Nah, na na na na nah na naah, Katamari Damacy!

Japan doesn’t have a substantial psychedelic drug culture that I’m aware of, but you’d never guess it from Katamari Damacy.

The opening titles set the tone:

Here’s a representative sample of the gameplay itself.

From the box copy:

Play is controlled with the analog sticks only. No buttons to press. No combos to cause distress. Featuring ball-rolling and object-collecting gameplay mechanics of mesmerizing fluidity, reduced to Pac-Man simplicity, through pure absurdity.

Dimensions change drastically as your clump grows from a fraction of an inch to a monstrous freak of nature. Go from rolling along a tabletop to ravaging through city streets, picking up momentum and skyscrapers along the way.

Enjoy quirky, infectious humor throughout — from the insanely cosmic animations, to the wacky and wonderful musical stylings, to the royally contagious storyline that’s undoubtedly like no other.

Undoubtedly!

The word “katamari” means clump or wad, and “damacy” is an idiosyncratic transliteration of a Japanese word meaning spirit, not in the supernatural sense, more like the team spirit or school spirit sense.

There’s a back story which makes no sense and isn’t necessary to enjoy the game. The idea is that you’re a tiny antlike being rolling a sticky ball through various environments, trying to gather stuff up. The more stuff you gather, the bigger the sticky ball gets, and the larger the objects you’re able to pick up. For the most part, the game aspect is about beating the clock. You have a certain amount of time to make a ball of stuff of a certain diameter or composition.

The cool thing is that the game is mostly taking place in ordinary human environments, populated by ordinary human artifacts. In the house levels, you’re trying to roll up erasers, bottles, socks, chairs, remote controls. In the supermarket you’re rolling up shopping carts, melons, cans, rolls of toilet paper. There’s no functionless ‘wallpaper’ the way there is in most 3D games. Every object you encounter can be interacted with or picked up: the highway guardrails, clouds in the sky, trees and bushes, islands in the ocean – if you’re big enough, you can glom any object into your katamari.

I always enjoy banal settings and objects in a video game. Katamari would be way less surreal if it took place in a scifi or fantasy environment. It shares some of the uncanny pleasure of SimCity, the fun of seeing abstracted computer representations of familiar things.

Designers of mainstream computer game graphics are currently locked in an escalating race to produce ever more highly detailed and “realistic” game environments. The best designers, like Shigeru Miyamoto, long ago recognized that a cartoony look plays better to computer animation’s strengths as a medium than realism. Even in “realistic” games, designers have to do a lot of stylizing and streamlining to make their jobs manageable. The cartoony guys wisely recognize that limitation up front and turn it into an advantage.

Like the Mario and Zelda games, every object you encounter in Katamari is made of a few simple flat-colored polygons. That leaves plenty of computer horsepower to render a lot of such objects on the screen moving around in full fluid 3D. Part of the fun of Katamari is discovering the vast array of objects populating the game, and seeing how the designers have translated each one into their vocabulary of basic 3D solids: people, dogs, cats, bicycles, spatulas, batteries, baseball stadiums, shrubs, juice boxes, pencils, gas stations, carrots, balloons, endless varieties of seafood, video games (!), traffic cones, pillows, oil tankers, giant squid, giant robots.

For me, the best fantasies are largely grounded in reality, with just a few key variables changed. Katamari combines a largely realistic setting with fantastic changes in the player’s size. In the eighth level, you start out at the size of a thumbtack, and if you’re successful, by the end you’re picking up cars and shipping containers. In one swoop, you pass from rodent size through familiar human scale and out past whale or brontosaurus (both of which you pick up in the final level.) It’s especially strange that the scale change is gradual and continuous. At first a bike or table is a major feature of the landscape; later it’s an obstacle; still later it’s an object you can pick up.

Blogger Florian Eckhardt makes an intriguing suggestion:

I’ve only played a bit of the first Katamari. Do any of the levels allow you to build a Katamari so big that you eventually manage to roll-up the planet you’re on, then continue to build your katamari until you make a star of all creation, sucking up black holes and galaxies? Eventually, you get so big that you realize that the entire universe is but one small molecule in an infinitely recursive cosmos, and you can actually continue to expand your universe throughout infinity? That really does seem like the natural conclusion of the concept.

Computer simulation is a helpful way of expanding your imagination out of what Richard Dawkins calls Middle World. Even slight changes in scale would make a big difference in our experience of the world. Shortly after getting Katamari, we also got a new kitten. I would turn off the game and then sit and watch him explore our apartment from his tiny vantage point. What is it like to be that small? Katamari put me in the perfect frame of mind to imagine it. I’d love it if somebody did a detailed simulator of the ordinary life of an NYC pigeon, or rat, or cockroach. Even better, I’d love a game set in a human immune system, like Fantastic Voyage meets Osmosis Jones.

Katamari’s lovingly weird design extends to its soundtrack. It uses an album’s worth of fully-produced songs in a variety of genres, all of which are about the game. The soundtrack was a hit in Japan and won their equivalent of a Grammy. It includes a couple of peculiar love songs:

I know you love me, I want to wad you up into my life
Let’s roll up to be a single star in the sky

This is sung by a Japanese guy, in English, in a clear effort at emulating Tony Bennett or Frank Sinatra, missing both targets by a mile but succeeding at creating a crooner style of his own.

The soundtrack is best known for this hook, sung here a capella by composer Yu Miyake:

[audio:http://tincan.shackspace.com/Katamari%20Damacy/01%20Nananan%20Katamari%20%5BTitle%20Screen%5D.mp3]

The tutorial sequence adds a charmingly old school chiptune accompaniment to the hook.

[audio:http://tincan.shackspace.com/Katamari%20Damacy/05%20Nananan%20Katamari%20Sepia%20%5BTutorial%5D.mp3]

The game includes several variations on the hook, ranging from an introspective solo piano version to this:

[audio:http://tincan.shackspace.com/Katamari%20Damacy/03%20Katamari%20on%20the%20Rock%20%5BIntro%20Movie%5D.mp3]

The MP3s come from here, so Namco, if you’re looking for someone to sue, sue them.

The overall sound design is mostly standard beeps and bloops, but there’s one nice touch, the King’s speech, which sounds like turntable scratching.

Katamari has spawned several highly recommended sequels. We Love Katamari is the same basic idea, but with new wrinkles. One level takes place on a racetrack environment with a race going on, and you’re hurtling around at many times your usual speed. But you’re not participating in the race itself, you’re just rolling stuff up as usual, so you’re free to roll against traffic, off-road among the spectators, whatever you want. Another level has you seeking out objects based not on their size but their monetary value. Finally, there’s a serenely beautiful underwater level. The soundtrack continues to be mostly delightful J-pop.

There’s also a sequel for the PSP called Me And My Katamari, combining features of its predecessors with more widely varied topography. The cartoony graphics translate very well to the tiny screen. There’s also a port for iPhone, which is fun too, though the tilt sensor doesn’t give anything like the same control sensitivity as analog thumbsticks. There are a couple of titles for newer consoles too, but I’m a cheapskate and still haven’t moved beyond the Gamecube.

Too many American games aspire to the condition of movies. Japanese games tend to be truer to their medium, focused more on the experience than the visuals and other decoration. On our honeymoon, I spent some time in arcades in Tokyo and Kyoto, and was surprised to find that in addition to the expected super high-tech games, there were quite a few older titles in active use. Street Fighter II has never gone out of style in the arcades over there, even though it sits alongside more advanced sequels and imitators. People were also playing a lot of computerized mah-jong, with graphics suggesting something you’d get for free with Windows 95.

Japanese gamers were earlier adopters of music games like Dance Dance Revolution than we were here in the US. They generally take games a lot more seriously than we do, so their TV shows and movies show a lot of video game influence, as opposed to the other way around here in the US. Keita Takahashi, Katamari’s designer, says he was going for the vibe of Pac-Man. I think he’s got the right idea.

3 replies on “Nah, na na na na nah na naah, Katamari Damacy!”

  1. Have you played Pikmin? Not quite as trippy, but still pretty f-ed up. Also very Japanese, and also tiny creatures in a world of human detritus. Super Mario Galaxy also suggests that Japanese game designers do A LOT of drugs.

    1. I haven’t tried Pikmin but it’s on my list. Super Mario Galaxy is one of the weirdest things I’ve ever experienced. My limited observations of Japan on our honeymoon suggested that there seriously are no drugs over there. Unfiltered Marlboros and Red Bull, yes, and stupendous amounts of booze, but no hallucinogens. A mystery.

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