Book
contents
Published by the Museum of Art, Sydney, 1994 - now SOLD OUT
Softback with clear cel wrap-around cover
Edited
by Philip Brophy; all profiles & interviews written by Philip Brophy
 |
Essays
Storming the Ramparts of Childhood - Personality, Cartoons &
Other Considerations - Irving Gribbish
No More Mickey-Mousing Around
- David Sanjek
Ocular Excess - a Semiotic
Morphology of Cartoon Eyes - Philip Brophy
Japanese TV Animation in the Early Years - Animation & Animated
Humans - Manabu Yuasa
Blue-Haired Girls With Eyes So Deep You Could Fall Into Them -
The Successs of the Heroine in Japanese Animation - Rosemary Dean
A Look Inside Doraemon's Pouch - Mark Shilling
|
American
artists
Bob Clampett - profile
Ralph Bakshi - profile + interview
John Kricfalusi - profile + interview
Mike Judge - profile + interview
American interviews
John O'Donnell (Central Park Media)
John Beck (cartoon historian)
John Zorn (composer/musician)
Japanese artists
Osamu Tezuka - profile
Hayao Miyazaki - profile + interview
Katsuhiro Otomo - profile + interview
Masamune Shirow - profile
Rumiko Takahashi - profile + interview
The 'Overfiend' Series - comment
Kenichi Sonada - profile + interview
Buichi Terasawa - profile + interview
Japanese interviews
Masuo Uedo (Sunrise)
Takashi Oshiguchi (Manga no mori) |
Catalogue Introduction
Explosive Animation
Animation
is the most 'other-worldly' of the motion arts and has consistently
proved capable of passing audiences into another dimesion, be it through
grotesque fantasy or simply via stylized motion effects. Kaboom
is a high-key audio-visual exposure to this dimensional wonder of animation.
It immerses the participant into the crazy logic, askew physics and
abrasive stylistics which characterize animation as a medium with limiting
formal qualities (its illustrative, graphic feel), yet one capable of
stretching one's visual experience and aural sensations to unbelievable
lengths.
While
some streams of animation have employed complexly crafted techniques
like stop-motion animation, rotoscopography and layerngs of photos,
collages and paintings, it is in cel animation (the inking of sequenced
drawings onto sheets of plastic) that animation achieves its most brutish
yet most dynamic status. And while many short animations of the non-cel
variety have received critical acclaim in film festivals around the
world, cel animation is the preferred medium of virtually all forms
of popular modern animation. Kaboom seeks to redress
a critical balance by spotlighting the overlooked artistry evident in
some of the modern extremes achieved within mainstream animation.
In
order to contextualize these extreme manifestations of the medium, Kaboom
adopts a dual historical perspective. The exhibition is (i) chronologically
sited just after the apocalyptic closure of WWII, and (ii) laterally
fixed on the transcultural ties which have developed between the two
domineering postwar cultures of America and Japan. In this sense, the
title "Kaboom" refers to both the childlike innocence that revels in
cartoonish explosions, and the ominous yet captivating aftermath of
nuclear devastation which signpost the postwar sensibilities that have
governed the modern and postmodern strands of the medium.
Post-WWII,
all forms of media and entertainment were drastically altered - formally,
stylistically, ideologically. In photographic cinema, we are familiar
with a range of such changes, from Italian neo realism to American film
noir. Animation similarly underwent dramatic change.
The
first and most noticeable changes occurred in America with the fractured
absurdism and rat-a-tat gags which genetically altered the Warner Bros.
cartoon shorts, transforming them from free-wheeling joke-fests into
overpowering documents of a society driven by mania, hysteria and adrenalin.
The postwar Warner Bros. shorts - as is now widely accepted - were not
simply `crazy': they were psychotic ideograms predicated on speed, violence
and noise. It would not be until the 80s that cinema would openly immerse
itself in these elements with teen movies, horror flicks, action spectacles
and anarchic comedies.
The
effects of American imperialization on Japanese animation are as complex
as the transcultural flows which define the fabric of postwar Japan:
neither can be explained in terms of immediate consequences and linear
causes. As is well noted, Japan is a confounding mix of the old and
the new, fluidly redefining our concept of `ritual'. In Japan, the old
can be very new, and the new can be very old. Postwar Japanese animation
- typified best by Tezuka's work - initially looked very old while being
very new in its focus on mystical concepts of technological reincarnation
and post-nuclear states of being. The influence of Disney was noticeable,
yet the philosophical slants taken in numerous TV series and animated
features existed in a universe far removed from the quaint domesticity
of Mickey, Minnie and Pluto.
Bending
slightly to the obvious restrictions inherent in trying to cover such
a large terrain, Kaboom curatorially focuses on some
of the key artists who have contributed much to the modern and contemporary
pools of popular cel animation in America and Japan. America is represented
by the careers of Bob Clampett and Ralph Bakshi,
plus a selection of historically recent examples - The New Adventures
Of Mighty Mouse, Ren & Stimpy, and Beavis & Butt-Head. Japan
is represented by the careers of Osamu Tezuka and Hayao
Miyazaki, plus a selection of key post-1980 works by Katsuhiro
Otomo, Buichi Terasawa, Rumiko Takahashi, Masamune Shirow and Kenichi
Sonada.
Even
a sampling of work from the artists mentioned above should afford the
viewer/listener an idea of the scope that has existed and still exists,
hidden in the crazy-paving which maps out the animation industries in
America and Japan. All the material exhibited in Kaboom
is evidence of the idiosyncratic visions of those animation artists
who clutched the medium as a volatile and expansive form of communication
and entertainment. Enter the beautifully hideous worlds they create,
reflect and explode.
American Artists
Bob Clampett
As befits many creative work teams, a certain air of insanity provides
the right atmospheric conditions for a group of talented individuals
to pool their resources and infect each other's already crazed visions.
The 'termite terrace' hive of animated activity on the Warner Brothers
studios lot was one such asylum.
The names of its inmates and interns are now famous: Tex Avery, Chuck
Jones, Robert McKimson, Friz Freleng, Bob Clampett. The wonderful thing
about the Warner Bros. cartoon shorts from the late 30s through to the
late 50s is that the more you watch them, the less generic and formulaic
they become. Despite the shared characters, the re-worked gags, the
staged routines and the timely media references, one can discern differing
animation styles and directorial flair. While Tex Avery's eye-popping
grotesqueries and their demented sexuality is clear, and Chuck Jones'
sophisticated mix of human characterization and emotional inflection
is evident, the work of Bob Clampett is slightly harder to define and
summarize. Yet, a peculiar .... well, wackiness is consistent in just
about everything he directed and produced.
During his supervisor/director period at Warner Bros. (1937-1946) Clampett
utilized traits from all the other directors, writers and gagmen at
Warner Bros., but he pumped up the wack-o-meter further than anyone
else. More importantly, he defined a certain logic of wackiness, in
much the same way that Jones rewrote the laws of gravity. A typical
Clampett short will contain a para-musical denouement, where a series
of gags are strung together, solidly seamed with absurdist and nonsensical
segues. These segues ranged from close-ups to labels bearing puns, audience
signs held up by characters, cameo appearances by mutated versions of
recognizable icons, and so on. Sometimes these throwaway spot gags would
cascade into each other (The Great Piggy Bank Robbery, Draftee Daffy
and Coal Black & de Sebben Dwarfs); other times they would appear
abruptly and in a brutish manner (Bacall To Arms, Baby Bottleneck and
Falling Hare).
Whatever the structure of sequenced gags, Clampett's shorts for Warner
Bros. were driven by a mania for cracking jokes. Cartoons like Book
Revue and The Old Grey Hare almost collapse in on themselves due to
the demented tone in which the gags are delivered. This distinctive
dementia might have evaporated into Warner Bros history if it were not
for the clarity and precision with which these Clampett-traits appeared
in the TV series Beany & Cecil almost twenty years later.
After Clampett left the Warner lot, he devised Time For Beany as a live
puppet show for the new medium of television. Certainly a radical move
for as skilled an animator-director as Clampett was, the boldness of
his career decision was made more so by his retainment of character
copyright and the conditions of their production. A strong vision and
a keen business savvy kept Time For Beany running on American TV from
1949 into the late 50s. Returning to the animated medium, the Beany
& Cecil cartoon series debuted in 1964 and received worldwide syndication
by the end of the 60s.
To be frankly critical, Beany & Cecil is everything that Tiny Toons
isn't: hip, smart and flip. Whereas Tiny Toons is well-aware of its
cartoon-gag legacy, its scripts are often weighted by a desperate desire
to let us know how hip they are. Beany & Cecil is quite the opposite,
as its scenarios are not only organically wacky and astutely modulated
by the character of Beany, but they are also not afraid to crack a sick
joke. Like the Clampett shorts from the early 40s, there is a resolute
momentum in the manic meandering of the Beany & Cecil narratives.
Looking at these cartoons now, they stand up remarkably well - especially
the infamous Wild Man From Wildsville which rewrites Clampett's own
Porky In Wackyland to a cheesy beatnik beat; the subtle yet scathing
swipe at Disneyland imperialization in Beanyland; and the carefully
attenuated sarcasm aimed at corporate sponsorship in Mad-Addison Avenue.
While Beany & Cecil has not endured in the Australian TV psyche
as permanently as the latter Warner Bros. shorts, from the late 60s
to the early 70s, it was a big hit with kids of the time. And just like
early Mad magazine and the work of Gaines, Feldman, Kurztman, Martin,
Davis et al have slowly been acknowledged as successfully warping many
fertile imaginations, so too can Beany & Cecil and the work of Bob
Clampett be viewed now as contributing to the prime definition of a
term we now take for granted: wacky.
Ralph Bakshi
Ten years after Beany & Cecil appeared on TV, Ralph Bakshi's first
feature was released - Fritz The Cat (1971). Based on Robert Crumb's
renowned underground comix hero of the same name, Bakshi's film jettisoned
the world of cute furry animal characters into the harsh social conflicts
symptomatic of late 60s America. While at the time it would have been
hard to imagine Warner Bros. patriotic wartime cartoon bombast being
on a like plane to the zippy aspirations of Fritz and his underground
ilk, one can now discern a `contra-Disney' sensibility underscoring
both bodies of work.
Like the key animator-directors of the Warner Bros. gang, Bakshi had
a clear vision of what he wanted to say and how he wanted to use the
animated medium as his means of expression. Yet Bakshi's career has
been as much maligned as it has been revered. While the underground
'head commix' scenes of the late 60s and early 70s rallied together
to make a collective countercultural stand in publications like Zap,
Bijou Funnies and Arcade, this gangly graphic bunch - like much of the
counterculture - appeared to have left the cinema somewhere between
Roger Corman's The Trip (1967) and Otto Preminger's Skidoo (1969). Unfettered
by cross-cultural issues of audience comprehension, the head commix
could 'tell it like it is'. Bakshi was the sole American animator-director
of the period who tackled the complexities inherent in turning on without
necessarily dropping out.
Crumb has little good to say about Bakshi's movie version of the Fritz
The Cat comic - in fact Crumb killed off the character soon after the
movie was released. But Bakshi's Fritz The Cat has a distinctive diaristic
tone which is as much Bakshi's as it is Crumb's. Backing this up is
Bakshi's next semi-autobiographical feature, Heavy Traffic (1973). Taking
the personal enlightenment rambling of Fritz The Cat and combining them
with a stark poetic view of street life (very closely modelled on Hubert
Selby Jr.'s Last Exit To Brooklyn), Heavy Traffic contains moments of
insight which are rare in American live action cinema of the time, let
alone animation. Particularly noticeable are the connections Bakshi
draws between a variety of ethnically and racially disenfranchised underclasses
and how they eat into each other's very existence - a social theme which
appears more forcefully in blaxploitation cinema of the time than any
mainstream productions.
Bakshi battled on with this theme in two successive films - the ill-fated
Coonskin (1975, retitled for a later video release as Street Fight)
and the maligned Hey Good Lookin' (originally 1975, but extensively
reworked for a 1982 release). Both these films look at urban crime syndicates,
from semi-organized Harlem operations to flaky juvenile gangs, with
the message of 'underdogs-screw-underdogs' coming through loud and clear.
Put these four films together and you have a sometimes strained yet
consistently committed view of ghetto life and its effects on its likeable
but desperate denizens.
After a commercially viable yet somewhat disappointing sidetrack into
ponderous fantasy films like Wizards (1977), Lord Of The Rings (1979)
and Fire & Ice (1983), Bakshi turned full circle to stylistically
echo the Warner Bros. gang and sardonically rework the prewar idyllicism
of Mighty Mouse - an ultra-cute, squeaky-voiced super mouse. Taking
a leaf from the pages of Beany & Cecil and large doses of the Warner's
multiple layers of self-referencing, Bakshi devised and produced The
New Adventures Of Mighty Mouse (1985) and injected 80s kidvid shows
with an unabashed craziness absent from TV cartoons since the 60s. Not
suprisingly, Bakshi had come to roost in a problematic place - one where
he was not likely to receive cultural kudos. However The New Adventures
Of Mighty Mouse (historically notable for its episodes directed by John
Kricfalusi) did make its mark as even TV critics stumbled across what
was a blatant swipe at everything from fundamentalist televangelists
to Reagan's drug wars and other sanitary slivers of 80s life.
Bakshi returned to the cinema with Cool World (1992). Where does one
start with this film? Picture Who Framed Roger Rabbit? trashed by a
bunch of hippies, taken for a ride by a gaggle of MTV art directors,
decimated by a gang of psychotics let out of the state hospital, and
then scooped up by Paramount Studio executives. Cool World is a truly
mad movie, speaking at least five voices at once, with a consistently
unresolved aesthetic, but I find it a fascinating if difficult film.
Far from the technically impressive yet somewhat empty slickness of
Who Framed Roger Rabbit?, Cool World funkily flails its tentacles all
over the place. Time will tell whether a genuine perversity vibrates
within this bastard child of a film (at times even Bakshi avoids any
kinship with it). But time has already proven Bakshi one of the very
few rambunctious auteurs of American animation.
John Kricfalusi
If the 80s wasn't crazy enough in the field of kids' stuff, the 90s
could end up being the worst a parent could imagine - especially if
they see their kids glued to The Ren & Stimpy Show. One of the key
animator-writer-directors of the Bakshi-produced The New Adventures
Of Mighty Mouse, John Kricfalusi (pronounced Chris-fah-loo-see) has
compacted Bob Clampett's sense of wackiness with Bakshi's neurotic edginess
into a children's TV show which at times is frightening in its sophistication.
I say 'sophistication' with some trepidation, as I freely apply the
term even if high degrees of grossness and vulgarity are evident - as
they are in the seriously repulsive antics of Ren and Stimpy.
Utilizing similar production methods to those used by Bob Clampett for
Beany & Cecil (storyboard sessions and director-driven projects),
Kricfalusi formed Spumco at the close of the 80s to develop projects,
and was shortly thereafter commissioned to do a series for MTV's subsidiary
kid channel Nickelodeon. The resulting programme - The Ren & Stimpy
Show (1991) - is still being produced, but Kricfalusi (the show's creator)
and Spumco were unfortunately fired from the show's production. Much
has been written since about the Kricfalusi/Spumco episodes and those
which followed their departure, but the concept, characters and overall
sensibility of The Ren & Stimpy Show largely spring from the clear
and obsessive vision of Kricfalusi.
While the Warner Bros. (particularly Clampett and Avery) takes are easy
to spot in The Ren & Stimpy Show, it is the consistent personalized
perspective given the characters of Ren, Stimpy and occasional sidekicks
which marks the series as visionary. The world of Ren and Stimpy - rendered
in Pollock splatters, Danish modern and Wham-O packaging - is like The
Twilight Zone run by The Garbage Pail Gang. Societal control looms forebodingly
while Ren & Stimpy somehow manage to obliterate all codes of behaviour,
taste and rationalism as they ease, tease and squeeze each other's addled
minds. 'Dysfunctional' does not come close to framing the relationship
between the two: like the great duos of the Warner Bros. shorts, Ren
& Stimpy expose the many facets of their psychologically complex
characters, leaving them always to work things out among themselves.
Of course, The Ren & Stimpy Show is hilarious. Even when their visceral
doodling with body parts and substances becomes overbearing, you can
still laugh while wretching. But just as The Garbage Pail Gang (a series
of bubble gum cards devised by Art Speigelman and Mark Newgarden for
Topps) eviscerated the oppressive warmth of The Cabbage Patch Kids,
so too do the seminal episodes of The Ren & Stimpy Show achingly
portray a whacked-out era wherein any form of psychosis is good for
a laugh. And John Kricfalusi's creation (and others he is currently
developing ) is definitely psychotic and definitely funny.
Mike Judge
As yet another compendium is lodged in the special Generation X shelf
in the bookstore, true empty-headedness rules in a place the intelligentsia
will never govern: the mall. There you will find a race of beings cast
from the same mold used to shape Beavis & Butt-Head.
Bluntly portraying the so-called 'slacker' or moron culture satirized
in gross-out teen comedies like Bill & Ted's Excellent Adventure
and Wayne's World, Beavis & Butthead are animated figures who host
MTV as if they are just watching the show, and all they do is make really
dumb, moronic wise-cracks which would never make it outside a boy teenager's
bedroom. Just as Clampett's cartoons reflected the bent perspectives
of postwar America, and Bakshi's features staked counter-cultural claims
against his repressive period, Beavis & Butthead reflect America's
spaced-out yet claustrophobic mall-culture. And like all challenging
forms of art and entertainment, this reflection is sometimes too close
to the real thing to allow an audience a safely distanced relationship
with the characters and their creator, Mike Judge.
Put plainly, Beavis and his demented pal Butt-Head are ugly: they sound
ugly, they're drawn ugly, they exude ugly. But it is an ugliness that
Judge seems to know instinctively. It is his guttural 'huh-huh-huh'
which infects the voice-track of every episode; it is his often ad-libbed
dialogue which is set to their retarded lip movements; and it is his
drawing style which sets the visual aesthetic just this side of the
toilet wall. I say this in praise, of course, because Judge's disarming
view of a couple of losers like Beavis & Butt-Head nonetheless evokes
a mix of pity and amazement in how one relates to such characters.
Recalling existential teen films like Over The Edge (1979), Fast Times
At Ridegmont High (1982), The Boys Next Door (aka For No Apparent Motive,
1985) and River's Edge (1986), Beavis & Butt-Head is a trip across
the mindscapes of teenagers who are 'lost' yet comfortable with their
detached state of being. Beavis and Butt-head will laugh at each other's
trials and tribulations with extreme insensitivity, but they're also
best friends. Perhaps that is why for many people, they are the perfect
antidote to TV shows like The Wonder Years and thirtysomething.
Japanese Artists
Osamu Tezuka
Often referred to as `Japan's Walt Disney', Osamu Tezuka is probably
the single most important figure in establishing animation as a mass
entertainment medium in Japan. Like many animators in Japan, Tezuka
first gained notoriety and success as a manga (comic) writer and illustrator.
The manga industry is the largest in the world, and the Japanese - with
their uniquely non-judgemental perspective of culture - have had no
problem in manga critical respect despite its mass popularity. Consequently,
by the early 60s Tezuka was regarded with the kind of esteem that the
west usually reserves for esteemed novelists and the like.
While much of Tezuka's approach to animation can be aligned with aspects
of Disney's pre-WWII work, Tezuka's work generally is quite adult in
tone - often effectively incorporating elements of Shinto mysticism.
His comic work established this in the 50s, and similar concerns were
carried through his TV series of the 60s and many feature films. To
western audiences the faces and voices of Astro Boy (1963, aka Tetsuwan
Atom), Kimba the White Lion (1965-66, aka Jungle Emperor) and The Amazing
3 (1965-66, aka W3 or Wonder 3) are very familiar - even though most
people are unaware that these cartoons were Japanese. And despite some
heavy-handed American post-dubbing, the soulful and contemplative strains
of Astro Boy (wondering who his parents were) and Kimba (accepting death
as a way of life in the jungle) emanated from these imported productions.
Responsibility in advancing technology, caring for all life-forms, and
a belief in microcosmic and macrocosmic cycles of reincarnation are
key themes which have appeared in all of Tezuka's work, marking him
a proto-new-ager living precariously in postwar Japan. Strikingly, these
key themes reside with depth and clarity in his children-oriented material
(like the Unico trilogy of films - Unico, 1981; Unico: To The Island
Of Magic, 1983; Unico: Black Cloud & White Feather, 1989) and his
more adult-oriented works (like the series of Phoenix films - Dawn,
1978; Space Firebird 2772, 1981; Karma, Yamato and Space, all 1986).
And perhaps the ultimate grace of Tezuka's work is that just at the
point they appear cloying and even saccharine, they subtly resonate
with an uneasy mournful tone.
Tezuka's career parallelled the rise of the Japanese animation industry.
Inspired by Disney, he set up his own production company - Mushi Studios
(1961-1973) - which became the training ground for many of the following
generation of Japanese animators (including Katsuhiro Otomo and Buichi
Terasawa). The Disney studios - like so many animation studios - started
off as a vibrant, independent facility, but as many critics have observed,
the corporate mentality of the Disney world eventually overtook the
artistic direction of Walt Disney's pioneering vision. Tezuka's vision
has arguably remained intact. Not only do the bulk of his animations
convey a comparable style and tone to his original manga, but also his
views of the future have melded comfortably into our present. Disney's
recent realms of fantasy often display a desperate air of nostalgia
and feel-good wishful thinking.
More importantly, while Disney appeared to forgo further artistic experimentation
after a unfortunate limited response to the ground-breaking Fantasia
(1941), Tezuka continually returned to the personally expressive medium
of the short animation, exploring a variety of techniques and ideas
in early films like Memory and Mermaid (both 1964) and Pictures At An
Exhibition (1966), and later films like Jumping (1984), Broken Down
Film (1985) and Self Portrait (1988).
Jumping - a 6 and 1/2 minute movie which took 2 and 1/2 years to make,
using over 4000 cels - best sums this up. Taken totally from the point
of view of a child who is jumping on an outer-suburban street, the child's
jumps get bigger and bigger. She starts jumping over fences, then trees,
next houses. Suddenly she is jumping over fields, blocks of houses.
She jumps out of the suburbs toward the city, each jump taking longer
in the air, alighting briefly on the ground to fantastically spring
to even further heights. Before long she is jumping across bays, through
skyscrapers, into adjoining countries. She jumps through a war-torn
field, eventually jumping dead on the spot of a huge detonation. She
lands in hell; some demons pitch-fork her back through the earth's crusty
layers onto the surface - back to her home street. Jumping is like a
synaptic flash in Tezuka's mind, which reveals his manner of fiction
wondering as well as how perfectly his vision is serviced by animation.
Tezuka ventured mostly into the fields of science and speculative fiction,
and his animations can bring into focus what live-action sci-fi often
attempts but rarely succeeds in creating: a realm of dimensional possibilities.
Tezuka's work is often devoid of all plausibility, but freed of pseudo-rational
verisimilitude he can freely flow through a current which philosophy,
poetry and technology co-inhabit. In Tezuka's universe, planets come
and go; energies manifest themselves on multiple lanes; and machines
virtually invent themselves. This specific type of fantasy functions
like the uninhibited child (similar to the one in Jumping) who imagines
how machines operate. Using this child-like illogical sense of wonder
as a basis for his narratives and designs, Tezuka strikes at the central
desire behind much technological progress and futuristic preoccupation.
In doing so he reverses the established Euro centric quest for knowledge
("how can I invent a machine to do this?") with oriental contemplation
("imagine if a machine could do this!").
Hayao Miyazaki
Hayao Miyazaki is among the best known of the postwar generation of
animators who started out at either Tezuka's Mushi studios or the large
Toei animation company. Ostensibly a manga writer-artist with many publications
to his credit (Nausica: Valley Of The Wind being his best known), he
has often worked in tandem with another animator-director Isao Takahata
who has produced some of Miyazaki's films. Miyazaki in turn produced
Takahata's Only Yesterday (aka Falling Tears Of Yesterday, 1991) and
Heisei Tanuki War PonPoko (1994). Each animator-director has their own
graphic style, mode of characterization and directorial preoccupations,
and obviously their working relationship aids in each achieving his
artistic intentions.
While Takahata's work is highly naturalistic and usually contemporaneous,
Miyazaki's subjects (often thinly-veiled socio-political allegories)
are set in bizarre mish-mashes of worlds plucked from European history
books. Nonetheless Miyazaki's films are uniquely Japanese in their eclectic
approach to stylistic conglomeration. As such, he opens up even further
the dimensional possibilities of how the animated feature can engage
an audience in an emotionally charged yet seriously contemplative work
of fiction.
Miyazaki's central characters have almost exclusively been children
or teenagers, and often girls. While this is the case with much Japanese
animation - be it aimed at children or not - Miyazaki's characters behave
astutely and with an assured maturity. I once heard someone (in a shopping
mall) say that Lisa in The Simpsons is unrealistic, because a girl her
age wouldn't be so aware. The eponymous character of Nausica (1983)
is not unlike Lisa, except that Nausica is allowed - through Miyazaki's
symbolic expression, at least - to play the role of heroine, tactician
and arbitrator in a territorial feud between warring clans. American
animation finds it difficult enough to allow Lisa to momentarily halt
the petty squabbling of Bart and Homer fighting over the breakfast bacon.
The figure of a sensitive yet strong-willed female teen recurs in Kiki's
Delivery Service (1989) - a story of a young witch at the point of reaching
puberty, sent from her home to work with and learn about humans.
Both Nausica and Kiki's Delivery Service's style of animation is considerably
removed from the preceding decade of robot-fixated scenarios (from Go
Nagai's seminal Mazinger and Grandizer series through to Yoshiyuki Tomino's
influential MS Gundam series), not only because of their transformation
from gleaming high-tech space settings into an organic 'old worlds'
of elemental invention, but also due to their distinctive pacing and
attention to minor detail. This is clear in the luscious and lingering
forest scenes of Nausica and the languid moving of billowing clouds
in Kiki's Delivery Service. Miyazaki's films are not just about contemplative
figures and moments: the films themselves induce contemplative states,
often by phantasmagorically transporting the viewer/listener into the
mood, mind and memory of a character. Centred on some remarkably realistic
dynamic movement, Miyazaki's work can shift with ease from these still
passages to giddy and vertiginous sequences. The many chases scenes
in Laputa (1986) have often been cited as simulating live action footage
depicting similar momentum, while the sensation of flight features in
this film as well as Nausica, Kiki's Delivery Service and Porco Rosso
(1992).
Perhaps what typifies Miyazaki as a director working beyond the 70s
epoch of Japanese animation and its frenetic combinations of 2001: A
Space Oddessy musings, Star Wars action and Bandai toys is how he figures
apocalyptic symbolism within his earthbound and earthy narratives.
The best example of this occurs in My Neighbor Totoro (1988). After
the children have discovered the existence of a magical spirit-being
in the rural garden of their new country house, Totoro performs a fun
ritual which demonstrates his powers. By willing hard, he directs some
freshly planted seeds to grow. Building up energy, he conjures the fledgling
shafts into a towering tree which bursts out of the ground in an orgasmic
rush of lush vegetation. Frighteningly, the image of the tree looks
identical to the infamous 'mushroom cloud' of an atomic detonation -
and the excited children giggle with glee. This image in Totoro is simultaneously
breath-taking, heart-warming and haunting. In Laputa, an apocalyptic
ending erupts after a character removes a secret crystal from a wall
in a central chamber, causing a huge sky castle made of earth and rock
to then disintegrate like a clay model from the set of a 50s Godzilla
movie. Once again, the frailty of an ecology is posed locally (Japan
being accustomed to earthquakes) and globally (the sky castle being
a succinct symbol of the earth).
In a sense, Miyazaki rewrites Tezuka by updating the sensibilities of
his subjects and characters (effectively draining them of any Disney-esque
inflection) without loosing the central issues of a peculiarly Japanese
post-nuclear mode of imagining other worlds. If Tezuka is nostalgic,
Miyazaki is elegiac - painting worlds which ideally might exist - the
agricultural utopia of Nausica; the small town charm of Kiki's Delivery
Service; the second lease of life in the country of Totoro - but which
we nonetheless have to face may only exist on painted cels.
Katsuhiro Otomo
Katsuhiro Otomo's Akira (1987) has been the flagship heralding the era
of 90s cyberpunk animation. As an animation, it directly drew upon an
image of Japan refracted through western eyes - namely, Ridley Scott's
Bladerunner (1982). In an indirect way, the global cult success of that
film legitamized the post-nuclear idiosynchracies of Japan to a younger
generation to whom the modern world had no overt connections to the
Japan's postwar trauma. In the countless cyberpunk animations since
Bladerunner, nuclear detonation is a given; technology is a workable
means to limitless ends; and the apocalypse is just around the corner.
Akira opens with a sequence that condenses many primary elements that
qualify a peculiar Japanese fix on the apocalypse. After a flash appears
on the horizon's edge, a huge ball of black energy grows and expands
its circumference in sheets of white fallout, gravitating silently toward
our location and engulfing the screen in silent white. We are made -
by virtue of our point-of-view - to experience that blast. In a perverse
'you-are-there' effect, we are made not to witness destruction, but
to be symbolically destroyed. American movies tend to allow us the privileged
position of seeing & hearing destruction; rarely do they figuratively
'destroy us'.
This possibly explains why so many Japanese animations - from Astroboy
through to Akira and beyond - depict huge bomb explosions by dislocating
the sound from the image. As in the opening Akira blast (and other times
throughout the film) these explosions tend to occur in silence - suggesting
that at the point of death we might not be able to hear the actual explosion,
or at least live to tell it as a memory. In this deathly silence we
exist only as ghostly viewers. This is confirmed by the proceeding images
of the monstrous gaping crater left after the bomb drop which created
Neo-Tokyo: a post-apocalyptic womb. In another sense, we have been reborn
through this perspective. As viewers, we are now emerging from that
womb, having died in the white blast, now living as post-nuclear viewers
in the black hole.
When a bomb is dropped on a nation, it causes not only a convex/concave
effect upon the landscape (like the white-ball/black-hole of Akira and
even earlier manga work of Otomo's); it scars the national psyche in
an analogous way. The presence and reverberation of the bomb is always
somehow retained. In this manner the image of an explosion & its
aftermath (balls of energy giving way to holes) are used persistently
in Japanese animation. Otomo appears to be one of the key manga artists
of the 80s who utilized impressive graphic skill to illustrate in a
spectacular way the many fissures and fractures which underscore Japan's
maniacal affluence.
Though I have talked much about Akira here, the themes, ideas and images
mentioned above have been rendered visible in much of Otomo's work since
1983: from his pioneering illustrations to his CMs (commercial advertisements
for TV: Suntory, Canon and Honda) to his manga (Roujin Z, Domo, The
Legend Of Sister Sarah) to his film work. Being the stylistic and technical
tour de force it is, Akira understandably took up much of Otomo's time
and energy, so feature films have been few - hence his short contributions
to the anthology films Manie-Manie (1986), Robot Carnival (1987) and
Neo-Tokyo (1989). But clearly a proponent of quality over quantity,
Otomo's overtly politicized post-apocalyptic view of contemporary Japan
and the complex social infrastructure of its traumatized citizens and
fringe dwellers quite likely delivers a critique that contemporary Japanese
cinema has had difficulty in formulating with as much potency as Otomo.
Masamune Shirow
Based in Osaka and a contemporary of Otomo, Masamune Shirow is one of
the group of manga artists whose dramatic works are shaped by critical
perspectives on contemporary Japan. Even though both Otomo and Shirow
project their views onto future scenarios (and Miyazaki onto historical
imaginings), their readings of current Japan is legible.
Shirow is particularly concerned with the relationships between crime
proliferation, law enforcement and military engagement, and how those
relationships impact on both criminals and law enforcers. Shirow's best
known work Dominion: Tank Police (manga 1986; AOV 1989) covers a lot
of ground in this respect, initially setting up a farcical relationship
between the amoral adrenalin-pumped criminals (Buaku, Unipuma and Annapuma)
and the Tank Police (a motley crew somewhere between Police Academy
and Hill Street Blues). This is then diffused by a focal tie between
one member of each - Buaku and the female rookie cop, Leona. And before
you can figure where the story is going, a whole side of Buaku is revealed:
he is actually a genetically engineered droid searching for the origins
of his birth - an existential theme which echoes Astro Boy.
These kind of knots, twists and turns appear in Shirow's Appleseed (manga
1988; film 1990?). More a serious exploration of cyborgian ethics and
corporate corruption (particularly in the animated version), Appleseed
features a unique mecha design aesthetic which rode the wave of late
80s organic design which is still visible in many aspects of Japanese
architecture and industrial design. This style of bulbous forms, globular
shafts and crustaceous shells is partially inspired by the design of
H.R. Geiger and Moebius, but Shirow's slant on them is all his own.
The title mecha of Black Magic: Mario M-66 (manga?; AOV 1987) crystalizes
Shirow's slant on the curvaceously metallic, giving us a totally post-nuclear
oriental reformulation of the European modernist aesthetic which shaped
the body of the robotic Maria in Metropolis over 50 years earlier. Predominantly
a tense runaway-cyborg suspense story, Black Magic: Mario M-66 displays
its critical purpose through a suspenseful triangle between the androgynous
M-66, Sybel - an equally macho-feminine location news camera person
- and the ridiculously cute Felice whom the M-66 is hell-bent on destroying.
The scene where all three are trapped in an elevator theatricalizes
this unique battle between the sexual machines.
One of Shirow's recent works Ghost In The Shell (manga 1989; animation
1994) takes all these ideas, themes and styles and blends them with
para-mystical notions of how the elite SHELL security police - part
human but comprised mostly of cybernetic implants - have developed a
paranormal consciousness. This particular blend characterizes the more
contemporary aspects of Japanese animation: its weaving of mysticism;
its view of technology; its concept of energy; and its diffusion and
redistribution of sexual differences.
Rumiko Takahashi
Typifying much of the 'crazy' sensibilities which arose in both Japanese
new wave cinema and numerous manga in the early 80s, Rumiko Takahashi
has come to crystallize the wild and free-form mutant sitcom style of
comedy that for the west sums up 'those wacky Japanese'. But what makes
Takahashi all the more interesting is that while most manga artists
become identities by developing clear stylistic traits within select
genres, Takahashi stands out by virtue of the broad range of tones &
styles in her work.
Urusei Yatsura (often loosely translated as Those Obnoxious Aliens,
commencing 1978) & Ranma 1/2 (commencing 1982) are the most famous
of her anarchic comedies. Both are still being produced today, as manga,
TV series and feature animations. Located in a high school, Urusei Yatsura
follows the exploits of the nerdy Moroboshi who is befriended by Lum
- an innocent but wild alien wearing high boots and a leopard skin bikini.
She is part guardian angel, part true love but mostly the cause of his
daily tribulations. Ranma 1/2 is truly weird, being about young Ranma
who changes sex when splashed with cold water. The only way to change
back to is by being splashed with hot water. His father suffers a similar
fate, except instead of changing sex he turns into a giant panda. They
live at his uncle's place - a widower who runs a martial arts school
with three daughters: a tomboy (Akane), a 'good' girl (Kasumi) &
a very cynical girl (Nabiki).
Maison Ikkoku (1985?) was an earlier manga series made into a limited
TV series. Not as infamous as her comedies, Maison Ikkoku - a soap opera
about the tenants in a small rooming house run by a beautiful widow
- is a skilled low-key melodrama. Its attention to detail (milk circling
in a cup of coffee; summer cicadas; trains passing in the distance;
a leaf falling from a tree) displays an affinity with the more sombre
rhythms of Haiku poetry and even the cinema of Ozu. In general, Takahashi's
work appeals to a cross-gendered audience while being stylistically
and thematically rooted in the shonen genres (girls and women's manga).
While teen sex hang-ups and sexual differences are hysterically expounded
throughout Urusei Yatsura and Ranma 1/2, that same sense of difference
is handled in complex psycho-sexual ways in Mermaid Forest (1990?) where
themes of incest, bestiality & cannibalism figure prominently.
Mermaid Forest is part of a series of one-off stories Takahashi did
under the title series Rumik World (manga - 198?; animation 199?). The
Mermaid Forest story makes up two parts of this series (the second part
titled Mermaid's Scar), and is based on island folklore concerning the
belief that if you eat the flesh of a mermaid you will become immortal.
Both stories are centred on young Yuta and the younger Mana who are
essentially teenagers slowly coming to the realisation of the burden
of forever remaining young. The main drama in the first story revolves
around twin sisters Towa and Sawa, one of whom gave the other mermaid
flesh to recover from a terminal illness. The sick sister lives, but
only through her unrequited lover (now an impotent old doctor) sawing
off arms from fresh morgue bodies to replace her monstrously contaminated
arm.
Cited as one of the most popular manga artists currently working in
Japan, Takahashi is a powerful example of the dense and multi-layering
of themes, symbols and icons which can comprise contemporary Japanese
animation.
The 'Overfiend' series
The notion of 'the Apocalypse' is a recurring figure in the mythology
of many and varied cultures. The guise of the apocalypse - or total
devastation of a world - can be viewed in a variety of ways: theological,
elemental/natural, mystical, political, egocentric, scientific, moral,
etc. In our Euro centric domain, the end of the world is viewed in terms
of fundamentalist finality, peppered with ethical reservations of progressivist
scientific inquiry. In earthquake-dogged Japan - as in numerous Pan-Pacific
island cultures - the apocalypse is part of an ecological cycle, one
that is momentous in scale yet inevitable and part of a certain organic/mystical
logic.
The Overfiend film trilogy (Legend Of The Overfiend, 1989; Legend Of
The Demon Womb, 1990? and Return Of The Overfiend, 1992) are constructed
from the 1987 OVA series Urotsuki Doji, written by Toshio Maeda and
directed by Hideki Takayama. For better and for worse, it is a good
example of how the Japanese freely mix high-iconic symbols of sex &
violence into a post-apocalyptic scenario which equally feeds off technological
& mystical pondering (images of which have appeared with increasingly
graphic content in manga since the late 70s). Basically, the Urotsuki
Doji series fuses an epic tale of three dimensions converging (the human,
the animal & the monster) which precipitates a series of apocalypses.
As in Akira, the end of the world is yet again the beginning of a 'neo'
era (or simply another OVA series). By mixing the mystical premise into
an urbanised/technologicalized environment, interesting and confounding
(and for some, offensive) symbolic and textual moments arise, wherein
power and energy are represented.
In the eastern sense, power is both the potential and the manifestation
of energy. Following the premise that energy can never be destroyed,
only transformed, energy in Japanese animation lurks within any scene
- be it in characters' physical abilities and their suppressed memories;
in spiritual locations & sacred sites; in hidden laboratories and
clandestine operations; in corporate muscle and militarized government.
In animation, the main task is often how to visualize & represent
energy & power when it occurs. In this sense, the 'invisible' concept
of power is always made visible: sheets of light engulf the screen;
abstract dimensions open up & swallow the representational world;
beams & lasers emit from every possible bodily part; psychic presences
swirl before ones eyes.
In Legend Of The Overfiend, Legend Of The Demon Womb and Return Of The
Overfiend, sexual energy is made manifest by swirling penile tentacles
which hold bodies in bondage; demonic energy is materialized through
bodies randomly turn inside out and mutating with each other in an orgy
of limbs & viscera; and corporate power is represented by huge architectural
edifices collapsing and showering the city. In short, symbolic sites
of power & control - the phallus, city architecture, a person's
sanity - are possessed by energy: the latent becomes manifest as the
dormant, hidden or disguised energy of anything is suddenly cast loose
in an uncontrollable event of destruction. While typically puerile entertainment
in most respects, the Overfiend series reveals an essential channelling
of sexual energy and its coalition with social & cultural power.
Kenichi Sonada
Just as the Overfiend series throws some sharp curves on issues of power
& its visual/symbolic representation, Bubblegum Crisis/Crash (1987/92)
and the Gall Force series (since 1986) do likewise - but by foregrounding
aspects of gender in their depiction of power. Both these latter series
are based extensively on the distinctive chara designs (characters)
of Kenichi Sonada. Full of curvaceous women in mind-boggling hi-tech
body-suit armory, Sonada's designs form the archetypal iconography which
appeals to the otaku (nerdy fanboy) market which keeps a large proportion
of the Japanese manga and anime industries buoyant. Yet despite the
outrageous puerility which drives Sonada's work, they give rise to interesting
twists when viewed from a western perspective.
Images of women in western audio-visual fiction generally receive little
exposure, promotion & celebration when compared to the innumerable
images of men consistently used as neutral vessels for depicting control,
valour, foresight & success. Since the early 80s animation explosion
in Japan, Japanese animation has produced a remarkably low proportion
of male hero images & scenarios. In fact the bulk of all futuristic
scenarios are centred on female protagonists or all-women groups &
societies.
The OVA series of Bubblegum Crisis (1987) and Bubblegum Crash (1991)
and the Gall Force occasional series of OVAs and films (Eternal Story,
1986; Destruction, 1987; Stardust War, 1988; and Rhea Gall Force, 1992)
are indicative of these all-women domains, wherein women have no fear
of technology; are capable in extreme and threatening situations; collectively
work to deal with situations; and actively dismiss the mock-heroism
of their male counterparts (if indeed they even appear in the film).
While this would be an oddity in western entertainment, in Japanese
animation it is an established code.
Bubblegum Crisis and Bubblegum Crash feature the immensely popular characters
Celia, Priss, Linna and Nene who form the Knight Sabers - a vigilante
group of mercenaries in Mega Tokyo, 2032. On the one hand this is not
far removed from the American tacky-wacky of Josie & The Pussycats
and Charlie's Angels, but the psychological differences between the
characters in the Bubblegum series makes it extremely involving. Gall
Force is centred on the power struggle between genders. Two interplanetary
species - the Paranoids (who look like human women) & Zoenoids (who
look like slimy biomorphs with guttural male voices) - have warred for
eons. A universal council decides that the only way for the war to end
is through genetically cross-fertilizing both species, to create a 'mutant'
- which ends up being a human male. In a weird mix of the Jungian psychological
concept of dual-gender traits within each sex, and the biblical tale
of Adam & Eve, Gall Force casually proposes that men are mutations
between feminine energy and monstrous power.
It is likely that this reading of Sonada's scenarios is triggered primarily
by the imaging of women in such roles. For example, Alien (1979) and
Aliens (1986) are distinguishable mostly because Sigourney Weaver rather
than Tom Cruise is battling it out with breeding female aliens and their
offspring. The plot-template is standard macho sci-fi action, but the
gendered traits of the fictional characters affect the reading of their
actions and motivations. Similarly, the bulk of Sonada's work symbolically
and ideologically suggests ways of reflecting on our western image codes
by confronting us with images of women performing and thinking in ways
our western fiction tends to avoid, suppress or reject.
Buichi Terasawa
Many of the futuristic 80s animations collectively cast their shadow
into the spectacularly destructive Hollywood terrain of Alien and Mad
Max (both 1979); The Thing and Bladerunner (both 1982); Blue Thunder
(1983); Ghostbusters (1984); The Terminator (1985); and Aliens (1986).
These are key western films which feature a metropolis exploding due
to some sort of technological, extraterrestrial or cybernetic force
brought to bare on the city - a key theme which postwar Japanese entertainment
has embraced and recodified under post-apocalyptic terms.
Buichi Terasawa cuts a line which bypasses this zone of influence. Instead,
Terasawa reworks and realigns a less urban and more urbane line of figures:
from Sean Connery's James Bond to Clint Eastwood's Man with No Name
to Jean Paul Belmondo's many professional criminal portrayals. And just
as the orgy of destruction in big budget Hollywood action movies can
be viewed as complex impulses traceable to the final solution America
employed by using atomic warfare against Japan, so does Terasawa's cool
heroes remind us of the samurai genre of Japanese cinema - particularly
the internationally renowned work of Akira Kurosawa. As is well known,
while Kurosawa often based his samurai sagas on Shakespearian epics
(the Macbeth rewrite of Throne Of Blood, 1957, being most notable here),
Italian director Sergio Leone was moved to cast his 'man with no name'
character in the same mold from which came Kurosawa's Yojimbo (1961).
Terasawa's cool cult character Cobra (manga 1977; film 1982) came in
the midst of a glut of post-Star Wars space sagas and robot dioramas,
and staked a clear claim for a Japanese-European dialogue of style.
The manga for Cobra is a quirky mix of Tezukian wonder and Playboy magazine
illustration. The film (titled Space Adventure Cobra) is quite different,
as the Tezuka sensibility is stronger and the women are rendered in
a more overtly shonen style of eroticism, with swirling landscapes of
colour and abstracted shapes. It is this fusion between Japanese and
European aesthetics that makes Space Adventure Cobra so scintillating.
.
Midnight Eye Goku (manga 1979?; OVA) is a further development of this
James Bond-styled character who is not a superhero typical of the America
comic kingdom, but a sharp and witty loner. Later works by Terasawa,
though, are inversions of Cobra and Goku. In his two most notable works
- Raven Kabuto (manga 198?; OVA 1991?) and the recent manga Takeru (1992)
the eponymous heroes are overtly and visibly more Japanese, and as such
qualify a distinctive post-Samurai heroism.
While many other Japanese manga artists and animator-directors have
concentrated on working within the manga and anime industries - developing
print and film/video media - Terasawa displays an enthusiasm for all
forms of computer technology. This has lead him to do as much work in
computer games and CD-ROMs. His latest manga - Takeru - was produced
by scanning his line artwork and using digital paint and image tools
to complete a full colour manga from his home studio. Currently he is
looking at ways in which similar technologies can allow him greater
artistic control over the complex hierarchy of animation production.