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Goiken Muyou: Anarchy in the Nippon
  SATFightingJ  
  opened by smbhax at 13:43:56 06/06/26  
  last modified by smbhax at 00:15:04 06/16/26  
  smbhax [sys=SAT; cat=Fighting; reg=J]
           
Main programmer and director Toyohiko Yoshimine, aka pro VF player Ikebukuro Sarah, has just one other direction credit besides the sequel, Goiken Muyou II (PS1): PCE shooter Dead Moon (see entry 590).
 
VF controls. If you move character selection select box off the side, you get playable versions of four real-life VF tournament players who helped on the game as "Supervisors": director/programmer Ikebukuro Sarah, Shinjuku Jackie, Bunbun Maru, and Kashiwa Jeffery (https://www.mobygames.com/game/69907/goiken-muyou-anarchy-in-the-nippon/credits/sega-saturn/?autoplatform=true).
 
The menus are very kanji-heavy but if you pick the top options you're in a regular fighting game mode. There's a team mode, watch mode, etc--even a fighter edit mode that doesn't appear to be in the PS1 sequel.
 
  smbhax 14:11:39 06/06/26
           
(^Probably should be spelled "Kashiwa Jeffry.")
 
  smbhax 14:33:04 06/06/26
           
The translation guide https://gamefaqs.gamespot.com/saturn/574684-goiken-muyou-anarchy-in-the-nippon/faqs/16078 says what I called "fighter edit mode" is actually "status mode," a mode in which "you can make a character level up various attributes" (but they don't know how it works).
 
"Goiken Muyou" in Japanese characters is "御意見無用" which Google translates as "No opinions wanted"; TV Tropes says it's '"Your Opinion is Worthless"/"Your Opinion is Meaningless"' ... 'Or said another way, "Talk is Cheap" thus meaning one should prove him/herself in battle.'
 
  smbhax 14:34:56 06/06/26
           
^ https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/GoikenMuyou
 
  smbhax 14:46:48 06/06/26
           
Runs in Saturn's interlaced hi-res mode.
 
  smbhax 17:22:18 06/06/26
           
Ikebukuro Sarah playing a bunch of VF1: https://youtu.be/ZH46-BSlo6I
 
  smbhax 12:16:47 06/08/26
           
Oh dang the PS1 sequel was released on JP PS Store as a PS1 Classic, oh well. ; )
 
  smbhax 21:26:55 06/08/26
           
Google Translate of the text on the back of the case:
 
~~~~
Iron man, stand up.
 
Shinjuku Jackie, Ikebukuro Sarah, Bunbunmaru, Kashiwa Jeffrey - the planning, production, and supervision are handled by the legendary fighting game masters.
 
What is the ideal system!? What makes fighting games fun!?
 
"The answers from those who know fighting games inside and out are here!"
 
Maintaining opinions
 
In addition to the meticulously crafted fighting system, including escapes, defensive maneuvers, and guard breaks, the game is packed with new features, such as an action editor that allows you to edit your character's movements!
 
Manga artist Atsushi Kase has been brought in to design the characters!
 
High school girls, delinquents, salarymen, housewives!
 
Enjoy the anarchic battles waged by characters who truly defy any opinion!
 
Please be sure to read the instruction manual before use and keep it in a safe place so that you can refer to it at any time.
~~~~
 
  smbhax 17:26:47 06/13/26
           
3:2 aspect (force video settings in Ymir).
 
  smbhax 23:40:27 06/15/26
           
640x448 (deinterlaced)--per Ymir screenshot.
 
  smbhax 23:56:50 06/15/26
           

 
In Ymir (and a check in Mednafen for the Bunbun Maru hang at credits):
 
0:00 - start
2:30 - main menu
3:45 - Options
5:00 - (actually if you scroll to blank template you can map combo buttons)
13:20 - Fighting Edit
15:09 - Practice
17:07 - Watch mode
20:30 - Team battle
21:28 - PVP (no vs CPU)
22:35 - "Fight Against Iron Man"
25:43 - hidden pro player dev characters
30:10 - Bunbun Maru playthrough (Easy)
40:01 - Bunbun Maru ending hang
46:18 - Mednafen Bunbun Maru playthrough test (Easy)
52:46 - big head, low gravity
54:47 - high gravity
57:51 - Kenji Miyazawa playthrough (Normal)
1:13:23 - finally beating 2nd to last battle
1:13:47 - CPU regains health w taunt
1:17:32 - backflip win kick
1:18:13 - beating boss battle
1:18:43 - credits
1:21:29 - (big head) Kei Takakura playthrough (Hard)
1:27:44 - did Shiggy just teabag me?
1:30:12 - the win kick
1:43:53 - Shigeo Suzuki playthrough (Easy)
1:53:44 - Ikebukuro Sarah playthrough (Easy, 1 round to win)
1:57:46 - another Bunbun playthrough (Easy) (testing end hang)
 
Virtua-fighter quasi-parody game made by director/programmer Japanese pro VF player Ikebukuro Sarah, who pulled in 3 of their pro VF player buddies to help (on balance and writing, according to Google Translate of an interview with him in the back of the manual); there are playable avatars of the 4 pro player devs, and the game's boss, off-screen at character select.
 
I found a playthrough as one of those pro player devs, Bunbun Maru, by another person, and theirs hangs at the credits too--they play through all or just about all the characters, saving Bunbun for last, and he's the only one with that problem: https://www.youtube.com/watch?v=VRTijOuK2jM Did Bunbun hate game credits??
 
No VF-style floaty jumping attacks, I wonder if Ikebukuro Sarah didn't like those (are the "Gravity" settings there to make fun of them? ; D). Some characters have jump kicks on more regular inputs.
 
The wake-up game feels rough; I found I needed Guard for fast(er) get up to try to avoid later CPUs bulldozing me. The real trouble for single-player is the CPU difficulty: Easy is real easy (and no boss fight), Normal was still easy until the second to last fight where it suddenly went all steamroller on me, and Hard was seemingly impossible (constant perfect CPU combos that made me feel like my controls weren't working 'p') until I found a certain kick they ran into repeatedly, and spammed that all the way through. Haven't tried Very Hard. I'll probably mostly have to play on Normal and save-state a bit in the last two matches.
 
Falling over randomly when back-dashing is really frustrating.
 
Ah, the "KO Limit" option, toggled, lets you get a KO without having to knock the opponent down first; interesting default to require a knockdown for KO but I'm not sure it works out.
 
In spite of the AI problems, the wacky characters, funky tunes, and kinda sick combos could potentially draw me back, although it will be interesting to see where the game goes in the PS1 sequel.
 
3:2 is the correct aspect in Ymir for squaring the graphics; I'm running the game in Ymir rather than Mednafen because it's interlaced and Mednafen is bad at deinterlacing.
 
I realized after recording that Goiken Muyou DOES support control mapping and combination buttons: scroll l/r through its control layouts and press A or C on a blank layout to start the mapping process. So I don't have to run JoyToKey on top of Ymir after all, at least not for this game. 'p'
    
 
references:
· Dead Moon (PCE)
· Goiken Muyou II (PS1)

 
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