Frames Per Second Magazine
Transcription
Frames Per Second Magazine
fps frames per second magazine » www.fpsmagazine.com » may 2005 » your guide to an animated life Also: Defining Anime How to spot the real thing—if it even exists George Davis Chuck Jones Alexandre Alexeïeff fps frames per second the magazine of animation EDITORIAL Editor Emru Townsend Copyeditor Tamu Townsend Contributors Jeff Boman, Mike Caputo, Marc Elias, Noell Wolfgram Evans, Carl Gustav Horn, Mark Mayerson, Scott Schmeisser, Shuzo John Shiota, René Walling Layout Emru Townsend Cover Image Still from Fragile Machine, by Aoineko Table of Contents Image Image from Merriam-Webster's Collegiate Dictionary, Tenth Edition lip sync 3 Anime, Mon Amour SPECIAL THANKS Aoineko, George Davis, Dave "Grue" DeBry, Darren Dugan, Marc Hairston, Andrew Osmond, Ryoko Toyama, Vicky Vriniotis, Robert Woodhead, Sonja Xian 4 Newsreel spotlight 5 Fifty Years of Shooting Cartoons CONTACT US Phone (514) 696-2153 Fax (514) 696-2497 E-Mail [email protected] Web www.fpsmagazine.com Ad Sales [email protected] Frames Per Second, Vol. II, Issue 2. © 2005 5x5 Media. All images in this magazine are copyrighted by their respective rights holders. cover story 10 What Is Anime? 13 The Coolest Thing Right Now reviews 15 16 17 18 Steamboy Appleseed Le cinéma épinglé Alexeïeff The Boy Who Wanted to Be a Bear Collector's Edition 18 Harvey Birdman, Attorney at Law Vol. 1 19 Paranoia Agent Vol. 3 20 Chuck Jones: Conversations 21 Where to Get It 22 Closing Credits the last word 23 The Essence of Anime lip sync» Anime, Mon Amour Emru Townsend on the joy and mystery of discovering anime As I write this, it’s almost twenty years to the day since I became an anime fan. Well, that’s not completely true. I’d been watching anime for about ten years before that, but because most of what I saw was broadcast in French, I assumed it had Gallic origins. It wasn’t until I watched an episode of Robotech in 1985 that I noticed the end credit reading “original animation produced by Tatsunoko Production Co. Ltd.” followed by the names of the Japanese producer and director, Kenji Yoshida and Ippei Kuri. Prior to that discovery, I wasn’t really an anime fan, per se. I just loved cartoons. I knew Goldorak, Albator, and Capitaine Flam (the French versions of UFO Robot Grendizer, Captain Harlock and Captain Future) were different in look and tone from the Looney Tunes I watched religiously, but then so were the Jay Ward comedies and the Filmation adventures. So far as I was concerned, this “French” animation was just one style among many. Strangely enough, that misperception of anime’s origins is what made me a fan. Faced with the fact that I was so wrong about something I thought I knew well, I decided to learn everything I could about it. In the twenty years since my eyes were opened, I’ve noticed (and often helped perpetuate) a trend: that many people’s early experiences with anime involve a “What is this?” moment. I supposed mine came 3 / may 2005 / www.fpsmagazine.com when I realized I’d been giving credit to the wrong country. But I would wager that for many people who were first exposed to anime during the last century, “What is this?” was accompanied by “It’s not Disney” or “It’s not American.” For proof, you only have to read newspaper or magazine articles written by someone who only recently discovered anime—it’s almost a certainty that the first paragraph will set anime up in opposition to American animation. (Often, it’s couched in the phrase “This animation is not for kids”—although in truth, a lot of it is.) It’s pretty easy to say what something is not, but it can be tough work to get someone to pin down what something is. Debates on what you can or cannot consider anime have come and gone, and I’m sure there will be more to come. But for every seemingly definitive rule there is at best an exception and at worst a grey area. Generally I prefer to go back to my original, pre-enlightenment worldview, where animation is just animation; I don’t usually feel an overwhelming urge to categorize these things. While those exceptions and grey areas make things hard for people who do feel that need, I find they’re where things become the most interesting, and where we discover new works and new ideas. It’s with this sentiment in mind that I hope that this issue, at the very least, provides you with a fresh set of grey areas to explore. ¡ Above: The soundtrack to Capitaine Flam; Goldorak, UFO Robot Grendizer by any other name; Robotech put the Japanese back into anime. Compiled by Emru Townsend newsreel» Big Screen John Woo is in talks to team up with anime director and mecha designer Shinji Aramaki (Appleseed, Megazone 23) to tell the story of the Greek god Poseidon. Woo will produce, Aramaki will direct. No word yet on how many slow-motion pigeons Aramaki will be required to animate. Obituaries Andrée Beaulieu-Green died of undisclosed causes on February 19. Her passion was the integration of technology and art, a field she immersed herself in for over two decades at the Université du Québec à Montréal. She before striking out on her own to found the Institut de Création Artistique et de Recherche en Infographie (ICARI) in Montreal, one of the city's foremost schools for digital arts including, of course, animation. Seeger produced cartoons for the syndication and Saturday morning markets, including Milton the Monster and Batfink. Though hardly works of art, Seeger produced memorable shows with a talented creative staff, including such industry veterans as Shamus Culhane, Jack Mercer and Dave Tendlar. On March 18, Claude S. Hill passed away at the age of 71. You may not recognize his name, but you've probably seen his handiwork: as a television show distributor, he was responsible for getting shows like Spider-Man, Rocket Robin Hood and Star Blazers on your television screen. Gene Hazelton died on April 6 at the age of 85. His animation career started in 1939 at Disney, where he started as a gag man and ended up animating on Fantasia and Pinocchio. For the next twenty years he moved to several studios, such as Warner Bros. (where he designed Shed a tear for George Atkinson, the characters in Coal Black and who died of emphysema on de Sebben Dwarfs), MGM (where March 9. Atkinson open the first he worked on Tom & Jerry and Tex video-rental store in the United Avery shorts) and finally HannaStates in 1977, paving the way for Barbera (where he designed Pebbles many an animation fan. We owe you and Bamm-Bamm). Shortly after, big time, George. he began the move to syndicated newspaper comic strips based on Hal Seeger died on March 13, at Hanna-Barbera properties. the age of 87. During the 1960s, 4 / may 2005 / www.fpsmagazine.com spotlight» Fifty Years of Shooting Cartoons Noell Wolfgram Evans talks to longtime animation cameraman George Davis George Davis picked an odd time to get into animation. It was 1950 and most of the animation studios at the time found themselves at a crossroads. Television and its unique requirements were just coming together and calling for content; theatres were adapting to these new rivals with special processes like 3D, Cinemascope, Emergo and others. If those weren’t enough, UPA exploded into the public consciousness with an Oscar win in 1950 for Gerald McBoingBoing, which brought a new style to the industry. Still, this was animation and plenty of people were willing to get Above: George Davis at work; I'm Just a Bill involved in the making of cartoons. on Schoolhouse Rock. One of these was George Davis. In 5 / may 2005 / www.fpsmagazine.com 1950, Davis was working in New York City as a commercial artist and sometime photographer. He used his dual skills to keep busy, often landing referrals from artists for photographic work and vice versa. One of the referrals he got landed him a photography assignment from Paul Terry’s Terrytoons studio in New Rochelle, New York. They wanted him to head to the Toy Fair Show in New York City and take some pictures of the Terrytoons licensed products that were on display. When he returned with the photos, he presented them to Paul Terry himself, who was very taken by he had done. They had a long conversation about photography and then got into Davis’s other business, commercial art. Former newspaper photographer Terry must have sensed something of his own career path in Davis and, liking what he saw, offered him a job with the studio. Happy to have steady work, Davis agreed to become an opaquer. It’s a position that he calls “the lowest of the low,” but he knew that he had to take it and put his time in if he hoped to become an animator. While opinions of Paul Terry seem to range, Davis has nothing but kind words. “He was a good guy,” Davis remembers. “He treated people pretty well. He was always very involved in production, he wasn’t one of these guys to just sit back, he was always right in the middle of everything, chomping on that cigar.” Davis didn’t stay at Terrytoons long as he was pressed into service by Uncle Sam. His penchant for photography was quickly noticed by his Air Force superiors and Davis was assigned to the Aerial Photography Department. It proved to be an immensely fortuitous assignment for him because he had the opportunity to work in an area that he enjoyed and showed real talent in. Four years and thousands of photographs later, he was discharged. He took his honed photographic skills back to Terrytoons where his opaquer position was being held for him. After seeing spotlight» the experience that the Army had provided him, though, Terry decided to reassign Davis to the camera department and have him trained as a cinematographer. Davis entered a seasoned camera room, where the veterans had no time or patience for newcomers. They gave Davis a rough reception; he recounts being unable to eat lunch because whenever he left his camera someone would readjust the settings on it. He stayed dedicated and strong, though, eventually catching the “favour” of Doug Moye who “really sheltered me,” Davis recalls. “After about a week he turned to me and said: ‘My job’s not to teach but if you stick by, you’ll learn.’” It’s not the best welcome to a new job, but Davis is nothing if not tenacious and determined, and the rough welcome he received probably only drove him further to succeed. At this point, Terrytoons had been a studio stuck in a sort of time warp. Most of the employees had been there for years, which inspired a certain complacency, a general disgruntlement and a static-ness to the house animation style, which had remained relatively unchanged from 20 years earlier. This was all thrown into upheaval in 1955 when Paul Terry, to the surprise of everyone, sold the studio to CBS. This change, along with the ever-increasing encroachment of television, caused some mild panic within the studio. At this point in his career, George Davis was making $28 a week and starting to wonder what he should do with his life. The CBS purchase seemed wonderful for him because it could, he believed, provide him access into live television. So Davis approached CBS about switching to the live camera department, but the network had other ideas. Terrytoons had a contract with 20th Century Fox to supply them with theatrical cartoons. And they did, in the same format every week. Terry knew what worked and he wasn’t willing to change. This meant that although Fox had originated Cinemascope, since Terry saw no financial gain in the process for his studio, he never While his fellow cameramen may have been the cause of much grief early on, coworkers in other parts of the studio realized the importance of a good cameraman and would request Davis for work. There seemed to be a general consensus that he would look out for them. 6 / may 2005 / www.fpsmagazine.com had any Cinemascope cartoons produced. CBS wanted to change this and they asked Davis to create a “Cinemascope Department” within Terrytoons. It was not an easy task to get some of the veterans at the studio to understand this new process and especially understand why a (new) cameraman was running it. Although they are vital to the animation process it seems that at Terrytoons, camera operators were often seen as workers and not creative partners as perhaps they should be. Davis told this story to explain further how uphill his work could be: “One day I was shooting a theatrical and I noticed a pretty big inconsistency so I called the director in and pointed this out to him. He got very defensive and yelled that if I knew anything I would understand that this was cartoon license. He stormed out of the room and I was stuck to try and make this thing work. About a week later we were finished shooting and were going to have a showing in the theatre. (There was a 100-seat theatre at the studio). So I’m sitting in there and up comes the faulty scene. After it played so poorly, the director jumps out of his seat, turns to me and screams ‘What did you do?!’ Of course I hadn’t touched the thing but he had to look out for himself.” It took him six months of research, twisting arms, picking brains and trial and error but he finally created the perfect setup to get Terrytoons on screen in Cinemascope. The first was Good Deed Daily, followed quickly by Bird Symphony. It’s an achievement that Davis calls one of his proudest. While his fellow cameramen may have been the cause of much grief early on, coworkers in other parts of the studio realized the importance of a good cameraman and would request Davis for work. There seemed to be a general consensus that he would look out for them, that he was interested in making each short the best it could possibly be and would do whatever it took to ensure that happened. Davis thought highly of many of his coworkers, singling out director Connie Rasinski, writer Gene Wood, cartoonist Jules Feiffer and animator Ernie Pintoff (“The greatest” in Davis’s words). It was Pintoff who provided Davis with one of his favourite Terrytoons moments. After Paul Terry left, the studio was effectively run by Bill Weiss, by all accounts a hard-nosed man whose only interest was in the bottom line, often at an employee’s expense. After being chastised at lunch by Weiss for some sort of production matter, Pintoff turned to Weiss and said, “You know I sure hate fish but even more than that I hate you!” Another of his coworkers at the studio was Doug Crane. I asked spotlight» Crane if he could remember his first encounter with Davis: “I put myself back in time for a brief visit to Monday morning June 11, 1956. Oh, how well I recall sitting on that highly polished church pew-type bench along with another half dozen ‘first day’ artists outside Bill Weiss’s office that day. I was waiting to be called in to sign the necessary workers’ papers and get instructions on how to punch the time-clock and the associated house rules. I was going to be a Terrytooner!!! “As I sat there, I was fascinated by the number of people scurrying past me zipping here and hurrying there, each busily tending to their departmental tasks... And above this din... the dulcet tones of one individual opening Bill Weiss’s office door and starting to come out, waving a sheaf of exposure sheets, and vociferously proclaiming the difficulty of... no, the impossibility of shooting a scene with the sheet instructions made out in such a sloppy, awkward, unreadable, unprofessional, incoherent, idiotic, (etc.) way... ‘And another thing...’ with that he rolled the sheets into a tube and, returning to Weiss’s office, slapped them on Bill’s desk, and with one final tiger’s bellow, he stormed out to where we novices were sitting, there was a pause as he looked us over—as though to say, ‘Do you people have any idea at all what you’re getting into?’ And then with a slight grin, he winked.” Davis used that “tough guy” persona to get his way; it was almost as if by sheer will power and stubborn force he could make a mediocre film good. Beneath that exterior, though, was a man who was open, receptive and always willing to help out. Crane again: “I used to take my attempts at animation to George in the hope that he’d find a spare moment to film my drawings and add them to the tail end of his daily shoots which would then go downtown to the NYC labs and when returned, he’d splice off my bits and I could study my actions on the Movieola... “When he had a few free minutes, he would often look over my animation, and take a pencil and some paper... and show me where he thought I was going a bit off... a little too ‘soft’ or too fast with an action... give this run more ‘leaning into’... this could use more weight... this needs another full half second of ‘hold’... ‘I’d cross-dissolve here instead of fading out/fading in... shows a quicker passage of time...” It turned out George is not only a cameraman, but an animator and an animation instructor to a bunch of us. If George thought you were really willing to learn, he would willingly give you his professional advice.” 7 / may 2005 / www.fpsmagazine.com Davis remembers Ralph Bakshi as a “kid who won an award so the studio hired him. He was good. Out there, though.” And Bakshi remembered Davis, years later when both were no longer at Terrytoons; Bakshi approached Davis about shooting a new full-length feature he was developing called Fritz the Cat. Crane further shared stories of how Davis used his knowledge and generosity, not just to help people on their side projects but to try and enhance the films of the studio without causing more work for everyone else: “If we needed a green glow as an effect or a ghostly image—it was ‘ask George’... and he’d give two or three ways it could be done. He told me once that I was wasting my time figuring out a ‘vibrating’ pan... east/west slowing to a stop as I recall... I’d had my ruler and calculations all worked out and he said... “oh... just make a note... east-west vibrate to stop and make a scribble to show me about how long you want it... “ He’d do that vibration or that stagger himself—and it was always precisely what I wanted. “George realized that animators were often overworked,” Crane continued to say, “and were fully capable of making mistakes on their exposure sheets. He was almost always able to figure out what the animator intended... and he’d fix it himself. On occasion he’d say to an errant artist: ‘I was tempted to shoot your scene the way you exposed it... to teach you a lesson...’ but thankfully, his bark has always been worse than his bite.” One of Davis’s Terrytoons coworkers who left a particular impression on him was Ralph Bakshi. He remembers Bakshi as a “kid who won an award so the studio hired him. He was good. Out there, though.” And Bakshi remembered Davis, years later when both were no longer at Terrytoons; Bakshi approached Davis about shooting a new full-length feature he was developing called Fritz the Cat. Davis found the piece “too dirty,” though, and passed. The two would work again with Davis shooting a pencil test of a series Bakshi was pitching to HBO. After working with Tom Terrific, Heckle and Jeckle, Mighty Mouse and a host of others, Davis finally left Terrytoons and went to TransLux Studios (known for introducing Gigantor and Speed Racer to spotlight» America) were he shot The Mighty Hercules. He also spent a lot of time on the side shooting commercials for places like Hal Seeger Studios and Shamus Culhane. Over the years he shot commercials for clients like Mercedes, Honey Nuts, The Care Bears, and Pepsi. The work he did for Seeger was so consistent and good that Davis was asked to also take on the production of several of their animated television shows including Milton the Monster and Batfink. We might look back on some of these shows with a certain smirk, but Davis says that Seeger worked hard to create “nothing but the best... in his programs and in the employees.” Commercial work seemed to be the path he was destined to take until he had a chance conversation with Phil Kimmelman of Focus Communication. Kimmelman had worked with Davis in the past on a number of commercials and was now preparing to work on a series of animated shorts for television. He approached Davis one day saying. “George, you’d be perfect for this project I’m working on. If you had your own studio I’m sure I could give you a steady stream of work.” At this point in his career, Davis had nearly expended all he could do at others studios and decided that having a steady place of his own wouldn’t be all that bad. So, after securing commitments from a few other producers he opened up a studio on 45th Street in New York City. Davis remembers the first few months as being hard. “I had taken out a $10,000 business loan but after paying $6,000 for a camera and buying the rest of the equipment plus paying rent and so on... it was not fun for the first few months. There were days that I just sat next to all of this equipment, in the dark, because I couldn’t afford to pay a light bill so I couldn’t turn the lights on. I would have Life Savers for lunch while I waited for the phone to ring.” True to his promise, Kimmelman did call; his project was getting ready to start and he wanted Davis to shoot it. The project that Kimmelman had was one of those touchstone pieces that makes a mark not just in animation circles, but as a cultural icon. Kimmelman’s series was Schoolhouse Rock. Davis’s best memory of his time spent on the series is of shooting I’m Just a Bill, the Emmy award-winning segment that told the story of how laws were made. All told, Davis True to his promise, Kimmelman did call; his project was getting ready to start and he wanted Davis to shoot it. Kimmelman’s series was Schoolhouse Rock. 8 / may 2005 / www.fpsmagazine.com ended up shooting about 85% of the Schoolhouse Rock segments that Kimmelman’s group animated. One of the people that Davis worked closely with during the making of Schoolhouse Rock was Doug Compton. Compton met George Davis in 1975 when he was just starting out in the animation business. Compton says, “George is a great guy. He comes off as a ‘tough guy’ when you first are getting to know him, a real New York City ballbuster, but deep inside he is, as Phil Kimmelman put it, a ‘pussycat.’ I met George when I started as a messenger for Phil. I would bring the artwork down to George’s place to be shot, sometimes I would be assigned to do rotoscoping there, which means I would spend hours under the camera, tracing relevant details from live action footage projected down onto the stand. I came to know George as a consummate professional, without a doubt the best in the city. He shot my own student film for me, tacking my scenes onto the footage he shot for Phil, at no extra charge. I know he was also involved with coaching youth sports groups at the time, which impressed me. I spent a lot of time in between running messages for Phil just hanging out at his place. His company, although a bit gruff, was quite enjoyable.” That “gruff but enjoyable” seems to be a fair summation of the Davis persona. Witness this remark from Dean Yeagle. I asked Mr. Yeagle what one of the best things was about working with Davis (Davis shot a number of commercials for Yeagle’s studio, Caged Beagle Productions). Yeagle responded “he always had a fund of stories to tell, in his crabby and irascible manner.” Yeagle went on to say: “George is the most professional cameraman I’ve ever worked with, and once I found him, I stuck with him. He always knew what he was doing, how much it should cost, how it might best be accomplished, and he did it on time and as promised. [He] cared about his work and took the necessary pains to do it right.” During this time, Davis continued to pull in work from other animation studios, like Zander’s Animation Parlour for whom he shot The Gnomes because, as he bluntly states, “you have to eat.” The Gnomes, while not memorable to many, was important for Davis because it was his first experience using a computer-automated camera system. Up until this point Davis had done everything by hand, creating optical effects in camera or directly on the table. It’s an art form that he feels is passing. “No one works that way anymore, it’s all so you just push a button and it happens. It makes it spotlight» So after a nearly fifty-year career that touched on practically every outlet for animation, is there one film or piece of work that he would consider a favorite? The answer is surprising. easy, sure, but you miss something.” Davis was forced into this direction by the times; to be competitive he had to integrate an MPS system into his work. Davis shows no resentment to the change, what he finds an issue with is people who allow the computer to do everything. “Because I had to do things manually for so long, it’s no stress to me to have to do the calculations to create a zoom or a pan,” Davis stated before adding in a grandfatherly way, “Kids today can’t do that, they rely to much on the machine to do all the work.” At this point, as any animation that he was shooting was expressly for television, he figured that his days as a cameraman for theatrical animation were over. He was wrong. In 1977, he was asked to take a look at the animated sequence of Annie Hall. The animation was created by Chris Ishii and for some reason the final product didn’t look right. Davis took one look at it and realized that it had been shot with the wrong aspect ratio. The producers asked Davis if he would not just assist in the reshoot but if he would take on the task himself. Which he did, 9 / may 2005 / www.fpsmagazine.com reshooting the sequence at 1.85:1 and saving a memorable scene in the Oscar-winning film. Over his long career, George Davis has been recognized a number of times by his peers, receiving accolades from the Art Directors Association, ASIFA East, the Academy of Motion Picture Arts and Sciences, and the Academy of Television Arts and Sciences. All this attention doesn’t really faze Davis though. “I am not much of an award guy,” he says in that perfect straightforward, just-the-truth way that has been his hallmark. So after a nearly fifty-year career that touched on practically every outlet for animation, is there one film or piece of work that he would consider a favorite? The answer is surprising: The 1991 film Don’t Tell Mom The Babysitter’s Dead wasn’t shot by Davis, but he did shoot the title sequence. He singled this work out because it was “a challenge. There was a young girl, the graphic designer who created the piece on paper but she had no idea how to lay it out for the camera so I had to get down there with her and say what if we try this or that. It was a good thing that I had the commercial artist background because I could speak her language as we created this thing.” George Davis is no longer an active cinematographer. He recently retired and donated his camera to the Rochester Institute of Technology. He scoffs at the idea that he was doing any good with the donation: “I was just looking for a tax writeoff,” he said with a gruff laugh. His colleagues and his history suggest something a little different, that perhaps he donated his equipment to do what he always did: try and help out the next generation of animation filmmakers. “Studios have a way of commending their voice talent... directors... and even some of their animators... but the guys and gals behind the curtain... especially camerapersons—are the unsung heroes,” says Doug Compton. “Terrytoons was very fortunate to have had George Davis behind their lenses. He was a professional, a workhorse, a powerhouse at the studio, and an inspiration to a whole group of us beginners.” ¡ cover story» What Is Anime? Emru Townsend examines the question that has dogged the form for decades Above: Depending on how you slice it, Teen Titans, Sky Blue and Fragile Machine are all anime. Or not. The question of what is or isn’t anime shouldn’t be important. While we categorize other forms of animation—Golden Age, full, limited, stop-motion, clay—we don’t worry too much about overlaps between those categories, nor do we worry too much if something doesn’t fit where we expect it to. And yet anime has long had an undercurrent of exclusion in North America. A good part of that comes from the underground nature of its early fan base. Entering as it did through the portals of science-fiction fandom (and, to a lesser degree, cult movie fandom), otherness was a prized trait. But otherness carries with it two related aspects: exclusion 10 / may 2005 / www.fpsmagazine.com and assumed superiority. It wasn’t (and, it sometimes seems, still isn’t) that uncommon to hear people blithely state that anime is inherently superior to American animation, Disney animation, or Saturdaymorning cartoons—whatever the speaker’s aesthetic and thematic fulcrum happened to be. Such blanket statements invite questioning, and of course people did just that. For instance, while the Japanese word anime refers to animation, it’s used in the English-speaking world to denote Japanese animation. But what does that mean? For almost half a century, North American animation production has been outsourced as often as not. So are certain episodes of Batman: The Animated Series to be considered Japanese? Of course not, said some; the directors of those episodes weren’t Japanese. But then some shows, like Disney’s Gargoyles, gave directing credit to the Japanese animators. The response then comes that the audience is crucial—anime is made for Japanese audiences. It seems like a clear dividing line—Dragonball and My Neighbor Totoro are anime, Gargoyles and Mighty Orbots are not. But then you have to wonder; as anime becomes a more global force and Japanese studios start working with companies from other countries, how does that affect the equation? The primary audience may be Japanese, but as soon as co-production enters the picture, it’s assumed that a significant number of people from outside Japan will be watching. Consider Princess Mononoke and Spirited Away, both of which were made with partial financing from Disney and with the foreknowledge that they would be screened outside of Japan. Then there’s the strange case of Little Nemo, an American production that was entirely animated at Tokyo Movie Shinsha for the North American market, but languished on American distributor shelves while it was released in Japan. Eventually it had a modest theatrical cover story» release in North America, before quietly slipping away into a video release. While Nemo was intended for an American audience, its main audience for a time was predominantly Japanese. What happens when the actual audience differs from the intended audience? All of this pales in comparison to recent events, such as the news that the 26-episode series Shiden, helmed by the producer of such anime icons as Mach Go Go Go, Gatchaman and Tetsuwan Atom (aka Speed Racer, Battle of the Planets and Astro Boy), has been created specifically for the global market. Given the resistance to including independent films like the puppet animation of Kihachiro Kawamoto or the independent works of Osamu Tezuka (ironically, the father of the modern anime style) as anime, it seems that what people are really focusing on but not saying outright is that it’s really a matter of visual style; anime, apparently, is defined by its singular style, with boldly delineated colours and characters with large eyes. This accounts for the casual acceptance of Korean films like Sky Blue and Mangchi the Hammerboy being tagged as anime, but just try suggesting that Cartoon Network’s Teen Titans—fluffy Japanese pop theme and all—is anime and you’re taking your life into your hands. And yet a casual look at the art and pop culture landscape suggests that the anime aesthetic is creeping into our decidedly non-Japanese visual language. Cartoon Network’s Megas XLR and Aoineko’s Fragile Machine come from two different segments of the 11 / may 2005 / www.fpsmagazine.com commercial/art spectrum, but they both use anime as their touchstone. When you get to the point where your definition tries to cover all your bases—a particular look, directed and produced in Japan, and seen by Japanese audiences as intended—you start excluding things you’d rather not. Akira, which is considered an iconic anime film, would fail the test: its characters don’t quite have the signature anime look. At this point, the entire exercise seems to be misguided. That anime has grey areas is to be expected; after all, there are no forms of art, commercial or otherwise, that do not. But for those who give in to the temptation to seek purity in anime, a reminder: Tezuka gave birth to the modern anime style by applying the aesthetic of the Disney and Fleischer animation he loved to his manga work. It’s in the blending of forms that dynamic new aesthetics are born. So don’t look at the many exceptions to these artificial rules as a headache; rather, look at them as starting points for the new and exciting. ¡ Anime Enquiries Clearly, deciding what is and isn’t anime is a tricky endeavour. We asked six people for whom anime is more than just a hobby where they drew the line. Robert Woodhead AnimEigo CEO and co-founder Q: How do you define anime? "I look upon anime as a why, not a what." —Robert Woodhead, AnimEigo co-founder and CEO A: Films made in Japan using animation instead of live action. Because of budgetary constraints, a broad variety of films that would have been made in liveaction in the US got made in animation in Japan, and this spawned the genre. If Lucas and Cameron had been born Japanese, they’d have gotten their start making anime. If Otomo had been born in the US, he’d have become a live-action director, and so on. Q: So you don’t think aesthetic, medium (say, stop-motion) or audience have anything to do with what qualifies as anime? A: I look upon it more as a why, not a what. Please understand that I’m trying to be profound and obscure here! Marc Hairston Freelance writer Q: How do you define anime? A: Defining “anime” depends on which side of the Pacific you’re on. In Japan the word “anime” is used to mean all animation regardless of its style or country of origin. So over there you have “Disney anime” or “Simpsons anime.” Meanwhile over here in North America, we’ve borrowed the word to mean “any animation done in Japan.” My working definition is that anime is “any animated product created in Japan primarily targeted at a Japanese audience regardless whether it was intended for export afterwards or not.” Q: Does that definition include independent films, like Osamu Tezuka’s Jumping or Broken Down Film? A: For those cases (and it’s been years since I’ve seen either) Tezuka was definitely trying to stretch the boundaries of the medium and was going for a kind of pure art film animation than a commercial effort. So I would call those art films rather than anime since, even though those were produced in Japan by a Japanese animator, they weren’t done primarily as a Japanese commercial release. Darren Dugan, Kyoko Kaneka, Ben Steele and Sonja Xian Aoineko creative collective, creators of Fragile Machine Q: How do you define anime? A: After much deliberation between Darren, Ben, Sonja, and I, we had concluded on this definition: Anime as an infusion of animation with Japan’s traditional woodblock prints and calligraphic art forms and the European cover story» "I think the key factor that defines the anime style is in its economy of frame usage." —Shuzo John Shiota, Polygon Pictures President and CEO Q: If economy of frame usage is key to the definition, then what about the new Appleseed? Or Akira, which used more frames per shot and pulled away from the large eyes and spiked hair and used lip synch? A: I guess with Akira, even though graphic design lexicon. It is evident they had the luxury of using more by its identifiable visual iconography Shuzo John Shiota frames, it kept with the tradition of (exaggeration of bodily and facial using dynamic framing and poses to President and CEO, Polygon features, higher emphasis on line), get the point across. So I consider it Pictures amplified illustrations of humanity, an anime with frills. and intricate, often continuous, Appleseed was a stab at trying to Q: How do you define anime? story structures. Anime stories deviate from the normal anime style. are best identified by the dualistic A: I think the key factor that defines As much as it was a try at coming shonen, masculine action, and shojo, the anime style is in its economy up with a new look, it was also trying feminine love and adventure—both to come up with a new production of frame usage. Due to budgetary characteristic of Onna-e and Otoko-e restrictions, Japanese animators process. Honestly though, I wish stories during the Heian era. they had stuck to the traditional had to be frugal and use as few I certainly hope this answer is frames as possible when composing processes, since the CGI facial rigs satisfactory. It was quite an involved a shot. This gave birth to the poseusing anime designs and the overall debate we had over anime here motion capture just didn’t work. to-pose kind of extremely limited at Aoineko’s HQ, ranging from Speaking of films like Akira and animation prevalent in anime. Also, historic and cultural ties to visual Appleseed, another key element that the big features of the face (large expressions of space and figure. defines some anime are the more eyes, spiked hair, open and shut lip synch) are closely knit with this sort adult-oriented, often complicated Ryoko Toyama themes that they represent. Due to of style, since they can efficiently Japanese animation fan convey emotions in the least amount the generally smaller film market, Japanese films do not have the of movement. It was rather easy Q: How do you define anime? budget to depict larger themes for the Japanese to come up with in live-action. That is why many this sort of style, as they merely A: “Anime” for me is just animation. carry on the tradition of old art talented filmmakers resort to Disney, CG, clay animation are styles such as kabuki or Noh, which animation where they have the all anime to me, though I usually convey complicated story lines with freedom to depict their themes at a differentiate them by calling them grander scale. You ask a lot of the minimum movement and sets. Disney anime, CG anime, or clay popular animation directors (like anime. Mamoru Oshii or Hideaki Anno) 12 / may 2005 / www.fpsmagazine.com what their real love is, and they would tell you that they would like to shoot film. Had they been born American, I know for sure that they would have been directing live-action films. Andrew Osmond Freelance writer Q: How do you define anime? A: I usually think of any animation made in Japan as anime—and yes, I know the production is often in Korea—whether it’s Jumping, Doraemon, Legend of the Overfiend or My Neighbor Totoro. I’m a bit inconsistent on co-productions. On the one hand, I have no trouble with Japanese-French SF efforts like Ulysses 31. However, while I know Little Nemo arguably counts as “anime,” it’s just too darn Disneyesque for me! (I like the Little Nemo film much more than most critics, though it has nothing to do with the sublime McCay strip.) I know the Japanese use the word “anime” for animation worldwide, although the usage seems to be close to the English word “cartoon”— that is, some Japanese people I’ve spoken to seem reluctant to apply the “anime” label to, say, Shrek, Princess Mononoke or Snow White, which they see as different kinds of work. But it’s probably not worth getting too hung up about it. ¡ cover story» The Coolest Thing Right Now Polygon Pictures honcho Shuzo John Shiota sees through the hype Above: Mamoru Oshii's Ghost in the Shell 2: Innocence; Hayao Miyazaki's Porco Rosso; Katsuhiro Otomo's Steamboy. Whenever I travel abroad and tell my chance acquaintance that I produce CG animation in Japan, I usually get a nod of respect. They may tell me, “Ah, my kids just love anime!” or “Isn’t it the coolest thing now?” I have heard that the Museum of Modern Art in New York is planning to do a blockbuster exhibition on anime this summer. With all this exposure worldwide, no wonder most people think that our industry is doing quite well. Well, a week before this writing, I had the opportunity to preside over a student animation contest along with Fumihiko Sori, producer of the widely acclaimed CG anime film Appleseed, and Toyokazu Hattori, producer at Toei Animation. We went 13 / may 2005 / www.fpsmagazine.com into a long conversation lamenting the general state of our industry and its lack of foresight. In a way, our sentiments exemplify those shared by “enlightened” professionals. Contrary to what other people think, we really haven’t realized the worldwide marketing potential of our properties, and so we usually don’t look beyond Japan to promote our materials. Meanwhile, animation creators in countries like Korea, who have grown up embracing our manga and anime, are creating their own brand of anime, but targeted toward the rest of the world. The competition, coupled with a supportive government, is serious. Can Japan face the challenge? In my view, we are currently a stagnant industry lacking the dynamism to turn itself around. Why is this happening? The biggest reason is a lack of business savvy and versatility on the part of most animation producers. As it stands, anime exposure is almost entirely reliant on the domestic television market. Sure, Hayao Miyazaki, Katsuhiro Otomo and Mamoru Oshii can target their creations for feature films, but few others enjoy such privilege. As such, it is absolutely essential for your property to get decent exposure on the airwaves in order to build any sort of business. However, it takes an animation producer a lot of money to get his property on the air. In addition to actual production Hayao Miyazaki, Katsuhiro Otomo and Mamoru Oshii can target their creations for feature films, but few others enjoy such privilege. cover story» costs, most often producers would have to finance the airwaves on which to broadcast their shows. This is why many shows are so strongly intertwined with toy makers, games and manga publishers. Not only do these sponsors pay for commercial slots, often times they pitch in production money as well. This system tends to make an animation series a vehicle for selling toys, games and manga, rather than a medium to tell a story and compel its audiences. Perhaps it’s a chicken and egg thing, but this tendency to disregard actual content has shown up in the video sector of late, as current shows typically only sell about 10,000 videos or DVDs per volume. Ironically, this increases the producer’s reliance on sales of merchandise, in order to recoup costs. For those producers who do not have access to a property that is based on a popular manga or game, there are very few inroads by which to produce a show. In response to the tough competition, more and more turn to content that caters to a niche. With such content, the production budget is minuscule at best, and you’re lucky if you have it broadcast on a midnight slot or any of the cable channels. The upside is that at least you have a vague idea of who will be buying your product. The downside is that your business never grows beyond that niche. There seem to be more titles out, but somehow the market seems to be shrinking as a whole. Is this scheme working? Barely. It is said that the average income of Japanese animators with six to seven years of experience hovers somewhere around USD$30,000 a year, and I think this is an optimistic number. Contrary to all the hype anime is getting all over the world, life isn’t getting any easier for most animators. As far as they’re concerned, being an animator isn’t “the coolest thing in the world.” Another frustrating aspect (especially for me) is the Japanese market’s hesitancy toward accepting the medium of digital animation. Except for Pixar films and possibly Shrek, CG animation just hasn’t caught on in Japan. I don’t think it’s a matter of taste, but more because our TV-centred market just can’t support the extra cost. The production budget for a 30-minute animation show would run anywhere between $50,000 to $120,000 at best. Sure, there are your Production IGs and your Gonzos that may command a greater budget, but most of the 80-plus shows that get created every season would fall under this category. Creating a CG show under such a budget would either be impossible or meaningless since it necessitates a plethora of compromises resulting in less than sub-par results. So what do we need to do? We need to look outward. We need to actually “feel” the accolades given to the art of anime, and know that there is a bigger market out there waiting for us. We need more producers with a good command of English willing to go out and create better business, arrange co-productions and bring more money into the industry. We need government policies that will entice more investment and co-productions in Japan. Most importantly, we need to bring our artists out into the open. We need to find a way to retain the exoticism of their ideas while creating a story that is relatable to the rest of the world. ¡ Left: Korean projects like Mangchi the Hammerboy and Sky Blue are creating their own brand of anime; Appleseed is one of Japan's few CG animation productions. 14 / may 2005 / www.fpsmagazine.com reviews» Hot Air After eight years of waiting, René Walling finds Katsuhiro Otomo's followup to Akira lacking 15 / may 2005 / www.fpsmagazine.com Steamboy Directed by Katsuhiro Otomo Sony Pictures Entertainment, 2005 126 minutes I remember my reaction years ago when I first saw an Akira poster hanging in the lobby of my local repertory cinema: a friend of mine and I just kept saying (well, okay, screaming worshipfully) “Akira!!! Akira!!! Akira!!!” over and over again, much to the bemusement of witnesses who had no clue who or what Akira was. And, after an exciting movie experience, we all wondered what Otomo would come up with next. Turns out we had to hang on quite a while to find out, and, much like Star Wars, the long wait for Steamboy has dulled the anticipation a bit. Or maybe it’s the fact that I don’t have 2,000 pages of manga to whet my appetite, or that theatrical releases of anime are relatively common these days, or maybe I’m just getting older. In any case, while my excitement was more contained, I still expected something out of the ordinary from Steamboy. And, in many ways, the film delivers: the images are beautiful, the effects astounding and the action almost non-stop. Set in 1851 England, a time and place when technological optimism was at an all-time high, it’s the story of Ray Steam, a young boy whose father and grandfather are both eccentric inventors. Ray must keep the Steamball, an incredible source of power, away from evil corporations and the military. To complicate matters, who the good guys are is unclear. This last development may not be only because that’s what the plot calls for. With all the action, most characters are barely sketched out, and even Ray is very twodimensional. The other characters lack the depth needed for us to either empathize with them or even have a clue as to what motivates them. Most of them can be defined in a three-word sound bite: halfcrazy eccentric inventor, enthusiastic young apprentice, smooth-talking corporate salesman, stiff-upperlipped officer, and so on. Scarlett O’Hara, the only female character (except Ray’s mother and sisters who aren’t seen after the start of the film and a very disappointing cameo by Queen Victoria), is also the best defined. Unfortunately, she is also the most unpleasant, self-centred and vain character I have seen in a long time. It was quite disappointing when by the end of the film she didn’t get her comeuppance. While some scenes are priceless—the one where phlegmatic Englishmen are having tea in the midst of battle comes to mind—it’s just not enough to make the characters come alive with all the chaos and mayhem around them. All the machinery, whether in operation or being destroyed, is overwhelming. More attention seems to have been placed on the machines, creating that particular aesthetic proper to an imagined cutting-edge Victorian technology (think Jules Verne) than anything else. Valves, levers and gears are seen constantly and steam and smoke effects are almost always present, giving you the feeling you’re missing half the action because of them. The film is filled with the fantastic destruction of massive steampowered machines, each of which is larger and more unlikely than the previous one. At first the machines run relatively smoothly, but as time goes by they either break down and grind to a halt or meet spectacular, explosive ends. The film follows the same pattern; it is itself a huge machine that comes crashing out of the gate and then slowly breaks down, sputtering to a disappointing end, and barely making it to the end credits. Steamboy’s weakest areas are story and character development, but story isn’t necessarily the main reason to go see it. Style, effects and action are what this film is about and it certainly delivers all of that. ¡ reviews» Not the Apple of My Eye headlights of an oncoming car) if not for the scene-deadening characters. Appleseed But maybe that’s what invoked Directed by Shinji Aramaki the likeness to a video game. Geneon Entertainment, 2005 I won’t get into the storyline or Originally released in 2004 plot—there’s a million places you 105 minutes can read about that. There are many things to like about this movie, and if I’m sure there are legions of fans you are the type of person who likes that will absolutely love Appleseed, a movie regardless of the calibre of especially the ones whose knees go actor, then you might really enjoy weak during the cut scenes in any the ride in Appleseed, especially popular video game. In fact, I often with its fast pace and contemporary thought while watching this bigsoundtrack. budget anime feature that parts of it But those characters... looked an awful lot like a good Xbox Here’s the deal: Appleseed is game. billed as a new and sophisticated That’s not to say it didn’t style that seamlessly blends 2D look good. On the contrary, and 3D animation. True that Appleseed is a visual beauty, with it’s seamless, but the reason some breathtaking visuals and it’s seamless is because the 2D remarkable detail. The contrived characters are really 3D characters. story might even be overlooked And this is where they went wrong. thanks to the lavish backgrounds Did I mention how beautifully and environments (the same tunnel rendered everything was? Any frame vision you get when staring at the 16 / may 2005 / www.fpsmagazine.com of this film would make a really nice poster on the wall. But a poster on the wall isn’t the same as characters in motion, and characters put into motion alone doesn’t bring them to life. In many scenes, the characters seem to run through the motions of playing out a scene, with movement that seems floaty and ill-timed. Living, breathing characters should punctuate their movements, not perform them by rote. A better example of well-blended traditional 2D and computer 3D animation can be seen in The Chronicles of Riddick: Dark Fury, the 30-minute bridge film linking the feature films Pitch Black and The Chronicles of Riddick. Directed by Peter Chung of Æon Flux fame, Dark Fury has characters that have far greater emotional range and appeal than the cast of Appleseed. Although Dark Fury doesn’t have Appleseed’s lavish attention to detail and rich layout, it’s a more enjoyable and engaging film. The characters are quick, snappy and well-defined. When Riddick throws a punch, we feel it, and when he walks away tilting his head from side to side cracking his neck, we feel that. These movements work because the animators can exaggerate the motion, stretch the lines, play with the shape of the characters, with an ease that’s hard to achieve when animating a 3D character. It’s not impossible to do it in 3D, just harder. A pencil line on a page lends itself to exaggeration. A wireframe model tilts toward the physical—the real. Breaking the rules of composition and motion in 3D so that it looks more like 2D can be done, but it isn’t the default setting for many new-generation animators, those who have never animated with a reviews» The pinscreen films include Night on Bald Mountain (1933), animated to the familiar Mussorgsky music; En Passant (1944), made for the National Film Board of Canada (NFB); The Nose (1963), based on the short story by Gogol; Pictures at an Exhibition (1972) and Three Moods (1980), both animated to Mussorgsky musical pieces. Night on Bald Mountain is in the roughest shape; the photography is muddy and the film shows wear. En Passant might the most crowd-pleasing of the films, as it is the most fast-paced and humourous. Alexeïeff’s commercial work was stop-motion animation that was fairly typical of the time. European commercials for the cinema were pencil. Appleseed is a great example raised or lowered individually. When explaining the techniques of the often for radios or cigarettes (why of powerful tools in the hands of a the pinscreen has a light shining on pinscreen, as well as stop-motion are they always marching?) and new generation. I’d like to see more it, the raised pins cast shadows. The work for commercials. from the creators of it, but only after more a pin is raised, the longer the Alexeïeff worked as an etcher and were made in colour. One interesting technique of Alexeïeff’s was to they spend a year or two watching shadow and so the darker the area illustrator before trying animation, photograph pendulums in motion Golden Age Looney Tunes shorts, a of the screen. In a way, the pinscreen and his work definitely reflects with long exposures, so that their couple of the better Disney features, is a precursor to a bitmapped that background. His films are patterns of movement created and just about any Pixar film. ¡ Mike computer screen. Each pin is the more interested in settings and the abstract designs. Caputo equivalent of a pixel that can be set interplay of light and shade than The documentary footage includes to a value between black and white. they are in character animation. a 39-minute film made for the NFB Alexandre Alexeïeff (1901–1982) The films have a dreamlike quality, Pinscreen Gems in 1973 where Alexeïeff and Parker and Claire Parker (1906–1981) were as they are often slowly paced and Le cinéma épinglé Alexeïeff the inventors and main practitioners contain metamorphoses and stylized explain how to work the pinscreen in great detail to the staff of the NFB Cinédoc Paris Films Coop, 2005 of pinscreen animation. Alexeïeff character movement. Besides animation unit in Montreal. Visible in 137 minutes was born in Russia but emigrated animation, Alexeïeff used the to France at the time of the Russian pinscreen to illustrate books as well. the film are Norman McLaren, Grant Munro, Ryan Larkin, and Caroline Of all the devices used to create Revolution in 1917. Parker, his wife The DVD includes a documentary Leaf. As Alexeïeff explains in the film, animation, the pinscreen is unique. and collaborator, was an American. from 1960 on creating illustrations “You don’t draw on a pinboard; you It consists of a base that holds tens This DVD collects their films using for an edition of Dr. Zhivago. paint. With pressure.” The variety of of thousands of pins that can be the pinscreen, documentary footage 17 / may 2005 / www.fpsmagazine.com reviews» tools used to create patterns and shapes with the pins is quite fascinating. Small rollers with raised textures were used to create patterns on the screen. Flat shapes could be pressed against the screen with uneven pressure to create gradations of tone. The DVD includes Mindscape (1976), a pinscreen film made at the NFB by Jacques Drouin, who no doubt benefited from contact with Alexeïeff and Parker. It’s a shame that this DVD is only available in PAL format, making it incompatible with the NTSC players produced in North America and Japan. Alexeïeff and Parker have a very distinctive technique and design approach and deserve a wider audience. Work like this is a reminder of how flexible and wideranging the animation medium is. DVD Features: English and French menus; Region 2 (PAL). DVD Extras: Gallery of photos, engravings and pinscreen tools. ¡ Mark Mayerson different, and not just because of its arctic setting. A polar bear, distraught by the loss of her cub, is inconsolable. To relieve her grief, her mate steals a human child to replace the dead cub. The boy grows up learning the ways of the bears, until his human father shows up to take him back. Unlike Mowgli, who uses his humanity to defeat Shere Khan, Little Bear uses his “bearness” to overcome the challenges facing him. He is also more convincing as a feral child than Disney’s rendition of Mowgli was. A perennially hungry raven with landing problems acts as the requisite sidekick and provides some comic relief. Luckily, the irritation factor is mercifully low. Most of the other characters are also well realized, with none of their emotions overplayed. The mother bear, caring and nurturing, becomes fierce when her “son” is endangered by wolves and all of it is believable as coming from the same character. Beary Tale In keeping with the subtlety of the The Boy Who Wanted to Be a Bear characters, a simple soundtrack and Collector's Edition minimalist backgrounds underscore the Directed by Jannik Hastrup harshness of the arctic environment Central Park Media, 2005 in which the bears live. The character Originally released in 2002 design is also simple, and strengthens 75 minutes the animation. The death of the bear cub, a truly tragic and beautifully animated With a plot reminiscent of The Jungle Book scene, will leave few untouched. The (a young boy growing up with animals computer, misused in so many films, is must eventually choose between the used to great effect here; the peculiar human and animal worlds) The Boy Who perspectives it provides enhance how alien Wanted to Be a Bear is nevertheless quite human constructions feel to the bearraised boy. 18 / may 2005 / www.fpsmagazine.com Rated for all ages, parental presence during screening is suggested for younger children. This is a film that touches young children closely, dealing as it does with family ties. Several scenes can be scary; the confrontation between the bears and the wolves are not played down, and while we do not see the humans and bears kill animals, we clearly do see the results of the hunt. Jannik Hastrup has delivered a fine children’s film that is also entertaining for their parents. It also does not pretend that the more unpleasant side of the story is not there—a condescending attitude that diminishes so many other films. DVD Features: 1.66:1 aspect ratio, English and French language tracks; English subtitles; Region 1 DVD Extras: Theatrical and DVD trailers; interviews with English cast; background information on story and production staff; art gallery. ¡ René Walling Legal Eagle Harvey Birdman, Attorney at Law Vol. 1 Warner Home Video, 2005 Originally broadcast in 2000 154 minutes Like our editor, I’m a member of the generation that grew up on the limited animation of Hanna-Barbera. Harvey Birdman takes the Birdman character we grew up with and makes him a goofy lawyer type. He first has The Mighty Mightor as a judge, then a former villain, Mentok. He competes with lawyers Reducto, Freezoid and Vulturo, all former villains in the original cartoons. All are played with the humour and situations stretched to an extreme familiar to Adult Swim viewers. The show starts with a custody case launched by Race Bannon to get the children of longtime “companion” Professor Quest. Then there’s the “mystery” of potential marijuana use by Scooby-Doo and Shaggy in the Mystery Machine van and later, the use of DingA-Ling’s name for a porn site. Reducto has a fetish for small things, Vulturo gets unintelligible, and Freezoid makes his own cases as potential clients slip on the ice patches he creates. The animation style is as limited as the original cartoons, except that the Attorney at Law creators began to use Macromedia Flash starting with the Dingaling episode. The series is full of running jokes (“manly kiss,” a bear in every episode, surprise appearances by other classic HannaBarbera characters) and some gags adult viewers from our generation can appreciate more. In the Ding-A-Ling episode, for example, one of the prime defendants is a man in a wheelchair wearing a flag as a diaper; from his voice, it’s clear he represents Larry Flynt of Hustler notoriety. I have to admit, the show didn’t appeal to me much during the first few episodes. After a few more, however, the humour became addictive, to the point where the crude animation style faded from my mind. The dialogue and the appearance reviews» of classic characters warped beyond belief hooked me in. What makes this series work is the ironic parody of childhood nostalgia. These characters were innocent parts of our youthscape; in Harvey Birdman, they are taken to extreme conclusions. (The Scooby and Shaggy bit comes to mind. Admit it: as you got older, you always wondered if they were thinly disguised druggies.) The two-disc DVD set comes in an interesting package: the outer cover is that of a legal case book, and the two discs (thirteen episodes) are placed in a shell like 19 / may 2005 / www.fpsmagazine.com the pages within it—complete with “coffee stains,” text scratched out (by Harvey’s assistant Peanut, who is possibly the strangest character of the series), photo stills and sticky notes. Four of the episodes also have commentary tracks, including one from Time Warner Standards and Practices on the episode for Devlin, an Evel Knievel clone Hanna-Barbera created in 1974. Considering there are thirteen episodes, it’s a bit disappointing that only four of them have commentaries. Plus, outside of a small amount of deleted scenes for two episodes, this two-disc set has no extras worth mentioning. With all the characters drawn from old shows, it would have been nice to at least hear comments along the lines of “This character came from suchand-such a show.” Us older folks don’t have perfect memories, after all. DVD Features: Original 1.33: 1 aspect ratio; English language track; English, French and Spanish subtitles; Region 1. DVD Extras: Commentaries; deleted scenes; live-action opening; movie trailer; casting what-ifs; pencil tests; photo gallery. ¡ Jeff Boman Still Kon-founding Paranoia Agent Vol. 3: Serial Psychosis Directed by Satoshi Kon Geneon Entertainment, 2005 Originally broadcast in 2004 75 minutes Satoshi Kon’s Paranoia Agent continues its surreal ride through modern-day Japan in this volume collecting episodes 8 to 10 of the series. Lil’ Slugger, a boy on golden inline skates, is attacking people with an equally golden baseball bat. At the start of the series he first attacks a woman who’s struggling to design a new Hello-Kittyesque character after her previous character, Maromi, was a huge success. The two police detectives sent to investigate disbelieve her at first but as more attacks happen they realize that something very strange is going on. Anyone familiar with the previous work of director Satoshi Kon, specifically his films Perfect Blue and Millennium Actress, should know just how wonderfully strange his work can be. Here paired with screenwriter Seishi Minakami, who was a writer on the equally weird Boogiepop Phantom TV series, Kon seems to have an outlet for any and every strange story idea he has. From people vomiting algebra functions to turning into unpainted cel animation, Paranoia Agent is anything but normal. The three episodes on this DVD leave behind the main characters of the previous volumes to instead focus on how Lil’ Slugger’s legend is effecting other people’s lives. Whether these episodes are just filler or will have some deeper impact on the main storyline will depend on the final episodes in the next volume. Until then, these episodes work well on their own. It is disappointing to not see what happened to the police detectives after the events of the previous volume, but these episodes remain interesting without them. Episode 8, “Happy Family Planning,” follows three people who have made a suicide pact over the Internet. When they finally meet face to face for the first time, two of them realize one of the basic problems with the Internet: You never know when someone you’re chatting with is a 10year-old girl. What follows is a comedy about two people trying to commit suicide while making sure a young girl doesn’t. Certainly not the easiest subject to laugh at but it’s well done. I did have to watch the end of the episode twice in order to understand what finally happened though, so pay attention. Episode 9, “Etc.,” is a collection of stories told by a group of gossiping women about what Lil’ Slugger has been up to recently. As the stories reviews» become more and more unbelievable, we see just what some people will do in order to tell a good Lil’ Slugger story. Some of these stories are told in different styles; the sad romantic story has stereotypical shoujo anime character designs while another looks like an anime from the 70s, complete with film grain and dust. This series continues to impress me with the wide range of animation styles used. The final episode of this volume, “Mellow Maromi,” follows an anime studio as they try to produce a series based on Maromi, the character created by the first victim of Lil’ Slugger. This episode acts as a behind-the-scenes view of what it takes to make an anime series, as it gives brief descriptions of each character’s job position. It’s also an anime studio’s worst nightmare as Lil’ Slugger starts attacking the production staff as the first episode’s deadline looms. The animation throughout this series has been as good as television animation can get. This volume continues some particularly good character animation in the first episode, although a crying scene with the young girl doesn’t quite look right. The directing also remains as interesting and surprising as it was in the first volume. Kon never seems to run out of new ways of telling stories. Much of this series’ final impact will rest on the last volume and what, if any, answers it gives. This volume’s episodes, while not seeming to further the main plot, still maintain the high quality that you’d expect from this series. I highly 20 / may 2005 / www.fpsmagazine.com recommend it to anyone interested in mature, adult-oriented anime. DVD Features: 1.78:1 aspect ratio; English and Japanese language tracks; English subtitles; Region 1. DVD Extras: Art gallery. ¡ Scott Schmeisser Animated Conversations Chuck Jones: Conversations Edited by Maureen Furniss University Press of Mississippi, 2005 215 pages Never pass up a chance to give one of your heroes a standing ovation, because you never know how long they will be around for you to celebrate. About a decade ago, I attended an event at the Rialto repertory cinema on Montreal’s Parc Avenue. At that time, renowned cartoon director Chuck Jones was in the midst of a long-overdue critical revival of his place in film and comedy history, capped by the release of the first volume of his autobiography. During the event, Jones spoke a few words, answered some questions and enjoyed with us a special selection of his finest shorts, highlighted by classics such as Bully for Bugs, What’s Opera, Doc?, One Froggy Evening, and at least one of his many Road Runner films. Seeing the shorts on the big screen after a lifetime of the Bugs Bunny/Road Runner Hour was a thrill, and the great man’s anecdotes and speaking style were charming and informative. But the main reason I was there was to stand up and give Chuck Jones a rousing, heartfelt ovation, a simple thank-you from a devoted fan who had derived incalculable pleasure—if not a complete world view—from his cartoons. As I stood and applauded with a couple hundred of my fellow Montrealers, I spotted a friend (coincidentally, the editor of this magazine) across the aisle, and we knew we were both there for the very same reason. Some years later, this same friend and editor made a contact at Jones’ production company (I still have the business card, complete with full-color cel of Elmer and Bugs in full pas-de-deux from What’s Opera, Doc?, on my office bulletin board), and offered me the chance to conduct a telephone interview with Chuck Jones himself. Despite the depth of my admiration for Jones (or perhaps because of it), I panicked, and turned the opportunity down, certain I would end up simply slavering over the poor octogenarian until I put him to sleep before I could get a question in. My regrets over my cowardice would have made “not passing up the chance to interview one of your heroes” my second piece of advice to fps readers, were it not for this small book from Maureen Furniss and the University Press of Mississippi. Chuck Jones: Conversations not only filled in what I might have learned from Jones about his work, but also revealed the warmth and wit he clearly possessed, even into his eighties, and which I now wish I could have experienced for myself. The twelve interviews that make up this book were conducted over a thirty-year period, by people ranging from established animation experts to Los Angeles deejays. He shares some anecdotes that can already be found in his autobiographies, but the true treasure trove in this collection for the Jones scholar is in his discussion of his work, and his revelations about the personalities he worked with—and sometimes against. Long regarded as the most intellectual of the classic cartoon directors, he lives up to that billing here, with his psychological dissection of the motivations of his favourite Looney Tunes characters, and the glimpses he offers of the artistic sensibility behind work that was originally designed as music videos for Warner’s library of songs, and which many once dismissed as little more than frivolous distractions for children. In many of these conversations, Jones explains that he finds the inspiration for his characters in aspects of himself, from the cool rabbit he describes as the ultimate “counter-revolutionary,” to the craven duck, the fanatical coyote and the hapless owner of a temperamental singing frog. “I dream about being Bugs Bunny,” Jones often admits, “but when I wake up, I’m Daffy Duck.” He discusses the disciplines and limitations that seem to have inspired some of his greatest creativity, such as the “rules” which governed the Road Runner cartoons, and the fact that he and his fellow directors were able to time out reviews» their cartoons to a precise length of 540 feet in their heads before committing any actual drawings to film. Like many successful artists, he claims to have never designed a project to please anyone but himself and his peers—not the audience, nor the theatre managers, and most especially not the executives who signed his paycheques (while attempting to frustrate his every creative move). His primary concern, despite his cerebral sensibilities, was to make himself and his friends laugh, and he was convinced that if they laughed at what they saw, we all would too. He reserves special respect for several of these peers, such as writer Mike Maltese (“the ultimate gagman”), designer Maurice Noble (“of all the people I’ve worked with, the most influential”) and animator Ken Harris (“an extremely versatile actor”). He is surprisingly cool about voice actor Mel Blanc (“Mel didn’t write his dialogue, I did”), and about some of his fellow directors, confessing his incomprehension of Bob Clampett, and claiming Robert McKimson was “unable to get inside his characters.” But he reserves his greatest vitriol for the executives who ran the Warner cartoon studio; first the greedy would-be mogul Leon Schlesinger, then later the humourless accountant Eddie Selzer. Jones also reveals himself to be absolutely indignant with Richard 21 / may 2005 / www.fpsmagazine.com Schickel’s portrayal of Walt Disney as a simple “businessman”—Jones believes Disney was a “visionary,” despite their differing sensibilities. The tone of Jones’ conversation changes in proportion to the animation knowledge of the interviewer. When talking to Joe Adamson or Michael Barrier, he will delve into great detail about his intentions about each character and film, sometimes matching their own seemingly encyclopaedic knowledge of his cartoons’ titles and gags. However, in a panel setting with other creative peers such as Ray Bradbury, or in an L.A. radio booth, he becomes breezier and wittier, unable to resist going for the laugh. When asked for the umpteenth time which of the characters he has directed is his favourite, he channels his hero Mark Twain with a classic response: “If you have more than one child, there will always be one that’s your favourite, but you’d better keep that to yourself.” Due to their unedited nature, these conversations often cover the same ground, especially during the ever-increasing waves of interviews he conducted later in life, as his work was finally being given the recognition it deserved. This repetition, and the fact that the detail of these conversations is best appreciated with substantial prior knowledge of the cartoons and the people involved, render this book of interest mainly to the animation scholar, and the dedicated fan. Those wishing for more of an overview of Jones’ life and work would be better served by a combination of his lavishly illustrated autobiographies and Leonard Maltin’s excellent cartoon industry histories. But for those of us who count Jones as one of our heroes, this collection is an invaluable resource, and a comprehensive look at the mind and work of a man who not only made us laugh, but who subversively infused our childhood diversions with subtle satire, psychological acuity and the most enjoyably inaccurate physics lessons we will ever experience. ¡ Marc Elias Where to Get It How to find the titles mentioned in this issue Akira Appleseed The Boy Who Wanted to Be a Bear Chuck Jones: Conversations Fragile Machine Harvey Birdman, Attorney at Law Vol. 1 Jumping* Le cinéma épinglé Alexeïeff Little Nemo My Neighbor Totoro Paranoia Agent Vol. 3: Serial Psychosis Princess Mononoke Robotech Schoolhouse Rock Teen Titans Amazon.com Amazon.com Amazon.com Amazon.com Aoineko Amazon.com Amazon.com Cinédoc Amazon.com Amazon.com Amazon.com Amazon.com Amazon.com Amazon.com Amazon.com Amazon.ca Amazon.ca Amazon.ca Amazon.ca Amazon.co.uk Amazon.co.uk Amazon.co.uk Amazon.co.uk Amazon.ca CD Japan Amazon.co.uk Amazon.ca Amazon.ca Amazon.ca Amazon.ca Amazon.ca Amazon.ca Amazon.ca Amazon.co.uk Amazon.co.uk Amazon.co.uk Amazon.co.uk Amazon.co.uk Amazon.co.uk Amazon.co.uk closing credits» Jeff Boman is a 37-year old freelance writer and a graduate of Concordia University’s Animation program. business. He is the creator of the CGI children’s series Monster By Mistake. Mark recently taught animation at Sheridan College and will be working towards a Master's degree at York University starting this fall. Mike Caputo lives and works in New York City (Staten Island, to be exact) as a 2D and 3D animator, as well as a producer for corporate Scott Schmeisser is a computer video productions. He’s been happily programmer in the videogame writing for fps since the early 1990s. industry. In his spare time he plays guitar in a punk band and, Marc Elias is an art director and unsurprisingly, also plays video animation enthusiast living in games. He has a beautiful wife who Next Issue: Montreal, Canada. He once gave likes anime and comic books almost Chuck Jones a standing ovation. as much as he does. Yeah, his life is pretty much perfect. Noell Wolfgram Evans is a freelance writer living in Columbus, Shuzo John Shiota is the president Ohio. Winner of the 2002 Thurber and CEO of Polygon Pictures in Treat Award, he enjoys a number Tokyo. of things, mainly laughing with his family. Emru Townsend sees the connections between anime and Carl Gustav Horn is co-author of American animation, stop-motion Japan Edge from Cadence, and the and CGI, art and the industry, forthcoming Strange Colors: The the fiercely independent and the Power of Japanese Animation from relentlessly commercial. He has been Dark Horse. His heavy essay, “This preaching his Unified Animation Model Comes with Genuine Sorrow” Theory since 1989, and is the appeared in the recent Ghost in the founding editor of fps. Shell 2: Innocence ani-manga box set, and a rather lighter piece on A longtime animation fan, René Shojo Beat in the June 2005 issue of Walling was the driving force Wired. behind fps for a number of years during Emru Townsend’s hiatus. Mark Mayerson lives in Toronto, He is very happy to be back in the Ontario, Canada and has worked for passenger seat. more than 25 years in the animation Women in Animation 22 / may 2005 / www.fpsmagazine.com (Including the ones behind the scenes.) June 28 the last word» The Essence of Anime To Carl Gustav Horn, the answer is simple—it's Japanese animation As a general rule, anime can be simply defined as animation whose principal creators are Japanese, and which is produced through Japanese studios. It’s Japanese animation—to coin a mint-fresh phrase. This should be obvious; when it comes to live-action film, for example, we don’t have so much of a problem saying that Japanese live-action movies can be considered in a separate category from, say, Korean, American, or French liveaction movies. “The language of cinema is universal,” the trailer says—and there are no necessary barriers to people enjoying other cultures’ films, or for film creators to communicate with, and influence each other. Nevertheless, as Samuel L. Jackson would put it, “But you are aware that there’s these things called ‘cultures,’ and that they’re different.” Different as anime are from each other, or different as anime creators are, or different even as the same creator’s work may be from another (Hols vs. My Neighbors the Yamadas, Royal Space 23 / may 2005 / www.fpsmagazine.com Force vs. Mahoromatic, Roujin Z vs. Blood), anime’s identity yet comes from within a different common culture—not only the broadly different general culture of Japan, which gives rise to different aesthetic notions, but the specifically different subculture of filmmaking—practices, techniques, budgets—within the anime industry. Move John Woo from Kowloon to Los Angeles and it’s not the same. Have an indie director move to the major studios and it’s not the same. Not necessarily worse, not necessarily bad. Maybe even better, sometimes and in some ways. But not the same. Change the elements in the creation and production of the film, and you change the film. We love the fantasy that anime can bring. It seems excessively greedy of us to want to fantasize, too, that we can make anime, just because we want to call it that—even if we’re neither Japanese nor working within the Japanese industry (a possible route to anime for a foreign creator—Jan-Scott Frazier demonstrated it). To take the example of live-action again: even if you’re not Japanese, you might be a director inspired by the films of Kinji Fukasaku or Beat Takeshi, and make your own movie displaying homage to their style and techniques. But, you’d agree, that wouldn’t make your own work an example of “Japanese film.” It’s not a question of “inferior,” or “imitation,” just, y’know... it’s your non-Japanese filmmaker’s take on a Japanese film, instead of a Japanese film. We don’t call Cowboy Bebop an inferior imitation of a Sergio Leone or John Woo film, even though it takes strong influence from them. Likewise it’s perfectly possible for a foreign filmmaker to make something in animation or liveaction strongly influenced by anime. But it won’t be anime, any more than Bebop is a spaghetti Western. Tarantino has taken much from Hong Kong movies, and is very up front about it. He’s probably done as faithful a homage as any foreign fan. But no one calls him, nor would he call himself, a “Hong Kong director.” He’s a Hollywood director, and I would no more want the world to be without Hollywood than I would want it to be without the anime industry. Anime doesn’t necessarily show us faces of Japanese appearance (or any kind of human; in real life you’d run like hell from a girl with eyes two inches wide); so perhaps it’s one step easier to forget it’s essentially foreign film. This isn’t said in some mystical, never-the-twain-shall-meet, oh-we-will-never-understand-the Japanese sense. Nor is it to say that any gaijin filmmaker—animator or not—shouldn’t take inspiration from what they admire in Japanese animation. They can be assured, after all, that anime is taking inspiration all the time from them. Hybrids, co-operation, crossovers of all kinds are possible where these worlds meet, and they’re happening right now. But these worlds still have a different core, a different essence. Anime is a different person. We’re not falling in love with a mirror. ¡