided Megatech Software sufficient money and reputation to license two games, Ningyou Tsukai by Forest and Dragon Knight III by ELF in the same year. Yet, the game was widely pirated despite the game registration form needed for tech support and a set of special codes to progress required to progress through the game as a copy protection measure. These bad experiences motivated Kenny Wu not to repeat it by enacting copy protection and self-applied age rating system for future games.

The success of Cobra Mission is undeniably influential on the video game industry. Just as how Leisure Suit Larry in the Land of the Lounge Lizards proved to American audiences that adult video games could be successful with its lovable loser and sharp, witty writing, Cobra Mission proved to Western audiences that adult video games from Japan existed and could be financially viable. This lead to an untapped market for English-localized eroge and bishoujo games in the West, with companies like Otaku Publishing, JAST USA, Himeya Soft, Mixx Entertainment, and Hirameki International to enter the ‘anime game’ business.

-END-
--#--
Footnotes:
[1] Liberty International Components is actually a real company, headquartered in Stanton, California . Sometime in the 2000s, the company changed its name to Liberty Bell Components. The company is now permanently closed, but their corporate website is somehow still up and running with its mid-2000s design.
[2] Railroad Empire is actually an English-language translation of A-Ressha de Ikou II: Shin Map by Artdink. If this sounds familiar, then you may recognize them as the developers of A-Train, or A-Ressha de Ikou III, published by Maxis in 1992. It is strange and unknown how Seika, a heavy industry company in Japan, managed to license a strategy video game for release in the United States.
[3] The Taking of Beverly Hills is an actual game based on the action movie of the same name. It's probably a pretty awful game, considering this had a low MobyScore in MobyGames and was immediately forgotten after release. Similar thing happened to the movie starring Ken Wahl.


References:
Great update!
 
Give Your Joystick a Thrill
Author's Note:
I'm posting this chapter for posterity. Real life matters have been interfering with my inspiration and time needed to research and draft a chapter for the timeline.

"Metal & Lace's premise of a female-fighting game provided me a temple of which Skullgirls was based upon. The game's graphics and spritework do not age well in comparison with other games as well with the gameplay, but the attractive character designs of the female characters still holds well with age."
-- Alex Ahad mentioning Metal & Lace as an influence on Skullgirls. Quoted from blog post "Skullgirls' Artistic Inspirations", originally posted 6th April 2011.

Give Your Joystick a Thrill

1st October 1992

“Let me play as Liu Kang,”

Kenny Wu blurted as he shifted the joystick on the Player 1 joypad to select Liu Kang on the character selection screen. He pressed a button to confirm his selection. The background music emitted from the speakers of the Mortal Kombat cabinet covered the noisy background of the local Torrance arcade.

“And I’ll be Scorpion.” Erwin Mab replied as he shifted the joystick on the Player 2 joypad to select Scorpion on the same screen. He glanced at Kenny as he winked, as if he was ready, and he nodded in agreement.

Their battle took place in the Courtyard. Liu Kang and Scorpion moved their arms idly as the announcer blurted in a digitized voice: “FIGHT!” Kenny and Erwin immediately assumed control over their respective characters as they moved their joysticks forward.

Liu Kang and Scorpion delivered furious blows like thunder. Liu Kang struck Scorpion with an uppercut that knocked Scorpion flying. As Liu Kang approached Scorpion, Scorpion managed to recover and stand up, quickly launching a harpoon-like kunai at Liu Kang.

The kunai struck Liu Kang’s chest, reeling him towards Scorpion for the kill. Scorpion delivered a devastating uppercut with him screeching, “GET OVER HERE!” as Liu Kang flying afterwards. Yet Liu Kang unleashed a flying kick at Scorpion, knocking him flying towards the edge of the screen. This was followed by Liu Kang shooting a fireball from his palms to strike Scorpion from afar.

With the “DANGER” sign blinking below the lifebar of Player 2, Kenny executed the final blow on Scorpion by sending another flying kick to totally deplete the lifebar. Kenny sighed in relief, smiling as he glanced at a glum-looking Erwin.

“I can do better than that,” Erwin retorted.

“Round 2, FIGHT!” The announcer blurted loudly as Kenny and Erwin held on to their joypads for another round. The two fought like they did in the first round, only with Round 2 ending with Erwin winning with Scorpion delivering the finishing blow to Liu Kang with a kunai.

The third round began as Kenny and Erwin clutched their respective joysticks. The duel between Liu Kang and Scorpion raged on as the two of them tried to maul one another until defeat by exchanging blows and special moves. Despite their hopes of defeating one another, the match ended with a tie which left Kenny and Erwin exhausted and disappointed at the same time.

--#--

Excerpt of “The Forgotten H-Fighters of the 90s” article by James Nguyen from the October 2013 issue of CUU: The Future of Interactive Entertainment

What is the first thing that comes in mind about ‘all-female fighting game with a hefty dose of T&A’? Skullgirls often takes the claim in online discussions, with Dead or Alive and Rumble Roses coming in as a contender. Yet, the answer is neither of them.

Surprisingly, the idea of having female fighters brawling with scenes of T&A goes way back to the same country where the genre originated – Japan. In the March of 1991, Capcom released Street Fighter II: The World Warrior to arcades worldwide. The game was huge success with the general public, becoming the top-grossing arcade game in 1991. It soon spawned a series of clones following its lead from well-known like Mortal Kombat and the fighting games of SNK, to awful, obscure like the Taiwanese Super Fighter and Martial Champion by Konami.

Of course, its influence was not limited to the arcades. Eroge developers saw the success of Street Fighter II and sought to replicate it in the unlikeliest of all platforms – the PC-98. Throughout the 90s, a string of fighting game eroge was released for on that platform. Since hardware limitations of the PC-98 lacked the graphic fidelity and smoothness of movement found in arcades, coupled with the desire to titillate players, these games instead emphasized still images of female characters in increasing states of undress at the end of each round.

Pioneering the subgenre is Ningyou Tsukai, developed and released by Forest in 1992. It was a straightforward fighting game focused on a single protagonist, Rika Mizuho and her Silhouette, Mimi, as they fought their way through six opponents with combat-capable robots in the game. Anime illustrator Akihiro Yoshizane designed all the characters in the game and illustrated the H-scenes that accompany at the end of each round. This game is better known in America by its localized name, Metal & Lace: Battle of the Robo Babes, released in 1993 for the MS-DOS by Megatech Software. This localized version heavily departs from the original by the incorporation of strategy and role-playing game mechanics such as money, upgrades, and other elements, as well also featuring exclusive graphics by Kenny Wu.

Ningyou Tsukai was followed up by its sequel, Ningyou Tsukai 2 in 1996. This sequel includes character-specific storylines for each of its initial five playable fighters in the roster. The characters and their respective H-scenes were designed by a different anime artist, Mamoru Yokota. The game incorporates a special meter that charges up for a special attack. Likewise with the first game, it was licensed and localized by Megatech Software as Metal & Lace 2, which added in more fighters in its roster and dropped the strategy and RPG mechanics from the first game.

Hercequary by ZyX Inc. is a fantasy spin on the subgenre. Like Ningyou Tsukai, the game was a straightforward fighting game, but with the ability to choose one from the eight available female fighters in the roster. Another eroge that clearly takes influence (and knocking on the subtitle of the first game) from SNK’s Fatal Fury [1] is The Queen of Duellist by Agumix along with its rereleases Gaiden and Alpha, also lending cues from Capcom’s frequent revisions of Street Fighter II.

But what defined the entire subgenre as well being its best representative is Variable Geo. Developed by GIGA, an adult game brand of Technical Group Laboratory (TGL), this game series features stunning character design by Takahiro Kimura, most recognized for his character designs in hit anime like Code Geass, Betterman, and Godannar. The game centers on the titular martial arts competition where waitresses from family restaurants compete to win the title of “Virgin Goddess” along with a cash prize of 10 billion yen and an offer of prime real estate. Yet, the competition is ruthless, as the defeated are forced to strip for the audience’s titillation (and the players too). So the competitors strive to put all their pride and determination to battle for the grand prize.

The first game, released for the PC-98 in 1993, was a massive hit in Japanese PC gaming circles for offering a robust fighting system and visually-striking H-scenes by Takahiro Kimura. The popularity of the game led to the release of Advanced V.G., a clean version ported for the TurboGrafx-16, PlayStation, and Sega Saturn, which eliminated nudity in favor of improving on the gameplay and graphics while adding new characters in the roster.

--#--

Excerpt from internal memo, dated 3/11/1992

To: Kenny Wu

From: Mia

Date: 3/11/1992

----

I need to raise concern about an issue I discovered. I was tasked by you to scout Usenet newsgroups and bulletin board systems for any mentions or discussions on Cobra Mission and other things related to the company. Surprisingly, I found that so many users talked about the game online, especially the hobbyist chatrooms. They took a liking to playing and admiring the game’s qualities.

Yet, there’s a discrepancy between the volume of users who stated owning the game (or at least inferred from), and the total sales of the game. The number of registration cards sent by them is too low compared to total sales. I think this maybe a suspected case of piracy of our games. You should bring this issue to Gary Lee.

--#--

16th November, 1992.

“Jeez,” Kenny Wu sighed as he covered his eyes to lament. He slowly paced up and down, breathing in the cool, stale air of corporate office of Liberty International. “How the heck…?”

“Calm down, Kenny,” Gary Lee replied with a collected tone. “Sit down and voice out your grievances to me. I’m your manager, so I don’t condemn you.”

Kenny sighed as he pulled a seat to face Gary’s desk. He sat down while he rubbed his hands to keep warm. He saw Gary’s face, as if he was Gary’s son. He mind still lingered with the piracy of Cobra Mission, which he considered a labor of love for anime and software.

“It’s about the game,” he blurted. “Mia told me from a memo that it was heavily pirated. Look, everybody’s talking about the game online. But they’re appearing to possess pirated copies, not legal ones.”

“I’m so sorry,” Gary replied. “I didn’t expect this to happen to you.”

“It’s alright, but let me continue.” Kenny said. “Somehow, someway, somebody managed to break through copy protection. I thought this was foolproof, and then I was proven wrong.”

“My deepest condolences to you,” Gary consoled. “We’re still new to the video game business. I’m sure we can do better. We all make mistakes, and we learn from them. If you can continue to strive with your dream, then it’ll eventually work out and come true.”

“Thanks,” Kenny replied, and smiled. “Thank you for your consideration.”

“Say,” Gary Lee offered. “The biggest ‘anime game’ company is interested with you.”

“Huh,” Kenny Wu whimpered as he became surprised at what he said. “Really? What you’re saying is true?”

“They saw your success in bringing an ‘anime game’ to the states and making it a big, if niche hit in the market.” Gary explained further. He stood up and picked up a faxed letter from his file cabinet. “They faxed me a letter to you. Please, have a read.”

Kenny gently took the faxed letter. It was written by Masato Hiruta and Hideki Masuko, in which he assumed to be corporate executives, on behalf of ELF Corporation and Forest respectively. It was a request for him to attend an arranged appointment with the two companies for a lucrative licensing deal. From there, Kenny smiled with satisfaction, content that he was getting the recognition for his works.

“Let’s go,” he blurted.

--#--

Excerpt from “Knights and Classmates: The Story of an Influential Eroge Developer” (2011) by Patrick E. Foster, Yale University Press

After being fed up with the toxic workplace environment and the general quality of eroge their employer, FairyTale, was producing, game designer Masato Hiruta alongside illustrator Toshihiro Abiru and programmer Atsushi Kanao left the company to start their own. They set up a game studio in an office building in Nakano ward of Tokyo and began their operations.

During a banquet, the three founders discussed what to name the company. Masato Hiruta named the company as Elf, after a mythical, long-lived humanoid figure. It was so called, as it invoked connotations of beauty and longevity, traits the company was supposed to represent. They wanted their company to develop and publish eroge that would stand out in the glut of similar products in the market, without the creative constraints or changes demanded by executives.

Elf released its first game, Doki Doki Shutter Chance, in 1988 for the PC-88. The game was a simple top-down action game where the player had to photograph of the 10 girls while evading a teacher. It was an achievement of Masato Hiruta, Toshihiro Abiru, and Atsushi Kanao which they developed a game on their own without any interference.

The company was constantly beset with financial troubles, owing to its independent status. The staff only consisted of three people, had low production budgets compared to other companies, and churned games which barely broke even in sales. Masato Hiruta admitted in an interview with Tech Gian USA, “the company [Elf] would have gone under, and we would returned back to FairyTale and beg our former bosses to rehire us.”

In a last-ditch attempt to develop a successful game, they turned to see what’s popular in console video games. They observed a pair of Japanese role-playing games for the Nintendo Famicom, Final Fantasy and Dragon Quest, charting as bestsellers in the sales charts of game magazine. This inspired them to develop a role-playing game for the Japanese computers with eroge elements as expected from the playerbase.

They sought inspiration from the forerunner of role-playing video games in Japan – Wizardry. It was massively with Japanese computer gamers with its grueling, challenging difficulty and its immersive dungeon crawler. Elements of the first four installments by Sir-Tech were major design influences on the three major JRPG franchises – Dragon Quest, Final Fantasy, and Shin Megami Tensei. They envisioned a game that combined the intense dungeon-crawling of Wizardry with the cute, pretty girls expected of the eroge genre.

As the director of the project, Masato Hiruta assembled a small development staff of freelance and non-affiliated video game programmers from the Tokyo Metropolitan Area. According to their job offer and condition imposed by ELF, they were paid with a paltry sum, as a result of ELF’s still-ongoing financial issues. Yet, the freelance staff did not mind because they spent their days looking for any opportunity to earn money with their skill and experiences.

Masato Hiruta wrote the basic plot of the game. It focuses on adventurer Yamato Takeru, the main protagonist and player character, ascending up the Goddess’ Tower to kill the demon lord Gazelbaan while defeating his Dragon Knights and rescuing the female hostages at each floor. The game’s plot, while simplistic, it was longer and thoroughly developed compared to the thin, vapid plots of eroge at the time, which focused on instant titillation for the player.

Kawaguchi Masa illustrated the graphics in the game. These were filled with only a palette of 8 colors, which were the only colors available due to hardware limitations of their workstations. The colors were mixed and dithered together to produce a vibrant, eye-catching palette which seamlessly worked with Kawaguchi’s lavish spritework and gorgeous character design. It was clear that Kawaguchi dedicated his time and energy on, to quote: “To make the game [Dragon Knight] stand out from the market”, and it shows.

The in-game soundtrack by Tetsuya Kobayakawa (credited as T. Kobayakawa) and Ooshima distinguished the game in comparison with others. Eroge at the time had little or no music. Most titles played without any music or sound whatsoever, focusing on the graphics, while some others had music, but only consisted of a short, looping MIDI track. Tetsuya Kobayakawa spent his time and energy working on a memorable soundtrack to the game, assisted by Ooshima, and it shows. For example, the track “Battle Dragon Knight” invokes a sense of urgency and thrill of fighting against a powerful opponent by utilizing high-bass synths and imitation ‘drum’ tunes processed by MIDI program.

Altogether, the cute design of the female characters, the graphics, and the music made Dragon Knight a unique game that stood out from the rest of the saturated market, even if the plot was thin and the gameplay was derivative of Wizardry. Because of these elements, the game became an instant hit in Japan for home computers, which at the time seen as inferior to consoles.

--#--

20th November, 1992.

Kenny Wu tugged his branded winter coat he purchased from Dick’s Sporting Goods. The first few snowflakes of the morning fell, forming snow on the ground in the Nakano Ward of Tokyo. It was a very busy day in the ward. Denizens rushed to purchase gifts in anticipation for Christmas. Cars, trucks, and buses crammed on the streets trying to beat the rush hour for work, as well head back to the rural regions for the winter.

In front of Kenny, the headquarters of the Elf Corporation stood there. It was an unassuming office building in the middle of Nakano. The only thing distinguishing this from the other office buildings was the logo for the Elf Corporation on top of the roof.

“Let’s go, son.” Gary Lee said as he patted Kenny’s shoulders.

“Hey,” Kenny replied, brushing off his gesture. He had snapped out of his brief trance gazing at the building. “I’m not your son, Gary.”

“You’re like one. The closest one I have,” Gary replied. “We shouldn’t hesitate now. We’ve got a meeting to attend to.”

The two entered the headquarters of Elf Corporation. In the lobby, the receptionist greeted them as she escorted them to the conference room where the meeting was supposed to be held at. Masato Hiruta, the representative director of Elf Corporation, and Hideki Masuko, a game designer from Forest, waited in it as Kenny and Gary entered the room.

“You’re here,” Masato Hiruta said.

“So, you must be Kenny Wu of Megatech Software?” Hideki Masuko asked.

“Yes,” Kenny stammered as he tried to address the two executives in the conference room. “Hiruta-san and Masuko-san,” he uttered in a shaky, feeble pronunciation.

“Welcome,” Masato replied. “Sit down, please.”

Kenny Wu and Gary Lee bowed at Hideki Masuko and Masato Hiruta. All four in the room sat down, taking a seat around the conference table. Kenny glanced at the two Japanese executives, with Gary by his side. With little hesitation and a lot of confidence in the air, the licensing negotiations kicked off.

--#--

Excerpt from “An Unabridged History of Anime Games” (2023) by Cynthia Wu and Hannah Everhart, Crown Publishing Group

To understand why Hideki Masuko presented Kenny Wu a lucrative licensing deal, the background of the Japanese eroge industry at the time must be understood. In 1992, the Dragon Knight series of eroge JRPGs alongside Doukyuusei (Classmates) dating sim for Japanese personal computers were hugely popular. These games were extremely profitable for the Elf Corporation, mainly because of their combination of cute, attractive female characters, the good graphical design, and being highly innovative in both story and gameplay at the time. The revenue from the two games was used to expand the company, as it could now afford to hire more employees and finance more games. As a result, the Elf Corporation skyrocketed into the biggest names in the eroge industry and a somewhat of a mini-major in the Japanese game industry overall, a far cry from what was once a financially-struggling and small outfit founded by former FairyTale employees.

The Elf Corporation started developing two new role-playing games – METAL EYE and Words Worth - under the oversight of representative director, Masato Hiruta. These games had lavish production values and better writing compared to the rest of the players in the eroge market, which often churned out low-quality games each month leading to a clogged market for PC games in Japan. The new, fresh talent employed by the company were assigned to the development of the new games while given free rein to develop as they see fit.

Yokota Mamoru, an anime illustrator, said of his time spent working as an illustrator for METAL EYE. “They allowed me to design the ‘beautiful girl’ characters and illustrate the CGs of the game as long as it followed the script. I was thrilled. I did what I was assigned to. When the supervisor [Masato Hiruta] saw my finished lineart, he praised it so much that he showed it to everyone else. This was my first assignment, and I passed it with flying colors. It was them [Elf Corporation] that my ‘anime game’ illustration career lifted off.”

At the same time, Cobra Mission was not on the sights of the Elf Corporation. The executives saw the game as a dime a dozen from the market, with the only distinguishing feature was its pseudo-American setting and its staff from HARD. Masato Hiruta quoted in an interview with CUU: The Future of Interactive Entertainment that “…that game [Cobra Mission] was unremarkable and predicted it would be swept away and forgotten.” Despite his cynical predictions, he never predicted that the game would be licensed by a foreign company.

In late October 1992, Masato Hiruta received news from an acquaintance in the eroge industry. He was informed that Cobra Mission, a quaint and second-rate anime game, had been localized and released for the Western markets by Megatech Software. He did not recognize the name, but he correctly inferred that was an American company, as he was extremely familiar with the video game business and held a list of companies he could contact.

He directed a few of his employees to gather information about Megatech Software. A few weeks later, they sent him a report that contained all the information they could possibly gather. Paraphrasing the report, Megatech Software was an American company interested in licensing ‘anime games’ for localization and release in English-speaking markets. This company was founded by Kenny Wu, with the supervision of an electronics company executive named Gary Lee. Their first release, Cobra Mission, was licensed from INOS and localized in English. It was very successful in the West, or so to speak according to the report.

Initially, Masato Hiruta was very sceptical of Megatech Software’s reputation and its track record. But after reading through the report a few times and spending an hour contemplating about it, he realized that eroge, or ‘anime games’ as it was called at the time, had an untapped, potential market in the West. He phoned his fellow partner in the business, Hideki Masuko, a game designer from Forest, for a deal. He informed Hideki about the existence of Megatech Software and told him to attend an appointment at Elf Corporation’s headquarters.

They discussed on drafting an impending licensing deal for Megatech Software. After two hours’ worth of back-and-forth suggestions, rejections, and considerations between the two men, they finally settled on a finalized draft of the licensing contract. The licensing contract stated that Megatech Software could license any of the Elf Corporation’s recent games bundled with Ningyou Tsukai by FOREST. Masato calculated the licensing contract was worth 30,000 Yen, a rather high sum for a video game contract for its time.

--#--

24th November 1992.

“I think it’s such a good deal,” Kenny Wu said as he glanced at the software development kits for Dragon Knight III and Ningyou Tsukai on his hands. “What do you think, Gary?”

“I’d say,” Gary Lee replied, sipping a mug of coffee. “Use your own judgement. But I’ll give you my opinion, son. That’s a pretty reasonable deal you’ve snagged from Mr. Hiruta.”

“Well,” Kenny nervously sighed. “Wish I could find better companies, but I think it’s sufficient. Besides, I don’t want to waste my company’s resources for a search, especially for a company that small.”

Gary Lee sipped another from the mug of coffee, placing it on the desk. He glanced at Kenny with his eyes. “But let’s not fret over the matter, Kenny. Let bygones be bygones. You got your game for a good bargain. Now, you should start working on it.

“Localization,” Kenny softly rebuked. “I should show these to everyone else.”

Kenny stood up, approaching the door out from Gary Lee’s head office. He grabbed the doorknob turning it to open the door. He glanced back at Gary with a smile. “See you later,” he blurted as he left.

Later in the afternoon, Kenny Wu invited his friend, Erwin Mab, for lunch at the headquarters of Megatech Software. This took place in the meeting room, where they would receive weekly progress details and where employees consulted them regarding the matters of development and other activities pertaining to the company. It was very quiet and cool, albeit slightly sultry from the unserviced air conditioners.

“I brought you lunch,” Kenny said as he placed plastic bags on the table. He pulled a chair and sat down. Erwin did the same too, facing him directly. He took out a large brown paper bag that hugged two bottles tightly. They adjusted their seats to make themselves comfortable.

“Hey man,” Erwin greeted as he glanced at the plastic bags. “What’s for lunch? Carl’s Jr.?”

“No,” Kenny replied. “It’s takeout,” he replied as he lifted up paperboard and polystyrene containers bearing the logos of local Tex-Mex and Chinese eateries in Torrance. “Just wanted you to know, we need to refrain from chowing in expensive eateries.”

“We’re millionaires,” Erwin replied with a soft smile.

“No, we’re not” Kenny replied. “Come on, let’s have lunch now. Don’t let the lunch I ordered go cold.”

Erwin and Kenny ate their lunch. The food served was extremely scrumptious and flavorful despite being takeouts. It was neither too greasy nor too salty, but a balance so that they could eat it without feeling the burning, slick sensation in their throats or unquenchable thirst afterwards. They enjoyed the General Tso’s Chicken, the fried rice, fajitas, and burritos. They then downed the slight aftertaste by popping the bottles of Yuengling lager.

“So, you got a new license for this?” Erwin asked. “I heard you’ve returned from Japan on a business trip.”

“Yes,” Kenny replied confidently. “I acquired a license. In fact, we’ve got two of them!”

Erwin Mab grinned excitedly. His mind raced with thoughts of the new games that Kenny licensed and were going to be localized in English. On his mind, he wanted to see an anime game counterpart of Mortal Kombat and RoadBlasters, a pair of arcade games he played mainly at the time. He hoped the games were similar, at least, to the games.

“The first one is Ningyou Tsukai,” Kenny Wu blurted the title.

“Ningoh?” Erwin murmured.

Kenny sighed. “It’s a fighting game with anime graphics and ‘H-scenes’,”

“What’s a ‘H-scene’?” Erwin inquired. “Does it mean something? Like a B-roll?”

“That’s how the Japanese call these scenes where girls get ‘shagged’ in the game.” Kenny replied. “You know, the girls in Cobra Mission.”

“Oh yea,” Erwin chirped suggestively, his lips crinkling deliberately. “The next game, Kenny, I’d want to see it.”

“And this is the second game – Dragon Knight III!” Kenny exclaimed. “It’s the hottest anime game in Japan!”

Erwin murmured. “Huh? This game, Dragon Knight. Doesn’t it sound like a generic dungeon crawler you’d find at a computer store?”

“It’s a fantasy RPG…” Kenny replied keenly. “With anime girls!”

“That’s enough for this afternoon,” Erwin sighed, feeling the urge to work on a localization project. “So, where do we start? Since we’re gonna localize two games, I’d like to bring in a close pal of mine.”

--#--

Partial Transcript of Episode #104: “Anime Games” from Absolute Anime podcast, released 2/4/2018

Bruce Spiegel:
Welcome back to the Absolute Anime podcast. I’m your host, Bruce, and these are my co-hosts, Jean and Gabby. Today’s episode will focus on the brief on anime games. Say hello to the guest of this episode.

[Jean Diop and Gabby Lisker claps as David S. Moskowitz enters the recording studio]

David S. Moskowitz:
Hello there, everyone. My name is David Steven Moskowitz. Call me Dave for short.

Jean Diop:
Welcome to the podcast, Dave. It seems you’ve responded to our invitation to the show.

David S. Moskowitz:
Thank you, thank you.

Gabby Lisker:
You must be from Megatech Software, am I correct? I’ve read about you and the company in the anime game business.

Jean Diop:
Yeah, just so we could have background about that subject matter and some views for this episode. I mean, I’d object to-

Bruce Spiegel:
Don’t upset the guest, Jean.

David S. Moskowitz:
It’s alright, I don’t mind negative remarks. Besides, I survived Jack Thompson and the Senate, and 4Chan too. I’ve seen my share of detractors throughout my career.

Gabby Lisker:
Dave, you’re pretty great. You were really guts for those events.

[Bruce Spiegel taps on the floor]

Bruce Spiegel:
Everyone, let’s focus on the main subject of this episode. Those events may be interesting, but it’ll be a topic for another episode. Dave, let’s begin our discussion about your career. What’s your career like before Erwin Mab hired you?

David S. Moskowitz:
I was an employee at Flying Buffalo, you know, the makers of the D&D alternative, Tunnels & Trolls. Specifically, a game designer. I wrote the solo adventure, The Amulet of Salkti. Aside from my day job, I also dabbled in tape-trading of sci-fi shows and managing tabletop game sessions in conventions.

Jean Diop:
When did you first meet Kenny Wu and Megatech Software?

David S. Moskowitz:
It’s much surprising than you think. Kenny Wu was a client of mine back in my tape-trading days. I delivered him a requested videocassette of Ranma ½, the popular anime at the time. That was the moment Kenny, and in extension, Erwin Mab were acquainted with me.

Gabby Lisker:
So, Dave, how did you get hired by Megatech? Did you answer an invitation sent by Kenny?

David S. Moskowitz:
Well, it’s claimed online that Kenny and Erwin approached me for a job. But that’s not true. The real story was I was freshly laid off from Flying Buffalo. To find some employment, I looked through the classifieds for any job opportunity I can find, befitting of my skills and experience. An ad caught my eye. It was an ad, posted by Megatech Software. It said the company was looking for a game designer, which instantly sold me and I applied to it.

Bruce Spiegel:
That’s really underwhelming, the least to say.

David S. Moskowitz:
I really dislike copypastas very much. These texts just boil down nuances and comprehension of Megatech’s history into repeatable, banal, and yet catchy posts. As for the main topic, when I applied for the job, I met my employers and future partners, Kenny and Erwin. It was a surprise when they both greeted me with great enthusiasm, as if I was their long-lost friend.

[Jean Diop and Bruce Spiegel giggle lightly.]

Gabby Lisker:
After you were employed by Megatech Software, what was your first assignment on the job?

David S. Moskowitz:
Assignment? [David S. Moskowitz sighs] Well, to my amusement, it was being assigned as game designer. The game I was assigned to was Ningyou Tsukai, a game similar to Street Fighter, an arcade game I’d see at. Initially, I wasn’t keen on developing, since I couldn’t understand the text of the Japanese version, and the whole ‘anime’ thing. But for the sake of paying the bills, I worked with Kenny and Erwin.

--#--

Excerpt from “An Unabridged History of Anime Games” (2023) by Cynthia Wu and Hannah Everhart, Crown Publishing Group.

The arrival and employment of David S. Moskowitz by Kenny Wu was not without strong opposition at Megatech. While the main development team were either welcoming or ambivalent to him, financial and administrative departments, who were generally older and wiser, were unhappy and even inimical to him. They saw him as an outsider to the business, which was certainly right considering he was a tabletop game designer, not a programmer or a digital artist. There were a lingering yet strong anti-Dungeons and Dragons and tabletop role-playing games attitude stemming from the early 1980s moral panics surrounding the game. These moral panics claimed that tabletop RPGs taught children devilry and other harmful practices. Usually, those claims were promoted by fundamentalist Christians and concerned parents groups during the satanic panic era.

One managerial staff member said: “David [S. Moskowitz] can’t program jack,” referring to his perceived lack of experience and skill in software programming. Against the upper management’s expectations, David S. Moskowitz displayed an aptitude for coding, thanks to a crash course instructed by Kenny Wu and Erwin Mab on the topic. Still, this did not dispel their initial bias towards tabletop games, but it did indeed open to him.

Contrariwise, David S. Moskowitz was completely indifferent and bemused at the medium of anime. Sure, he was no stranger to science fiction and fantasy, considering he was a geek and a designer who worked on tabletop role-playing games. But anime, as a medium, felt weird and rather striking to him. All he knew about the medium was that it was produced in Japan and a reliable source of space opera and sometimes sword-and-sorcery animation. In fact, he had traded and posted fansubbed videocassettes requested by his clients. Yet, he never understood the medium itself along with its themes and conventions. He once said: “It’s an animated foreign curiosity. It’ll be kids’ stuff decades from now.” From a vantage point, he observed the evolution of anime from an underground geek hobby into an interest in the West with a hints of an oncoming craze for it in the mainstream.

Kenny Wu and Erwin Mab helped David S. Moskowitz ease and familiarize himself with anime as a medium. He spent watching anime videocassettes with Kenny and Erwin whenever they had free time when they were not teaching him lessons on how to code and design a video game. Slowly, his initial indifference slowly faded as he began to understand the medium. Particularly he enjoyed cyberpunk anime and a bit of horror anime. His favorites were The Curse of Kazuo Umezu [2], Akira, Bubblegum Crisis, and the Violence Jack original video animation trilogy, which his glib, pithy comments on the more intense and macabre moments made their skin crawl. It is said that in one anecdote, he said “What a good-looking mouth,” when Masami’s throat transformed into a pair of monstrous jaws.

--#--

3rd December, 1992.

“Welcome to the family, dude.” Erwin Mab greeted David S. Moskowitz as they entered the main development studio. The two sat down with Kenny sitting on the middle at the discussion table. A few of Megatech Software’s employees, specifically the ones with a high aptitude, sat on the sides. Erwin added, “Hope you enjoyed your crash course and your orientation week,”

“Thanks,” David replied, rubbing his head from a mess of dark blonde hair pushing out of his black and dark blue beanie. “I’m interested in working with you two. Those anime games, Kenny,” he added. “Look cool, I guess.”

“You’re welcome, Dave.” Kenny replied. “Although, don’t mind if the graphics look wonky.”

“It’s alright,” David said. “I’ve seen games with worse graphics than this. Played the infamous E.T. game when I was doing a lot of errands.” This mention elicited chuckles from the guests, which would normally be a quiet atmosphere with the buzzing of electric fans and other background noise as ambiance.

“But hey, E.T.’s better than that game where you play as General Custer on the same console,” an employee remarked humorously.

“Yeah right, folks,” another replied. “Larry Laffer and that protag from our game has more satisfaction value than him.”

“Faythe’s hotter than the Indian gal,” a third employee said loudly. “I mean, she’s blonde, she’s thin and…!”

A sudden rush of awkwardness spiked Kenny’s mind, causing a bright red flush which flustered strongly as the rather lewd and seemingly chauvinistic dialogue on video games continued. He harshly shoved off his seat as he stood up in front of everyone except Erwin and David. He breathed in and bellowed, “ENOUGH!” to everyone, which left the room in utter silence. “We’ll start work tomorrow,” he declared.

--#--

Excerpt of “Interview with David S. Moskowitz” article by James Nguyen from the November 2013 issue of CUU: The Future of Interactive Entertainment

As covered in the featured article for the October 2013 issue, ‘The Forgotten H-Fighters of the 90s’ recounts the history of fighting game eroge in Japan and the significance of Variable Geo franchise to this subgenre. Megatech’s Metal & Lace was mentioned in passing as being the only game along with its sequel to be released for the West as well as an entry point to the small, yet curious subgenre. David S. Moskowitz, a producer from Megatech Software, was invited for an interview in this issue.

--

Why did you title the game, “Metal & Lace”, instead of using the direct translation of the Japanese title?

Ningyou Tsukai”. It means “Puppeteer” in Japanese. When Kenny told me about the title in the writing room, I replied that I did not like the title. I thought it was too silly for a fighting game about robot girls. Anyone would’ve assumed it was about puppetry, if they ever heard solely from the title. Because of it, I said to him, “This game needs a better title,” and we decided to brainstorm a new title.

I struck a massive roadblock trying to think of a new title. I was looking for a title that was short, catchy, awesome, and sounds like an anime. To distinguish itself from the games in the market. But no matter what, the titles me and Kenny alongside Erwin proposed were not workable. They sound like we were ripping off better movies and video games at the time, thus we tossed it to the dustbin of bad ideas.

A sudden jolt of inspiration for the main title came to me one night. I was watching a double feature of two grindhouse flicks I rented from the local video store. One of these movies was Steel and Lace [3]. It was a Terminator ripoff that mashed up elements from Frankenstein and Ms. .45 movies. The plot was basically, a scientist rebuilds his sister as a killer cyborg to avenge her rape by the businessman and his pals.

Watching the film as the upper half of the double feature, my mind drifted away towards the title of the film and those sci-fi anime my friend Kenny lent it to me. These two things meshed together seamlessly, and all of a sudden, the localized title of Ningyou Tsukai gained – Metal & Lace!

What changes you did to the game, in comparison with the original?

As a game designer, alongside Kenny and Erwin, we spent the first four weeks discussing what changes should we apply in the localization. The game, at least, the Japanese original, was a serviceable, if sluggish arcade-style fighting game with pretty graphics. While it seems good for an arcade game which you would insert a quarter and play for a few minutes, it was not worth the 70 dollar price tag usual of computer games. Computers back then lacked the hardware capability to pull off fluid sprite movements found in consoles.

I told Kenny and Erwin about it, so we spent a half hour or so how to improve on the game and beef up the game to make it, in Erwin’s own words, “worth your dough,” as I remember. We settled on incorporating role-playing elements into the game. In hindsight, it was not great idea. Dan Avidan of Game Grumps fame once referred it as ‘Sunk Cost Fallacy: The Game’ in one episode focusing on the game, which was title too. Those mechanics rendered it cumbersome and grinding to play, but I’d digress. It’s what part of the charm is, standing out from the bland fighting games, as well a novelty in computer games. And anime games.

I’ve read the translated script of the Japanese original beforehand in preparation of writing a new plot for the game. It was about Rika Mizuho, who enters a robot-fighting competition with her robot, Mimi, whom you may recognize as the one on the cover. This was set in a far-future where mankind uses humanoid robots for labor in space colonies. Needless to say, we thought it was too far-fetched and a female protagonist was not appealing, as then-contemporary wisdom stated most gamers were male and they wouldn’t want to play as a girl.

Kenny, as the director, permitted me to rewrite the story as I saw fit. I threw out the whole plot of the original and just wrote a whole new story. It was set in 2050, an era that was ‘futuristic’ while keeping it close to the 1990s, and moved from space colony to MeCha Island. I wrote a backstory for the localized version. In that, a nuclear war has devastated the world, leaving behind survivors who build a peace-and-love society and abhor any form of sex and violence. Erwin called it ‘a hippie’s wet dream’, which isn’t far from what I wrote, although I personally preferred it as ‘puritanical’ and ‘bluenosed’. Now, as a result, all forms of entertainment that were once prevalent in the old times were done on MeCha Island, the main setting. The names of the female characters were changed to English, such as the former main protagonist, Rika, to her counterpart, Barbara.

What do you think about the game and its legacy?

I cannot definitely say for sure. The first game was criticized upon release and was overshadowed by its bigger sequel of its larger cast roster and its improvements over the first installment. This was further complicated by the release of Variable Geo, a fighting game similar to it, in the West. A case of Sequel Displacement instigated by an Even Better Sequel, as TVTropes calls it.

But even in the face of all that, the game still draws a cult following nowadays. It has a fair share of fans, who enjoy the game for the novelty. As I mentioned earlier, Dan Avidan is one of those. But the most influential and famous one is Alex Ahad. You recognize him for being the artist of Skullgirls. He admitted in the blog that the first Metal & Lace game was a major influence in the genesis of Skullgirls. Aside from the game itself, I have to confess. I’m a fan of the anime adaptation, licensed by Media Blasters. I watched all five episodes on videocassette, and I think it’s a pretty good anime that has an interesting premise, provided you don’t mind the H.

--#--

Excerpt from “An Unabridged History of Anime Games” (2023) by Cynthia Wu and Hannah Everhart, Crown Publishing Group.

Localization of Metal & Lace: Battle of the Robo Babes and Knights of Xentar, then known as Dragon Knight III at the time, started on late November 1992. These two games were developed concurrently by Megatech Software under the direction of Kenny Wu. He wanted to fully utilize its small, yet dedicated and diligent staff to localize the game coupled with its increased budget due to the profit earned from the first and second releases of Cobra Mission for the DOS. The company hired a few new employees and quickly assigned them to either project based on their skills and the vacant roles.

Shortly days after development initiated, Gary Lee informed Kenny about the upcoming Consumer Electronics Show for next year. It was a trade show centering on home electronics and computer software which occurred annually. Every year, this would be hosted two times with its own venues hosted – one in Las Vegas in the winter, and another in Chicago, Illinois in the summer. The Consumer Technology Association, an industry body for tech companies, reluctantly allowed the inclusion of video game companies in the CES after these companies petitioned and pressured in the background of the growing market of higher-end video games and consoles in the late 80s and early years of the 90s.

Kenny recognized an opportunity to promote Megatech Software and its video games, one released and two developing, for a wider audience who were not fans of anime or video games. He requested Gary to reserve a booth for Megatech Software at the Consumer Electronics Show and book a trip to Las Vegas for next January. Gary complied as Kenny resumed on his work on localizing the two games at Megatech Software’s headquarters.

Back in the development studio, Erwin Mab worked in multiple roles. He was the main programmer who modified the game, and a game designer. In the latter role, this was shared with his partners, Kenny Wu and David S. Moskowitz. All three worked in different aspects of game design.

David S. Moskowitz wrote the localized version of the original script and well suggesting mechanics to be implemented in the game. Kenny Wu illustrated the additional characters and backgrounds in the game such as the shops, the bar, and the extra arenas. Finally, Erwin Mab implemented the changes done by David and Kenny into the game, overhauling it completely. Together, these modifications changed Metal & Lace from a simple NEC-to-IBM port of Ningyou Tsukai to a wholly independent video game which only bore superficial resemblance to its source material.

--#--

Excerpt from “Kenny Wu” entry from CES Memories: Oral Histories of the Pre-E3 Era

Attending at Consumer Electronics Show 1993 [4] was the worst experiences of my life. It was January that year. My former employer, Gary Lee, had made arrangements and booked a booth for us at the trade show. Erwin printed out and assembled the press kit for our releases, which I drafted alongside David and some other interns at Megatech Software. On that day, Gary Lee drove us to Las Vegas. It was amazing to see the city. Gary drove past the Strip, where I saw the grand hotels and casinos. The “Welcome to the Fabulous Las Vegas” sign. I felt I was in heaven, gazing at all. We arrived at our hotel rooms, book previously by Gary.

The next day, we headed to the Las Vegas Convention Center. It was a very huge, quite impressive building in silver. A staff member escorted us to a structure set up behind the main building. It was a tent, a big white tent whose plain white canvas and metal foil reflected sunlight from the Southwestern winter sky. I expected it to be hosted at the main venue, but Gary told me that was a section reserved for video games. My enthusiasm for the event dampened. Erwin and David were too disappointed, but the prospect of seeing the slate of new releases and what state-of-the-art games in that assuaged our initial dismay.

Our booth was at booth #6115. It was a simple, austere booth, the usual size for any non-star video game company. The only decoration of this were vertical canvas banners with the main female characters from our slate – Faythe from Cobra Mission, Mimi from Metal & Lace, and Luna from Knights of Xentar, alongside the basic decorated banners. Posters promoting our releases were plastered, not too haphazardly, but enough to draw attention, around the surroundings of our booth. There was a modestly-sized CRT television which displayed a promotional demonstration of the games, recorded on videocassette. It may sound very little compared to others, but considering at the time our budgets were pretty low and our prestige in the market was deemed new, unknown, and at the bottom of the hierarchy, I would say this was understandable in regards with the then-current situation.

I was so young and naïve, I thought everyone would be interested in the concept of ‘anime games’ once the doors open. Turns out I was wrong. I was the only one present at the booth, aside from employees we brought along, who maintained the booth. I saw attendees passing over our booth in favour of the new releases of video games and whiz-bang hardware of that year. The noise from these exhibits flooded the hall and made my ear pain. My partners, Erwin and David, left the booth so they could watch demos of video games and test out new peripherals. I don’t bear the grudge to them. I would’ve done the same thing if I were in their shoes.

I admired the greats of the video game industry, but they brushed me off for being a pipsqueak in the industry. I felt belittled and hurt. I just wanted people to be interested in ‘anime games’ and try it out, instead of seeing it as a flash-in-the-pan fad. I usually sulked and slouched at the booth, looking grumpily at everything else. I did not leave the booth because it was my responsibility to manage it and introduce others to Megatech Software.

It was admittedly hard to draw attendees to see Megatech’s booth. Anime was still a niche, geek thing back then, and adult games… was not something the average consumer was interested in. I did not bark or cajole at anyone. I did not want to stoop down to the levels of those obnoxious vendors outside while I was running back and forth in the venue to use the restrooms. The ads and the demonstration promo at the booth were sufficient for anyone to be explained.

The few times people were interested with it, it’s always either that adult magazine vendor, or in other cases, the ones who would gawk and ask me a few random questions before leaving. The whole experience made me feel like it’s all guff, no fun.

Then, I met Glenn Faulkner. He introduced himself as a sales representative from Electronic Arts, a major player in the PC games industry. He was genuinely fascinated with Megatech Software, so I seized the opportunity to talk about it. This turned into an hour-long conversation about our personal life and professional career. I talked a lot about my interest in the early anime fandom of the time, and being an executive of a ‘Little League’ video game company and a small-time outfit to boot.

One thing we shared between was our admiration of Electronic Arts. I always admired that company. They made the best and innovative games for the PC, and treated its developers as artists, which inspired me to study programming and perhaps break into the video game industry. Likewise, Glenn had the admiration for the company, but he seemed to be obsessive over it. He said, half-humorously, that EA was going to take over the video game industry in future. I giggled at it, thinking it was an amusing prediction that could never happen anytime soon. I did not predict that company would eventually be ruthless in buying out respectable, self-reliant game studios and ruining them by clawing out everything of value before becoming defunct and absorbing into the main company. They would usually attempt to purchase and acquire Megatech Software from time to time.

By the end of the trade show, I was exhausted and wanted to go home. Overall, it was a totally unpleasant, negative experience. I learned that ‘anime games’ were still a novel and unknown concept to the average consumer and businessman. It was only until either the late 90s or the 2000s that the style of games would be widespread. For now, Megatech would be only a specialty outfit whose releases were aimed at a niche audience. I recognized the need for the company to promote its games better and diversify its operations. This was the reason why the company become a localization subcontractor for Japanese console games from major developers that had little sales prospects to Western audiences like Heartthrob Memorial. In the end, I think Gary Lee helped me in the early legs of my career, and the market for anime games had expanded ever since.

-To be Continued-
--#--
Footnotes:
[1] Hercequary, Queen of Duellist, and other fighting games mentioned in the section are actually real games. Somewhere in the 90s, there was a boom in eroge fighting games after the success of Street Fighter II by Capcom.
[2] The Curse of Kazuo Umezu is actually a real horror anime. It was considered the possible candidates or inspirations for Saki Sanobashi, an Internet urban legend about a lost horror anime.
[3] Steel and Lace is a 1993 science fiction horror film. I speculated this to be an inspiration for the title of Metal & Lace.
[4] A press kit once used by Megatech Software hinted the company attended and had a booth during Consumer Electronics Show 1993. This was found by a user on a video game hobbyist forum somewhere in the late 2010s.


References:
 
Give Your Joystick a Thrill (Part 2)
--Continued from the previous chapter--
13th January, 1993.

Kenny Wu sat down in his office with a miserable and sullen demeanor. His experience at Consumer Electronics Show 1993 in Las Vegas had rubbed him the wrong way with perhaps the least satisfying interactions with other people. He glanced up at the ceiling fan, thinking about something to distract him from his foul mood. He thought about the girl, Jennifer Smith, whom he met at college. But it was a distant, faded memory, as he focused on the day-to-day activities of managing Megatech Software.

“If only…” he grumbled as he looked at his desk. He extended his arm to open a cooler nearby and pick up a can of Tab from it. He pulled open the ring tab, popping a sound of fizzy burst, and drank it.

Gary Lee entered the room and closed the door behind. “Hey,” he called. “What you’re so sour about?”

“Just…” Kenny sighed. “It’s just the feeling of being down. It wasn’t a great experience at Las Vegas.”

“You mean the Consumer Electronics Show?” Gary answered. “I thought it was going to be an awesome experience as you said before.”

“It wasn’t awesome, okay?” Kenny replied in frustration. “Almost nobody’s interested in our booth, Gary. They all just gawked at it or ignored it, as if they couldn’t care two craps about it.”

Gary Lee grunted, extending his hand to pat on Kenny’s shoulder. “It’s alright, son,” he said. “It’s always been like this. Consumers will always dismiss new and innovative, sometimes groundbreaking products, as a thing that will, at best, work for something overly-specific, or a piece of garbage doomed to obscurity. I hope you can understand. These naysayers are always wrong in hindsight. Steve Jobs, the guy who invented the Macintosh, was turned down by Nolan Bushnell of Atari, because Steve needed the money to develop the first Apple computer. Today, Steve’s company is the biggest computer company in the world. Atari? They’re waning in the face of better video game hardware and reeling from the events of 1983.”

Kenny glanced at Gary apprehensively. He was very compassionate and doting, as if he was his father. It was awkward and silly to observe at, but Kenny sensed a genuine quality of goodwill without any taint of ulterior motives. That made him suddenly feel slightly euphoric and his stomach filled with butterflies.

Gary continued. “You should be patient. Look for any opportunity you can take. Open your mind and widen your horizons. If you can follow my advice, then you’ll slowly start to see results, and furthermore, success at the end. But it’s a long journey filled with obstacles and adversaries on the way. As Walt Disney once said to his workers, ‘Keep moving forward’.”

Initially, Kenny hesitated to accept his employer, Gary’s advice. He spoke as if he rattled out stale, bland corporate platitudes, the one you would hear in motivational posters and trainee videos. Yet, the validity of the advice from him were undeniably inspirational and encouraging. Kenny acknowledged that Gary was a good boss and employer, who treated his workers better than other local companies. In comparison with the accounts related by other graduates of UCLA he got in contact with, the other companies treated them as ‘code monkeys’, forced to work long hours testing and banally coding short pieces of software for the company.

He stood up as he faced Gary. He was now filled with newfound enthusiasm and determination to move on. He smiled, picking up the can of Tab from his desk and drank a swig of it. He gulped the diet soda flavor down his throat, and with a relieved sigh.

“Gary,” Kenny blurted. “Maybe I should look for an appropriate venue to promote my company and its games. If only God could answer my prayers. But for now, I’ll be working on Metal & Lace.” He quickly left the room, but looked at Gary one more time. “And Dragon Knight III.”

--#--

Excerpt from “An Unabridged History of Anime Games” (2023) by Cynthia Wu and Hannah Everhart, Crown Publishing Group.

Knights of Xentar actually entered its main production phase after half of the content in Metal & Lace was reformulated from the constant reprogramming and implementation of additional, West-exclusive material by Megatech Software. The initial constant bickering coming from the large development team for the game delayed production, putting localization to a halt for weeks.

The development team had no fixed vision to lead. There were multiple staff members, who acted as unappointed de jure directors of the project, fighting each other over production and tried to enforce their visions of their games alongside their ideas. One staff member wanted a dramatic game akin to Ultima Underwold by Origin Systems while another wanted to implement bizarre ideas into the game such as survival elements. A staff member even suggested redeveloping the entire game into an action RPG, bearing shallow resemblance to the Japanese version. Nearly all of their working hours was spent on arguing and suggesting ideas and mechanics that were unfeasible and cumbersome for the game’s software limitations and hardware of the time

Kenny Wu admitted from the debacle, “I was so sick and tired of them [development team] screaming and shouting in the development studio. I couldn’t focus on working on the current game [Metal & Lace] without hearing an f-bomb once a day. Erwin broke down one day while he was programming. He went in the development studio and got himself into a shouting match with one of the development team.”

Following that incident, Kenny consulted Gary and the managerial staff at Liberty Components Inc. for advice dealing with such issue. Gary, in a few minutes of consideration, advised him to appoint a proper director. It was explained that a director had the ability to lead the project while intervening and judging conflicts that may happen from time to time. Kenny agreed with Gary’s advice, and assumed the role of an arbiter as the executive producer of Megatech Software.

He fired the turbulent staff members of the development team of Knights of Xentar and removed their names from the payroll. Immediately, he hired new employees based on their skills, experience, and background to replace the vacant roles. He hired new employees to fill in the vacant roles left from the fired staff members based on their skills and experience. A few of the new employees would later go on to play in major roles of Megatech’s later releases, particularly Eduardo Hernandez, Silvia Tseng, Dennis Diep, and Sharon Rummery. As soon they were employed, he directed them to respective duties in the localization of Knights of Xentar immediately.

The only problem for now was the development team lacked a director to lead development. Kenny pondered for days to decide whether he should elect one of his new employees as the director. Much to the surprise of him and others, Shigeru Mabuchi, a lawyer representing Megatech Software and a translator, volunteered as a director of the project. He explained he possessed translation expertise and his proficiency in programming to Kenny, which he initially hesitated considering he needed his skills as a lawyer. After a few minutes of discussion, Kenny finally relented and permitted him to work as executive producer and lead programmer.

Shigeru Mabuchi spent the first few weeks of production translating the script of Knights of Xentar from Japanese to English. Meanwhile, the development team was tasked with the initial reprogramming of the game’s source code with its accompanying development kit in order to port the game over to IBM-compatible PCs. These were done to avoid delays in production as well make use of the available time efficiently because the others were working on Metal & Lace.

Every once in a while when a certain segment of the in-game script was completely translated, Shigeru would hand over that translated portion to David S. Moskowitz for editing and localization. David himself was permitted creative license by Kenny to change whatever aspects or content of the translated script to accommodate Western tastes and to remove Japanese cultural references that were either too confusing or too obscure.

Similar to how Working Designs approached localizing Japanese video games for the Sega consoles into English, Megatech Software’s localized Knights of Xentar with their idiosyncratic house style. David overhauled the entire script from scratch. The names of characters, locations, items, and elements were changed for the English translation. For example, the player character and main protagonist of the Dragon Knight series, Yamato Takeru, was changed to Desmond. The reason, as claimed by David in an interview with CUU: The Future of Interactive Entertainment was that his name was “out-of-place” in a stereotypical D&D-inspired setting, and assumed that players would complain about the original name. He included additional humor, usually the bawdy kind, and pop culture references of the 1990s into the dialogue and text of the game, an element which the original game was absent. As an example, a misshapen blob-like monster which appeared at near end of the game was called Tetsuo, a reference to the character of the same name from the 1988 anime film, AKIRA. In the story of the film, Tetsuo mutates into a gargantuan mass of flesh and cybernetic parts after losing control over his psychic powers in the climax. There were also occasional moments of breaking the fourth wall, such as Desmond quarrelling with the writer of the game.

Localization and redevelopment of Metal & Lace completed on May 1993. The finished build was complete, but was passed to another team for quality assurance and bug testing. It was a standard industry practice for video games to be checked for functionality in the hardware the games were run on. This was to uncover bugs and glitches that may arise from normal operation and fix them immediately once discovered. In this case, the QA team tested the complete build to see whether the game would function on IBM-compatible computers running MS-DOS operating systems. They were tasked to find bugs before its projected release date of August 1993.

Meanwhile, Kenny Wu contacted Claude J. Pelletier, the founder and editor of Protoculture Addicts, a general fan magazine for anime and manga. He knew of the magazine, being an enthusiast for the medium at an early age. He owned a few issues back when the magazine was still a Robotech-centric fanzine, before transitioning into the main focus as it was today. Claude knew of Kenny’s reputation, as he was the head editor of the magazine and often tried to catch on recent news and information from the fandom itself. When he first heard about Megatech Software, he was astonished and amused. It was founded by a college graduate from UCLA working at a local electronic distributor, with the support of the founder itself. He wanted to interview Kenny for the magazine, but the demands and duties of running the magazine took precedence over fulfilling a personal errand of his own.

After a year not being able to contact Megatech Software or its staff, he was surprised when the company’s executive producer, Kenny Wu, contacted him through phone. Kenny offered him a pitch to print an advertisement in his magazine. This soon turned into days of negotiations through back-and-forth phone calls and faxes from Torrance, California in the USA to Montreal, Quebec in Canada. In one of the phone calls, Kenny voiced his grievances in the difficulty of garnering interest from people to Megatech’s games. Claude recommended Anime Expo to him, explaining that it was a relatively recent, and thriving and growing in popularity with the burgeoning anime fandom. He said there would be people, primarily anime fans, interested in the games rather than the non-fans that populated the Consumer Electronic Expo. Kenny was content and wanted to set up a booth in that fan convention.

Afterwards, Claude was convinced and was paid $500 by Megatech Software to print the advertisement in the magazine. He promised to hold up the end of the deal, which he did. This advertisement was printed in the July-August 1993 issue of Protoculture Addicts. It promoted Megatech’s then-current roster of current and upcoming releases – Cobra Mission, Dragon Knight III (as it was printed at the time), and Metal & Lace: Battle of the Robo Babes.

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