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Comic Party

Comic Party (こみっくパーティー, Komikku Pātī) is a media franchise originating from a romantic adventure developed and published by (now under ), first released on May 28, 1999, for Windows PCs. The story centers on high school student Kazuki Sendō, who is reluctantly drawn into the world of dōjinshi (self-published fan comics) by his friend Taishi Kuhonbutsu during a visit to the massive "Comic Party" convention, sparking his passion for creating despite resistance from his girlfriend, Mizuki Takase. The franchise explores themes of creativity, friendship, and the subculture of comic conventions, blending elements with simulations of dōjinshi production and sales. The original game features point-and-click where players manage Kazuki's schedule, balancing school, relationships, and comic creation to participate in conventions, with multiple routes focusing on different female characters and endings based on choices. It was ported to the (2001) and (2005), with all-ages versions removing adult content from the initial PC release. The received several expansions and remakes, including the sequel Comic Party Revolution with ports to additional platforms, extending the narrative into college life. An anime adaptation, produced by Oriental Light and Magic (OLM), aired as a 13-episode television series from April 2 to June 25, 2001, directed by Norihiko Sudō with character designs by Kōichi Taguchi. It faithfully adapts the game's premise, following Kazuki's entry into the dōjinshi scene and the challenges it poses to his personal life. A sequel OVA series, Comic Party Revolution, consisting of 4 episodes, was released from December 22, 2003, to November 26, 2004, shifting the setting to college and continuing the characters' misadventures in the manga industry. This was followed by a 13-episode TV series in 2005. The franchise also includes a adaptation written and illustrated by Sekihiko Inui, serialized in MediaWorks' Dengeki Daioh magazine starting in 2001 and compiled into five volumes by . Licensed in English by , the was published from June 2004 onward, offering a comedic take on the dōjinshi world through Kazuki's perspective. Additional media encompasses anthology comics, drama CDs, and merchandise, cementing Comic Party's influence on depictions of otaku culture in Japanese media.

Video Game

Gameplay

Comic Party is structured as a where players control the daily activities of Kazuki Sendō over the course of a year, balancing time between school obligations, building relationships with female characters, and producing for monthly ComiPa conventions. Players allocate Kazuki's schedule to activities such as practicing skills, attending s to interact with potential heroines, or taking part-time jobs to fund printing materials, with poor risking missed deadlines and scenarios. This emphasizes strategic , as and parameters like , ability, and finishing technique directly influence efficiency and outcomes. The core doujinshi creation mechanic simulates the process of producing fan-made for sale at ComiPa events, inspired by real-world conventions like . Each month, players select parameters such as genre, page count (typically 24 pages for beginners), and printing style (monochrome or color), then engage in a production phase to complete the work before the deadline. In the original PC version, production advances automatically based on stat levels, with players inputting commands to allocate effort; success raises the doujinshi's quality and the circle's overall level, affecting sales and unlocking story branches. Console ports, like the version, replace this with an interactive mini-game requiring timed directional inputs (e.g., following arrow prompts with the ) to draw pages, where accuracy determines page completion and quality, while errors waste time or lower standards. Advanced tools or high stats reduce input complexity, allowing up to multiple pages per successful command. Player choices during dialogues, phone calls, and outings drive branching narrative paths, fostering affection with specific heroines and leading to one of multiple endings tied to relationship progress and success. For instance, high sales at ComiPa can trigger special events or elevate the protagonist's doujin level, enabling routes otherwise inaccessible, with random encounters adding replayability but requiring saves to optimize outcomes. The game employs a point-and-click on PC for selecting options and managing the , while console versions adapt to controller inputs for mini-games and menus, maintaining the visual novel's focus on text-based interactions. Censored all-ages ports, such as the and versions, remove adult scenes from the original PC release, adjust interaction timings to fit console hardware, and introduce minor tweaks like reduced randomness in events or additional voiced content, though core mechanics remain consistent across platforms. The iteration restores some original randomness but suffers from slower loading and processing compared to earlier ports.

Development and Release

Comic Party was developed by , a studio under the publisher , as an for Microsoft Windows. The game was initially released in on May 28, 1999, in both first-press and regular editions, targeting an adult audience with romantic and simulation elements centered on creation. The was written by a team including Washimi Tsutomu, Inui Maki, Miyake Shousuke, and Muu Muu, while character designs were handled by Mitsumi Misato for key heroines such as Mizuki Takase and Amazuyu Tatsuki for supporting characters including Minami Makimura. The original soundtrack was composed primarily by Kazuhide Nakagami, with contributions from Naoya Shimokawa, Shinya Ishikawa, and Takahiro Yonemura, blending upbeat electronic and acoustic tracks to evoke the energetic atmosphere of fan conventions. The game's concept drew inspiration from Japan's culture, particularly large-scale events like held at , simulating the process of amateur production from ideation to convention sales. Leaf aimed to capture the passion and challenges of independent creators within the otaku , marking a departure from the studio's earlier fantasy-focused titles toward a more grounded, slice-of-life narrative. Subsequent releases expanded accessibility beyond the original PC version. An all-ages port arrived for the on August 9, 2001, as Comic Party DCE, featuring censored content to suit console standards while retaining core . An all-ages version for Windows, Comic Party DCE, was released on May 30, 2003. In 2005, released Comic Party Portable for the on December 29, incorporating updated character graphics, touch-screen controls optimized for the handheld, and minor quality-of-life improvements like enhanced menus. As of 2025, no full remakes have been announced. The title has remained exclusive to Japanese markets, with no official localization or English release produced for any platform. This decision aligns with Leaf's focus on domestic audiences during the late 1990s eroge boom, limiting international exposure primarily to fan translations and adaptations.

Plot

Original Story

Comic Party's original story centers on Kazuki Sendō, a high school student with artistic skills but little initial interest in or , who is drawn into the subculture by his enthusiastic friend Taishi Kuhonbutsu. Early in April, Taishi invites Kazuki to the massive ComiPa convention at , where thousands of attendees gather to buy, sell, and celebrate fan-made works. Overwhelmed yet intrigued by the energy and creativity on display, Kazuki meets various artists and begins to appreciate the passion behind amateur production, prompting Taishi to encourage him to try creating his own. Despite reservations from his childhood friend Takase, who views otakus negatively as "smelly, dirty, and disgusting," Kazuki decides to pursue and forms a circle alongside Mizuki after she reluctantly agrees to collaborate, leveraging her own hidden talents. Together, they navigate the demanding process of ideation, drawing, and printing, facing rival circles and the logistical challenges of preparing for conventions. This partnership marks Kazuki's entry into a community of like-minded creators, fostering bonds amid the pressures of deadlines and creative blocks. The narrative's central conflict revolves around Kazuki's struggle to balance his burgeoning doujinshi activities with everyday high school life, including studies and emerging romantic interests, as successes and setbacks at ComiPa events test his resolve. Throughout multiple routes, Kazuki's interactions with heroines deepen these tensions: with Aya Hasebe, a reserved artist who shares quiet creative sessions; with Reiko Haga, an outgoing cosplayer bringing lively energy to the circle; and with Yuu Inagawa, a passionate peer whose enthusiasm pushes collaborative boundaries. These paths highlight personal growth through in the doujinshi world, without resolving into specific outcomes. The story explores themes of passion for artistic creation, the supportive friendships within subculture, and self-discovery via as a medium for expression and connection. It portrays the process—from brainstorming to sales—as a key driver of character development, emphasizing how amateur endeavors can ignite lifelong interests despite external judgments.

Revolution Sequel

Comic Party Revolution, released in 2002 as a sequel to the original Comic Party, is set two years after the events of the first game, with protagonist Kazuki Sendou and his childhood friend Takase now attending college. Having drifted apart from the scene during their high school years, Kazuki and Mizuki reunite with returning members, including Taishi Kuhonbutsu, to participate in a new event called "ComiPa Revolution," a major convention aimed at revitalizing their creative pursuits. The story introduces new challenges for the characters as they navigate professional aspirations in and , rumors of their circle's disbandment, and deeper romantic developments among the group. Unlike the original's focus on high school dynamics, the sequel emphasizes the transition to adulthood, with the circle facing real-world pressures such as and career choices while attempting to produce and sell their works at the . New characters such as Subaru Mikage and Asahi Sakurai are introduced, bringing fresh dynamics and romantic possibilities for Kazuki, while existing characters receive expanded roles that highlight their growth and contributions to the group's efforts. The narrative explores themes of maturing passions for creation, the harsh realities of industry pressures, and the long-term commitments required to sustain a creative community in the subculture. The features branching paths that prioritize group dynamics and collective success over individual romantic routes from the original, leading to alternate endings based on the circle's performance at "ComiPa " and the resolution of internal conflicts.

Characters

Protagonists and Close Allies

Kazuki Sendō serves as the central protagonist of the Comic Party series, depicted as a high school student in the original and adaptation who is initially indifferent to otaku culture but becomes deeply invested in creating after attending a . His is laid-back and reluctant at first, often prioritizing schoolwork over hobbies, yet he reveals a passionate and proactive side as an aspiring artist when motivated by deadlines and creative challenges. In the sequel Comic Party , Kazuki appears as a university student continuing his involvement in doujinshi circles, maintaining his role as the group's core artist across the games, , and manga adaptations. Mizuki Takase is Kazuki's childhood friend and primary emotional support throughout the series, characterized by her energetic and athletic nature, often expressed through her protective demeanor toward those close to her. As a dedicated who assists in the production process, she harbors hidden insecurities about her artistic contributions and initially resists the world due to her aversion to crowds and conventions. 's appearances span the original story as a high schooler and Revolution as a college student, where she remains a steadfast ally in adaptations including the series and . Taishi Kuhonbutsu acts as the scheming friend who introduces Kazuki to the scene, serving as through his mischievous and ambitious personality, which includes chuunibyou-like tendencies and manipulative persuasion to rally the group. He handles logistical aspects of their circle, such as event planning, and provides insightful guidance on the otaku subculture despite his playful antics. Taishi features prominently in the original and Revolution, transitioning from high school to university settings, and appears consistently in the versions without altering his catalytic role. The dynamics among Kazuki, Mizuki, and Taishi form the foundation of the story's core group, with Taishi's influence directly sparking the formation of their doujinshi circle by dragging Kazuki into conventions and convincing him to collaborate. Mizuki provides an emotional anchor for Kazuki, offering support amid his growing passion for art while navigating her own reservations, creating a balance of encouragement and tension within the trio. These relationships drive the narrative focus on friendship and creative pursuits across the original game, sequel, and related media.

Heroines

The heroines of Comic Party are the central female characters in the , each offering distinct romantic routes centered on their involvement in creation and the titular convention events. These women, primarily college students or high school seniors, contribute to the protagonist Kazuki Sendō's circle "Stellarium" or related activities, blending personal growth with creative collaboration. Their designs, crafted by character artist Tatsuki Amazuyu, emphasize expressive features and otaku-inspired attire that reflect their artistic passions.

Main Heroines

Mizuki Takase serves as the childhood friend, initially skeptical of Kazuki's newfound interest in due to her athletic background and disdain for culture. Energetic and strong-willed with long red hair in a side ponytail, she gradually warms to the hobby, contributing organizational skills to Stellarium while grappling with her conflicting loyalties. Her route explores themes of acceptance and hidden affections, voiced by Riko Sayama in the game and . Aya Hasebe embodies the shy mangaka , a timid high school with low self-esteem and an absentminded demeanor who draws original for her circle "Jamming Book Store." Her artistic style features creative, heartfelt stories but sells poorly due to her lack of , often seeking Kazuki's encouragement at conventions where she tugs his shirt to get rather than speaking up. In her route, her self-doubt arc highlights growth through creative partnership in Stellarium, voiced by Mie Sonozaki across media. Yuu Inagawa is the passionate, energetic veteran with a , hailing from as the sole member of her circle "Karamitei." Known for her "burning passion" speeches and enthusiastic promotion of , she specializes in dynamic, love-themed works inspired by her family's Japanese inn background, frequently traveling to for events. Her optimistic quirks drive collaborative energy in Stellarium routes, voiced by Kaoru Morota in the original game and . Eimi Ooba represents the rival artist, an egoistic college student and track club member who dubs herself the "Queen of ComiPa" as leader of the popular circle "CAT OR FISH?!" Her bold, competitive personality and high-energy designs produce flashy, fan-service heavy that dominate sales, often clashing with newcomers like Kazuki before forming rival-turned-ally dynamics in Stellarium. Her route emphasizes turning to mutual , voiced by Ishikawa.

Other Heroines

Minami Makimura functions as the editor figure, a 23-year-old head staffer at Comic Party conventions who patrols events with strict badge checks and a no-nonsense attitude. Her professional role extends to advising creators on logistics, with a hidden softer side revealed in routes where she joins Stellarium for behind-the-scenes support; her artistic input focuses on practical layout improvements rather than drawing. Voiced by Miho Yamada, her quirks include a love for order amid chaotic events. Chisa Tsukamoto is the clumsy yet hardworking daughter of a local printing shop owner, who assists the group with production tasks such as binding and printing copies. Her shy personality and frequent mishaps provide , but she develops confidence through interactions in her romantic route, voiced by Sumie Baba. Subaru Mikage is a talented new artist who debuts at Comic Party events, bringing her skilled illustrations to collaborative projects with Stellarium. Her route focuses on her artistic ambitions and budding relationships, voiced by Masayo Kurata. Reiko Haga appears as a supportive figure in the doujin community, offering guidance and participating in group activities; her route explores deeper personal connections, voiced by Akiko Muta. In the sequel Comic Party Revolution, Asahi Sakurai appears as the optimistic newcomer and secret idol, a dual-life fan who voices the fictional character Card Master Peach by day while pursuing under her real identity. Her cheerful, supportive personality and elegant designs aid Stellarium's expansion, with routes delving into balancing fame and hobby; artistic style leans toward parodies. Voiced by Satomi Koorogi, she brings fresh energy to the cast.

Supporting Characters

The supporting characters in Comic Party enrich the doujinshi setting through roles that emphasize rivalry, mentorship, and everyday logistics, often providing via their quirky personalities and interactions at events like the titular . Mentors and logistical supporters include Chisa Tsukamoto, the clumsy daughter of a local shop owner, aids in tasks like binding copies, her dutiful but error-prone nature adding lighthearted subplots to the circle's preparations. Other figures, such as the quiet artist Aya Hasebe, contribute to world-building through niche technical expertise that influences collaborative efforts without central romantic involvement. In the Revolution sequel, these characters receive expanded backstories to maintain continuity, such as deeper exploration of Taishi's influences and Minami's long-term role in the community, enhancing subplots around sustained dynamics.

Adaptations

Anime Series

The Comic Party adaptations consist of two television series produced in 2001 and 2005, along with associated (OVA) specials that expand on the visual novel's -themed narrative. The first series, aired in 2001, adapts the core story of high school student Kazuki Sendou's introduction to the world of fan comics () through episodic contests and character interactions, blending romance, , and creative pursuits. It comprises 13 episodes, directed by Norihiko Sudo, with series composition by Hiroshi Yamaguchi and character designs by Kōichi Taguchi, produced by Oriental Light and Magic () in collaboration with KSS. The opening theme is "Kimi no Mama de" performed by Emi Motoda, while the ending theme is "Katachi no Nai Machi o Mezashite" by . A sequel series, Comic Party Revolution, followed in 2005 as a 13-episode adaptation focusing on the characters' college years and efforts to revive their circle amid new challenges and relationships. Directed by Junichi Sakata for episodes 1–4 and Mitsuhiro Tougou for episodes 5–13, with chief direction by Yasunori Yamada, it shifts to a more standalone, ensemble-driven format emphasizing over individual routes from the source material. Production involved for the initial episodes and for the latter, with character designs by Kenichirō Katsura and by Junya Matsuoka. The opening theme is "" by Arisa Nakayama, and the ending is "Issho ni Kurasō" by Emi Motoda. Unlike the original series' high school focus, Revolution incorporates college-life elements and filler episodes for comedic relief, streamlining multiple paths into a unified narrative. Both series include OVA specials that provide bonus content. The 2001 series features four 10-minute specials directed by Norihiko Sudo, produced by and KSS, which depict side stories such as a doujinshi event at a , adding humorous extensions to the main plot without altering core events. For Revolution, the first four episodes originated as standalone OVAs released between December 22, 2003, and November 26, 2004, before being edited and broadcast as part of the television run, allowing for expanded side narratives in a pre-college setting. The 2001 series premiered on April 2, 2001, and concluded on June 25, 2001, airing on UHF networks including TV Kanagawa (TVK), (KBS), and AT-X. Comic Party Revolution aired from April 4, 2005, to June 27, 2005, primarily on AT-X. releases, including DVDs, were issued in Japan up to 2005 by distributors such as MediaWorks and , with English-subtitled versions available through ADV Films. The original series received a re-release on DVD by in February 2015; no new dubs, remasters, or releases for either series have occurred since as of November 2025.

Manga and Anthologies

The manga adaptation of Comic Party was written and illustrated by Sekihiko Inui and serialized in Comic Dengeki Daioh magazine from January 2001 to March 2005, with the chapters collected into five volumes published by MediaWorks. This adaptation closely follows the visual novel's storyline centered on creation and events, while incorporating additional comedic elements to emphasize the characters' mishaps in the underground comics scene. The series was licensed in English by , which released all five volumes between 2004 and 2006. In addition to the main manga, Comic Party inspired a series of anthology collections featuring short stories by various guest artists, focusing on the doujinshi culture and character interactions from the original work. These anthologies, published primarily by MediaWorks between 2001 and 2003, total nine volumes and include contributions from artists such as Hatsumi Nakashima (volume 1), Risa Ishimoto (volume 2), and Mayumi Kobayashi (volume 3), among others. The collections blend official character designs with diverse artistic styles from the contributors, often incorporating fan-service elements and lighthearted vignettes about production. Three of these volumes were translated into English under the title Comic Party: Party Time! by (later ADV Manga) from 2004 to 2008. A sequel manga tied to Comic Party Revolution, the 2003 visual novel follow-up, was serialized concurrently within Inui's main run, extending the narrative into college life and further doujinshi adventures across two additional volumes released in 2005 by MediaWorks. More recently, a tangential boys' love spin-off titled Comic Party: Wonder Love by Deco Yamano began serialization in 2018, exploring romantic themes among male characters from the series; it remains ongoing with three volumes released in English by as of November 2025.

Reception and Legacy

Commercial Performance

The original PC version of Comic Party, released in 1999, sold approximately 48,000 copies in its initial edition, establishing a solid foundation for the franchise within the market. A subsequent regular edition added further sales, contributing to Leaf's growing reputation as a mid-tier developer of s during the late 1990s. The port, launched in 2001 and targeted at a broader all-ages , achieved stronger commercial results with around 89,000 units sold in , reflecting the console's appeal to visual novel enthusiasts at the time. This port outperformed the original PC release and helped expand the franchise's reach beyond PC gamers. The 2005 PSP version, Comic Party Portable, recorded approximately 20,000 units sold, benefiting from portable gaming trends but facing competition in a maturing market. Across platforms, the s generated steady revenue for , though exact totals remain undisclosed. The 2001 anime adaptation saw moderate DVD sales in Japan, with around 4,500 copies sold, aligning with typical performance for mid-2000s visual novel-based series. The Revolution iterations (OVA in 2003 and TV series in 2005) had limited sales figures available; the 2005 TV series sold approximately 1,000 DVD copies. These releases contributed to ancillary income through bundled merchandise. Manga adaptations, including the primary series by Sekihiko Inui, achieved niche success, primarily appealing to and communities via anthologies and limited runs. These publications reinforced the franchise's theme of independent comics creation but remained secondary to game revenue. Overall, Comic Party contributed to sustained revenue in through combined media sales and merchandise like artbooks; no significant international metrics exist due to domestic-only .

Critical Response and Cultural Impact

The original Comic Party , released in 1999 by , received praise for its innovative blend of dating simulation and creation mechanics, which simulated the passion and challenges of amateur production in a relatable way. Critics appreciated the depth of romantic routes and character interactions, noting how they grounded the subculture in emotional authenticity. However, the game's dated graphics and limited visual polish were common points of critique, especially in later port reviews that highlighted its aging interface compared to contemporaries. The 2001 anime adaptation earned mixed reviews, often described as lighthearted but lacking depth in its exploration of doujinshi fandom. On MyAnimeList, it holds a user score of 6.56 out of 10, reflecting appreciation for its comedic tone and accessible portrayal of otaku life while criticizing shallow character arcs and predictable humor. Reviewers noted its quirky ensemble and balanced view of fan culture as strengths, though the animation's low-budget feel and occasional preachiness about anime terminology detracted from immersion. The sequel series, Comic Party Revolution (2005), fared slightly worse with a MyAnimeList score of 6.45 out of 10, praised for improved character growth but faulted for forced comedy and uninspired escalation that failed to build on the original's charm. Anime News Network's review labeled it largely unfunny, with limp dialogue and overlong emotional beats undermining its potential as a madcap follow-up. The main manga series by Sekihiko Inui was lauded for its accessibility to readers outside hardcore circles, offering a comedic glimpse into aspiring creators' lives through relatable tropes like chaos. collections, compiling short stories from various artists, were commended for their variety in depicting scenarios, though some critics found them less cohesive than the core narrative. Overall, these adaptations emphasized humor and niche appeal, with user ratings on averaging around 3.2 out of 5, highlighting inconsistent art quality in early volumes but strong character-driven moments. Comic Party has left a lasting mark on otaku media by popularizing doujinshi-themed narratives, influencing subsequent works that explore fan creation and subculture dynamics. It paved the way for series like Genshiken, contributing to a diversification of otaku portrayals in the 2000s, particularly in showing collaborative and passionate aspects of fandom. The franchise's simulation of Comiket-like events in visual novels helped establish the doujinshi artist simulator as a genre staple, inspiring later media to blend romance with creative ambition. It maintains cult status within the visual novel community for its pioneering role in niche storytelling, often revisited for its enduring humor and thematic resonance. In 2025, Aquaplus, the franchise's publisher, was acquired by game developer Yuke's, potentially affecting future developments.

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