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Learning Japanese with Shin-chan

· 3 min read

I’ve never really been into anime. A lot of it is fantasy or action, and the Japanese follows suit: big speeches, catchphrases, people talking the way nobody actually talks.

What I do like is slice of life. Family, school, neighbors, a summer in the countryside. Not much happens, and that’s what makes it good for learning: everyone just talks normally. It’s the Japanese you’d actually hear.

Shin-chan

I started with Shin-chan on YouTube. Migaku puts the subtitles and a transcript next to the video, and clicking any word gives you its meaning and a card.

Crayon Shin-chan on YouTube with Migaku: the subtitle 「あ、恐ろしいぞ。16分」 under the video, Migaku’s transcript beside it, and its popup open on 恐ろしい (おそろしい), marked Unknown, explaining that it means terrifying or frightening.

Then I got into the games. They’re slice of life you get to play. You run around a village as Shinnosuke, catch bugs, and talk to everyone you meet. The dialogue is short, casual and spoken, and the game even puts furigana over the kanji.

It’s synthetic immersion, but it feels a lot more interactive than a YouTube video or reading something. You’re not just watching the language go by. You need to understand it to know where to go next.

The tedious part

Making flashcards from the games was the problem. On YouTube, Migaku does that in a click. In a game, every word I didn’t know meant pausing, looking it up somewhere else and building the card by hand. That kills the flow, which is half the reason to learn from a game in the first place.

There are tools for this. Most are OCR pipelines: one program to capture the screen, another to recognize the text, a browser tab to receive it, and a dictionary extension on top. I have a technical background and I still found them cumbersome. Lots of setup, lots of moving parts, and something always needed fixing before I could actually play.

I just wanted one thing I could open, press a button, and have it work.

GameYomi

So I built GameYomi. Press one button while you play (a key, or a paddle on my controller) and it reads the text on screen and lays it back over the game as real text, right where the game drew it. Migaku treats that text like any web page: unknown words are underlined, and clicking one opens its definition with a button to make the card.

Here’s a line from the game as it normally looks:

The same moment in Shin chan: Shiro and the Coal Town without GameYomi: Shinnosuke’s line 「…なぁに? もう幼稚園に行くお時間?」 as the game draws it, with the game’s own furigana.

And with GameYomi on, after clicking 時間:

Shin chan: Shiro and the Coal Town with GameYomi on. Shinnosuke’s line 「…なあに? もう幼稚園に行くお時間?」 is laid back over the game as text, with furigana ようちえん over 幼稚園, and Migaku’s popup is open on 時間 (じかん), marked Known, with the line translated: “Is it already time to go to kindergarten?”

Press the button again and it gets out of the way. No browser tab, no texthooker, no config files. It’s not specific to Shin-chan either: it reads whatever game you’re playing.

Setting it up

It’s one window: pick your language, let it add the Migaku extension, log in, and choose a toggle button. Then open any game.

GameYomi’s setup guide: 1 Language, Japanese, with text recognition ready; 2 Migaku extension, installed; 3 Log in to Migaku, with an Open Migaku button; 4 Start reading, with the toggle set to ` (backtick) and Controller RT, the hint “Controller buttons work here!” and “Open any game and immerse!”

It’s $9, for Windows: gabek.dev/gameyomi.