|

|
|

|
 |
|
|
MANGA, JAPANESE COMICS
& GRAPHIC NOVELS
|
|
Dreamland Japan. Writings on Modern Manga
(by
Frederik L. Schodt)
|
|
see also:
Suehiro Maruo "Miminashi Hobichi in the Dark"
"Basilisk" Manga by Masaki Segawa
Manga Erotics

|
|
|
|
|
THE MANGA
MAGAZINE SCENE
|
|
|
THE JAPANESE WORD FOR "MAGAZINE" IS ZASSHI.
WRITTEN
with $i
zatsu ("rough," "rude," "coarse," and "miscellaneous"), and &£
shi ("record," "document," or "magazine"), the word has a rather harsh sound to
Japanese ears.
Manga magazines reflect the nuances of the word
zasshi
in more ways than one. They are extremely inexpensive
and except for a few full color glossy pages at the
beginning are usually printed on rough
recycled paper (which may be tinted to hide traces of ink left over from a
former incarnation). They consist of a miscellany of seri-alized
and concluding stories. And they are eminently disposable, often
abandoned in a trash can after a cursory
read during the train ride home from
work. In 1994, writing in the media magazine Tsukuru, manga
critic Eiji Otsuka posed the question, "Why were manga able to
surpass, even overwhelm, other media in postwar Japanese
culture?" His answer: "Ultimately, the main reason must surely have
been their utterly, almost hopelessly
'cheap' quality."
This "cheapness" is an outgrowth of the explosion
in demand for inexpensive entertainment that occurred
at the end of World War II, after years of deprivation.
Children in particular craved manga, and publishers vied to
satisfy them by increasing the number of pages devoted to comics in their
magazines. In 1959, manga magazines
finally assumed their modern format when one of
Japan's largest publishers, Kodansha,
issued Shiikan Shorten
Magazine ("Weekly Boy's Magazine"). The first of
several all-manga
omnibus magazines for boys, it quickly
achieved a circulation of 1 million and a page count
of nearly 300.
Today, manga magazines can be divided into two
types: those that are folded and stapled, and those that
have glued and squared backs. Beyond that, most have at
least 200 pages, and some have 1,000. The vast majority
use paper in the B5 (7" x 10") or A5 (5.8" x 8.2") size. Almost all
target either males or females, but rarely both.
The only magazines that consistently
sell well to both genders are aimed at very small children, where gender
differences are least emphasized
in society. One of the main
differences between manga magazines for adults and
those for children is that the
children's magazines have what is a godsend for foreigners learning Japanese—the
rubi.
or little pronunciation keys next to all
the difficult kanji
characters
that children are still struggling to learn.
There were
265 manga magazines regularly published
in 1995, in quarterly, monthly, bimonthly, biweekly,
or weekly format, with circulations ranging from a few
thousand to over 6 million per week.
Three publishers— Sh Geisha.
Kodansha, and Shogakukan control the bulk of the market; the rest
is fought over by dozens of other
companies, many of whom appear and disappear along
with their magazines.
The magazines introduced in this section have been chosen
to illustrate the variety and scope of the Japanese manga industry. Some
are typical and others are not. All,
however, reflect the grassroots power of manga as a
medium of expression, for it is in manga that artists first
create the stories that go on to become books and fuel the
giant
industries of animation and merchandising.
|
|
|
CoroCoro Comic
|
|
|
To enter popular discount electronics stores in Japan is to
experience sensory overload—neon-colored price placards hang everywhere,
dissonant music blares from every direction, and dozens of video games
play simultaneously
on scores of computers. Reading the monthly manga
magazine CoroCoro produces a similar sensation, especially
if one is a middle-aged adult.
CoroCoro,
published by the giant Shogakukan, is
designed for very young boys. It is as nearly as hyper as
they are. Covers are a psychedelic explosion of assorted
popular characters. Inside, page layouts
convey an impression of unbounded energy (although it takes
considerable energy to read them all). "Thick, inexpensive,
and interesting!" (as CoroCoro
sometimes bills itself), a typical issue retails for the bargain price of
¥400 yet contains 600-700 pages. Still, CoroCoro fits into little
hands better than most manga
magazines, for it is one of the first for boys printed in the A5
(5.8" x 8.2") "flattened
brick" (as opposed to "telephone book") format. It can
thus serve as a firm pillow or a relatively soft
projectile;
and unlike
its name—an onomatopoeic word for "rolling"—it will definitely stay wherever it is put.
According to Kazuhiko Kurokawa, the editor-in-chief of
CoroCoro when I spoke with him in 1994, readers range
from third to sixth graders, with a smattering of junior
high
school boys. There are manga-like magazines in Japan for
even younger readers, such as the popular and heavily
illustrated semi-educational gakunenshi, or "school
year magazines" (with titles like
"First Grader," "Second Grader,"
etc.), and Terebi ("TV") publications. But these are like
manga with "training wheels." Most
young boys start reading true
manga in either CoroCoro or its primary competitor, Kodansha's BonBon. And CoroCoro reflects this in far
more ways
than its hyperkinetic design.
Most manga magazines in Japan have a loose slogan
that reflects their editorial stance, and at CoroCoro
it is
yuki
("bravery"), yujo ("friendship"), and toshi
("fighting
spirit"), as well as what Kurokawa refers to as
tokoton-shugi,
which loosely translates as a "go for broke" attitude.
Like most manga magazines, CoroCoro has a mix of
serialized and
concluding stories, including many sports
stories. But as Kurokawa notes, one of the most important
themes is humor. Thus nearly 60 percent of the stories
are "gag" strips. Young elementary school boys, he also
explains, still find it difficult to
read the longer and more serious serialized manga (perhaps partly
because their attention span is too
short), and regular reader surveys
consistently show they want their comics to be funny.
One of the magazine's mainstays is
Doraemon,
Fujiko F.
Fujio's comical story of a robot cat who lives
with a bumbling young elementary school boy. Practically
an icon of Japanese popular culture at this point,
Doraemon,
a lowkey and sweet story, was the
original raison d'etre for CoroCoro. It first appeared over
twenty-five years ago in one of Shogakukan's "school-year" magazines but proved so popular that it was featured in a separate
quarterly, then bimonthly, and finally a monthly
magazine that became CoroCoro.
Anything with Doraemon
on the cover still helps
sell the magazine, especially
when the annual Doraemon animated feature film is
released each spring vacation.
Most stories in CoroCoro are far wilder than
Doraemon.
Gag stories, in particular, are filled with silly third-grader
humor. In 1994, for example, Shinbo Nomura's
Babu Akachin
(which loosely translates to "Baboo Baby
Wee-wee") starred a young tyke who could perform all
sorts of stellar feats with his little penis. But there
were also
some gag stories with bite that even adults could enjoy,
such as Obotchama-kun (roughly, "Little Lord
Fauntleroy"),
by Yoshinori Kobayashi, famous in more mature manga
circles for his biting satires on Japanese society.
The most striking aspect of CoroCoro is not the
quality of its stories; it is the number of tieins with
other
industries. As is common in the manga world, popular
stories are compiled into paperback books, made into
animated series, and heavily
merchandised. Yet in CoroCoro—an
indication of the degree to which TV and Nintendo
video-game culture has saturated young Japanese minds—perhaps over
30 percent of the stories and characters
are not original, but derived from animation and video games
or from tie-ins with toy companies. In 1995 Capcom's popular Street
Fighter II video game appeared as a gag strip (along with ads for the
animation film) and so did Nintendo's
Donkey Kong. Other tie-in stories
impart information on how to play the
video games. In fact, to read
CoroCoro requires considerable video game
vocabulary; Street Fighter II
and Dragon Quest are affectionately truncated as Suto II and Dora Kue respectively.
English acronyms such as RPG
("Role-Playing Games") are sprinkled liberally throughout the text.
CoroCoro
also has far more ads than other manga
magazines.
Most are for video games and toys and other
Shogakukan publications, but on the
inside back cover, reminiscent of American comic books of forty years ago,
there are even ads for boxing
gloves, "Rambo-style knives,"
and military-style toy pellet guns. Reflecting the
boom in soccer and the heavily
commercialized J-League in Japan (which CoroCoro helps
support), in 1994 and 1995
soccer-related merchandise was also heavily
hawked. At one point the magazine even
ran gag strips starring Ruy Ramos, the Brazilian star of the Kawasaki
Verdy
soccer team.
Publishing
manga magazines for the younger set is
not easy in Japan today. CoroCoro is one of the best sellers
in its category, with a circulation
many publishers would envy, but sales in 1994 were around 750,000
per month, down from a peak of 1.5
million. One of the biggest problems,
Kurokawa notes, is finding good manga artists with
staying power. Many artists feel
intimidated by the small children's genre, believing they are too
restricted in content and sophistication. Besides, few artists can create
classics like Doraemon. Noting how high budgets in the
movie industry attract some of the
best creative minds in the
United States, Kurokawa also laments, "Manga used to
be a road to riches, but for this genre
the video game market has
become so big it is starting to siphon off the most talented people
as scenario writers and designers."
Another problem is the modern lifestyles of little
children. "Kids in today's Japan are far too busy,"
Kurokawa says, highly critical of his country's rat-race
education system. "Between the after-school cram courses
they have to attend and their other activities, it's hard
for
them to find time to read our magazine. . . . We know that
we have to do something new as we approach the 21 st century,
and that if we stay the same we'll just get old."
Like other manga magazines in Japan, CoroCoro now
fights back by adding furoku, or
"freebie-supplements," and by
occasionally boosting the number of pages. One September 1994 issue
came with a writing pad with a J-league
theme and a special Doraemon insert, yielding a total
page count of
980. But such moves clearly aren't enough.
What seems like shameless commercialization—the large
number of tieins with game and toy companies—is
thus part of a survival strategy. Young children in Japan
in
the CoroCoro reader age group are spending more and
more time playing video games and
watching animation, and reportedly reading fewer manga. CoroCoro forms the
first line of defense against this
trend. What better way to combat the enemy than to join it?
|

|
|
|
Weekly Boys' Jump
|
|
|
Of all the manga magazines in Japan,
Shukan Shonenjump
("Weekly
Boys' Jump") is the hardest to ignore. Huge
stacks of it are piled in front of newsstands and kiosks for sale
every Tuesday, and from there they are transported
by hand to schools, offices, factories, coffeeshops, and
homes throughout the land. On crowded commuter
trains, it's not unusual to see a twelve-year-old elementary
school student standing next to a thirty-year-old salary man—both
reading their own copies. There are advertisements for Jump on
train station posters, on television,
and on full pages of major newspapers. After Tuesday, copies of it
can be found left on subway overhead racks, stuffed in trash cans, or
piled up outside houses
waiting to be collected for recycling.
Weekly Boys'Jump
is not just the best-selling manga
magazine
in Japan; with a weekly circulation between 5 and 6 million, it is one of
the best-selling weekly magazines of
any type in the world (in the United States, with a
population twice that of Japan,
Time magazine's circulation is only around 4 million). But it is not just the circulation
of Jump that is big. Jump is the size and shape of a large
city's telephone book.
Square-backed and bound with
both staples and glue, it usually has around 428 pages.
In size
and format, Jump is identical to other major
weekly boys' manga magazines such as
Shonen Magazine and Shonen Sunday. The typical cover
is a full-color explosion of popular
characters, names of artists, and
titles of stories—a design only a tad
less hyperactive and garish in
mood than that of CoroCoro magazine. Inside,
there are eight full-color slick-paper
pages devoted to the opening
section of the lead story and to ads for video
games and muscle-building equipment.
Then there are around thirty-two pages of the lead story and more
ads, printed on rough recycled white
paper with black and red ink to create an illusion of color. The rest of the magazine,
which contains between seventeen and
eighteen serialized or concluding stories, is all recycled rough
paper printed in monochrome, with
stories visually distinguished
by different colored inks and paper tinted in different shades.
Until
recently Jump put its competitors to shame: it
vastly outsold them and had a return rate of around only
2 percent. Designed originally for
late elementary and junior high
school boys, Jump achieved a publishing miracle
by selling to children as well as middle-aged businessmen,
thus becoming the
Godzilla of Japan's publishing world.
What was the secret of Jump's success? The fat,
weekly boys' manga format was pioneered by
Shonen
Magazine
and Shonen Sunday in 1959; Jump did not
appear until 1968. Shueisha, however, became Japan's
largest magazine publisher (issuing over 50 million
manga and non-manga magazines per month, or more
than one for every Japanese family), so it seems to have
known what it was doing. Unable to attract some of the most
popular manga artists, the company instead located
newer, younger ones, helped them
develop their own identity, and contracted with them so they would
continue with the magazine, even if
they later became successful. In
effect, the magazine became their agent, also handling their
licensing and merchandising.
In addition,Weekly Boys' Jump established a firm
editorial policy that continues to this day. First, it conducted a survey of young readers, asking them to name
(1) the word that warmed their hearts
most. (2) the thing they felt
most important, and (3) the thing that made
them the happiest. The answers were
yujo (friendship).
doryoku (effort, or perseverance), and short (winning, or
victory). These three
words then became the criteria for selecting
the stories, whether adventures or gags. As the
editor-in-chief, Hiroyuki Got5,
commented in a June 12, 1990 article in the newsmagazine Aera,
"Children know they're equal in terms of rights, but not ability. Out of
ten children, perhaps one will excel in both sports and study,
and one will have no interest in either.
The remaining eight just want to do better in study or sports. . . . They
are the ones we're targeting,
and the three words reflect their positive, optimistic outlook. At
Shorten Jump we
don't believe in the esthetics of defeat."
This has proved a phenomenally successful formula.
A steady stream of hits—such as Dr. Slump, Cat's
Eye.
Kinnikuman
("Muscle Man"), Slam Dunk, and
Dragon
Ball—has
poured forth from the magazine over the years, triggering national fads
and generating millions of dollars in profit. The weekly Jump
retails for an inexpensive ¥190
and
probably just breaks even; the real profits are made from sales of
paperback compilations of the serialized
stories, animation rights, licensing of toys, and so on.
Stories serialized in Jump run the gamut from
school campus love comedies to SF-violence-action
thrillers, basketball adventures, baseball comedies, soccer
tales, and assorted fantasy and gag strips. Occasionally,
out of a sense of duty perhaps, the
magazine even runs what is
usually the kiss of death in comics—educational material; in the early
1990s it published a series of illustrated stories about
scientists around the world who had
won Nobel prizes.
The wide variety of stories helps ensureyump's popularity
among a readership varied in both age and taste.
Each issue, however, contains a reader-response card surveying
preferences in stories, artists, and characters. If a
story is not popular for ten weeks in a row, it is usually
dropped. If successful, however, it may
run for a very long time. Osamu
Akimoto's enormously popular light comedy
about a neighborhood cop, Kochira Katsushika-ku
Kameari Koen-mae Hashutsujo
("This is the Police Station in Front
of Kameari Park in Katsushika Ward"), began
serialization in 1976. By the end of 1995 it was approaching
its 1,000th episode and had been compiled into more than 92
paperback volumes, for a total of over 18,000
pages.
Ironically, in 1995, the manga industry in Japan was
abuzz with rumors about Jump's slide from its exalted
position in the industry hierarchy. Rival Shonen Magazine
was expanding, and for the first time in years Jump's
announced sales figures for its August
special edition failed to
increase; popular series such as Dragon Ball had ended, and
competitors even whispered that actual sales
had dropped from 6.3 million to 5.5
million. Jump responded by reducing its price from ¥200 to ¥190. But
ultimately, all the speculation really revealed was that
public expectations had become
unrealistic—how can any magazine grow forever?
Once you find a winning formula, it's important to exploit
it. Weekly Boys' Jump is now accompanied by
Young Jump,
a biweekly targeting an older audience of
males; Business Jump, a biweekly "For Business
Boys"; Super Jump, a biweekly for young adults; Gekkan Shonen
Jump ("Monthly Boys' Jump"), a 650-page monster magazine
that has serialized, among other things, a manga
version of Magic Johnson and the L.A. Lakers story,
authorized by the NBA; and V-Jump, which targets the video
game market. Finally, perhaps out of a sense of guilt over
the way it has helped saturate young Japanese male
minds with manga, in 1991 Shueisha began publishing
Jump Novels,
a biannual manga-magazine-style publication featuring mainly
text-based, manga-inspired stories,
illustrated by manga
artists.
|
|
|
Nakayoshi
|
|
|
Publishing manga magazines is a cutthroat business.
THE MEDIA-MIX
Profit margins are razor thin, competition is fierce, and
it
takes constant innovation to survive. Nowhere is this more
true than in the high-volume children's manga
market.
Nakayoshi, a monthly for elementary and junior
high school girls, uses a "media-mix" strategy.
One of the
oldest and most famous manga magazines
for young girls in japan, Nakayoshi was first published
by one of Japan's largest book publishers,
Kodansha, in 1954. It originally
contained serialized novels,
articles, and illustrated pieces, but in the postwar manga boom it
soon became all-manga. As of 1995 it
retailed for ¥400 yen and contained the usual mix of
twelve or fifteen serializing and
concluding manga stories, ranging from fantasy-adventure to romance and
gag pieces. Some immensely
popular works have been serialized in it over the years, including Ribon no Kishi
("Princess Knight") by Osamu Tezuka
and Candy Candy by Yumiko
Iigarashi. One of the big hits in the mid-nineties
was Naoko Takeuchi's Bishojo Senshi
Sailor Moon ("Pretty
Soldier Sailor Moon"). Circulations go up and down, but
in 1995 Nakayoshi claimed a figure of nearly 2
million per month.
Yoshio Irie, the editor-in-chief, assumed his position
in 1990 at the young age of thirty-four. A soft-spoken
man with an aggressive vision, he felt the magazine was
overemphasizing the stock girl-meets-boy/first-love type
of stories and failing to exploit the real strengths of
manga. He thus tried to introduce more fantasy-oriented
stories, an example being the wildly popular Sailor Moon, which
stars five young women who were warriors in previous lives. Irie's ultimate goal is to make Nakayoshi the
largest-selling magazine in the young girls' genre and to
overtake rival Shogakukan's magazine
Ribbon, which leads
the pack.
"Our media-mix strategy" he told me, "includes utilizing
not only the magazine, but television animation, character merchandising,
and events." Traditionally, he explained, a manga story would be
animated for television quite a while after it
appeared in a magazine, and then merchandise would be created based
on the characters. For Sailor
Moon, however, the basic story was determined
in editorial meetings nearly a year before
publication, and a coordinated media
offensive was developed. The animated series started up after the second
episode of the written story. "Animation and toys
usually have very different production
schedules," Irie says, "with at
least three or four months lead time required for television and
six months for toys. Because
we discussed schedules in advance, we were able to
carefully coordinate them."
Peak sales seasons in this genre are February (new
year), April (new school year), and September (summer
vacation), so the Sailor Moon plot was designed to
have
exciting episodes hit at just these times, along with new
characters or warriors and surprising
revelations. The television
animation show, furthermore, lagged the magazine story by only a
month or two, and care was taken to
make sure it did not overtake it. Merchandising was also
coordinated, with sales of important items targeting summer vacation and
Christmas.
Irie also used other techniques to expand market
share, including targeting the dojinshi, the huge amateur manga
market that had previously been thought to offer only limited
opportunities. One of the most popular stories
running in Nakayoshi in 1995 was Maho Kishi Ray
Earth
("Magic Knight Rayearth"), by the
enigmatic CLAMP, a team of four
women who have a near-fanatical
following in the dojinshi market. "Our use of CLAMP for a
story was a big shock to the industry,
but it has helped us
a great deal," Irie says.
More traditional methods were also used. Each
Nakayoshi
issue has a furoku—a supplement or "free-bie"—attached,
making the already huge monthly even
more
physically impressive. The June 1994 issue, for
example, came with a Sailor Moon
bag, a cardboard cutout carrying box with a Rayearth motif, a
board game, a plastic umbrella
cover for rainy days, and a decorative little plastic bag in which to put a gift for "papa." Readers
who send in coupons are also entitled to
unique little prizes, and since they need coupons from two consecutive
magazines, they are enticed into buying the magazine regularly.
This helps reduce the perennial problem
(for publishers) of mawashi-yomi, wherein one purchaser
shares the magazine with many friends. "With our prize
system," Irie notes
with satisfaction, "even two sisters will
each buy their own copy of Nakayoshi. Sometimes we
give out as many 700,000 prizes for free."
The
media-mix strategy for manga marketing has
paid off handsomely. Nakayoshis
circulation increased over 1
million in the year 1992/93. At the end of 1995,
thirteen paperback volumes compiled from
the Sailor Moon
series had sold nearly 1 million
copies each; twenty volumes
compiled from the animation series of Sailor
Moon had sold around
300,000 each; and there were over ten types of video games on the market,
each having sold between 200,000 and 300,000. In five years, total
revenues from character merchandising exceeded ¥300 billion. By the end of 1995 the Sailor Moon manga books
and the animation series had been
exported to over twenty-three
countries, including China, Brazil, Mexico,
Australia, most of Europe, and North
America. A truly
global market had been opened up.
Another sign of success: among its 448+ pages, save
for a few pages devoted to character-related merchandise,
fake jewelry, and sanitary napkins. Nakayoshi has almost
no ads. Nearly 100 percent of the magazine's revenues
comes from actual sales. "And at ¥400 per copy," Irie
adds, "we can afford few returns. Luckily, sales have usually
been above 90 percent. In one period, we even
reached 98
percent."
Irie will still have to struggle to reach the top of the
manga heap, given the glut in manga magazines. "Recently."
he says, "we've begun advertising Nakayoshi on television,
to announce when the magazine will come out and
to augment our media-mix policy."
|
|
|

|
|
|
Big Comics
|
|
|
Manga magazines in Japan are often divided into four or
YOU SAY MANGA,
five categories: shorten ("boys"), shojo ("girls"),
redisu ("la-I
SAY KOMIKKUSU
dies"), seijin ("adult" as in "erotic manga for
men"), and
seinen
("young men"). Seinen, despite its youthful connotation,
is a wonderfully vague term that can refer to males
between
the ages of fifteen and forty, but as the readership of manga ages it is being increasingly abused. Of the
scores of what are often referred to
as seinen magazines, some of the biggest sellers are titled,
appropriately. Big— the
name of a family of high-quality magazines published
by the giant Shogakukan and designed to
appeal to a broad range of
ages. There are currently five titles: Big
Comic, Big Comic Original, Big Comic
Spirits, Big Comic Superior,
and
Big Gold.
In the
manga industry, if a monthly magazine sells
well, it is normally turned into a semimonthly, then a
biweekly, and finally a weekly in
order to capture an ever larger
readership. The Shogakukan Big strategy has been to
differentiate magazines by targeting increasingly narrow
age groups. The plan has worked very
well and has helped counter a problem that manga magazine
publishers face; as readers mature, so
do their tastes, and either the magazines
have to mature with them or new magazines have to
be created. Here's the
lowdown on the Big family.
The grand-daddy of the Big family. Big Comic
serializes
works by big-gun artists. Long-running stories have
included the famous Golgo 13, by Takao Saito, about
a Zen-like
professional assassin who always gets his mark;
Hotel,
by Shotaro Ishinomori, about the inner workings of hotel
life; and the gag strip Akabe-ei, by Hiroshi
Kurogane. Don't
look for
sex and titillation here, though. This is serious
stuff, written mainly by men over
fifty and read by a faithful
but aging male readership mostly over thirty. Some stories, like Golgo 13, have been serialized for twenty-five
years. Ads are scarce and are mainly
for cars, marriage services,
energy drinks, hair tonics, hair pieces, and so forth.
The sister magazine to Big Comic, Big Comic Original
targets
a very similar readership. Like Big Comic, it serializes
many long-running, popular works by older and famous
artists, including Fujiko Fujio, Koh
Kojima, and Joji Akiyama. One
of its most popular stories in 1993 was
"Master Keaton," by Hokusei Katsushika
and Naoki Urasawa, about a
half-Japanese, half-English veteran of the
Falklands War who works
as both a lecturer on archaeology
and an insurance investigator. Original, like
Big
Comic,
has few ads. The biggest difference, in addition to
the fact that it goes on sale in weeks when Big
doesn't, is
that it always has amusing airbrushed paintings of animals
on the cover. Big Comic always has caricatures of
famous
people drawn with enormous heads.
Unlike its two older siblings, Big Comic Spirits is
a weekly,
and it is aimed at young salarymen between the ages of
twenty and twenty-five. The story selection reflects this.
There is a greater emphasis on sports, gags, and guy-gal
interaction, and opening pages often have photographs of
attractive young women in bathing suits. Huge hits such
as Oishinbo ("The Gourmet"), which triggered a boom
in
comics for males about cooking, have appeared here.
Unlike any American comic book, there are ads for cigarettes
and whiskey. In June 1993 the newsmagazine Aera
commented that the seinen genre
of manga magazines was
suffering from lack of direction in the wake of a general crackdown on
eroticism in manga. Spirits was particularly hard hit and
circulations declined; to boost sales, in
1995 it was priced ¥10 less than Big
and Original, despite
having more pages. The typical reader
is said to be a
twenty-eight-year-old company employee or "salaryman,"
a systems engineer who works at a finance company,
likes to eat at ramen noodle shops, and is starting to look
seriously at ads for matchmaking services. Cover designs
always feature characters with heads made of vegetables
or fruit.
There is a tiny gap in the ages targeted by Big,
Original, and
Spirits—those
between twenty-five and thirty—and Superior
fills it. Popular works it serialized in the early nineties
included Sanctuary, an exciting tale of Japanese
gangs and
politics by Sh5 Fumimura and Ryoichi Ikegami, and a
comedy titled Bow by Terry Yamamoto, featuring a
silly
dog reminiscent of the Budweiser mascot of a few years
back. (Sanctuary is published in English by Shogakukan's
subsidiary in San Francisco, Viz Communications.)
Big Gold
is the newest addition to the Big family and the
BIG GOLD
biggest in size, price, and sophistication. Square-backed
and glued instead of folded and stapled, it showcases
now-graying male and female industry legends such as
Mitsuteru Yokoyama; Leiji Matsumoto and
his wife, Miyako Maki; Shigeru
Mizuki; and Machiko Satonaka—all
creators of the golden age of manga in the early seventies.
According to Sadao Otomo, an editor at
Big Gold, readers
range in age from the
twenties to late forties, with 45 percent
company employees, 12 percent public employees,
11
percent housewives, and 6 percent students. Twenty
percent are women, very high for a nominally "male"
magazine. Most readers, Otomo says, have read manga all
their lives, and intend to keep doing so.
With a
readership that clearly goes beyond the normal
definition of seinen, or "youths," Big Gold hints at a
future
that more and more manga publishers are beginning
to salivate over. A drop in the birthrate has given
Japan
one of the most rapidly aging societies on earth. In
the near future, members of this huge well-heeled, leisured, and
"silver" population (as it is called) will certainly
all be reading their own manga magazines. The
cover illustrations for Gold
have a lyrical and relaxed European flavor to them, and they are
usually drawn by Shigeru Tamura, a renowned illustrator and manga artist
(who was also one of the first people
in the industry to do his work
on a Macintosh).
|
|
|
Morning
|
|
|
Manga magazines often have a short life because readers
are fickle and competition is fierce. But one magazine that
is
here to stay is Kodansha's Morning. First published in
1982, it has already made quite a mark on the industry.
Morning
is a weekly with a circulation of around 1.3
million. Physically, it is fairly typical for its category.
It is
immediately identifiable as being mainly for adult males
by its advertisements that, while few in
number, hawk cars, cigarettes,
beer, music albums, bodybuilding equipment, antibalding remedies, and,
occasionally, body hair remover
(for those who want the now fashionable silky-smooth
look). Also, the text in the comic balloons doesn't have any
rubi, the little pronunciation keys supplied next
to kanji characters in
children's magazines. But unlike many other adult manga. Morning
is a serious magazine: it carries
no ads for porno videos, and it uses hardly any
erotic or violent
images.
Many manga in Japan have clearly defined editorial
policies—such as the "friendship," "perseverance," and
"victory" of all-time bestseller Weekly Boys'Jump. Morning
does not. According to Yoshiyuki Kurihara, the editor-in-chief.
Morning's main policy is summarized by the
slogan that has graced its cover since 1982: Yomu togenki
ni naru,
which literally means "You'll feel great if you
read it" but which Kurihara prefers to translate as "Manga
Energy."
Morning
thus has a greater diversity of stories and art styles than
most mainstream manga magazines. Each
week around seventeen or eighteen serialized and concluding stories are featured (along with shorter gag
strips). Some have become quite famous.
Kenshi Hirokane's enormously
popular salaryman tale, Kacho,
Shima Kosaku
("Section Chief Shima Kosaku"), emerged
from Morning (a personal favorite of one-time Tokyo-based Washington Post correspondent T. R. Reid, it was
often mentioned in the U.S.-media and
was made into a live-action
film in Japan). Kaiji Kawaguchi's long-running
Chinmoku no Kantai
("Silent Service"), a tale about a
renegade Japanese submarine
that continues to humiliate the
U.S. Navy, stirred debate among the
media and politicians about
defense policy with its deliberately provocative
theme. Tochi Ueyama's Kukkingu Papa
("Cooking Papa"), a light-hearted tale of a man who loves to
cook for his family, includes actual recipes in each story. It has been
compiled into over forty paperback volumes and broadcast
as a weekly animated series on television.
In the early nineties Morning also carried the
obligatory
sports stories, such as a boxing drama, Aishite Iru ("I
Love You"), by manga veteran Shin Morimura; a sumo
adventure, Aa Harimanada by Sadayasu Kei; and the
baseball
drama Reggie, by Guy Jeans and Hiramitsu Minoru—a
delightful
tale of a black U.S. major league player who joins up with the Japanese
team called Gentlemen and struggles to adapt to Japanese baseball customs.
Reggie predated the Hollywood
movie Mr. Baseball and was drawn in a completely original
semi realistic, semide-formed
style.
Other stories in Morning have more unusual
themes. In the early nineties Akira Ose's nostalgic drama
Boku no Mura no Hanashi
("A Story of My Village") depicted
the conflicts that occurred between farmers, students,
and riot police when Narita
International Airport was built in the Chiba area east of Tokyo.
Masashi Tanaka's Gon
was a beautifully drawn, totally
original, and implausible story
with no words at all about a baby dinosaur surviving
among mammals (ideal for export, it is issued in
book form by the Belgian publisher Casterman). Yuji
Aoki's award-winning Naniwa Kin'yudo ("The Old Osaka
Way of Finance") told the story of loansharks in the
Osaka area and was drawn in a detailed, blocky style,
complete with dialogue in the Osaka dialect.
In
addition to the originality of many of its stories,
what sets Morning apart from its competitors is its use of
foreign artists and writers. Japanese
manga borrowed heavily from
U.S. comic books and animation for their format after the war, but
the manga market has been like much of
Japan's market for imported manufactured
goods—if not closed, then
extraordinarily difficult to
enter. U.S. comics like Spider-man and
Superman, when introduced, have usually bombed.
To their
credit, rather than pandering to readers'
established tastes, editors at Morning have deliberately
sought out novel material and encouraged
submissions
by foreigners. In California, Morning has run ads in
local newspapers soliciting comics writers and artists. Thus far,
according to the editors,. Morning has featured
artists
from the U.S., Canada, the U.K., France, Germany, Italy,
Spain, Czechoslovakia, Taiwan, China, and Korea. The
greatest number of artists have come from France, Spain,
and the U.S., but by far the most popular and commercially
successful artists are from Taiwan and Korea. The
work of Cheng-wen, from Taiwan, has been
compiled into three paperback
volumes; despite a larger format
and a price higher than usual, they have sold over 200,000 copies.
One thing discouraging established foreign
artists, however, is that they are required to draw
with Japanese conventions of pacing and
a right-to-left (as opposed to the English left-to-right) layout.
Sometimes the foreigners are writers,
not artists, in which case such problems are irrelevant. Robert Whiting,
the author of some of the best
books on Japanese baseball and, by
extension, U.S.-Japanese cultural
differences (You Gotta
Have "Wa" and The
Chrysanthemum and the Bat), was the
writer for the popular baseball series Reggie. "Guy Jeans,"
his manga pen name, is a pun on
the word gaijin, or
"foreigner."
Like nearly all Japanese manga magazines today,
Morning
has established a feedback system with its readers
to tell it whether a story is popular or not. In addition to the standard
response card, readers can provide comments
and news with a twenty-four-hour fax hot line. Readers' comments
are featured in the letters to the editor
section and in sidebars on the comic pages themselves—words
of encouragement to a favorite hero or
heroine are common. Faithful (and
lucky) readers can also win presents.
If a story the editors like doesn't fit into
Morning,
there's probably room for it in its sister publication,
Afternoon. Afternoon
features similar stories for a slightly younger audience
and at ¥500 for 1,000 pages gives readers
even more bang for the buck. It weighs over 1 kilogram
(2.2 pounds).
|

|
|
|
Take Shobo and
Mahjong Manga
|
|
|
I'm not a
mahjong player I hate smoking cigarettes and
staying up all night—which is what
most mahjong players seem to do. Yet I've often felt left out when
Japanese friends get together to play mahjong because the game is
such an integral part of student and
salaryman culture, and because
it is so essential for "male bonding." Luckily,
there's a way for me to experience
mahjong culture without the
smoke and red eyes, and that's by reading
mahjong comics such as those from
publisher Take Shobo.
Take Shobo began publishing in 1972 with a monthly
magazine titled Kindai Majan ("Modern Mahjong"). The
magazine was mainly text, but a few years later clever
editors transformed it into Japan's first dedicated manga
mahjong magazine—Kindai Majan
Orijinaru, or "Modern Mahjong Original." Today, this is one of
Take Shobo's three mahjong manga
magazines; the other two are
Bessatsu Kindai Majan
("Modern Mahjong Supplement," known among fans as "Bekkin"), and Kindai
Majan Gold ("Modern Mahjong Gold"). All claim circulations between
180,000 and 200,000 per month.
The three magazines look identical. Bold kanji characters
for "MODERN MAHJONG" form the titles on the
covers, and crown illustrations of handsome-but-serious-looking
males holding winning mahjong tiles. Inside are a series of serialized and
concluding manga stories—comedy,
love, or science fiction, but all with an exciting
mahjong game at their core—as well as an assortment of
information-intensive articles and features.
Close inspection reveals slight differences in the
magazines. Publication dates are staggered to cover the
month. Bekkin uses a slightly
more modern kanji font for
the title on the cover. And each
magazine has a different slogan.
Bekkin stresses (in English) "Attractive Mahjong,"
Gold stresses "Comics for
Mahjong Enthusiast," and Original emphasizes
"Pleasant Gambling." Michiyuki Miyaji,
one of the editors, explains that the magazines are put
together by separate editorial staffs, and each has its own
emphasis, artist line-up, and readership. Bekkin and
Original
readers range in age from sixteen to twenty-two, but
the average age for Gold is around twenty-five and
increasing.
"Mahjong's most interesting after you've been playing
it two or three years," Miyaji notes. "Our readers are
actually
more interested in the mahjong than the manga,
so the manga stories are really a
vehicle to learn about mahjong." Bekkin, he adds, is active in
popularizing mahjong and in
promoting tie-ins with other media, so it
often has "guest appearances" by
celebrities like the eccentric avant-garde manga artist and TV star Yoshikazu
Ebisu, who demonstrated his style of
play in a June 1994 comic
strip. Gold, for its part, heavily promotes Shoichi Sakurai,
one of the top mahjong experts in Japan who is
also a famous former ura, or
"underground," mahjong professional.
Most gambling in Japan—with the exception of such
state-sanctioned ventures as the lottery and horse, bicycle,
and boat racing—is illegal, but millions of people,
including off-duty police, bet on mahjong games.
Nonetheless, flagrant abuse of the law is frowned upon,
so true "professionals" work
underground. Sakurai, who
reportedly earned
millions of dollars during his long
career, is a "retired professional," which thus enables him
to operate publicly. In Gold he has been elevated to hero
status and is featured not only in photo articles illustrating mahjong technique, but in manga stories based on his
life. Video films produced by Take
Shobo glamorizing Sakurai's life are heavily advertised in all
three of its
mahjong manga magazines.
Like real-life mahjong players, the vast majority of
mahjong manga magazine readers are males, a fact evidenced
by the ads rather than the stories, which are fairly
straightforward and sex-free. After the small ads for
mahjong parlors, the most common ads are for telephone
sex outfits merchandising masturbatory fantasies; back
covers often hawk depilatories for hairy men anxious to
achieve the fashionable "smooth, and body-hairless
look."
Women readers are nonetheless increasing in number.
Miyaji attributes this partly to the popularity of a gag
mahjong comic strip called Super Zugan, by Masayuki
Katayama, which was shown as an animated series on
late-night television, where it won
many female fans. One of the
most popular artists in Gold in 1994/95, Miyaji
notes, is a woman—Rieko Saibara—whose
short essay-manga gag strips became one of Take Shobo's best-selling
works when compiled into paperback.
Both Original and Bekkin are aggressively trying to
increase female readers by holding women's mahjong tournaments and mahjong
dating forums.
Publishing mahjong manga magazines can be a
tough
business—a real gamble—because the popularity of the magazines
depends on the popularity of the game
itself. Take Shobo. luckily, is an aggressive company, and
it has diversified beyond mahjong into
a wide variety of
publications, including what was in 1993-94 a highly
lucrative market for hea nudo ("hair nudes")—deluxe
photo collections of nude young women that sold like
hotcakes after the Japanese government lifted its ban on
any works that showed
or depicted pubic hair.
In the
mid-eighties there were over ten mahjong manga magazines, but recession
and a subsequent industry shake-out
took a heavy toll; by the end of 1995 Miyaji reported that Take Shobo had
the field all to itself. "During the late-eighties period of
Japan's go-go 'bubble' economy," Miyaji
says, "mahjong had a depressing image,
and the number of mahjong parlors
dropped dramatically. The industry has made a comeback recently, however, with more
fashionable mahjong parlors equipped with waiters, free drinks, and hot
face towels." He attributes Take Shobo's survival at least in part to the
enormous popularity of a beautifully
illustrated series titled Naki no
Ryu ("Weeping Dragon"),
by Jun'ichi Noj5. Nojo later moved on to drawing shogi, or Japanese
chess, manga in Shogakukan's
Big Spirits, a much more mainstream
manga magazine.
Mahjong manga magazines rely heavily on technical
information, but they also contain some very sophisticated
artwork. In addition to being a good way to improve
one's mahjong skills, they are an entertaining introduction
into a very different world.
|

|
|
|
Pachinko Manga Magazines
|
|
|
In the early 1990s, the already overflowing magazine
racks in Japan had a new addition—manga magazines
devoted to pachinko.
What is pachinko? To the uninitiated, it is best
described as a vertical variant of American pinball, with
the added thrill of illicit gambling. Legally, customers at
pachinko parlors can only trade the silver balls the
machines disgorge for prizes like toothbrushes, lighters,
and chocolate, but
nearly everyone goes around the cor |