Japanese Tea: Kombucha (Kelp Tea)

A Random, Confusing Issue

So I saw someone randomly refer to “kabucha” in a list of food. Apparently this is a common misspelling of “kombucha,” but the problem is, the actual “kombucha” in the English language is not the Japanese “kombucha.” Since ‘n’ can be heard like ‘m’ in the middle of word pronunciation, it’s not hard to see how it can be read like that.

The problem is, in Japanese, “kombucha” is from konbu, or kelp. It is kelp tea, and the English “kombucha” is most certainly not.

So, in English, “kombucha” is a fermented, reddish culture of bacteria and yeast. This culture resembles a mushroom, and that is how the Japanese would refer to it: 紅茶キノコ, or “red tea mushroom.” Chinese refers to it similarly enough.

Obviously, someone took the name from Japan, using the name of a legitimate and common (and brown!) kelp-based tea sold commercially on Japanese soil.

Well, the Japanese have some weird loan word usage too. I’m not trying to point fingers.

Supposedly the origins of the Western “kombucha” are Chinese. At any rate, it’s a sweet drink (from the fermentation) and there are people who swear by its health benefits.

I haven’t touched the stuff, personally. I’m just a linguist here.

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How To Learn Japanese Kanji Better, For Real

Substance, Not Fluff

So, I was trying to catch up on reading the Gakuranman blog (I finally got around to putting it in my blogroll section here, which I have been neglecting for too long) and I see a site called Skitter being reviewed. It’s another one of these sites for learning Chinese and/ or Japanese kanji. Except it seems to require credit card info for a free trial. So, I’m not going to be touching the nuts and bolts of it.

Having said that…

This entire topic rather annoys me.

Part of this site’s attraction is the idea of using a mouse, or more effectively, a tablet, to draw kanji on a computer screen as a method for learning them. If you’re wondering what advantage this would have over doing this with a brush, ink and paper, there isn’t any advantage. You can stop wondering now.

More importantly, either you’re going to be physically drawing kanji, or not. If you’re not, the only reason to practice the stroke order is to force yourself to look at the kanji, stare at them, think about them, and use that as a way to memorize more.

Having said that, this isn’t like wood carving. Your brain isn’t going to remember kanji by feel alone. There’s too many of them, and that’s not really how this process works.

Kanji Are Concepts

I’ve written about this before, but it bears repeating: Kanji are concepts in image form. That’s where they come from, and that’s what they all function as, on some level.

I’ve read the introduction to Remembering the Kanji where the author writes about the ridiculousness of trying to associate the sun to the kanji for sun. (日) Well it’s more that you associate the kanji with the sun, not the other way around. The kanji represents the concept; the concept does not represent the kanji.

So that’s one thing.

Using Kanji Yourself

I never made more e-books like the one below due to a catastrophic lack of feedback, but never mind that. The point of what is below is really simple: use it and you won’t lose it. It is using kanji yourself to form intelligent, complete sentences (starting with short ones) that makes you literate and fluent in Japanese.

The whole problem with flash cards and these methods is that they teach you how to remember this kanji or that kanji, but you’re not creatively employing them. Writing individual kanji by stroke pales in comparison with dynamically using the ideas advanced by the kanji, and the words they are used to form, in actual, living Japanese.

The Good Path

Instead of following the Path of Shura and going through hell, and instead of trying to pick the easy path that appears to be a shortcut, I urge all those seeking to learn kanji to follow the good path, and learn kanji not for a test, not for an exam, but for life.

You do that by making kanji a part of real language. Real language that you yourself are using.

Granted, when I thought this up, it was in the context of my providing the kind of strong feedback required to really pull this off well. My kanji presentations might be big and good looking, but ultimately it’s what the learner does with them that defines the quality of the learning.

The point is, I can sit across the table and listen to someone speak and say, yes, that’s good. Or, if need be, I can say, good but, you could have put it like this. Or, no, a word was mispronounced, let’s work on that and try again.

Using kanji creatively, building sentences around them, making the concepts work together in different ways… it’s building something that’s tangible in the mind of the learner. It leads to a real sense of accomplishment. It leads to permanent knowledge and knowing how to build even higher on a firm, rock solid foundation, rather than on a house of flash cards.

It just pains me to see this or that shortcut come along. It’s not a numbers game. It’s about building a core around which peripheral aspects of the language can be built. That’s when the process of discovery is simply pure fun again.

Anyway, that concludes that.

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Video Lesson: 10 Japanese Animals

Cute And Educational

This is a 60 second video lesson with good looking animals and the Japanese names for them (along with the English, not because viewers are unintelligent, but because it may help provide an audio memory anchor for better remembering). Thanks. – J

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Video Lesson: Japanese Sentence Structure

Watch And Learn

This is a little video on Japanese sentence structure, narrated by yours truly, Jeremiah Bourque, as used in my private Japanese tutoring lessons. Thank you very much.

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Greetings, Meetings, and Farewells in Japanese

Hear Me Speak! …And Pronunciate

Just listen along and we’ll be covering many common Japanese greetings, for meetings and otherwise, and goodbyes and farewells. I hope that this not only helps you understand the words themselves, but to gain a feel for the pronunciation of these words.

Anyway, try it.

[audio:https://jp.learnoutlive.com/media/Japanese%20Greetings.mp3]download

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Shiki: Living Dead vs. Dead Living

I “Get” Shiki Now.

What I needed to understand about this show was the contrast it creates: living dead more alive, emotionally, than the living, and through their existence, living who are more dead, emotionally, than any walking corpse.

I’ll leave the rest under spoiler tag. I have just finished watching ep. 14.

show

The point being, Dr. Ozaki (Toshio) has been turned by events, step by step, into a stone cold man whose only emotion is fakery intended to ease the minds of his nurses and keep buying him time. Even this nearly broke him in the end; he was at the “one more night and then I give up,” but of course, drama demands it play out.

I’d seen various ways for the village to be saved from destruction brought up, and written out, so I really don’t know if the humans have any “chance” here, but Toshio’s descent into a very black darkness is quite a statement on humanity – and how these living dead, their dark sides unleashed, are considerably more “alive” in an emotional sense.

Irony all around, both from the God of this work of fiction, and from the author, I think.

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Japanese Language: The Above Text

以上の文

Beyond the two uses of 以上 (ijou) mentioned in the previous post, there is an additional use very important to all aspirants to pass tests like the JLPT and so forth.

In the headline above, 文 (bun) means sentences. (When reading Japanese, it is always a good idea to assume that when neither singular nor plural is specified, it is plural. Skew plural unless otherwise noted.)

The の (no) particle simply joins the two. Here, 以上 (ijou) functions as an adjective. These words combine to form the phrase:

The Above Sentences

Since the 以 (i) part of 以上 (ijou) indicates relative comparison, this means, taken overly literally, “up, relative to the position of these words.”

In other words, relative to THIS SENTENCE, the bolded The Above Sentences is above THIS SENTENCE.

Without making a big deal about it, 以下 (ika) can be used similarly, but in the reverse:

以下の文 = The Below Sentences

Note for the record that when used with numbers, 3以下 can mean “up to 3” (therefore, lower than, or equal, to 3). This is unlike 3以上 which always means “more than 3, above 3, greater than 3.”

Example

以上の文を読んで下さい。

“Read the above sentences.”

A fuller version including the entire implication would read, with “above” shifted to a new role as a preposition, “Read the sentences above the position of this sentence, that is, the sentence you are reading right now.”

The ability to read this instruction, understand it, process it, and proceed to actually doing as you are asked in the absolute minimum time possible, is a valuable skill when taking a standardized Japanese language test.

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Japanese Language: End of Message

以上

Many Japanese e-mails, letters, and so forth, end with the above kanji, read as ijou. This is used in the same way as many Americans would use EOM, standing for End of Message, indicating that there is no more message to read.

In Japanese, it one “word,” but is actually more of an abbreviation. Let me explain.

To use a video game example, one “potential” (a.k.a. battle skill that triggers a certain % of the time under given conditions) in the game Valkyria Chronicles 1 (well, I say “1” because there’s a 2 and now a 3 about to come out) is written in Japanese as triggering when 3 以上 enemies are at fairly close range.

The maddening thing about this type of writing is that this can mean “3 and up” or “more than three.” The “i” part indicates comparison, the “or” part in “3 or more”, and the “jou” part indicates above, for the “more” part.

(Full disclosure: The first version of this post had me thinking that it needed to be “greater than 3,” but it isn’t necessarily so. This is one of those things where it’s great to have full context to be extra sure. While not the point of this article, I regret the slip. – J)

So with this in mind, why end a message with “more than”?

Well, it’s not the complete line, that’s why. It’s just a shortened version.

以上は無し

Take this version, ijou wa nashi. The “wa” is the usual topic particle, and this is the kanji-ized version of “nashi,” which a big, fat nothing. No, really, it signifies lack of existence.

Read like this, the message can be easily understood as saying, (the message) contains nothing further.

Or as we would put it in English, End of Message.

In a military context, this could be used verbally to end a spoken message. The Japanese is the same, but the English would change. In British and American military culture, the proper word would be the order, Dismissed.

Put differently, that will be all. There are many ways to put such a message, but the meaning – that the message has reached its end, and there is nothing further – is what must be understood, without needing to worry about the specific word involved.

Japanese people in business contexts simply expect everyone to know what 以上 (ijou) represents when used at the end of a message. Now you actually do know.

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The Soul of Japanese Gaming

日本ゲームの魂

In recent years, it has been argued that Japanese video gaming, as an industry, has faltered and has entered a period of prolonged decline. As a result, numerous Japanese companies are producing “Westernized” video games to compete with North American produced, or inspired, video games. But is this a viable approach?

Some say, no.

Just as in animist beliefs regarding the ancient gods (神, kami), Japanese video games have distinct souls (魂、tamashii) to them, as a manner of speaking. They have a style (風、fuu) and a feel (感じ、kanji) to them that is distinctive.

In the process of excessive Westernizing, that distinctiveness can be lost. This diminishes a game’s value to both (両方、ryouhou) markets; the Japanese have less reason to buy soulless products, and Americans consider the same products to be inferior clones of triple-A titles like Gears of War, Call of Duty, Fallout 3, and so on.

Let us not waste time dwelling on criticism. Instead, let us look at examples of Japanese games with distinct tamashii in them.

Super Mario Brothers Series

No discussion (or monologue) of Japanese video gaming is complete without mentioning Super Mario Brothers. This series might be called the face of Japanese gaming, the original series packaged for free with all Nintendo family entertainment systems.

These games feature cute looks, extensive on-screen action, challenges, clean fun for all ages (well, especially young ages), and require thinking and skill on the part of the player. This is the essence of gaming: you earn your enjoyment.

Hokuto Musou (北斗無双)

Fist of the North Star Meets Dynasty Warriors

Officially titled Fist of the North Star: Ken’s Rage for U.S. shores, this is a fusion between a classic post-apocalyptic, over the top, bloody and gory martial arts anime and the Dynasty Warriors series, which Koei began as a way to bring its traditional strategy gaming “to life” for action gamers to sink their teeth in while identifying from heroes from classical Chinese literature (loosely based on history). The defining feature of the series is fighting hordes of regular soldiers, slaying them in large numbers, and bringing low the enemy’s generals to break the back of the enemy’s army.

Thus, stylized anime martial arts meets hordes of bad guys to rip apart.

Now, I’m not even a Fist of the North Star fan. However, it is impossible for me to ignore how this takes a basic idea and runs with it: taking identifiable anime heroes – who are certainly capable of slaughtering vast numbers of “regular bad guys” – and putting them in a style of game in which they can go to town on the enemy.

Such games are not played because they get high reviews from professional game reviewers. They are played because players find it to be a mix of role-playing and simple but active fun. Also, “button mashing” involves, in this kind of case, a lot of real-time choices of timing and how to refine one’s approach. It’s a thinking man’s slaughterhouse.

Gundam Vs. Series

The Gundam “Vs.” (Versus) series began as an experiment in well… if you read the description above, you’ll understand: bringing more dynamic action gaming to the Gundam franchise, which has hordes of distinctive characters (with distinct looks/ names/ voice acting) and mecha (giant war machines; from mechanical).

The PSP versions have evolved into a two on two dueling game with up to four players networked together and employing Gundams from old and new series alike, focusing on the most popular (or notorious) machines. While there are other play modes, this is the most true to the idea of portable arcade-style gaming. (And these games are indeed ported from arcade systems.)

In many cases, characters and Gundams that did not really work in the anime they come from, or which were shortchanged by storylines while remaining popular with fans, are reborn in video games. The ability to instantly identify with a known quantity – from modern science fiction rather than ancient Chinese history in this case – makes such gaming distinctive. You already know who these characters and machines are; now go forth and beat on thy opponent.

Zone of the Enders Series

Space colonists are known as “Enders” (at the end of known civilization) in this series. While the first of the two games was known as a mediocre mecha action game with some interesting ideas, the second was a sleeper hit that was considered revolutionary in the field, a shining example of how to implement gameplay of a much faster, yet complex and intricate nature befitting machines smaller and more agile than relatively clunky Gundams could ever manage.

Also, the mecha art itself was highly stylized. Add to that a lot of serious “game” in the game and you had a package that surprised people. Many in the West bought it for no reason other than the Metal Gear Solid 2 demo packaged with it (as both series are brainchilds of Hideo Kojima), but those oriented towards this kind of gaming were pleasantly surprised.

No third sequel has been announced in the intervening years. Kojima, of course, has been busy with Metal Gear Solid 4 and spin-offs and so forth, all worthy in their own right.

Resident Evil Series

(Known as “Biohazard” in Japan.)

Before zombie action games were cool, there was zombie horror survival in the form of the Resident Evil games. From modest early Playstation roots, the game evolved into Wii and PS3/ 360 versions that have truly impressed gamers with iron devotion to the basic concept: surviving is a win, and laying waste to the living dead (making them dead dead?) is a means to an end.

More to the point, there is potential terror lurking behind every door, and actual terror behind many of them, and you don’t know in advance which is which. Suspense, action, violence, and yes, a lot of bloody stuff, is part and parcel of this series.

I actually haven’t played this series, believe it or not. The closest I got was playing a spin-off called Dino Crisis 2, which was a much more action oriented version (with much more fluid motion) than its parallels at the time. Well, Resident Evil got more action-y as time passed, but I have fond memories of fighting dinosaurs with high tech equipment in that game (through well, some temporal (time) anomaly stuff).

Speaking of dinos…

Monster Hunter Series

I’ve mentioned it before, but the Monster Hunter series is a huge hit in Japan, a truly monster franchise, and it has its adherents in the West as well. Here, there’s no time travel; you are a fully fledged citizen of a prehistoric civilization hunting dangerous animals and true monsters through caves, over hills, through jungle, on snowy mountains, and at the edges of vicious-looking volcanoes. Gather, hunt, and construct weapons and armor from your prey.

Just as with a healthy diet, you are what you kill.

Ryu ga Gotoku Series

(Known as the “Yakuza” series in the west. Lit. “As A Dragon”)

As odd as it may sound, this series revolves around a tough as nails, nigh living legend Yakuza – a Japanese gangster, complete with a full back tattoo – with a heart of gold. Originally framed for involvement in the murder of his adopted father, he gets out of prison ten years later to find his city radically changed thanks to, well, modernity. Kiryuu Kazuma becomes involved in mysteries, plots on his life, underworld wars of succession, and helping a nine year old girl who is apparently related to a lost love.

Anyway, that was just the first game. There’s tons of plot in the others and I don’t intend to spoil anything for people who may play. I have played all short of the fourth, and I have been richly rewarded for my dedication to Japanese language and culture in the process.

This series is the closest Japan comes to a Grand Theft Auto-style sandbox game where you can do anything you like. It is not purely so, for the games have very strong plots, but certain points in them allow a great deal of roaming around, the ability to play mini-games, do sidequests, what the Saint’s Row games might call diversions… and one of those diversions is buying expensive gifts for bar hostesses, sweet-talking them and, if done successfully, spending a night at a love hotel.

No, that part isn’t shown explicitly on-screen. But high graphical resolution on the PS3 has not gone to waste. These Japanese girls tend to get very hot, very well dressed…

Anyway, the main gameplay component is beating up on bad guys in brutal street combat.

Put another way, this series is the best thing I can recommend to anyone wanting to imagine themselves a hero in a martial arts movie… with a distinctly Japanese, and Yakuza, edge to it.

One scene from the first game, which I will never forget, involved taking on a Chinese triad (and yes this was in Japan). You invade, for lack of a better word, a Chinese compound, and when you reach the kitchen, a group of five assistants and a Chinese chef holding a cleaver confront you. There are aisles everywhere, hordes of grab-able improvised weapons, plus you can grapple opponents and (provided your “Heat Gauge” is high enough) beat their heads against the counters and other showy, brutal, bone-crunching moves… as if you’re really in a movie!

And that was just the first game! (Albeit, such a classic scene that even the later games cannot exceed it, only shine in their own distinctive ways. It still brings a smile to my eyes just thinking about it.)

Living Japanese Culture

This legacy of gaming should not end here. Like any living organism, a series can get stale or uncreative or fall into ruts that threaten survival. This does not change that specialization, use of natural advantages, and being yourself, are powerful drivers of creativity and distinctiveness, all of which increase a product’s final value to the consumer.

It’s not a matter of doing Western games better than Westerners. (It’s not a good idea to push that. Really it’s not.) It’s a matter of doing Japanese gaming better. This is not an unachievable goal. I understand how accountants and analysts might think they should go in other directions, but ultimately, it’s about never forgetting your roots and building higher. Stand on the shoulders of giants, and reach higher.

That is the soul of Japanese gaming. May it never be lost. May it be re-inspired and rejuvenated with a commitment to making the gamer’s experience a vibrant one that is well worth the effort, and the money.

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Japanese Language: Do You Like Me?

Sweet-Talking Video Game Demon Girls

This is a dialog in Persona 2: Innocent Sin, the first version of two games that were both labeled Persona 2. I have not tried the second, but I have very fond memories of the first as an import Playstation (1) game. The second game is sort of like the literal meaning of a doujinshi (“story with the same people”); it’s an alternate reality in essence.

Anyway, that really isn’t important. What’s important is that this game is getting a touch up and re-release for the Playstation Portable, allowing us to take advantage of the above high quality sample image.

Let’s get our feet wet.

“Nightmare” – A Girl Demon In “Innocent Sin”

So let’s get this out of the way. “Nightmare” is a girlish demon. I vaguely recall she’s one of the “demons” in Persona who’s based on Western horror traditions rather than Eastern. (For an example of Eastern, take Nurarihyon, who gets a lot of love in the currently airing Nurarihyon no Mago.) Anyway, it’s a demon with a girl personality.

This game features interaction between the teenage heroes (of which 3 of 5 are girls, mind you) and demons. The interactions can go well, or they can flop badly. In this case, the main character is speaking with Nightmare.

Nightmare asks… (and you can look at the Japanese above in high quality – I’m trying to be kind to people w/o Japanese computing/ advanced reading ability…)

“Nightmare no koto, suki nan desu kaa?”

Now, the “kaa” is purely speaking style, so it’s just “ka,” the question particle, plus a gratuitous question mark (common for this kind of dialog).

And yes, she’s speaking about herself in the third person. This is a “cute girl thing” and needs to be understood as such.

Here’s a really important thing though…

In Japanese, “suki” is a passive verb.

Now, in English, love is an active verb. For that matter, like is an active verb. Many people prefer translating “suki” as love, rather than like, because in teenage romance, the word is used as a soft-pedaled substitute for “love” and implies it. That may be what you go with for your own understanding, but here’s how this sentence actually works, taken literally:

“Are you fond of me (Nightmare)?”

It’s asking if the main character has a liking for Nightmare, if he is fond of Nightmare. Indeed, it essentially has the nuance of, is Nightmare his type?

That’s not a nuance you will ever get from an official translation. This is for the simple reason that passive constructions are avoided in English whenever possible.

Given how the original soft-pedals this, I might go with “like.” Anyway, let’s look at the image again to look over the possible responses:

  1. Suki da. (A positive response -> “I like you.” etc.)
  2. So iu wake de wa nai. (A polite “That’s not how it is.”)
  3. Choushi ni noru na. (A terse “Don’t get carried away.”)

Now, don’t think that choosing the polite response is guaranteed to work. Girls aren’t that easy, even video game demon girls. ^^ A positive reply can backfire because Nightmare doesn’t believe you, for example. You can’t control everything here.

Quick hits:

Wake ()essentially occupies a middle ground between a riyuu (理由) and a setsumei (説明), a reason and an explanation, respectively. If there’s a “wake” (wak-eh, strong on the “wak”) for something, there is a basis for it.

So, for there to be no “wake” here means that there’s no basis. Or put more colloquially, as these constructions should generally be read, since there’s no basis, that’s not how it is. Put more bluntly than the above phrase, there’s “no way” he likes her.

Your choushi (調子) is essentially your rhythm. Idiomatically speaking, it is how you feel, your state of mind, your emotional state… anyway, let’s not get into psycho-babble here. To noru (乗る、のる), or ride, your emotional state is to get carried away (riding on the back of your emotions).

So this response would be the verbal equivalent of a slap in the face. Don’t get carried away, demon girl!

Well, she’ll either love that or try to rip your head off.

One of the two…

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