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Re: Entertainment Joys
Huh. I saw one episode of it that may have been Season 3, and it seemed pretty good, but I was skeptical after everything I've heard. Maybe there's hope!
Enail- Admin
- Posts : 4854
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Join date : 2014-09-22
Re: Entertainment Joys
I enjoyed Picard season 3, it was definitely a big step up from what I've seen/heard of the previous seasons.
However, I thought the first part of the season had a lot of promise but wasn't as big a fan of where it went in the latter half and how it wrapped up. Like, it was still fun in a turn-your-brain-off sort of way, but I would have liked more from it. So I ended up feeling a bit more mixed on the whole thing compared to many others, who seem to have been very happy with this season.
That said, it might nonetheless be in the running for my favorite out of what I've seen from new Trek so far. I've liked seasons 3 & 4 of Discovery, they've definitely taken that show in a much better direction, but I can't say it particularly excites me. Everyone else seems to love Strange New Worlds, and I can understand why, but I had very mixed feelings about it (but it did end on a good note for me, so it left me feeling somewhat hopeful in the long run). Lower Decks just feels like it belongs in its own separate category; I don't dislike it and it's fun to watch, but it's still like, "I never asked for this to exist, but okay sure, I can go with it."
But like... I wish there could be a new Trek show that I can just unequivocally feel positive and excited about, but all I have so far is a mixed bag, a sense of relief that we're in a better place than where we started, and holding on to the vague hope that there might still be something better to come.
However, I thought the first part of the season had a lot of promise but wasn't as big a fan of where it went in the latter half and how it wrapped up. Like, it was still fun in a turn-your-brain-off sort of way, but I would have liked more from it. So I ended up feeling a bit more mixed on the whole thing compared to many others, who seem to have been very happy with this season.
That said, it might nonetheless be in the running for my favorite out of what I've seen from new Trek so far. I've liked seasons 3 & 4 of Discovery, they've definitely taken that show in a much better direction, but I can't say it particularly excites me. Everyone else seems to love Strange New Worlds, and I can understand why, but I had very mixed feelings about it (but it did end on a good note for me, so it left me feeling somewhat hopeful in the long run). Lower Decks just feels like it belongs in its own separate category; I don't dislike it and it's fun to watch, but it's still like, "I never asked for this to exist, but okay sure, I can go with it."
But like... I wish there could be a new Trek show that I can just unequivocally feel positive and excited about, but all I have so far is a mixed bag, a sense of relief that we're in a better place than where we started, and holding on to the vague hope that there might still be something better to come.
KMR- Posts : 295
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Join date : 2014-10-01
Re: Entertainment Joys
KMR wrote:However, I thought the first part of the season had a lot of promise but wasn't as big a fan of where it went in the latter half and how it wrapped up. Like, it was still fun in a turn-your-brain-off sort of way, but I would have liked more from it. So I ended up feeling a bit more mixed on the whole thing compared to many others, who seem to have been very happy with this season.
I agree for the most part - I'd have enjoyed VERY different things with how the big bad turned out, and the nuance of the various factions could have used a heavy dose of DS9 writers' room, and I'd have liked
- Spoiler:
a whole episode AT LEAST about the political ramifications of the breakaway changeling faction and their conflict with the Great Link, and WAY more story on how they decided to form an alliance with the Borg, the relationship between the Federation and the Great Link at this point, and how most of Federation society feels about changelings after the Dominion War. But maybe someday they'll give us a show along these lines called "Sisko"
But given that they were kind of constrained to making it a fanservice show about Jean-Luc Picard, and basically HAD to weave in a bunch of the most predictable & popular elements of TNG, I think they did pretty well. Way better than any new Trek I've seen, anyway (I'm trying so hard to care about Strange New Worlds, but like you, I can't quite get there!).
Werel- DOCTOR(!)
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Re: Entertainment Joys
Yeah, and given that television is now all about making very condensed 10-episode seasons that are designed to be "bingeable", it just further adds to those kinds of constraints.
I feel like we've been spoiled by just how good DS9's writing was. It set the bar so high!
I feel like we've been spoiled by just how good DS9's writing was. It set the bar so high!
KMR- Posts : 295
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Join date : 2014-10-01
Re: Entertainment Joys
My mother is a Trekkie and while I did watch my fair share of the original series, Next Generation, DS9 and Voyager over the years just by proximity, I can't say I was ever a Trekkie myself. Part of this was rebellion and the other is just not being wild for it despite a ton of exposure. I've probably seen more of the original series and Voyager than the others, but a fair mix of them. My mother still watches all of them in syndication on the H&I (Heroes & Icons) channel and has actually come around on Enterprise; I remember her not being wild about it originally.
At any rate, it's been over a month so I figure I'll share my thoughts on my latest Entertainment Joy, or "DVD binge," of another series from my childhood. For reasons I really can't explain it was a show I certainly adored as a kid, but I didn't get around to purchasing on DVD for ages, despite it all being fairly priced. It was not only one of the best animated series to be inspired by a film, but one which ran 4 seasons across two networks, even concurrently. During an era of children's TV dominated by the prime of the Ninja Turtles, it managed to eke out its own run. It's a show I haven't seen an episode of in roughly 31 years, but which has always stuck with me. I'm talking about the cartoon starring none other than "the ghost with the most," BEETLEJUICE.
It's an animated series which spun off of the 1988 Tim Burton film of the same name. After Burton scored big on 1985's "PEE-WEE'S BIG ADVENTURE," he was considered a bankable director by Warner Brothers and was almost immediately attached to their big superhero relaunch film, BATMAN. But in the years between, Burton started using his newfound connections and reputation to get other passion projects made, and BEETLEJUICE was one of them. WB wasn't confident in it and only gave it a budget of $15 million, but when it grossed almost $75 million in theaters, it became a surprise hit. Since making animated TV cartoon spinoffs for kids from films sold to adults was already a thing (i.e. see cartoons like "RAMBO: THE FORCE OF FREEDOM," "ROBOCOP: THE ANIMATED SERIES," and even cartoons centered around Mister T and Chuck Norris), WB decided to produce a BEETLEJUICE cartoon. Unlike many of those earlier efforts, some of the folks behind the film were involved in the show. Burton developed the series for TV and was one of the executive producers (even if at the time he would have been busy with 2 Batman films and "A NIGHTMARE BEFORE CHRISTMAS") and Danny Elfman did the theme song.
The show debuted on ABC's Saturday morning line up in 1989, produced by Nelvana Ltd. (a Canadian company) along with the Geffen Film Company, and Tim Burton Inc. It was a huge hit for the network, though ABC ordered surprisingly few episodes of it. It ran on ABC for 3 seasons and only racked up 29 episodes (most of which were in the debut season). That all changed when Fox, eager to jump into the children's animation business in 1991, ordered a fourth season of a whopping 65 episodes for weekday afternoons. FoxKids wanted to make sure they had enough episodes for standard broadcast syndication right off. However, ABC's third season episodes were also debuting in 1991; in fact, the third season premiere on ABC and the fourth season premiere on FoxKids were only two days apart. That means seasons 3 and 4 were produced at the same time for two rival networks and aired on both of their stations at roughly the same period of time. This means at its peak in 1991, BEETLEJUICE was airing 6 days a week. That is insane for a series which didn't have turtle shells somewhere. Airing a whopping 94 episodes across two networks wasn't too confusing, as the show is an episodic comedy with no multi-parters and loose continuity.
Having to "share" a series with a rival network seemed to work out for FoxKids; in fact, it even won an Emmy award that year. BEETLEJUICE was a big hit for them too and the following year, they'd get BATMAN: THE ANIMATED SERIES (also inspired by a Burton film) and X-MEN. And to think, just a year earlier, FoxKids' big shows were "ATTACK OF THE KILLER TOMATOES" and "BOBBY'S WORLD."
I mean, you can tell how much FoxKids cared just by the intros. Here's the intro for the first 3 seasons on ABC:
And here is the intro for the 4th season that debuted on FoxKids:
Seriously, that fourth season intro may have blown out their entire animation budget, but damn is it impressive.
Anyway, like most cartoon shows based on a raunchier movie, certain concessions and changes had to be made in order to make it acceptable for kids. On the other hand, it had to be close enough to the movie that it was recognizable as part of the same franchise. This is always a tough needle to thread, as usually the TV series has to imply a loose "folk memory" with the parent film, while changing many details. For example, in the 1987 "ROBOCOP" cartoon, Alex Murphy's origin is roughly the same, only he's "mortally wounded" by Clarence Boddicker and his gang and not killed. In fact, the series finale involves Murphy going after Boddicker and resisting the urge to kill him, which implies the last act of the film never happened. I imagine part of this was helped, in the 1980s at least, by the fact that not EVERY family had a VCR and could watch movies outside of theaters at a whim (and especially not kids).
The show relies on a lot of gross out humor, as well as tons of visual gags, puns, and "dad jokes" as they're called now. The zeal for this is extremely literal (i.e. if Beetlejuice mentions "hedge-hogs," expect them to look like hogs with hedges as fur in the Neitherworld). There are spoofs of certain films, TV shows, and actors across the four seasons and can range from common stuff like "IT'S A WONDERFUL LIFE" or Edgar G. Robinson (two villains) to "A CLOCKWORK ORANGE." Most of this is simple and blunt enough for kids to follow, but there are errant lines here and there which were more mature or "adult." Some have theorized that THE GRIMM ADVENTURES OF BILLY & MANDY and even THE FAIRY ODDPARENTS owe some thanks to BEETLEJUICE for laying down the groundwork for that style of wacky kids' cartoon.
During the first 29 episodes on ABC, the lengths of each story would vary. Some episodes were "full length" at 22 minutes but at least a third were divided into two "mini episodes" of 11 minutes each, which is a common format for kids shows which continues to this day (especially on Cartoon Network and Nick). Some of the 11 minute episodes have plots or gimmicks which feel rushed, while some longer episodes could have been cut down. However, once the Fox season starts, all of "their" 65 episodes are full length; no more half-episodes. The ABC seasons also balanced out time between the Neitherworld and human world almost equally; a typical episode (or mini episode) was just as likely to take place in one realm or the next. This shifts drastically in favor of the Neitherhood once the Fox season starts, to the point that the human realm is usually only used as an introductory device to show what Lydia is doing before Beetlejuice shows up (or the plot draws her to the Neitherworld). There is also one more drastic shift in tone which comes in season four, which I'll touch on later.
As for the BEETLEJUICE cartoon, the biggest changes involve the title character being less of an antagonist and in redefining his relationship with Lydia Deetz, the star heroine. In the movie, Beetlejuice is sleazy, oversexed, and tries to marry a teenage Lydia in the finale (played by an 18 year old Winona Ryder). In the animated series, Lydia is in "middle school," which means she's about 10-13 years old, and their relationship is as "best friends." Despite that, Beetlejuice is obligated to use his catch phrases from the film at all times, as well as his mannerisms and speech patterns. This leads to some, uh, "unique" angles to their friendship.
For one thing, the pair celebrate anniversaries of their first meeting by exchanging presents; not something "friends" usually do. For another, Beetlejuice calls Lydia "babe" or "babez" virtually all the time. Part of this was that word was commonly used by exaggerations of West coast lounge lizards, agents, or brokers. ALF, for instance, sometimes called people "babe" in his sitcom. Still, when taken together, it gets obvious to see why plenty of "tributes" to the two are on YouTube and fanart on DA can sometimes "go there." For what it is worth, in one episode near the end of the series, Beetlejuice jokes, "No one ever told me about the birds and the beetles!" and Lydia deadpans, "I'll explain it to you later." It also helps that Beetlejuice hardly ever expresses any romantic interest in anyone. Rather than refer to the "Afterlife," like the film does, Beetlejuice's world is called "the Neitherworld." Finally, aside for BJ, Lydia, and her parents (and the Sandworms), no other characters from the film appear. A minor character, I.M. Smallhead, is inspired by Harry the Hunter, but not the same.
I may as well go over some random bits about the characters. The voice cast are Canadian and virtually all of them would go one to have roles in X-MEN a year after this show wrapped.
To loop this meandering thing back to the start, one of the quirks of having a geeky mother who had me somewhat young (mom was 25 when she had me so was in her 30s during the 90s) was that she usually watched at least a few episodes of any show I was into. It wasn't just to keep an eye on what I was doing; she seemed to genuinely like many of them (and definitely missed when I outgrew toys and action figures). This often got embarrassing (I.E. my mother being very fond of He-Man), at least as a kid. But this included "BEETLEJUICE" and one episode she definitely saw with me was "Poultrygeist," a spoof of "POULTERGEIST." To this day it remains an in-joke anytime something randomly falls in the apartment. "It must have been the Poultrygeist!"
To sum up, finally, this was a binge I enjoyed way more than I thought. I was surprised by how many bits, episodes, jokes, and puns I had retained even from 30+ years prior. Considering my own fondness for terrible puns (especially as I get older) a part of me wonders just how impressionable I was for Beetlejuice. It was one of few shows which really bonded to me at a time when Ninja Turtles seemed to rule my life. The show remained popular in syndication (both Nickelodeon and Cartoon Network used to air it in loop during the rest of the 90s), and in the years since Beetlejuice has gotten a successful musical (that some claim was gypped out of a Tony) and even a guest appearance in "TEEN TITANS GO!" There's a new movie on the way so maybe this will hit steaming too. But there's nothing quite like that original show.
At any rate, it's been over a month so I figure I'll share my thoughts on my latest Entertainment Joy, or "DVD binge," of another series from my childhood. For reasons I really can't explain it was a show I certainly adored as a kid, but I didn't get around to purchasing on DVD for ages, despite it all being fairly priced. It was not only one of the best animated series to be inspired by a film, but one which ran 4 seasons across two networks, even concurrently. During an era of children's TV dominated by the prime of the Ninja Turtles, it managed to eke out its own run. It's a show I haven't seen an episode of in roughly 31 years, but which has always stuck with me. I'm talking about the cartoon starring none other than "the ghost with the most," BEETLEJUICE.
It's an animated series which spun off of the 1988 Tim Burton film of the same name. After Burton scored big on 1985's "PEE-WEE'S BIG ADVENTURE," he was considered a bankable director by Warner Brothers and was almost immediately attached to their big superhero relaunch film, BATMAN. But in the years between, Burton started using his newfound connections and reputation to get other passion projects made, and BEETLEJUICE was one of them. WB wasn't confident in it and only gave it a budget of $15 million, but when it grossed almost $75 million in theaters, it became a surprise hit. Since making animated TV cartoon spinoffs for kids from films sold to adults was already a thing (i.e. see cartoons like "RAMBO: THE FORCE OF FREEDOM," "ROBOCOP: THE ANIMATED SERIES," and even cartoons centered around Mister T and Chuck Norris), WB decided to produce a BEETLEJUICE cartoon. Unlike many of those earlier efforts, some of the folks behind the film were involved in the show. Burton developed the series for TV and was one of the executive producers (even if at the time he would have been busy with 2 Batman films and "A NIGHTMARE BEFORE CHRISTMAS") and Danny Elfman did the theme song.
The show debuted on ABC's Saturday morning line up in 1989, produced by Nelvana Ltd. (a Canadian company) along with the Geffen Film Company, and Tim Burton Inc. It was a huge hit for the network, though ABC ordered surprisingly few episodes of it. It ran on ABC for 3 seasons and only racked up 29 episodes (most of which were in the debut season). That all changed when Fox, eager to jump into the children's animation business in 1991, ordered a fourth season of a whopping 65 episodes for weekday afternoons. FoxKids wanted to make sure they had enough episodes for standard broadcast syndication right off. However, ABC's third season episodes were also debuting in 1991; in fact, the third season premiere on ABC and the fourth season premiere on FoxKids were only two days apart. That means seasons 3 and 4 were produced at the same time for two rival networks and aired on both of their stations at roughly the same period of time. This means at its peak in 1991, BEETLEJUICE was airing 6 days a week. That is insane for a series which didn't have turtle shells somewhere. Airing a whopping 94 episodes across two networks wasn't too confusing, as the show is an episodic comedy with no multi-parters and loose continuity.
Having to "share" a series with a rival network seemed to work out for FoxKids; in fact, it even won an Emmy award that year. BEETLEJUICE was a big hit for them too and the following year, they'd get BATMAN: THE ANIMATED SERIES (also inspired by a Burton film) and X-MEN. And to think, just a year earlier, FoxKids' big shows were "ATTACK OF THE KILLER TOMATOES" and "BOBBY'S WORLD."
I mean, you can tell how much FoxKids cared just by the intros. Here's the intro for the first 3 seasons on ABC:
And here is the intro for the 4th season that debuted on FoxKids:
Seriously, that fourth season intro may have blown out their entire animation budget, but damn is it impressive.
Anyway, like most cartoon shows based on a raunchier movie, certain concessions and changes had to be made in order to make it acceptable for kids. On the other hand, it had to be close enough to the movie that it was recognizable as part of the same franchise. This is always a tough needle to thread, as usually the TV series has to imply a loose "folk memory" with the parent film, while changing many details. For example, in the 1987 "ROBOCOP" cartoon, Alex Murphy's origin is roughly the same, only he's "mortally wounded" by Clarence Boddicker and his gang and not killed. In fact, the series finale involves Murphy going after Boddicker and resisting the urge to kill him, which implies the last act of the film never happened. I imagine part of this was helped, in the 1980s at least, by the fact that not EVERY family had a VCR and could watch movies outside of theaters at a whim (and especially not kids).
The show relies on a lot of gross out humor, as well as tons of visual gags, puns, and "dad jokes" as they're called now. The zeal for this is extremely literal (i.e. if Beetlejuice mentions "hedge-hogs," expect them to look like hogs with hedges as fur in the Neitherworld). There are spoofs of certain films, TV shows, and actors across the four seasons and can range from common stuff like "IT'S A WONDERFUL LIFE" or Edgar G. Robinson (two villains) to "A CLOCKWORK ORANGE." Most of this is simple and blunt enough for kids to follow, but there are errant lines here and there which were more mature or "adult." Some have theorized that THE GRIMM ADVENTURES OF BILLY & MANDY and even THE FAIRY ODDPARENTS owe some thanks to BEETLEJUICE for laying down the groundwork for that style of wacky kids' cartoon.
During the first 29 episodes on ABC, the lengths of each story would vary. Some episodes were "full length" at 22 minutes but at least a third were divided into two "mini episodes" of 11 minutes each, which is a common format for kids shows which continues to this day (especially on Cartoon Network and Nick). Some of the 11 minute episodes have plots or gimmicks which feel rushed, while some longer episodes could have been cut down. However, once the Fox season starts, all of "their" 65 episodes are full length; no more half-episodes. The ABC seasons also balanced out time between the Neitherworld and human world almost equally; a typical episode (or mini episode) was just as likely to take place in one realm or the next. This shifts drastically in favor of the Neitherhood once the Fox season starts, to the point that the human realm is usually only used as an introductory device to show what Lydia is doing before Beetlejuice shows up (or the plot draws her to the Neitherworld). There is also one more drastic shift in tone which comes in season four, which I'll touch on later.
As for the BEETLEJUICE cartoon, the biggest changes involve the title character being less of an antagonist and in redefining his relationship with Lydia Deetz, the star heroine. In the movie, Beetlejuice is sleazy, oversexed, and tries to marry a teenage Lydia in the finale (played by an 18 year old Winona Ryder). In the animated series, Lydia is in "middle school," which means she's about 10-13 years old, and their relationship is as "best friends." Despite that, Beetlejuice is obligated to use his catch phrases from the film at all times, as well as his mannerisms and speech patterns. This leads to some, uh, "unique" angles to their friendship.
For one thing, the pair celebrate anniversaries of their first meeting by exchanging presents; not something "friends" usually do. For another, Beetlejuice calls Lydia "babe" or "babez" virtually all the time. Part of this was that word was commonly used by exaggerations of West coast lounge lizards, agents, or brokers. ALF, for instance, sometimes called people "babe" in his sitcom. Still, when taken together, it gets obvious to see why plenty of "tributes" to the two are on YouTube and fanart on DA can sometimes "go there." For what it is worth, in one episode near the end of the series, Beetlejuice jokes, "No one ever told me about the birds and the beetles!" and Lydia deadpans, "I'll explain it to you later." It also helps that Beetlejuice hardly ever expresses any romantic interest in anyone. Rather than refer to the "Afterlife," like the film does, Beetlejuice's world is called "the Neitherworld." Finally, aside for BJ, Lydia, and her parents (and the Sandworms), no other characters from the film appear. A minor character, I.M. Smallhead, is inspired by Harry the Hunter, but not the same.
I may as well go over some random bits about the characters. The voice cast are Canadian and virtually all of them would go one to have roles in X-MEN a year after this show wrapped.
- Spoiler:
- This version of Beetlejuice spells his name exactly like that (in the film, it was spelled "Betelgeuse"), and from meeting other relatives of his across 94 episodes, it's clear that "Juice" is his surname. He frequently brags about being dead (like all Neitherworld citizens are), but he also appeared as a teenager in Neitherworld High School in at least one canonical flashback story, so who knows how growing up or aging happens down there. Like in the film, he lives in a roadhouse which is literally marked, "BJ's Roadhouse." The only difference is that since this is a TV series, we get to meet his neighbors. He shares the roadhouse with Jacques LaLean (a French skeleton bodybuilder) and Ginger the Tap Dancing Spider (who is almost always introduced with that full title). BJ also doesn't own the roadhouse, but rents it from his petty landlord, Mr. Crump. Not even dead people can afford the rent! Both Jacques and Ginger are pretty nice and don't deserve BJ's pranks, but that rarely stops him. They all knew each other since high school and aside for Lydia, Jacques is the closest thing BJ has to a friend.
His next door neighbor is The Monster Across The Street, whose design is like Gossamer from Looney Tunes, only as a cowboy (complete with the hat, boots, and country songs). His pet dog is named Poopsie and is often a target of Beetlejuice's pranks (though in at least one episode, we see that at least sometimes, Poopsie deserves it).
Beetlejuice's sleaziness is toned down from the film for obvious reasons, so he's reinterpreted as a lazy con-man and prankster who can have a mean streak when pissed off. He is a loathed figure within the Neitherworld, usually ranging between "annoyance" and "menace" depending on the day or scheme. His claim to fame is being "the ghost with the most," which he calls "juice," or ectoplasmic energy. All ghouls have some of this, but BJ is far and away the most powerful spectre in the Neitherworld, limited only by his laziness and imagination. Beyond his powers, Beetlejuice is more infamously well known for his disgusting lack of hygene, even for a dead person, and eating bugs (usually beetles). His armpit, body, and foot odor and/or bad breath alone have rendered many threats unconscious.
Beetlejuice can do virtually anything, which is a problem at times when episodes want to present danger or a sense of stakes. His primary limitation is that anything Beetlejuice says is at risk of coming true, especially in terms of his body transforming into something unconsciously to make a joke or a pun, or react to something. Beetlejuice often gets himself in trouble by saying the wrong thing and causing a "juice" he didn't want. His secondary limitation is that Beetlejuice loses his powers when his body is divided, which happens many times throughout the show. He's kind of like Dracula from the CASTLEVANIA games in that regard. He cannot perform any powers if his head is separated from his body, or his brain is removed. In fact, Beetlejuice is such a jerk that in (too) many episodes, some body part rebels against him. From his feet to his "funny bone" to his body itself, Beetlejuice has had to pull himself together (usually with Lydia's help) often. In the first few seasons, Beetlejuice had a pathological fear of giant Sandworms (from the film), but he gets over this by season 4. Some episodes make up reasons why Beetlejuice's powers can't work out of convenience.
Exactly why Beetlejuice has more powers than any other ghost in the Neitherworld is actually partially explained. In the fourth season episode, "Family Scarelooms," BJ's parents are trying to enter a private club for the oldest families in the Neitherworld, and are trying to find a coat of arms to prove it. Beetlejuice and Lydia eventually do find it, proving that he does come from a very old family there. They never connect that to his power level, but it makes a degree of sense.
BJ's powers usually revolve around physical transformations, but can range to changing someone's clothing or making objects (or animals) appear from thin air. Much like in the film, he can enchant people and make them both dance and levitate, but rarely does it once the ABC seasons end. Sometimes he can apply his "juice" to a benefit beyond pranks or transformations. In the episode, "Cabin Fever," Beetlejuice successfully cures Lydia of the measles (albeit after spending all day trying and catching "Cabin Fever" himself). His powers can also be used for rapid construction (especially with his magical and prideful Ghost-Tools). Beetlejuice was voiced by Stephen Ouimette, who also voiced the reoccurring guest characters Archangel and Cameron Hodge on X-MEN. It really is one of his best performances, on par with Rob Paulsen his various shows.
His catch phrases from the movie include, "Hi, how ya doin'?", "______; you know I love/hate 'em," "I'll save that one for later" (usually about a bug) and his battle cry, "It's showtime!"
Lydia Deetz in this show is a goth middle schooler living in the fictional New England suburb of Peaceful Pines. She attends Miss Shannon's School for Girls, a private school in which Miss Shannon herself seems to be the primary teacher. Like in the film, her mother Delia Deetz is an eccentric artist. In the film, her father Charles was a real estate developer, but in the TV series he never seems to work and appears focused on trying to "relax" and not have a nervous breakdown. Lydia is very clearly her mother's daughter and is very artistic, just prefers gothic colors and styles over the bright colors and motifs of her mom. Lydia is more upbeat than her film counterpart, which added some depth considering she's a goth. Across the series, she displays a fondness for photographing bugs (and worms), automotive skills, fashion design, and a fondness for horror movies and video games. Overall she is quite moral and mature for her age, and encourages Beetlejuice to do the right thing in the end, but also has a mischievous streak. Beetlejuice's unflappable ability to make her laugh and his boundless confidence in her are the primary reasons why they're friends. On the flip side, disappointing Lydia and causing her to loose faith (or get angry) usually is the only thing which can convince Beetlejuice to do the right thing at the end of many schemes. And although Lydia often is defended and rescued by Beetlejuice (usually an easy way to trigger his "berserk button" is if someone endangers or humiliates Lydia), she often saves him from various messes (usually of his own doing) at least as often if not more so.
While Lydia's role in Beetlejuice's life is clear, his role in hers is defined in "It's a Wonderful Afterlife" (the fourth season spoof of the film, "It's A Wonderful Life"). After being unable to prank his neighbors because they're too used to his tactics, and especially after being momentarialy dismissed by Lydia, BJ wishes his Afterlife away, and goes through the routine of seeing the cast in his life exist if they'd never met him. While the rest of BJ's Neitherworld neighbors are much better off (the Neitherworld ITSELF looks brighter and cleaner without him), Lydia is absolutely miserable. Having never met Beetlejuice, she never got over her shyness and had no friends (not even Prudence and Bertha). Beetlejuice wants to be her friend all over again, which of course, means wishing his Afterlife back.
The "rules" regarding summoning BJ or traveling to the Neitherworld are more ironclad in the first 3 seasons and devolve almost to irrelevancy as season 4 wares on. Under normal circumstances, Beetlejuice can only manifest himself in Lydia's bedroom mirror or in small objects, books, or mini form on his own. He needs her (or anyone) to say his name three times in a row to manifest him in the "real world," or send him back. That said, by the fourth season, the vast majority of episodes (maybe 85%) will take place in the Neitherworld with only brief visits to the mortal plane for framing devices.
Sometimes Lydia has a longer incantation to summon Beetlejuice, which is mostly used in the first 2 seasons and only occasionally thereafter (whenever they need to kill 30-60 seconds of animation): "Though I know I should be wary, still I venture someplace scary! Ghostly haunting, I turn loose; Beetlejuice, Beetlejuice, Beetlejuice!" At times when she does this, her entire bedroom transforms, and she literally has a door to the Neitherworld within it. The only consistent part is that Lydia summons a new costume, primarily a red spider-web shawl, in the Neitherhood (which in the real world is actually a tablecloth). If other people are with the two of them (whether in a vehicle or within a yard or so), they can be summoned back and forth between the Neitherworld and the "real world" too. By season 4, though, Beetlejuice usually can come and go as he pleases, but there's somewhat of a reason for it, which I'll touch upon later.
Another rule which is very mutable is exactly why Beetlejuice has to keep a low profile on Earth, beyond to avoid freaking out Lydia's parents (especially Charles, or "Chuck" as BJ calls him). In the film, their house almost becomes a tourist trap due to all the ghostly activity, but that's barely implied in the show. That said, Beetlejuice seems able to completely hide his status simply by changing clothes, and he adopts different personas on Earth. His alias when performing various odd jobs (from handy dandy man to party planner to tour guide) is "Mr. Beetleman." When hanging out with Lydia's friends Prudence and Bertha (whether at school or not), BJ adopts the drag persona of "Betty Juice," which all of a sudden would get the show banned in Florida. Near the end of the fourth season, though, Beetlejuice will just lounge around the house on occasion and no reason is needed. That said, there are no "ghostbusters" on Earth; Beetlejuice has nothing to stop him outside the Neitherworld.
One clear example is the season 2 episode (or mini-episode), "Spooky Boo-tique." After Lydia designs a spooky, gothic wardrobe, she, BJ, and her pals decide to open a boutique at the mall and sell their wares. However, when their only customer is a kid who buys a keychain for a quarter, Beetlejuice decides to hypnotize everyone in Peaceful Pines with a hypnotic TV commercial to turn them into zombie customers. Hilariously, the slogan he comes up with is, "Shop 'till you freak at the Spooky Boo-tique," which is SUCH an ear worm that it has been stuck in my head for over three decades. It doesn't hurt that almost all of the show's cast chant it a lot and it even has a theme song. And now I am sharing it with you.
Lydia was voiced by Alyson Court, who is better known for roles which came after "BEETLEJUICE" wrapped: as Loonette the Clown in "BIG COMFY COUCH," and, of course, as Jubilee in "X-MEN." When that show debuted in 1992, hers was the first voice I immediately recognized. Court was only about 16 when the show debuted and while most of the voice acting was done individually, Ouimette has stated in at least one interview that the two of them did most of their scenes together, since the dynamic between Lydia and Beetlejuice was the heart of the show. This is also why many of the refernces to their characters, uh, "unique" friendship are visual gags and not dialogue (i.e. each of them having many framed pictures of each other).
Besides summoning Beetlejuice, Lydia's catch phrase is "Deadly Vu," which is usually used as an exclamation.
Lydia's primary antagonist is Claire Brewster (voiced by Tara Strong, who also played Bertha and other random characters in what was her 10th voice acting credit). A snobby, haughty blonde with a spray-on tan, she instigates many of the conflicts of the show that take place in the human world, especially during the first 3 seasons on ABC. Amusingly, despite the show taking place in New England, Strong adopts a "Valley Girl" accent for her. As Lydia's nemesis, she often is the butt of many of Beetlejuice's pranks (aside for Lydia's parents); unlike the Deetzs, Claire almost always deserves it. The interesting bit is while Claire vainly believes she's the most popular kid in school, it is clear everyone else hates her and this is all delusional. Claire has the distinction of being the only other human besides Lydia to once summon Beetlejuice (albeit after being egged on, and despite there being gaps and entire sentences between each name).
While Lydia usually advises Beetlejuice to "go easy" on Claire, by the fourth season's "Foreign Exchange," Lydia arguably reveals her worst mean streak towards Claire. When Brewster goes out of her way to torment and publicly humiliate a foreign exchange student, Lydia agrees to a full episode prank with Beetlejuice and his pals which involves a dangerous fake airplane ride, a fake alter ego with BJ posting as a fake prince, and exposing Claire to some genuine danger in an attempt to deliver some much needed karma. By the end of the episode, Claire has been run so ragged that not even her own parents recognize her. While Strong had done voice acting before this show, I'd argue this was one of the first shows which really showed her range with a variety of different voices and characters.
In the second season, the show introduces Doomie, a.k.a the Dragster of Doom. It is a living green car which both Lydia and Beetlejuice built themselves which came to life via a thunderbolt (a la Frankenstein). It adopts a furry were-car form when chasing dogs, but most of the time is actually sweet and nice. Quite a few episodes are had of Beetlejuice mistreating Doomie or taking him for granted, before seeing the error of his ways or being forced to change by Lydia (or the situation). Ron Rubin, who did many "additional voices" credits on the show, voiced Doomie. He also was Morph, among other roles, in "X-MEN," as well as Artemis the cat in DIC's dub of Sailor Moon.
Beetlejuice gets a number of reoccurring enemies from the Neitherworld, but by far his most consistent (and the only one who debuted during the ABC seasons) is Scuzzo the Clown, voiced by Joseph Sherman. He's presented as a bitter rival of Beetlejuice, always seeking to one-up him, but relying on standard clown tactics like pies or Selzter sprays. He's occasionally aided by his larger, mostly mute brother, Fuzzo. Arguably the closest Scuzzo ever gets to conquering the Neitherworld is in Season 4's "Pranks for the Memories," when Beetlejuice's brain (dubbed "Braino" by Lydia) detaches from his body and decides to use Scuzzo as a pawn to take over the realm. Without BJ's heart, Braino shows that Beetlejuice could virtually take over the Neitherworld on a whim, even if Scuzzo was mostly along for the ride. He, naturally, is a founder of an alliance of Beetlejuice's worst enemies near the end of the series, the Society of Neitherworld Outlaws, Thugs, Rogues and Goons (or SNOTRAG).
Arguably BJ's second worst nemesis is Mayor Maynot, voiced by Len Carlson (who in "X-MEN," voiced Robert Kelly). Redesigned in the second season, Maynot is the woefully corrupt mayor of the Neitherworld who often threatens to send Beetlejuice to Sandwormland. He is so corrupt that he eagerly accepts suitcases full of cash which he prefers be called "flithy bribes" instead of "payoffs." In season 4's "Mr. Beetlejuice Goes To Town" (a spoof of "Mr. Smith Goes To Washington,") Beetlejuice runs against Maynot when Maynot signs a deal to pave over the roadhouse for a highway, and despite his own terrible reputation, wins easily. The only problem is that BJ, a diehard greedy con-man, proves to be just as nakedly corrupt (which Lydia, Ginger, and Jacque should have seen coming, honestly).
The drastic shift that happens in season 4 on Fox is that whatever barrier that exists between the fourth wall and the rest of the show evaporates. A reoccurring antagonist, Mr. Monitor, is introduced as an executive of Neitherworld TV (NTV), second only to it's head director. In the fourth season premiere, he tasks Beetlejuice with making a new show for the network, but will feed him to a Sandworm otherwise. As Season 4 winds on, many episodes (but especially, "What Makes BJ Run") makes it very clear that the show ITSELF is one which airs on NTV and Beetlejuice, Lydia, Jacque and the rest are just performers within it. In other words, BEETLEJUICE practically becomes a show within a show.
Now, fourth wall jokes had been part of the show since the pilot in 1989, but it wasn't until Fox's season debuted in 1991 that the show's producers and writers went firmly into this direction. Especially by the last two or three dozen episodes, the fact that the fourth wall just did not exist anymore was clear. I am fascinated as to why this was chosen as a direction. It could have been that after spending 3 seasons with episode orders of 8-13 episodes for ABC, suddenly everyone was overwhelmed by Fox's demand for 65 episodes and needed to throw things against the wall. My own personal theory is the experience of having to deal with executives, and especially the censors, for two competing TV networks at the same time had to be completely insane, so they chose to reflect this (as parody) within the show itself. I would argue that Fox let the show get away with more (or the show's writers just got more hardened after dealing with ABC for three seasons).
One episode in season 4, "Hotel Hello," caught my attention for one key reason: its vampire villain, Count Mein (pronounced "Me-In," for a pun). It features the vampire becoming attracted to Delia Deetz (after BJ takes the Deetzs to a Neitherworld hotel), obsessing over her neck, and making it very clear that he wants to bite her neck and drink her blood. In one scene, Count Mein even tries to withdraw blood from a Blood Bank ATM (another pun). The episode also features one of the show's best double entendres, where Charles (who had been a wuss the entire episode) tries to defend Delia by claiming as her husband, he's the only one allowed to bite her neck. Kinky!
Fast forward 5 years to the second season of "SPIDER-MAN," which introduced Morbius the Living Vampire. The censors hammered series writer John Semper so badly that Morbius was not allowed to bite anyone (or even allude to doing so), or even mention the word "blood." Instead he was after "plasma" and absorbed it via suckers on his palm. I was completely shocked that a network which had so much trouble with Morbius (and according to Bruce Timm and Paul Dini, wouldn't allow "BATMAN: TAS" to have a vampire villain either) being so cavalier with it in 1991 with "BEETLEJUICE." I took it as because the show as just THAT popular that it could get away with more. Plus, it also showcased that Marvel couldn't get arrested in Hollywood until the turn of the 21st century. James Cameron couldn't even get a Spider-Man film made.
Other odds and ends? In the fourth season, "Substitute Creature," Beetlejuice arranges a field trip to the Neitherworld for Lydia, Bertha, Prudence, and Claire to a theme park, 'Historyland.' This leads thru tours of various historical sites and events, all but starting with the Civil War. And what was the reason for it? Beetlejuice's first answer is "freeing the slaves." Who would have thought that 30 years later, such simple facts of history would be too controversial to appear in a kid's cartoon (on a Fox station, no less)? I guess Beetlejuice is "woke" now.
The first season's "Pest Of The West" is usually considered to have the most "nightmare fuel." It's a Western themed episode where Lydia winds up the target of a bull themed ruffian, Billy the Crud. At one point he tries to force Lydia to marry her (in a plot ripped from the original film) and Beetlejuice is made to see a vision of what will happen if he doesn't stand up to Billy. We get a scene where Lydia is Billy's frazzled, long suffering wife with a herd of little bull-kids tormenting her. Lydia's supposed to be 12. Sheesh! While Billy the Crud never returns, Beetlejuice later gets a reoccurring cowboy nemesis in Jesse Germs (voiced by Dan Hennessey, doing a Clint Eastwood impression).
A minor reoccurring character, Prince Vince, is a straight up homage to a short independent film Tim Burton produced before he hit it big, "Vincent." His schtick is being so woefully depressed that his misery can bring about endless clouds and rain. Lydia initially likes him, much to Beetlejuice's chagrin, at least until he manages to be too depressing even for her. Before the full on shattering of the fourth wall, my headcanon was that Beetlejuice always escaped legal consequences for his actions because Prince Vince was his friend.
One season four episode, "Super-Zeroes," is a fascinating take on the rising genre of superheroes in cartoons, which in 1991 was still on the horizon. Beetlejuice is told that superheroes are "in," so he comes up with his own alter ego, Ultra Beetle-Man, who has at least 5 different origins. This is all done so he can try hawking his own comics...which are ALL "Number 1" issues. Even in 1991, that trend on comics wasn't anywhere near as insane as it is now. And with "BATMAN: TAS" coming soon after "BATMAN RETURNS," it really did spotlight how superheroes would dominate the animation field as the 90s wore on. Also, Lydia acting as his sidekick, "Lydia Deetz: Cub Reporter" is a play on "Lois Lane: Girl Reporter" from the 1930s. Unlike Lois at that time, Lydia totally saves the day (and gets to sell her own comics).
One episode is called "Moby Richard," and while the plot is fine (Lydia wants to produce an adaptation of MOBY DICK, complete with the titular whale playing the lead, only Beetlejuice gets too "into" character as Ahab and goes bonkers), I have to admit I just love the name. I have no clue how "Dick" became the short for "Richard." It never made sense to me, especially as a kid.
And season 4's "Snugglejuice" is the aforementioned episode which references "A CLOCKWORK ORANGE," which to say the least, was certainly an unlikely film to be satired in a children's cartoon. After being framed for shoplifting in a prank war with Germs Pondscum (a random spoof of James Bond), Beetlejuice is sent to the NeitherNeitherLand, which is basically a Hell of sickeningly sweet cutesy bears, dolls, and backgrounds run by Little Miss Warden and her enforcer, Billy Club (see those puns). Her "rehabilitation" is really flat out brainwashing by her Jack-In-The-Box, who turns Beetlejuice into the disturbingly sweet Snugglejuice. When Lydia comes to visit and finds that her pal's been twisted into a hideous creature, she goes back to NeitherNeitherLand with him to confront Little Miss Warden. Things look bleak when another inmate, Dr. Prankenstein (BJ's hero), claims that Snugglejuice has supplanted Beetlejuice's main personality. But of course, Little Miss Warden makes the mistake of trying to brainwash Lydia, which gets Beetlejuice riled enough to eat a "magic beetle," rediscover himself and tear it all up. Out of all episodes, this was one of the ones I recalled most vividly even from 1991. Little Miss Warden eventually joins SNOTRAG.
It's worth a mention that in season 2's mini episode, "Dr. Beetle & Mr. Juice," when Beetlejuice invents a cologne which changes the personality of anyone sprayed by it to their polar opposite, Lydia becomes a holy terror as a girl biker. So despite how kindhearted Lydia usually was, she at least had the potential to be as much of a menace as Beetlejuice could be. No wonder they get along.
To loop this meandering thing back to the start, one of the quirks of having a geeky mother who had me somewhat young (mom was 25 when she had me so was in her 30s during the 90s) was that she usually watched at least a few episodes of any show I was into. It wasn't just to keep an eye on what I was doing; she seemed to genuinely like many of them (and definitely missed when I outgrew toys and action figures). This often got embarrassing (I.E. my mother being very fond of He-Man), at least as a kid. But this included "BEETLEJUICE" and one episode she definitely saw with me was "Poultrygeist," a spoof of "POULTERGEIST." To this day it remains an in-joke anytime something randomly falls in the apartment. "It must have been the Poultrygeist!"
To sum up, finally, this was a binge I enjoyed way more than I thought. I was surprised by how many bits, episodes, jokes, and puns I had retained even from 30+ years prior. Considering my own fondness for terrible puns (especially as I get older) a part of me wonders just how impressionable I was for Beetlejuice. It was one of few shows which really bonded to me at a time when Ninja Turtles seemed to rule my life. The show remained popular in syndication (both Nickelodeon and Cartoon Network used to air it in loop during the rest of the 90s), and in the years since Beetlejuice has gotten a successful musical (that some claim was gypped out of a Tony) and even a guest appearance in "TEEN TITANS GO!" There's a new movie on the way so maybe this will hit steaming too. But there's nothing quite like that original show.
Re: Entertainment Joys
I caught two movies recently, as in actual theaters. The first was THE FLASH, which stunk. The second was INDIANA JONES AND THE DIAL OF DESTINY, which wasn't perfect but was way better than CRYSTAL SKULL and a satisfying way to end the series, finally.
In terms of my random DVD binges, I caught a series that I only knew about from memes, references in other material, and some brief online videos. It was a series that came about long before a Marvel Cinematic Universe was a twinkle in anyone's eye, but emerged during a time when the path to get there was being paved. And it proved that at least some franchises can be vaguely translatable across the sea. I am talking about the 1978-1979 TOEI SPIDER-MAN TV series, also known as "Japanese Spider-Man" or Supaidāman. It aired on TV Tokyo and was the first of several joint productions between Marvel Comics (then spearheaded by Stan Lee) and Toei Company, known for a slew of anime productions as well as the then-latest live action sensation, SUPER SENTAI (which began in 1975 with Himitsu Sentai Gorenger and would be rebranded and resold in the U.S. as MIGHTY MORPHIN POWER RANGERS in 1993, sixteen incarnations later).
By the mid to late 1970s, Stan Lee and Marvel determined that the future of the characters and franchises they'd created involved more than sporadic, cheaply produced TV cartoons for kids (or random t-shirts or toys). It would be in live action TV and film productions, much as DC had achieved for Superman, Batman, and Wonder Woman. On the American side, Marvel was working with CBS to produce "THE AMAZING SPIDER-MAN" (which ran for 2 brief seasons starring Nicholas Hammond) and "THE INCREDIBLE HULK" (which ran for 5 seasons starring Bill Bixby and Lou Ferrigno and was well regarded). Publisher Gene Pulc acted as a bit of a go-between with Toei and Marvel to eventually iron out a deal in which Toei would pay a license fee to Marvel to adopt their characters, but Toei could interpret them essentially any way they saw fit.
The first and most successful of these deals was SPIDER-MAN for TV Tokyo. Originally, Toei was going to make the web-slinger the sidekick of Yamato Takeru, a legendary Japanese prince who would have come to the modern day via a time warp. While Stan Lee himself had no official involvement in the show, in a 2009 interview regarding the series, he stated that he'd at least advised the head people of Toei of what the character was about and his opinions on what made a hero. Perhaps for this reason, the original idea with Takeru was abandoned and Spider-Man was made the star, with more of a science fiction plot. Or maybe it was just because aliens and sci-fi hi-tech stuff were big in the late 1970s.
By 1977, the second SUPER SENTAI show, J.A.K.Q. Dengekitai, had ended after a mere 35 episodes (making it the shortest of the franchise's series to this day). Toei decided to give the franchise a rest and produce SPIDER-MAN instead. They were hestiant as to whether kids would respond to the character, so they decided to hedge their bets by including what was then a novel concept: a giant, combination robot. Go Nagai's MAZINGER Z was the first major Japanese franchise to feature that stuff in the early 1970s, and it was immediately popular. So the idea was to have the show star a Toei-style Spider-Man, who could summon a giant robot and fight monsters. This combination -- a spandex clad superhero summoning a giant combination robot to fight monsters with -- was very popular and Toei began incorporating that element into every SUPER SENTAI show starting with the third, produced after SPIDER-MAN ended and alongside Marvel, Battle Fever J.
TOEI SPIDER-MAN ran for 41 episodes from 1978-1979, with a theatrical episode released for the Summer 1978 Toei Cartoon Festival which acts as an "episode 10.5," so 42 episodes in essence. It was a hit, but because the licensing deal with Marvel ended around 1980, Toei wasn't able to release the series on home video or even feature most promotional images from it until 2009, when a new deal with Marvel (either before, during, or after Disney purchased them) allowed them to finally release the series in Japan on DVD. Marvel uploaded and released all of the episodes for free on their website (in the "kids' section" along with stuff like X-MEN EVOLUTION), but took it down later that year. The Japanese version of Spider-Man has an extended cameo in the 2015 comic book version of SPIDER-VERSE, which is way worse than Sony's films.
As someone always fascinated by what small bits of this show I saw, as well as a cult fan of the CBS show, I'd always wanted to see it. Ironically, the formulaic bits with the giant robots and monsters are the worst parts of the show, and one gets the sense that even the producers and directors tired of it and saw it as an obligation. Yet that element has endured in SUPER SENTAI/POWER RANGERS ever since 1979.
Across 41 episodes, I also learned quite a lot about 1970s Japanese culture. I wonder how much is true. To wit:
- Almost all elementary school aged boys wear disturbingly short shorts.
- Disco was still alive in Japan in 1979.
- Schoolboys in the late 1970s are some of the most brutal and vicious youngsters who ever lived. A few episodes show them either bullying someone or fighting a classmate they think is lying or stealing. They don't just hit or push, they dogpile the victim like he owed them money for 5 generations, often leaving bruises, black eyes and cuts. The Crips aren't even that bad.
- It was perfectly acceptable for adults, even non family members, to strike misbehaving kids, even in the face.
- Japanese German Shepherds have super powers. One episode had one unravel the plot of the episode to try to save his owner, survive being shot with automative fire and fall off a dam, just by being determined enough to respond to a dog whistle. He also totally saves Spider-Man from a bomb. Lassie, eat your heart out.
- Any schoolboy that wants to be depicted as studious yet lonely wears a suit and red bow tie like Detective Conan.
- Forming unofficial clubs of boy detectives was so popular that THREE SEPARATE DETECTIVE CLUBS form and are the basis of 3 different episodes. These clubs are complete with homemade badges and cosplay (either of trenchcoat detectives, samurai, or caped heroes). One of them is called "the Man Man Detective Club" even though one member is a girl. Having one group of death seeking kids form a detective club and get involved in monster plots is insane enough; three separate ones is madness. Imagine if Nancy Drew, the Hardy Boys, and Encyclopedia Brown all set up in the same city...and that was Central City, which already has the Flash.
- All cat burglars are just called "Phantom Thief" and assigned a number. Episode 3 features "Phantom Thief 001" but another one pops up later down the road.
- Drug dealers in Japan wear ski masks even in broad daylight and literally carry sacks full of drugs over their shoulders. And have street names like "Killer Nelson."
- All nacrotics detectives have expert fighting skills comparable to alien monsters or robots in either gunplay, martial arts, or kendo. One reoccurring narc dresses like a cowboy and not only is an expert marksman, but his guitar also has a machine gun attachment. But episode 39 also introduces several of his peers, and they're also martial artists or sword experts. In comparison, beat Japanese cops or security guards can barely use pistols or clubs. Again, this is only narcotics detectives; no telling if being a detective in another field bestows extra combat powers.
Maybe Toei isn't a completely accurate social barometer.
The set I got also included a brief interview from Stan Lee from 2009. He appeared to enjoy this series more than the American attempt, which he attributed to the fast action and Spider-Man's movements. I also wonder if the fact that they actually bothered with the "great responsibility" angle also helped. Stan missed the part where Spider-Man docks with Marveller with Spider-Machine GP7 instead of another random rocket, but the Toei representative explains it to him partially off camera very patiently. A dude in a Spider-Man costume also was there for photo ops, and Stan replied, "That's great. Now go out and scare people." Ah, Stan Lee...the world still misses you.
TOEI SPIDER-MAN is kind of a weird show with the uneven tone and some of the flaws, but I found myself really liking this strange, wacky show. To think we have Spider-Man to blame for the MegaZord, essentially. It was fun to see the show beyond the memes and I actually did manage to get into to, and want to follow Takuya's costumed quest for revenge. There's only one way to end this...
MAN WHO NEVER STOPS TYPING, DATELESS-MAN!
In terms of my random DVD binges, I caught a series that I only knew about from memes, references in other material, and some brief online videos. It was a series that came about long before a Marvel Cinematic Universe was a twinkle in anyone's eye, but emerged during a time when the path to get there was being paved. And it proved that at least some franchises can be vaguely translatable across the sea. I am talking about the 1978-1979 TOEI SPIDER-MAN TV series, also known as "Japanese Spider-Man" or Supaidāman. It aired on TV Tokyo and was the first of several joint productions between Marvel Comics (then spearheaded by Stan Lee) and Toei Company, known for a slew of anime productions as well as the then-latest live action sensation, SUPER SENTAI (which began in 1975 with Himitsu Sentai Gorenger and would be rebranded and resold in the U.S. as MIGHTY MORPHIN POWER RANGERS in 1993, sixteen incarnations later).
By the mid to late 1970s, Stan Lee and Marvel determined that the future of the characters and franchises they'd created involved more than sporadic, cheaply produced TV cartoons for kids (or random t-shirts or toys). It would be in live action TV and film productions, much as DC had achieved for Superman, Batman, and Wonder Woman. On the American side, Marvel was working with CBS to produce "THE AMAZING SPIDER-MAN" (which ran for 2 brief seasons starring Nicholas Hammond) and "THE INCREDIBLE HULK" (which ran for 5 seasons starring Bill Bixby and Lou Ferrigno and was well regarded). Publisher Gene Pulc acted as a bit of a go-between with Toei and Marvel to eventually iron out a deal in which Toei would pay a license fee to Marvel to adopt their characters, but Toei could interpret them essentially any way they saw fit.
The first and most successful of these deals was SPIDER-MAN for TV Tokyo. Originally, Toei was going to make the web-slinger the sidekick of Yamato Takeru, a legendary Japanese prince who would have come to the modern day via a time warp. While Stan Lee himself had no official involvement in the show, in a 2009 interview regarding the series, he stated that he'd at least advised the head people of Toei of what the character was about and his opinions on what made a hero. Perhaps for this reason, the original idea with Takeru was abandoned and Spider-Man was made the star, with more of a science fiction plot. Or maybe it was just because aliens and sci-fi hi-tech stuff were big in the late 1970s.
By 1977, the second SUPER SENTAI show, J.A.K.Q. Dengekitai, had ended after a mere 35 episodes (making it the shortest of the franchise's series to this day). Toei decided to give the franchise a rest and produce SPIDER-MAN instead. They were hestiant as to whether kids would respond to the character, so they decided to hedge their bets by including what was then a novel concept: a giant, combination robot. Go Nagai's MAZINGER Z was the first major Japanese franchise to feature that stuff in the early 1970s, and it was immediately popular. So the idea was to have the show star a Toei-style Spider-Man, who could summon a giant robot and fight monsters. This combination -- a spandex clad superhero summoning a giant combination robot to fight monsters with -- was very popular and Toei began incorporating that element into every SUPER SENTAI show starting with the third, produced after SPIDER-MAN ended and alongside Marvel, Battle Fever J.
TOEI SPIDER-MAN ran for 41 episodes from 1978-1979, with a theatrical episode released for the Summer 1978 Toei Cartoon Festival which acts as an "episode 10.5," so 42 episodes in essence. It was a hit, but because the licensing deal with Marvel ended around 1980, Toei wasn't able to release the series on home video or even feature most promotional images from it until 2009, when a new deal with Marvel (either before, during, or after Disney purchased them) allowed them to finally release the series in Japan on DVD. Marvel uploaded and released all of the episodes for free on their website (in the "kids' section" along with stuff like X-MEN EVOLUTION), but took it down later that year. The Japanese version of Spider-Man has an extended cameo in the 2015 comic book version of SPIDER-VERSE, which is way worse than Sony's films.
As someone always fascinated by what small bits of this show I saw, as well as a cult fan of the CBS show, I'd always wanted to see it. Ironically, the formulaic bits with the giant robots and monsters are the worst parts of the show, and one gets the sense that even the producers and directors tired of it and saw it as an obligation. Yet that element has endured in SUPER SENTAI/POWER RANGERS ever since 1979.
- Spoiler:
- Aside for Spider-Man's costume and some of his powers, everything else has been changed about him. This was in contrast to the American CBS show, which kept many of the details right (i.e. Spidey is Peter Parker, a photographer for the Daily Bugle with a boss named Jonah Jameson, an aunt named May, who was bitten by a radioactive spider). HOWEVER, there is one key thing which the Toei show got right that the CBS show abandoned. The CBS show has no Uncle Ben and no morality lesson about great power and responsibility; Peter just becomes a superhero because he's a nice enough guy who gets empowered during a supervillain crime spree and who needs an identity to photograph for J.J. In contrast, the entire motivation behind the Toei Spider-Man is that he was not around to help his father out of an act of hubris, and then his father was killed. So even though the Toei show abandoned 95% of what Spider-Man is supposed to be about on the surface, they kept the "heart" of the character instead of just making him a generic good guy. That, as well as the fast paced action, may be why Stan actually approved of the Toei show more.
The star of the show is 22 year old Takuya Yamashiro, played by Kōsuke Kayama. He's a motorbike racer and son of astrophysicist Dr. Hiroshi Yamashiro, as well as the elder brother of an 18 year old sister (Shinko Yamashiro) and a 7 year old brother, Takuji Yamashiro. Takuya also has a "somewhat" girlfriend in Hitomi Sakuma, a freelance photographer. In the pilot, Dr. Yamashiro and his peers notice what they think is a meteor racing towards the Earth, which they believe is connected to evil aliens that they know are threatening the planet. Takuya would rather practice his motorbike than wander in the forest after a meteor, so he blows his father, sister, and Hitomi off. Of course, the doctor stumbles upon those evil aliens, goes missing, and is mortally wounded along river rocks. Takuya only finds him in time for the doctor to lay some heavy bombs on him: not only are aliens real, but they're called the Iron Cross Army and they want to take over the world. Hiroshi dies, and Takuya is attacked by his father's killers; a female warrior named Amazoness, robotic duck-masked schmucks named Ninders, and one of many monsters called a "Machine BEM." No, we never learn what BEM stands for. Takuya gets stabbed in the neck and falls down an underground cavern.
Down there he finds...Garia, the sole survivor of Planet Spider (dressed in armor that vaguely resembles that of a samurai). His origin is told in the pilot, and then retold and heavily expanded in episode 2, as if the show was almost "retconning" itself. His planet was destroyed by the Iron Cross Army and their cybernetic leader, Professor Monster, 400 years ago. He pursued the Iron Cross Army in his spaceship, Marveller (get the reference), out of vengeance. Unfortunately, they landed in the middle of Feudal Japan and the warring states prove to be a chaotic scene. Even worse, Garia fell into that cave almost immediately after squaring off against Professor Monster and was bitten by dozens of venomous spiders. Via pure willpower, Garia stayed alive for 400 years until he could telepathically contact the one person on Earth capable of hearing his psychic voice. That person is Takuya, whose life he saves by transferring his spider-blood into the young man. Garia passes on his powers and gear to Takuya (including Marveller, which was the meteor that was being investigated), before transforming into a spider, and then dying the following day. Having lost two father/mentor figures in one day, Takuya vows to avenge them as Spider-Man.
It's debatable how many powers Takuya has outside of costume (which is called the "Spider-Protector"). In one amusing instance, the Spider-Protector prevents Takuya from being unmasked against his will (as a frustrated Amazoness learns in one episode when she tries to unmask him like 14 times and just sees another mask, thanks to fast cuts). The only abilities he uses out of costume are fast-healing and his "Spider-Sense" (which as with any incarnation, warns him of danger or plot convenient info). Key to his powers is the Spider-Bracelet, which is worn on the left arm. It summons everything for Takuya, including his costume (which literally flops in front of him and has to be zipped across the back). It fires two web-attacks: Spider-String (a general use rope) and Spider-Netto (a net). The bracelet is also a homing device which can summon his other gear, can expose the disguise powers of the Iron Cross Army, and is even magnetic and capable of opening any lock (even a combination safe). With the costume on, Spider-Man can climb walls, jump and land from almost any height or distance, has super-strength (enough to punch through a van's floor or bend iron bars) and has a unique fighting technique not far from Capoeira.
Unlike other costumed Japanese heroes of the time like Ultraman, Kamen Rider or Kikaider, Spider-Man has no "finishing moves" of his own (although he does call out "Spider-Kick!" for some of his mule kicks on two occasions). But much like all future Power Rangers, that is because his giant robot has them. Spider-Man has a car, the Spider-Machine GP7 (don't ask) which looks like something Speed Racer would drive and has machine guns in the front. The Spider-Machine can convert into a small jet and dock in mid-air with the Marveller, which itself can fire missiles. Only when the Spider-Machine is docked within Marveller can it transform into a giant robot, Leopardon. Leopardon has three attacks, although much like the MegaZord, only the finisher really counts. The first is its own Spider-String (or Leopardon String) that shoots from the chest and causes all giant monsters to fall backwards onto their back (not trip, because they didn't have the effects for it). The second is Arc Turn, in which Leopardon throws its tiara Sailor Moon style like a projectile. And finally, the only attack that matters, Sword Vigor, where the robot draws a giant sword from its hip and throws it at a target, making it explode. Nothing, not even Professor Monster himself, can withstand Sword Vigor. No wonder Takuya just lobs it out automatically as the series wares on.
From there, Takuya goes through a weekly war against the Iron Cross Army as Spider-Man, thwarting their schemes and blowing up their Machine Bems. Like most heroes with an alter ego, he pretends to be a wimp or a coward to Hitomi, Shinko, and Takuji so they won't suspect he's Spider-Man; unfortunately, this leads to them considering him "useless" or "weak," which gets on him. Shinko attends university and keeps house, while Takuya earns what little money the household has (aside for the doctor's savings) with motorbike race work or, more often, helping Hitomi with her photography assignments. Naturally, Takuya usually does a poor job of this since he always has to split to become Spider-Man. In the "movie," Takuya is met by Juzo Mamiya, an Interpol inspector, who is part of a division investigating the Iron Cross Army who knows he's Spider-Man. From episode 11 on, Takuya will meet with Juzo a few times as well as maintain contact with Interpol (via a radio), often getting info from them. There's no word if Interpol actually pays Takuya, so like the Gotham PD, they balance their budget by getting free labor from a masked vigilante.
The stuntwork and fight choreography for the most part is good, by 1970s TV standards. The Spider-Man costume itself looks great (and more accurate than even the CBS version, which never got the eyes right). The wall climbing stunts are pretty good, even if you can figure out all of the tricks (i.e. a stuntman hanging on a hidden rope, on a lift which hides half his body as he goes along the corner of a building, a freeze frame once he jumps onto a wall before the next shot of climbing). Pretty much anytime Spider-Man swings on a line, jumps, or poses, the footage is repeated about 3-5 times, usually from different angles. Spider-Man himself crawls along the ground a lot, so a lot of his moves involve low kicks, split kicks, sweeps, jumps, and slaps. Yes, slaps; Spidey rarely punches anyone, but he backhands, chops, or smacks many foes.
As for the costumes for everyone else...they leave more to be desired. The show never bothers with hiding the zippers of the Ninders or any of the rubber suited Machine Bem's along the back. Professor Monster is supposed to be a cyborg with half his face (and right eye) covered in machinery. However, instead of wearing a mask or a facial prosthetic, the mechanical part of his face is attached to his hood. This means the actor playing Professor Monster can't ever turn his head or be shot from certain angles, or you'll see his whole face and both eyes. The show is...mostly good about this, but a few times they screw up, and don't care. The monster suits themselves are below Godzilla standards of the time, as these were on a TV budget.
One thing the show never makes clear is why the Iron Cross Army didn't take over the Earth during the previous 400 years when they landed on it, Garia was buried, and there was no Spider-Man. Early on, Professor Monster claimed he didn't want to get caught up in the warfare of Feudal Japan, but that was over by the 19th century. Interpol was aware of the Iron Cross Army and actively tried to combat that, but that was recent. Professor Monster needs regular blood transfusions from living people to thrive, but he doesn't need that many; in one episode, draining all the blood from four adults was enough to sustain him for "another 400 years." Professor Monster carries a staff as a weapon, and can shoot a laser from his bionic eye. He is also the one who, naturally, creates all of the Machine Bems. Cybernetic in nature, they can be made from animals, insects, people, or in one case, a cat-demon. The Machine Bems can change size, from five inches to 200 feet tall. The Ninders can assume human disguises, although their metal hands or mechanical neck portions can sometimes be revealed. Ninders can also blend into walls or trees to pop out in swarms at a moment's notice. Yes, in some episodes they're falling out of the damn trees, like a Nintendo side scroller. I have no idea why they wear weird duck-masks in their base forms. The Ninders can use assault weapons, but most of the time use short swords in combat.
The Iron Cross Army's plans usually fluctuate between committing acts of terrorism or psychological warfare to try to conquer Tokyo (or greater Japan, or other lands), and committing lower scale crimes to fund their enterprise. They work with other criminals on occasion, but things rarely end well for those accomplices, since Amazoness has no loyalty to anyone but Professor Monster. Once they realize how involved Interpol is in trying to stop them, the Iron Cross Army begins attacking them (and sporadically killing their agents, or the families of them). They also try to uncover Spider-Man's identity and while Hitomi's involvement as a frequent target of rescues is established quickly, Amazoness is never able to successfully prove to Professor Monster that Takuya is Spider-Man (even if she keeps this suspicion to herself for the rest of the series). This, despite the fact that the front of Takuya's motorcycle totally looks vaguely similar to Spider-Man's mask.
Despite the fact that Professor Monster is the "boss" of the Iron Cross Army and treated as the main villain in terms of the premise, in practice, the main antagonist is Amazoness. She is the one who does all the legwork in carrying out Professor Monster's schemes, which routinely include murders, kidnappings, laying traps, crafting schemes, and manipulating people. The sheer amount of people that Amazoness kills, either directly (i.e. shooting them or running them over with a car) or indirectly (ordering the Ninders or a Machine Bem to do so) equal into the dozens, easily, by the time the series ends. Further complicating things is that Amazoness' cover identity on Earth is Saeko Yoshida, the editor of the Woman Weekly magazine that employs Hitomi. Like Takuya, she can transform between a "civilian" form and a costumed form, although hers has more bare skin. Amazoness uses a gun, sword, and small whip in combat, and is absolutely ruthless. In one episode, she's torturing a captive with the whip so zealously that even Professor Monster is taken aback and asks her to cut it out. Many guest characters are trying to avenge lost family members and in nearly every case, Amazoness was the one who killed them. At the end of another episode, Amazoness ordered the Ninders to gun down some henchmen who were no longer useful to her without a second thought. While most of the people Amazoness kills or has killed are adult men, she has no qualms about threatening children or even DOGS. In one episode she tries to shoot a blind girl (!), and in another she threatens to gouge out the eyes of another little girl Amazoness mistakenly believes is clairvoyant. And in another episode, she orders the Ninders to shoot a loyal German Shepard and toss him over a dam (but he survives). Her identity as Yoshida is exposed by Spider-Man around episode 18, and she promptly abandons that alter ego, dooming the magazine (and forcing Hitomi to work more freelance gigs). Amazoness changes her costume three times over the course of the series, but never changes her cruel heart.
The tone of the show is a bit all over the map. Sentai shows in Japan are clearly intended for children, even if older fans do watch them. And this is apparent with an over-attentive narrator who always makes sure to bluntly explain the plot or what Takuya/Spider-Man is feeling so even the slow kids in the back can follow along. The show's producers don't even have faith in the audience to tell when Takuya is dreaming. On the other hand, the episodes routinely show characters (named and background) getting killed and frequently has themes involving vengeance and trauma. So while the show expects kids to be able to handle plenty of death on screen (or even some mild swears like "hell," "damn," and "bastard") as well as concepts like revenge, gambling, and drug abuse, it doesn't expect them to make it through the plot or sit still if every episode is not resolved with a giant robot. Then again, it could just be a sign of how much American TV shows coddled kids until the last 20 years. SAILOR MOON and YU-GI-OH were intended for children, too, but the initial dubs of both eliminated most deaths (i.e. people were "banished to the Negaverse" or "exiled to the Shadow-Realm").
Contributing to the uneven tone is the acting. If you think you cannot tell overacting just because you do no speak the same language, you'd be wrong. Anytime a character is killed on screen, they can't just fall over; they flail and make odd faces like 5 year olds playacting in a park. Takuya's expression when his father dies in the pilot is a mix of hysteria and skin irritation, and we see it in flashback several times. In the penultimate episode, Spider-Man removes an arrow from an old man's leg and the cross eyed face the guy makes would have better fit SESAME STREET. Nearly everyone recites their dialogue in an over the top manner, whether it is appropriate or not. Children appear in nearly every episode and their level of acting is about the same as it is in the states; hit or miss. One kid had such an extreme "confused hound dog" look anytime his character had to search for something that I am sure it was his "trying to act" face. I'd argue the best actors of the series are Kōsuke Kayama as Takuya/Spider-Man and Yukie Kagawa as Amazoness. Also, about half the gruff sounding voice actors of villains in FIST OF THE NORTH STAR had turns as the various Machine Bems.
The main element of the Machine Bems, besides growing, is that once they are created, their default personality is "evil" and they can't reform. This is sometimes used for tragedy, as a human transformed into a Machine Bem usually loses all memory and compassion of loved ones. On two occasions, a woman transformed into a Machine Bem manages to maintain her willpower long enough to commit suicide. In another, a male Machine Bem only betrays Professor Monster when ordered to drain blood from his own daughter. Amazoness and the Iron Cross Army often seem capable of finding lonely, desperate people to manipulate to their own ends. One episode saw the Iron Cross Army try to destabilize Japanese society by framing random people for crimes and anticipating that they'd be unfairly blamed or harassed by others until they killed themselves or attacked someone else. Are they aliens, or Republicans? As for the Machine Bems themselves, most are based after animals or bugs, and their names range from forgettable to generic to absurdly stupid. The worst one to me was Toothache Alligator, especially since he was used in a fairly serious episode. Yes, a monster who sounds like a refugee from BARNEY & FRIENDS was in this show.
Ironically, despite being the one element which had an enduring legacy at Toei, the giant robot Leopardon arguably caused many problems within the show. The suit for the robot, as well as the stuntman inside it, was taller than most of the monsters. As a result, the directors would hide this by rarely having Leopardon and the monsters on screen at the same time, beyond using camera angle tricks to hide this. Even worse was that the Leopardon costume was actually lost or stolen about a third of the way thru the series (and in one scene, you see the arms get set on fire after Leopardon walks through some explosions). Since there was no time or money to replace it, from that moment on all footage of Leopardon was stock footage, edited and reused dozens of times. Perhaps for this reason, a handful of Machine Bems could destroyed with rockets from Marveller (even though stock footage of the model ship shooting was also always reused), instead of with Leopardon's Sword Vigor. And for the last third of the series, Spider-Man would just order Sword Vigor to be lobbed immediately upon hitting the cockpit out of obligation. I sincerely get the impression that the producers and directers focused more on the "drama portions" of the episodes with Takuya and Spider-Man, and at times strained to include the obligatory monster fights. While some episodes build up the Machine Bem or use it as part of the story, at least a third just introduce it as needed for the final act.
As I mentioned before, even though almost everything about Spider-Man from the comics was changed, the show kept the angle of responsibility. In many episodes, Takuya/Spider-Man meets someone who like him, has a fair reason to want to dedicate their lives to revenge against the Iron Cross Army. Most of the time these are children, and Takuya often ends the episode encouraging them to go on with their lives, as he assumes the responsibility of revenge for them. So many kids turn up in the series, in fact, that Toei Spider-Man could easily embody the "Friend To All Children" trope. While this did get repetitive at times, in others I thought this was handled well. Often times the kids would spot some element of the Iron Cross Army's plot of the week and while those around them never believed them, Spider-Man did. On a few occasions, Takuya realizes that some kid he is trying to talk to doesn't trust him or other adults, but will trust Spider-Man. He's even willing to play with a few lonely kids on occasion. Only one particular kid reappears in more than one episode aside for Takuya's brother; a kid who he donates blood to in order to save his life, transferring some of his "spider-blood" to him. This allows the kid to have phophetic dreams about Spider-Man, and learn his identity; the kid later returns the blood donation favor when Amazoness and Professor Monster poison Spider-Man. In several episodes, Takuya expresses regret for not being there to save his father and wonders if he's fulfilling his role as "man of the house" with his crusade as Spider-Man, and often studies his father's journal. The only time Takuya seriously considers quitting is after he's severely wounded being shot three times in the chest and has to flee a scene (from a monster, ironically, named Bomb Wolf). Takuya's vow to avenge both his father and Garia always inspires him, though, even to push his regeneration to absurd, plot convenient limits.
The theme song is catchy, but get used to it; you will hear it at least twice an episode. There is even a longer version of it with extra verses for particularly long sequences. Part of the formula is that for the final battle of every episode, Spider-Man will melodramatically introduce himself, there will be a few fast paced cuts of his poses, and then the theme song will play as he fights Ninders (and sometimes the monster before they grow). For about half the episodes or so, Spider-Man introduces himself as "the emissary from hell" or "Iron Cross Killer." But later on he gets far more creative with them, often to hilarious results. My favorites include, "man who bleeds for love," "man moved by a father's love," "man inspired by a dog's whistle," and "man who fights for the heart of a lonely boy." Trust me, they are hilarious and over the top even with the context of the particular episode.
One of the best introductions is near the end of the series, which has become a meme (over 2 million views on YouTube). Spider-Man fights two villains at once, gets his butt kicked for several minutes, and has to be rescued by a reoccurring guest character. Yet he STILL has the nerve to introduce himself as, "world martial arts champion, SPIDERMAN."
Speaking of music, in episode 7, some fake Japanese band makes a hit single (in this fictionalized Japan) which is informally named "Spider-Man Boogie." I hope you find it as hilarious as I, because episode 7 plays it in full about 10 times. Amazoness, of course, works with Professor Monster to rig the song so it literally pains Spider-Man, and has the whole band killed and replaced with robot doubles. Spider-Man prevails, but the band's still dead.
The episode titles are also dramatic and unintentionally hilarious. My favorite is episode 34: "Candid Camera Murder Event." Ironically, the plot of this episode was similar to an episode from the CBS Spider-Man show, "Photo Finish," which each involves someone accidentally taking a photograph of a crime or criminal and needing to be protected. In this instance, it was a kid taking a photo of a murder in progress.
As delightfully wacky and uneven as the episodes could be, I think by the last stretch of a half dozen episodes, the writers were running out of ideas and getting more absurd. Episode 35 involves some weird history as Amazoness finds two Brazilian mummies of warrior women who died 10 million years ago, even though THERE WERE NO HUMANS ON EARTH 10 MILLION YEARS AGO. She and Professor Monster successfully revive them and have them dress in 1970s transparent raincoats, bikinis, headbands and facepaint as Bella and Rita. They're dressed like go-go dancers but are surprisingly dangerous; Bella uses poisoned arrows, while Rita uses a sub machine gun. They're reoccurring henchwomen of the Iron Cross Army and nearly kill Spider-Man at least twice. Episode 36 has an alien named Dr. Miracle from Planet Miracle show up and want to kill Spider-Man for Professor Monster, in exchange for replacing Amazoness as his second in command. Dr. Miracle turns out to be a woman who transforms into a silver masked man by drinking a serum based on onion extracts, and she carries a sack of onions with her at all times (which are often dropped as clues). Oh, and as Dr. Miracle, she can shapeshift, but uses an umbrella as a weapon; not a trick umbrella, just a normal one. It does result in the most absurd deathtrap for Spider-Man ever, anywhere: rendered paralyzed in a wheelchair by bee venom, Dr. Miracle tries to beat him to death with that umbrella in front of some kids. I am making none of this up.
Episode 37 has some downright mind boggling logic. A man is playing with tarot cards in his living room, which allows him to claim to be an "occult researcher." He draws the Devil card and is so freaked out he demands his son call the police and tell them the Devil is coming, and may they please come over and kill the Devil. The son, only slightly smarter, realizes mere policemen are no match for the Devil, so he climbs atop a random building and literally screams for Spider-Man to show up and help. The cops eventually save the kid and chew him out for being ridiculous, but because Hiomi was there, word does get back to Takuya/Spider-Man, so the kid wasn't wrong. Only, surprise! A random bolt of lightening does indeed revive a demon (the Enma Devil) who decides to kill the boy's father to eliminate the witness. The Enma Demon has actually extracted a serum from all of the Machine Bems that Spider-Man has sent to the underworld which can revive the dead. This episode also proves that Toei Spider-Man is a unisex crime fighter; in his rematch with Bella and Rita, Spider-Man remembers how they nearly killed him with an arrow to the leg in the last episode, and shows them no mercy. He uppercuts them in the jaw and kicks them off a roof in one blinding rage of a fight scene, but the Enma Devil resurrects them. The demon, of course, grows to giant size so he can be killed with Sword Vigor, and Spider-Man saves the last drop of revival fluid to save the crazy kid's crazier dad. That nutjob is one of the few guest starring adults that Spider-Man actually saves. And I also made none of that up.
So, does it actually have an ending? Surprisingly, yes. Episode 41 starts off with action and doesn't let up until the end, wasting no time and having little use for the support characters. Amazoness suspects a mole in the Iron Cross Army after Spider-Man has managed find and destroy a few of their bases in a row. Professor Monster sends her to attack Interpol, but when Spider-Man is there immediately and escaped from her, she later is told the truth. Professor Monster is tired of Amazoness' failure, and had been leaking the info himself to give her chances to kill Spider-Man. Now he's planning to destroy the world with a series of atomic explosions, and escape the carnage in a rocket ship with only three seats: for himself, Bella, and Rita. Charged with one last chance to kill Spider-Man, Amazoness does not play around. She bursts into the Yamashiro home and kidnaps Hitomi (who visits often), while beating Takuya with her whip as she escapes. Spider-Man (of course) eventually shows up to rescue Hitomi, but when he starts to succumb to poisoning, Amazoness brags that the whip she hit Takuya with was poisoned, proving his identity once and for all. Her one mistake is allowing Spider-Man to fall off a cliff into the ocean and not find a body. Via his usual feat of willpower while screaming for his dead fathers to lend strength, Spider-Man survives. Once Professor Monster learns Spider-Man has used Amazoness' bracelet to track them down to their main HQ (under a railyard), he orders Bella and Rita to kill her on the spot. Amazoness is mortally wounded, but escapes in the rocket...only for Professor Monster to zap it with a laser and say she deserves to rest with "all the space dust." Spider-Man defeats Bella and Rita and finally confronts Professor Monster, who assumes giant size and renames himself...Big Monster. Even in death, his flair for names kind of stunk. Not even Big Monster can survive a hit from Sword Vigor, and the series ends with Takuya unmasking by the shore and screaming that he finally avenged both Garia and his father.
Across 41 episodes, I also learned quite a lot about 1970s Japanese culture. I wonder how much is true. To wit:
- Almost all elementary school aged boys wear disturbingly short shorts.
- Disco was still alive in Japan in 1979.
- Schoolboys in the late 1970s are some of the most brutal and vicious youngsters who ever lived. A few episodes show them either bullying someone or fighting a classmate they think is lying or stealing. They don't just hit or push, they dogpile the victim like he owed them money for 5 generations, often leaving bruises, black eyes and cuts. The Crips aren't even that bad.
- It was perfectly acceptable for adults, even non family members, to strike misbehaving kids, even in the face.
- Japanese German Shepherds have super powers. One episode had one unravel the plot of the episode to try to save his owner, survive being shot with automative fire and fall off a dam, just by being determined enough to respond to a dog whistle. He also totally saves Spider-Man from a bomb. Lassie, eat your heart out.
- Any schoolboy that wants to be depicted as studious yet lonely wears a suit and red bow tie like Detective Conan.
- Forming unofficial clubs of boy detectives was so popular that THREE SEPARATE DETECTIVE CLUBS form and are the basis of 3 different episodes. These clubs are complete with homemade badges and cosplay (either of trenchcoat detectives, samurai, or caped heroes). One of them is called "the Man Man Detective Club" even though one member is a girl. Having one group of death seeking kids form a detective club and get involved in monster plots is insane enough; three separate ones is madness. Imagine if Nancy Drew, the Hardy Boys, and Encyclopedia Brown all set up in the same city...and that was Central City, which already has the Flash.
- All cat burglars are just called "Phantom Thief" and assigned a number. Episode 3 features "Phantom Thief 001" but another one pops up later down the road.
- Drug dealers in Japan wear ski masks even in broad daylight and literally carry sacks full of drugs over their shoulders. And have street names like "Killer Nelson."
- All nacrotics detectives have expert fighting skills comparable to alien monsters or robots in either gunplay, martial arts, or kendo. One reoccurring narc dresses like a cowboy and not only is an expert marksman, but his guitar also has a machine gun attachment. But episode 39 also introduces several of his peers, and they're also martial artists or sword experts. In comparison, beat Japanese cops or security guards can barely use pistols or clubs. Again, this is only narcotics detectives; no telling if being a detective in another field bestows extra combat powers.
Maybe Toei isn't a completely accurate social barometer.
The set I got also included a brief interview from Stan Lee from 2009. He appeared to enjoy this series more than the American attempt, which he attributed to the fast action and Spider-Man's movements. I also wonder if the fact that they actually bothered with the "great responsibility" angle also helped. Stan missed the part where Spider-Man docks with Marveller with Spider-Machine GP7 instead of another random rocket, but the Toei representative explains it to him partially off camera very patiently. A dude in a Spider-Man costume also was there for photo ops, and Stan replied, "That's great. Now go out and scare people." Ah, Stan Lee...the world still misses you.
TOEI SPIDER-MAN is kind of a weird show with the uneven tone and some of the flaws, but I found myself really liking this strange, wacky show. To think we have Spider-Man to blame for the MegaZord, essentially. It was fun to see the show beyond the memes and I actually did manage to get into to, and want to follow Takuya's costumed quest for revenge. There's only one way to end this...
MAN WHO NEVER STOPS TYPING, DATELESS-MAN!
Re: Entertainment Joys
In terms of films, I saw TMNT: MUTANT MAYHEM a week ago. It was a good, fun film; the only Ninja Turtles film I wanted to see since 2007 and arguably the best one since 1991 (if not 1990). Lots of humor, tons of imagination, great designs, almost too many characters, and it's under 100 minutes. At a time when even "THE MEG 2" is almost 2 hours and most comic book and summer blockbusters are north of 2 hours (INDIANA JONES 5 was 2.5 hours).
In terms of DVD binges, I got to 1979's FLASH GORDON from Filmation (sometimes called "The Adventures of Flash Gordon"). While I'm not keen on the franchise (Ming is the granddaddy of "yellow peril" villains and Flash Gordon himself is often a smug, arrogant jock), I wanted to see it for two reasons. One, because it was part of Filmation's history pre-He-Man, and two, because it was one of the first heavily serialized animated series in the U.S. I imagine the fact that the original Flash Gordon comic strips and film serials were, well, serialized had something to do with it. Trust me, in 1979, having a first season of 13 episodes all take place back to back and flow from each other was a novelty. Unfortunately, the network people didn't care for that or the "serious" tone, so by season two in 1981-1982 it was softened up, made more standalone, featured two stories per episode and introduced an annoying mascot character in Gremlin, who only speaks in baby-talk (with "Shabba Dee!" as a catchphrase). Also worth noting that Alan Oppenheimer's villain voice for Ming the Merciless is exactly the same as the one he'd use for Skeletor, right down to the laugh. Diane Pershing (who many know best as Poison Ivy from BATMAN: TAS) voices Dale Arden, but I think she has more fun voicing many of the female villains. Flash Gordon is something of a harem series; not only does he have a pre-insert girlfriend, all the hot babes on planet Mongo want to ride his rocket. If anything, the goofier second season gave the actors more of a chance to have fun, and Pershing's Dale definitely has more attitude. Pershing was the only member of the cast to reprise her role a few years later when King Syndicate and Marvel Productions lumped the franchise with two others for DEFENDERS OF THE EARTH.
In terms of DVD binges, I got to 1979's FLASH GORDON from Filmation (sometimes called "The Adventures of Flash Gordon"). While I'm not keen on the franchise (Ming is the granddaddy of "yellow peril" villains and Flash Gordon himself is often a smug, arrogant jock), I wanted to see it for two reasons. One, because it was part of Filmation's history pre-He-Man, and two, because it was one of the first heavily serialized animated series in the U.S. I imagine the fact that the original Flash Gordon comic strips and film serials were, well, serialized had something to do with it. Trust me, in 1979, having a first season of 13 episodes all take place back to back and flow from each other was a novelty. Unfortunately, the network people didn't care for that or the "serious" tone, so by season two in 1981-1982 it was softened up, made more standalone, featured two stories per episode and introduced an annoying mascot character in Gremlin, who only speaks in baby-talk (with "Shabba Dee!" as a catchphrase). Also worth noting that Alan Oppenheimer's villain voice for Ming the Merciless is exactly the same as the one he'd use for Skeletor, right down to the laugh. Diane Pershing (who many know best as Poison Ivy from BATMAN: TAS) voices Dale Arden, but I think she has more fun voicing many of the female villains. Flash Gordon is something of a harem series; not only does he have a pre-insert girlfriend, all the hot babes on planet Mongo want to ride his rocket. If anything, the goofier second season gave the actors more of a chance to have fun, and Pershing's Dale definitely has more attitude. Pershing was the only member of the cast to reprise her role a few years later when King Syndicate and Marvel Productions lumped the franchise with two others for DEFENDERS OF THE EARTH.
Re: Entertainment Joys
Huh. I didn't know Flash Gordon already had a cartoon back then. Too young for anything older than the 90s animated series. I wonder if the elder fans down home knew about it (classic american adventure strips used to be pretty big with them).
I think I saw a "Defenders of the earth" TV special once...it was pretty bland, even for a kid with antiquated tastes like I was.
Since social media is so full of nonsense right now, I think I'll gush here about the last number of Cthulhu magazine instead of there (ECI may be extremely erratic about selling comics, but them having a subsidiary chain here means I can get stuff in my language in this country w/o additional shipping charges! Yay!).
This number 27 has been good, even in ways I didn't expect. I'll go through every story:
-Cover illustration by Salvador Sanz: Some sort of harpy stretching her wings while perched on a plane's wing. Beautiful and mysterious , but I bet I would be pretty weirded out if I saw her from a plane window.
-The last woman, by Ramón Pereira & Paco Redondo (10 page, B&W): A survivor of a sudden zombie epidemic in Barcelona despairs for sustenance and remembers how everything suddenly went wrong, with a pinch of cynical humor here and there. I think the last page didn't work but it was really solid.
-The doll, by Rizzo&Viñolo (4 pages, B&W). An attempt to subvert the "cursed doll" cliché that didn't work for me, even if the art was good. Looked cool on the preview, kind of disappointing.
-For pleasure, by Kundo Krunch (8 pages, B&W). A man drives to some motel for a sexual encounter and a serial killer monologue explains their actual purpose, with a final surprise. The art style is grimy and simplified but it works perfectly, even in the long sex scene (that somehow also feels erotic at the same time), and the narrative rythm is perfect. One of the best stories in this number, even if I have trouble explaining how.
-The pesanta's hunger, by César Herce&Jesús C. Gan (10 page, B&W with a lot of shading). A nightmare-inducing creature tries to prey on the weak and gets a nasty surprise. The Storm Conjurer, a sort of sorcerer who goes around dealing with horrors from spanish folklore, apparently became a beloved long-running feature of the magazine some years ago when I wasn't buying it. The quality varies because it changes team in every issue, but this one is good enough. Horror born not only from indefension, but also from remorse, it's an interesting theme for this story.
-Alone and her soul, by Manuel Mota (2 pages, B&W). An adaptation of that famous microstory about the last person in earth, it feels bloated, like it has no other purpose than filling space in the magazine.
-I destroyed the earth, by PacoMan with illustrations by Julio Nieto (4 pages, B&W illustrated prose). A scifi story about a returning astronaut exterminating most remains of humanity out of disgust. The prose felt flat while trying to be edgy, and the illustrations were too obviously photo/model sourced. The magazine sometimes features illustrated prose along comics, but this one was a waste of space.
-Intelligences, by Ogalla&Zarco (6 pages, full color). A depressed robot explains to a dragonfly his despair about surviving after humanity destroyed itself and most species in the world through nuclear war, fearing robots are as short-sighted and evolutively stuck as their human creators were, and arrives to a surprising decision. I've heard Paco Zarco's name before, and now I understand why, the story and pacing is amazing, it's despairing and melancholic without being droning. And the art has a lot of personality! A funny little detail: I'm often annoyed at how metallic, shiny and overblown computer-colored comics on paper look to me, but the last page of this story suddenly blew my mind weaponizing all of that for incredible effect!
-Toilet, by Alfonso Bueno & Edu Molina (10 pages, full color). A man is annoyed, and then trapped in a department store's toilets just for his rude answer, or so it appears. I had already read one or two stories by this duo in the magazine, but this one goes leagues beyond that. Everything just works perfectly in this story. The narrative structure is uncommon but perfectly understandable, and the art conveys tone perfectly. I thought the random red/pink splotches were a printing error, but somehow they're working with the story, esp. at that panel, and they help keep things lively over the cold blue of the store. The reference to pandemic measures recontextualizes completely the story, and the introduction of a sexual element is so well done it doesn't feel like homophobic cliché. I think this might be the best story in the issue.
-The neighborhood in the underground, by Diego Guerra (8 pages, full color). A tired freelancer recounts for an unseem interviewer how he ended up at, and escaped, a bizarre and miserable neighborhood. This one is odd...feels somehow professional but amateurish, like it was done by a very competent visual professional who is new to comics. The perspectives and distances feel all wrong; the detailed, probably photosourced characters don't integrate with their vague, foggy backgrounds. But it gets points for not doing the typical surprise ending, and for subjecting the male protagonist to blatant sexual attention from women, both good and bad.
-Every night, by Josep Salvia (6 pages, tritone). A man has fallen in unrequited, distant, calmly lustful love with a woman who appears every night in his bathroom in his dreams. The visual style feels out of place in the beginning since it's more typical of a serious, intellectual graphic novel, but somehow it works. Not bad!
-The colony, by Emilio Balcarce and Oski Yañez (4 pages, full color). An armed squad is sent to investigate the sudden radio silence of the first wholly 3-D printed colony in Mars, and they find out horribly. This one looked good in online previews, I liked the premise and the armor designs reminded me of 80s magazines, but it turned out a complete disappointment. The narrative reveal feels flat and the action, stilted. I guess giving the human characters food names is the writer's idea of a joke? I think it might have benefitted from getting more pages to explore the premise.
-A wonderful dinner, by Lubrïo & Viñolo (6 pages, full color). A little old man in a luxurious house has the last fish in Earth served for dinner by his servants. You think it's going to be about a rich asshole and human greed destroying the world, but then it becomes something completely different about memories, caring, and kindness for the last member of a dying species...
-Kadath. Episode 1: Dylath-Leen, by Florentino Flórez, Guillermo Sanna and Jacques Salomon (24 pages [seriously?], full color). What would Cthulhu magazine be without some lovecraftian stuff? This time, it seems to be something inspired by the "Dreamlands" stories. A vaguely anglo man travels through a beautiful and exotic land in search of the gods, but gets misled and kidnapped by evil creatures, who take him along to meet their "masters". I honestly don't get what is the deal with this story. The art is amazing, but the dialogue feels really wrong, incomplete; and then things just sort of happen along the way. Though I loved the silly "wheee!" face one the evil black galley people makes while their ship is falling through the border of the world and they're bracing for impact. The protagonist is losing his shit and the ¿guy? on his right is like "yayyy, rollercoaster".
-Back cover illustration: A repeat of the final splash page in the last story, with the bizarre head-tentacled "masters" coming out from inside the galley. It's a great choice.
All in all, this number was really satisfying, even if deciding to order or not from the official twitter preview of the issue, like I've been doing for the last three years, has partially failed me. Even the bad stories were better than usual.
It's odd how several of the stories had a sexual element this time. Sex is not a taboo topic for the magazine, but it's not present that often, at least when I buy it. A recurring thing in a non-themed issue feels strange. Though at least all those stories did it well (I still remember that terrible one in a Science Fiction special years ago...).
The pages are smudging each other a little again, but I think it's less than the previous time.
I hope next number is this good again, but with this magazine, who knows! Then again, for twelve euros an issue I get that it can't be all bangers all time. Price has gone up a little from the ten it used to be when I started reading, but it's still affordable.
I think I saw a "Defenders of the earth" TV special once...it was pretty bland, even for a kid with antiquated tastes like I was.
Since social media is so full of nonsense right now, I think I'll gush here about the last number of Cthulhu magazine instead of there (ECI may be extremely erratic about selling comics, but them having a subsidiary chain here means I can get stuff in my language in this country w/o additional shipping charges! Yay!).
This number 27 has been good, even in ways I didn't expect. I'll go through every story:
-Cover illustration by Salvador Sanz: Some sort of harpy stretching her wings while perched on a plane's wing. Beautiful and mysterious , but I bet I would be pretty weirded out if I saw her from a plane window.
-The last woman, by Ramón Pereira & Paco Redondo (10 page, B&W): A survivor of a sudden zombie epidemic in Barcelona despairs for sustenance and remembers how everything suddenly went wrong, with a pinch of cynical humor here and there. I think the last page didn't work but it was really solid.
-The doll, by Rizzo&Viñolo (4 pages, B&W). An attempt to subvert the "cursed doll" cliché that didn't work for me, even if the art was good. Looked cool on the preview, kind of disappointing.
-For pleasure, by Kundo Krunch (8 pages, B&W). A man drives to some motel for a sexual encounter and a serial killer monologue explains their actual purpose, with a final surprise. The art style is grimy and simplified but it works perfectly, even in the long sex scene (that somehow also feels erotic at the same time), and the narrative rythm is perfect. One of the best stories in this number, even if I have trouble explaining how.
-The pesanta's hunger, by César Herce&Jesús C. Gan (10 page, B&W with a lot of shading). A nightmare-inducing creature tries to prey on the weak and gets a nasty surprise. The Storm Conjurer, a sort of sorcerer who goes around dealing with horrors from spanish folklore, apparently became a beloved long-running feature of the magazine some years ago when I wasn't buying it. The quality varies because it changes team in every issue, but this one is good enough. Horror born not only from indefension, but also from remorse, it's an interesting theme for this story.
-Alone and her soul, by Manuel Mota (2 pages, B&W). An adaptation of that famous microstory about the last person in earth, it feels bloated, like it has no other purpose than filling space in the magazine.
-I destroyed the earth, by PacoMan with illustrations by Julio Nieto (4 pages, B&W illustrated prose). A scifi story about a returning astronaut exterminating most remains of humanity out of disgust. The prose felt flat while trying to be edgy, and the illustrations were too obviously photo/model sourced. The magazine sometimes features illustrated prose along comics, but this one was a waste of space.
-Intelligences, by Ogalla&Zarco (6 pages, full color). A depressed robot explains to a dragonfly his despair about surviving after humanity destroyed itself and most species in the world through nuclear war, fearing robots are as short-sighted and evolutively stuck as their human creators were, and arrives to a surprising decision. I've heard Paco Zarco's name before, and now I understand why, the story and pacing is amazing, it's despairing and melancholic without being droning. And the art has a lot of personality! A funny little detail: I'm often annoyed at how metallic, shiny and overblown computer-colored comics on paper look to me, but the last page of this story suddenly blew my mind weaponizing all of that for incredible effect!
-Toilet, by Alfonso Bueno & Edu Molina (10 pages, full color). A man is annoyed, and then trapped in a department store's toilets just for his rude answer, or so it appears. I had already read one or two stories by this duo in the magazine, but this one goes leagues beyond that. Everything just works perfectly in this story. The narrative structure is uncommon but perfectly understandable, and the art conveys tone perfectly. I thought the random red/pink splotches were a printing error, but somehow they're working with the story, esp. at that panel, and they help keep things lively over the cold blue of the store. The reference to pandemic measures recontextualizes completely the story, and the introduction of a sexual element is so well done it doesn't feel like homophobic cliché. I think this might be the best story in the issue.
-The neighborhood in the underground, by Diego Guerra (8 pages, full color). A tired freelancer recounts for an unseem interviewer how he ended up at, and escaped, a bizarre and miserable neighborhood. This one is odd...feels somehow professional but amateurish, like it was done by a very competent visual professional who is new to comics. The perspectives and distances feel all wrong; the detailed, probably photosourced characters don't integrate with their vague, foggy backgrounds. But it gets points for not doing the typical surprise ending, and for subjecting the male protagonist to blatant sexual attention from women, both good and bad.
-Every night, by Josep Salvia (6 pages, tritone). A man has fallen in unrequited, distant, calmly lustful love with a woman who appears every night in his bathroom in his dreams. The visual style feels out of place in the beginning since it's more typical of a serious, intellectual graphic novel, but somehow it works. Not bad!
-The colony, by Emilio Balcarce and Oski Yañez (4 pages, full color). An armed squad is sent to investigate the sudden radio silence of the first wholly 3-D printed colony in Mars, and they find out horribly. This one looked good in online previews, I liked the premise and the armor designs reminded me of 80s magazines, but it turned out a complete disappointment. The narrative reveal feels flat and the action, stilted. I guess giving the human characters food names is the writer's idea of a joke? I think it might have benefitted from getting more pages to explore the premise.
-A wonderful dinner, by Lubrïo & Viñolo (6 pages, full color). A little old man in a luxurious house has the last fish in Earth served for dinner by his servants. You think it's going to be about a rich asshole and human greed destroying the world, but then it becomes something completely different about memories, caring, and kindness for the last member of a dying species...
- Spoiler:
- just not the one you would expect
-Kadath. Episode 1: Dylath-Leen, by Florentino Flórez, Guillermo Sanna and Jacques Salomon (24 pages [seriously?], full color). What would Cthulhu magazine be without some lovecraftian stuff? This time, it seems to be something inspired by the "Dreamlands" stories. A vaguely anglo man travels through a beautiful and exotic land in search of the gods, but gets misled and kidnapped by evil creatures, who take him along to meet their "masters". I honestly don't get what is the deal with this story. The art is amazing, but the dialogue feels really wrong, incomplete; and then things just sort of happen along the way. Though I loved the silly "wheee!" face one the evil black galley people makes while their ship is falling through the border of the world and they're bracing for impact. The protagonist is losing his shit and the ¿guy? on his right is like "yayyy, rollercoaster".
-Back cover illustration: A repeat of the final splash page in the last story, with the bizarre head-tentacled "masters" coming out from inside the galley. It's a great choice.
All in all, this number was really satisfying, even if deciding to order or not from the official twitter preview of the issue, like I've been doing for the last three years, has partially failed me. Even the bad stories were better than usual.
It's odd how several of the stories had a sexual element this time. Sex is not a taboo topic for the magazine, but it's not present that often, at least when I buy it. A recurring thing in a non-themed issue feels strange. Though at least all those stories did it well (I still remember that terrible one in a Science Fiction special years ago...).
The pages are smudging each other a little again, but I think it's less than the previous time.
I hope next number is this good again, but with this magazine, who knows! Then again, for twelve euros an issue I get that it can't be all bangers all time. Price has gone up a little from the ten it used to be when I started reading, but it's still affordable.
Hielario- Posts : 312
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Re: Entertainment Joys
Hielario wrote:Huh. I didn't know Flash Gordon already had a cartoon back then. Too young for anything older than the 90s animated series. I wonder if the elder fans down home knew about it (classic american adventure strips used to be pretty big with them).
I think I saw a "Defenders of the earth" TV special once...it was pretty bland, even for a kid with antiquated tastes like I was.
I was technically alive for some of them but I never saw them at the time, either. Reruns of Flash Gordon would have been playing alongside new episodes of HE-MAN & THE MASTERS OF THE UNIVERSE (which, since it was Filmation, reused a ton of backgrounds/animation/voice actors from it anyway). And DEFENDERS OF THE EARTH was something I never watched. But part of the fun of growing up is rediscovering things you missed, such as PIRATES OF DARK WATER, THE SLAYERS, or SWATCATS.
I had no idea Cthulhu had his/its own magazine, but I shouldn't be surprised. The only horror themed magazine I am mildly aware of is FANGORIA, the longest running horror magazine in the U.S. It's been publishing 4 issues a year (quarterly) since 1979 (albeit with a 3 year period of no print issues and some kerfuffle regarding ownership lately). They occasionally have a booth at some comic cons I have gone to, or I randomly used to see an issue of it on sale at larger comic shops. I'm very casual regarding horror; I've seen some films here and there but I am no real buff. I mean I grew up in the 80s and 90s; by law I almost had to watch a few slasher movies. And some classics, like the WOLF-MAN, and some not so classics, like BILLY THE KID VS. DRACULA (a thing that exists).
Moving on...
I mentioned it a few times but I did get around to rewatching another classic cartoon from the 1980s, which I'd never seen until I binged it on YouTube around 2009-2010 and then hadn't glimpsed it since. And I would actually consider it a lost gem and a piece of animation history, even though it represents one of the most bizarre merchandising strategies of the 1980s; selling R-rated film franchises to kids by recreating them as vaguely affiliated cartoons. I am talking about the 1988 animated ROBOCOP series.
Although the script had floated around Hollywood for years, Orion finally got the film "ROBOCOP" made in 1987, and it was a huge hit as a biting satire of "Reagan's America" drenched with mega-violence. Watching it now, and seeing the things it warned of five minutes into the future -- such as cops acting/dressing as soldiers, mega-corporations owning municipalities, and TV journalists reduced to vapid, useless talking heads -- it almost looks like a documentary. The problem is all that easily got lost because RoboCop himself was, essentially, a superhero character (complete with a cool costume, powers, and tragic origin). Coupled into the fact that robots were proven toy sellers to kids (long before TRANSFORMERS), it was probably no surprise that Orion decided to reconfigure the franchise to try to get some of that sweet kiddie money. After all, RAMBO and CHUCK NORRIS got animated series based on R-rated films.
(And for the record, DIC's INSPECTOR GADGET cartoon pre-dated the ROBOCOP film by at least 5 years. So many people, including official online sources, claim Gadget was a spoof of RoboCop, but it wasn't, because it pre-dated it. It was a spoof of GET SMART/SIX MILLION DOLLAR MAN, with a pinch of DYNOMUTT.)
Orion teamed up with Marvel Productions/New World Animation to produce the animated series for broadcast syndication. It aired under the "Marvel Animation Universe" block alongside "DINO-RIDERS" and reruns of other Marvel cartoons from the 70s and 80s, and one other pilot episode that I'll get to later. Like with many cartoons of the time, the idea was to sell toys to kids, and this case it was "RoboCop & The Ultra Police" by Kenner (best known for selling Batman toys forever). The executive producer was Margaret Loesch and the staff who worked on storyboards/direction/writing included Larry Houston, Frank Paur, Will Meugniot, Donald F. Glut and Marv Wolfman. They're not only all animation and/or comic book veterans, but they also would all team up for FoxKids' "X-MEN" four years later. And I would argue that one of the key things which makes this ROBOCOP cartoon shine is that it is almost a pre-X-Men, as it covers similar themes of prejudice, discrimination, urban blight, and oppressive enforcement of anyone marked "other." Many of the ideas Loesch was convinced that American kids were ready to see in animation, and which got produced in "X-MEN" in 1992, see their genesis here.
Much as I stated above for "BEETLEJUICE," the primary problem with adapting an "adult" film into a children's cartoon is how closely rooted to the film can the 'toon be? The producers expect kids to be aware of that film and even maybe to have seen it, but obviously they cannot bring mega-violence or "adult themes" into a cartoon (especially during the 1980s). That said, the 1988 ROBOCOP cartoon stuck as close to the film's continuity as it could, at least picking up after the first act of the film and then loosely covering some of the character beats across 12 episodes. Many of the characters from the film turn up in the cartoon, though their roles at times are different, and many allowances are made. Here is the intro:
The intro demonstrates how the cartoon uses a few different words and some clever storyboarding to avoid technically showing extreme violence, but implying it heavily. And it also summarizes the first act (or half hour) of the film. Sure, this time Alex J. Murphy is "mortally wounded" and not killed by Clarence Boddicker and his gang, but that's just splitting hairs. Now, the bit where things cut away JUST before Murphy is shot seems like small potatoes now, but in 1988 this was risky. Just a few years earlier in the final season of SUPERFRIENDS, Batman got his origin animated for the first time, although the camera cuts away from the alley and a bolt of lightning is shown to cover the gunshot. And the second season of "SPIDER-MAN & HIS AMAZING FRIENDS" did Spider-Man's origin, and something similar, to allude to Ben Parker being shot without seeing it. So this intro with Murphy was about as close as you could get to someone being shot in a kid's show in 1988.
- Spoiler:
- Much like in the film (which is set "in the near future"), the city of Detroit is all but controlled by Omni-Consumer Products, or OCP, a mega-corporation that sells everything from toys to military weaponry. The CEO had no name in the film and that continues in the cartoon, where he is credited as "The Old Man" (but in dialogue is called "sir" or "Mr. President"). OCP wants to build Delta-City, a futuristic metropolis over the slums of "Old Detroit," which usually are ravaged with crime; to this end OCP literally owns and runs the police department. After being "mortally wounded," Murphy is rebuild as RoboCop and operates out of the basement of the Old Detroit precinct under the command of Sgt. Reed (much like in the film). Also like in the film, his partner is Anne Lewis, who gradually tries to get Murphy to rediscover his humanity and not see himself as strictly a machine or cyborg which always must follow police duties. UNLIKE the film, Lewis has a crush on RoboCop (despite the fact that Murphy had a wife and kid), and even gets him to go on a date with her off duty in one episode. Sgt. Reed mostly speaks in football metaphors for the first 2-3 episodes but thankfully tones that stuff down as the season progresses. RoboCop himself is, well, pretty robotic and mostly adheres to his prime directives (Enforce the Law, Defend the Public Trust & Protect The Innocent). Without his helmet, his face looks stapled onto his body like in the film, which is an amazing dedication to detail. Murphy himself will identify as a cyborg and usually denies being as human as Lewis claims him to be. That is, unless Lewis happens to get hurt in the line of duty, and then Mr. Soulless Robot goes berserk and rips apart whatever injured her with his bare hands. Thankfully, the show doesn't overplay this and it only happens 2-3 times across a dozen episodes. Later on Murphy occasionally displays a sense of humor and by the end, more will.
In the film, the RoboCop Project was run by Bob Morton (who is murdered in the second act). In the cartoon, the head of the project is run by the female Dr. Tyler, whose model appears based on one of the technicians from the film. She claims to have been running the project for 3 years, which was the time it took to design it and, possibly, "wait" for someone to "volunteer." Tyler is treated as the opposite of Lewis; someone who sees RoboCop as just a machine whose humanity is a flaw which should be purged. That said, over the course of the series there is definitely a bit of a "reverse Pygmalion" dynamic going on here. Dr. Tyler is always obsessed with spending extra time with RoboCop beyond the daily visits to his "power chair" (which recharges his systems and prevents shutdown). Dr. Tyler will propose running update programs on RoboCop all night even if it means minor upgrades like improving his motor reflexes by less than 1 percent. In the second episode, it's revealed that the password Dr. Tyler set up for RoboCop's mainframe is "PERFECT." Tyler and Lewis bicker about Murphy being a man or a machine, but the subtext could be that they're also fighting over his affections. Despite being a loyal OCP employee and seeing RoboCop only as her life's work, she is an ally from a technical side, required to save Murphy from critical damages (which happens all the time).
Lt. Rodger Hedgecock was a minor character in the film, but in the animated series he has a broader and more disturbing turn. He is, for all intents and purposes, a racist cop. Robots and cyborgs stand in for oppressed minorities in this show, and RoboCop is deemed an "other." The hapless media (led in the show by Casey Wong, who was also in the film) portray RoboCop as a superhero (or fall for villains framing him), but Hedgecock has a pathological hatred of RoboCop. He sees Murphy as nothing but a machine or a monster who should be destroyed or decommissioned, mostly out of jealousy because RoboCop gets more attention and is better at his job. Hedgecock is reckless and usually causes more trouble than he fixes, but due to his high rank there is little anyone can do about it. Hedgecock lobs tons of anti-robot slurs at Murphy, as well as a few that some handicapped people used to hear (i.e. calling him "half a man"). Hedgecock's racism is no secret; in the 9th episode when Hedgecock wants to lead a platoon of cops into the streets after a gang to retaliate for a robbery at the precinct, Sgt. Reed flat out compares it to "a Nazi march." Hedgecork belittles Lewis for defending RoboCop, Tyler for building and maintaining him, and even unites with enemies of RoboCop (or at least allows them to operate without opposition) to destroy him. In fact, Hedgecock might be U.S. animation's first serious portrayal of a neo-Nazi, bigoted police officer with a ton of entrenched power and allies in the force. We see in Reed and Lewis that not all cops are this way, but showing one who was in 1988 was pretty heavy.
In the film, the main villain and head of the ED-209 project (a comically bulky robot with gun-arms) was Dick Jones. In this animated series, it is Dr. McNamara, a professor who had black goggles and what appear to be bionic hands (that can damage walls with punches). His robot is renamed ED-260 but by and large is the same, right down to the design, voice, and ineffectiveness. Like Hedgecock, he is also jealous of RoboCop but unlike Hedgecock, McNamara actively unites with other villains (such as the Vandals street gang) or even manufactures disasters himself (such as fiddling with the programming of the AW7, a giant tank with an AI, to attack the city). His name is a reference which no kid in 1988 would get, and I amazed the show got away with. Robert McNamara was a former Ford executive turned secretary of defence under JFK and LBJ from 1961-1968 (and is the longest serving sec. of defence in U.S. history). He's infamous, though, for exaggerating (if not flat out lying about) the 1964 Gulf of Tonkin incident which convinced LBJ to get America involved in the Vietnam War (something JFK, like prior presidents, declined to do). McNamara was a war-hawk avidly in favor of Vietnam, at least until it got really bad and he switched gears near the end of his tenure. So the ROBOCOP cartoon literally named the head of a misguided military project on the man who, all but literally, lied America into Vietnam. That is some next level satire there.
The only other reoccurring villains besides Dr. McNamara (and Hedgecock) are the Vandals street gang, who turn up in 2 episodes (including the pilot, "Crime Wave"). They're just a gang of thugs with moderately advanced weaponry such as a bionic chainsaw, flame thrower, and boots that cause a seismic stomp. In each occasion they're working for Dr. McNamara (much like Clarence Boddicker and his gang worked for Dick Jones in the film), though in the second episode they're bitter that McNamara allowed them to stay in jail for a while before seeing to their escape, and they betray him.
You might imagine that a watered down RoboCop cartoon could easily turn into "copaganda," but to be very honest, this cartoon had more nuance than the average episode of "BLUE BLOODS" or "LAW & ORDER." The plots of most if not all episodes make it very clear that Murphy and Lewis are caught between actual criminals and terrorists, and the figures within OCP (including the Old Man himself) who engage in the same activities on a grander, and legal, scale. In episode 2, "The Scrambler," an ex-OCP employee jailed for embezzlement (that he claimed he was the fall guy for) hacks RoboCop and tries to turn him into an assassin. But one of the best examples of this is episode 3, "Project Deathspore." At the start, Murphy and Lewis take down a minor street criminal who is terrorizing a grocery store via a protection racket scam. In the meantime, OCP has taken this notion to a grander scale by creating an energy draining monster, the Deathspore, for the purposes of using it to bully and control entire countries that won't bend to OCP's will. If this sounds like the TECHNOVORE from Iron Man comics and one animated DTV, it is, only it came a decade sooner. Naturally, the Deathspore escapes and goes on a rampage, and the Old Man only cares because it is causing OCP stock to fall and targeting a new nuclear power plant (that is being protested). And sure, RoboCop and Lewis destroy the Deathspore, but OCP cannot be punished, nor their guilt exposed.
Many of the masses in Old Detroit are restless, poor, and sporadically mobilize in protest scenes throughout the cartoon. Unfortunately, any time someone claims to be their champion, they're just being exploited. In episode 4, "The Brotherhood," a group of Klan-esque bigots in hoods mobilize to attack all robots, who they blame for society's ills. Hedgecock is a sympathizer, until the end when he learns that their leader is one of his friends in the police force (and even then Hedgecock only belatedly uses the "I disagree with their methods" excuse as cover). And in episode 8, "Night of the Archer," a modern day Robin Hood embarks on a crime spree to steal from OCP and give to the poor, and becomes a hero overnight. Lewis is initially a sympathizer to him, since the Archer isn't wrong about the suffering of the poor, and it's one of the few times Murphy and Hedgecock agree to anything. In the end, though, the Archer was just a business rival of OCP's who was manipulating the masses against the company so he could profit. Again, the show may show the catalyst being stopped or caught, but there is always a comment that the greater problem remains.
Arguably the best episode is episode 5, "The Man In The Iron Suit." Dr. McNamara designs a new exo-suit which will enable a human pilot to outperform RoboCops, in hopes of shutting down Dr. Tyler's project (and RoboCop himself). After being outperformed by RoboCop during a training simulation, Hedgecock volunteers to be the test pilot for the suit. McNamara convinces the Old Man to have a trial by combat between the exo-suit and RoboCop, and if the latter loses, he is "disconnected." Dr. Tyler agrees to this (as she has little choice), and of course Lewis is horrified that her partner is suddenly fighting for his life as part of a corporate R&D program. Hedgecock and RoboCop fight at a junkyard and while Murphy puts up quite a struggle, he's eventually overpowered and on the verge of shutdown. Lewis runs into the field, and Hedgecock decides his hatred of robots will justify trying to assault a fellow cop, and he collapses a heap of cars atop the both of them deliberately. When Murphy's sensors are too damaged to determine whether Lewis is dead or not, he promptly goes berserk, tears the suit apart and almost kills Hedgecock until Lewis wakes up. Murphy tries to arrest Hedgecock for assault, but unfortunately, the Old Man and McNamara see to it that the video tape of the ordeal is destroyed, because it'd look bad for OCP.
That said, episode 11, "Into The Wilderness," is almost as good. While flying over a forest away from Detroit, Lewis, RoboCop, and Tyler wind up crashing when the plane encounters some trouble, and get separated. It turns out they've stumbled onto an official OCP forest clearing operation where a giant robot is ripping up trees and their factory is polluting a nearby river. RoboCop is heavily damaged but saved by a local environmentalist -- who is also a pretty blonde woman. Murphy decides to arrest the foreman in charge for pollution, apparently because to RoboCop, it crossed the line into legal negligence. The foreman frames the botched job on the technician, who controls the giant robot and some cybernetic dobermans (who tear into RoboCop in one scene that shows the violence a show with robots or cyborgs could get away with). By the end, Tyler, Lewis, and the leggy tree-hugger are all screaming about RoboCop and finally, it has become a harem episode (my rule in fiction is if three women are all fawning for one man, it is beyond a love triangle and officially a harem incident). The Old Man has learned of RoboCop stumbling into his deforesting project and orders the tech to just capture him, but he goes too far and tries to kill RoboCop a few times. The robot is beaten and the tech is fired, but the final scene is the real meat. The Old Man doesn't deny that the deforestation was his project, but he forbids RoboCop from trying to stop any OCP project, because they literally own him. RoboCop counters that he obeys the law, not OCP, and will stop them again if they commit a crime. In the movie, RoboCop's secret fourth prime directive was a total shutdown if he ever tried to arrest a senior member of OCP's executives, but that didn't happen in this show.
The series finale, episode 12, "Menace of the Mind," is notable for two things. Firstly, it is the only episode that features the rest of the Ultra Police and tried like crazy to sell those toys. The other is that it loosely adapts the second act of the film by having RoboCop go after Clarence Boddicker. In this show's continuity, he (and his accomplice, Joe Cox) were still active fugitives after Murphy's "mortal wounding." In fact, this episode is a loose adaptation of Murphy's first confrontation with Boddicker as RoboCop. In the film, it was at a raid on a cocaine lab; in the cartoon, Boddicker is using a hi-tech jet to steal OCP chips which can be used to sell brain boosting, addictive collars which can leave people comatose when they OD. Once Murphy realizes the perp is Boddicker, like in the film, he has flashbacks to his shooting. They even use a line from the film, with Boddicker teasing, "I bet you think I'm not a very nice guy," before the shooting. Like in the movie, RoboCop even has flashbacks of the shooting while in sleep mode and starts to remember more of his life (like having a wife). Murphy keeps his vendetta secret from Lewis, but eventually it becomes obvious. RoboCop's zeal for revenge starts to override some of his directives, as he hesitates to save some of the Ultra Policer after Boddicker's jet damages their gear. So, yes, this episode features an animated version of Kurtwood Smith (complete with Len Carlson trying to do a vocal impersonation) running wild in a tan leisure suit and a giant G.I. JOE style super-jet. In the movie, Murphy nearly kills Boddicker at the end of the drug raid in act 2 until the crook reminds him that he's supposed to be a police officer. In the animated series, it's far less violent, although RoboCop stops Boddicker from executing one of the Ultra Police and then gives Boddicker one of his own lines to him while holding him an gunpoint. And in the cartoon, Lewis talks RoboCop down, and Boddicker is arrested. And that is where the series ends.
Twelve episodes was brief for the debut season of a cartoon in 1988, but there was a reason for that. Marvel Productions, and most of the staff behind ROBOCOP, took the budget that would have been used for a 13th episode and instead funnelled it into a pilot episode for X-Men animated by Toei and titled, "Pryde of the X-Men." The pilot aired in 1989 as part of that "Marvel Animation Universe" block, and would be released on VHS, but NBC never bit on the X-Men, and they started over from scratch once FoxKids wanted a new show for 1992. So much as the themes were like a pre-X-Men, RoboCop's budget ultimately led to the mutants hitting TV. It likely didn't help that in 1988, THUNDERCATS was big and NINJA TURTLES was gaining steam with its second season.
Three episodes were released on VHS in 1991 (episodes 1, 5, and 8, "A Robot's Revenge," which is a culturally insensitive episode regarding Middle Eastern diplomats), likely to be available in video shops alongside the sequel film. Aside for that, the show was never released officially, and I imagine the rights are a problem since Orion is involved with RoboCop, even if Marvel produced the cartoon. The only clue I ever had that this show existed is one local Blockbuster that had one of the episodes available for rent.
For more X-MEN connections, the show was animated by AKOM, the South Korean animation studio which would later animate X-MEN, as well as a heap of THE SIMPSONS. And the Canadian voice cast featured many voice actors who would later appear on X-MEN, especially Len Carson (best known for voicing Robert Kelly). General geeks will be most impressed by Susan Roman as Anne Lewis, since she's best known as the original English voice for Sailor Jupiter on SAILOR MOON (and was one of the only actresses who stuck with it when the dubbing switched from DIC to Pioneer/Geneon). Susan Roman voiced a few guest characters for X-MEN, especially Callisto, Scarlet Witch and Amelia Voght, as well as tons of other anime and cartoons. RoboCop was voiced by Robert Bockstael, who also had some minor roles on X-MEN and other shows but also voiced Prince Diamond and Tsunawataro on SAILOR MOON.
Though brief, the 1988 ROBOCOP cartoon also foretold more commercial expanding of the franchise. The film "ROBOCOP 2" hit in 1990, followed by a live action TV show (that ran for 21 episodes plus a pilot film) in 1994, which was also more kid-friendly. "ROBOCOP 3" hit in 1993 (which, like the first sequel was co-written by Frank Miller), and was one of the biggest bombs of the era. But it barely slowed the franchise as a second cartoon, "ROBOCOP: ALPHA COMMANDO," debuted in 1998 with a whopping 40 episodes. That show used to come on a local station around 6:30-7:00 a.m. on weekdays and I used to watch it before high school. Despite the updated animation, the tone wasn't as biting as the 1988 show (and RoboCop himself has more gadgets like roller skates and helicopter blades). Barely daunted, the franchise eked into the 21st century with "ROBOCOP: PRIME DIRECTIVES," a series of 4 TV movies which aired on Canada's Space channel but randomly aired on SyFy in the states (and got home video releases). They were darker than the earlier TV material but ignored all film sequels in terms of continuity and were super low budget (like "$200 more dollars than the average YouTube video" low). Then, of course, nothing until a reboot film in 2014. That still means RoboCop released media material in every decade from 1980-2020, which is insane.
I don't think this is on streaming but it should be available on YouTube or via bootleg, and if anyone is interested in the character or 80s animation, I'd recommend it. Between the skilled storyboards and the fact that the star was mostly mechanical, 1988's ROBOCOP gets away with quite a lot of animated violence. Because RoboCop is bulletproof, he's allowed to be shot by normal bullets, while he and Lewis use laser pistols and shoot perps all the time (or "stun" them). Animation allowed RoboCop to move a bit more fluidly (even if slow enough that Hedgecock once called him "a Titanium turtle"), and he throws cars, swings street lamps, tears into other 'bots and punches people. Even Anne Lewis gets to TKO one punk with a punch to the nose, and facial blows were super rare in 1980s animation.
A few meme videos have made fun of some of the dialogue out of context, but for the time it was about as good as it could be...at least until the 90s when animation was truly allowed to upgrade.
Last edited by Datelessman on Tue Sep 12, 2023 5:23 pm; edited 1 time in total
Re: Entertainment Joys
The Changeling is really good so far. There's not enough ponderous, sad, surreal, emotional horror content out there for my tastes, especially about/by Black people, especially incorporating supernatural traditions from multiple cultures, especially starring some of my favorite actors (and Samuel T. Herring in a dramatic role?? I gotta see more of this).
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Re: Entertainment Joys
I sometimes worry that I "flood" this topic a lot, especially since my posts are rarely brief here. For this reason I've taken to only talking about "Entertainment Joys" after I finish binging them, rather than in instalments like I did for 1987 TMNT, CAPTAIN PLANET, X-MEN, and THE SLAYERS (albeit with the latter there was an awesome discussion of it with KMR so chopping it up in real time made sense). But it's been 3 weeks and someone else posted in between my text walls, so now's the time for another! Once again I dip into the past for a series that I did enjoy as a kid, but via various circumstances fell out of watching and then always wanted to revisit. I was often thwarted by out-of-print DVD volumes. It is a series which has been lauded by many as the best animated series based on a video game, at least before CASTLEVANIA debuted on Netflix. It is also a series, which in my opinion, helped birth the fetish fandom known as "furries" in modern day after HEATHCLIFF & THE CADILLIAC CATS and TINY TOON ADVENTURES, and at the same time as SWATKATS: THE RADICAL SQUADRON (and to a lessor degree, ANIMANIACS). And where there are furries, drama tends to follow (though not always due to them).
I am talking about ABC's SONIC THE HEDGEHOG. Not to be confused with THE ADVENTURES OF SONIC THE HEDGEHOG, produced by the same studio (DIC, now WildBrain), which debuted at the same time and featured the same star. Perhaps for that reason, most fans refer to it as "Sonic SatAM," since it aired on ABC on Saturday mornings for two seasons (26 episodes total) from 1993-1994.
In 1989, Sega wanted to more directly compete with Nintendo by crafting a follow up to their "Sega Master System" (or Mega-Drive in Europe), which got called the Sega Genesis in the U.S. At the time consoles weren't just sold with graphics and games; they needed gimmicks and mascots. Nintendo, of course, had Super Mario. Initially, the unofficial mascot for the Genesis was Alex Kidd, a weird character who starred in a series of games for the Master System and was included in one of the launch games for the Genesis. But he didn't take and in 1990, Nintendo blew everyone out of the water with SUPER MARIO BROS. 3. So it was back to the drawing board for a plucky new mascot and they finally crafted one with the debut of the first Sonic game in 1991. It was a big hit and the hype for the second game the following year was even bigger, especially since it introduced his sidekick, Tails. Sonic-mania was born with a third game in development (along with SONIC CD for the Sega CD add-on), and Sega wanted to bring their mascot to the small screen, just as Nintendo did with Mario. The natural choice to do so was DIC (then called "DIC Animation City"), since that was the production house which crafted video game cartoon hits like THE SUPER MARIO BROS. SUPER SHOW and CAPTAIN N: THE GAME MASTER in the late 80s. There was really no one else; they were the Warner Brothers of video game shows until the mid-90s.
Things got complicated very quickly. ABC, likely hungry for another Saturday morning hit after losing "BEETLEJUICE" to FoxKids in '91, agreed with Sega and DIC to air the show. A pilot was drafted with the aim to air in Fall 1992. However, DIC wanted to expand to weekday afternoons and capitalize on the popularity of Sonic, much as they'd done with THE REAL GHOSTBUSTERS (which by the end was SLIMER & THE REAL GHOSTBUSTERS). Mark Pedowitz, the then-VP at ABC, wanted their network to be the exclusive station for Sonic and did not agree to the expansion. As a result, DIC decided to literally produce two different Sonic shows at the same time, with ABC wanting their show to be distinctly different than the weekday show. The weekday show was called ADVENTURES OF SONIC THE HEDGEHOG and featured a theme song similar to the game with more Loony Tunes/Tex Avery style slapstick antics. The series starred Sonic and Tails, with the villain Dr. Robotnik being paired with two original characters, the dimwitted robots Scratch and Grounder. It ran for 65 episodes, which was standard for broadcast syndication at the time.
ABC's "Sonic SatAM" was a different beast entirely. In fact I vaguely recall ABC airing a half hour prime time special in which some "hip" teenage actors promoted the fall slate of animated series for '93, with this show being presented as the centerpiece. I forget if these actors were from a sitcom I didn't watch (like GROWING PAINS) or were just randoms. Although the pilot episode, "Heads or Tails," featured some of the slapstick and visual toony humor as the syndicated show, the tone changed drastically once ABC made demands for a more unique product. And much like some of DIC's earlier video game cartoons of the 80s, modern fans don't always appreciate how sparse the games themselves were regarding the plot and/or cast at the time. The only named characters that the show's writers and producers (namely Len Janson as story editor alongside writers Ben Hurst and Pat Allee, among others) had to work with were Sonic himself, Tails, and Dr. Robotnik (renamed from Dr. Eggman in Japan for reasons which confound me; I only assume since America was still in the Cold War in 1990-1991, an obvious Russian name was seen as more workable). As such, they created a whole host of fellow anthropomorphic characters to back up Sonic as well as expanded upon the plot of the games, inventing things whole cloth. Hurst would admit in an interview in 2007 that neither he or the show's writers ever played the games; they were merely shown brief snippets of game footage early on in the process.
The premise of the show is presented with an awesome intro and a legendary theme song, "Fastest Thing Alive," and expanded upon over the course of two seasons.
The events take place on the planet Mobius (which was unnamed in the games). It was once a teaming anthro-paradise which mostly thrived on advanced technology mingled with ancient magic, with the capital city being Mobotropolis ruled by King Acorn (a chimpmunk voiced by Tim Curry) and his royal council (which included Sir Charles Hedgehog). Dr. Robotnik conquered the land and terraformed it into a dark and polluted maze of factories and machinery, and rules with an endless swarm of robots (primarily humanoid ones called Swatbots). He renamed the city Robotropolis and uses a horrific machine called a Roboticizer to transform any creature into a robot via some kind of transmutation. Sonic and his pals consist of the Freedom Fighters trying to kick Robotnik off the planet and save Mobius, and find a way to reverse the Roboticizer's effects on their friends and family. Aside for the pilot, the first season is fairly serious with the only comedy mostly coming from Sonic's endless barrage of one-liners and "cool" 90s dialogue (and one woeful character). No music from the game is present and in fact the score is closer to a superhero show; the theme that plays when Sonic runs could be synched with Superman and it would still be appropriate. It is also an episodic season, with a general subplot of liberation but presenting the stakes for most characters and allowing each to have a focus episode. The second season has more of a subplot across most episodes regarding a spy and thwarting Robotnik's "Doomsday" weapon. However, ABC meddled again and wanted more comedy, so some of the seriousness takes a backseat with a couple of flat-out slapstick episodes shoved into the last half. The entire show is really a case example of writers and producers locking horns with a TV network at almost every turn.
My hot take? I was glad to finally revisit the show, since I'd fallen off somewhere after season one. It is good and definitely the best video game cartoon to come out of the 80s and 90s, and still mostly holds up. That said, the fandom surrounding this show has probably caused it to become overrated. Some people treat it like it is on par with GARGOYLES, and with the best will in the world, it isn't close. That said, it does feature some excellent storyboarding and a veteran voice cast of some of the best talent at their peak. It's practically a TINY TOONS reunion.
Despite the fact that the primary enemies are robots, the cartoon shows them getting smashed or destroyed very rarely (despite the intro). Despite the fact that Sonic's "spin" is shown as being able to saw through metal doors or solid rock, he never uses it against any Swatbots. Instead Sonic usually uses his surroundings against them, or spins in place to create a typhoon.
After the show ended, ABC immediately replaced it with their cartoon sequel to FREE WILLY; however, it did air in syndication on USA Network from 1997-1998. The legacy of this show lasted far beyond those two seasons from 1993-1994. It served as the basis for Archie Comics' licensed SONIC THE HEDGEHOG comic, which ran for 290 issues from 1993-2016. That incredible 23 year run, outlasting TMNT ADVENTURES as the only "adventure series" Archie kept publishing, literally won a Guiness World Record for the longest running single volume of a comic book based on a video game. That means characters from this cartoon were still sporadically appearing in print up until the month Barack Obama left the White House. And this is where the drama I mentioned arose.
DIC produced "SONIC UNDERGROUND" in 1999, which also starred Jaleel White and featured many of the same writers as "Sonic SatAM." However, it was a completely new continuity and was intended to help promote Sega's last console, the Dreamcast. It ran 40 episodes but is mostly considered to be a confusing, ambitious mess with an uneven tone. In 2002, DIC started producing "DIC MOVIE TOONS" for Nickelodeon which justified them making animated TV movies involving quite a few prior or cancelled series, such as INSPECTOR GADGET, ARCHIE'S WEIRD MYSTERIES, SABRINA: THE ANIMATED SERIES, and DENNIS THE MENACE. Perhaps in relation to this, Ben Hurst tried to appeal to Sega to get an animated Sonic movie made to continue the storyline. According to Hurst, a Sega executive that he'd spoken to was receptive of the idea, but by this time, the current writer/artist of Archie's Sonic comic book, Ken Penders, became aware of the project. The history is a bit muddled with two perspectives, but the gist is that while Hurst imagined Penders being involved in the project, Penders wanted to write it entirely as his own vehicle. Penders called the Sega executive and reportedly screwed the call up so badly that when Hurst checked back in, the Sega guy pulled a 180 and vowed that only Sega alone would work on continuing Sonic's legacy. Penders, for his part, had some legitimate industry contacts such as animation storyboarder/director Larry Houston involved and also produced some art for the project, which depicted Mobius as exploding around 2003. However, the project died in the cradle with most sources crediting it to Penders' zealousness. Ben Hurst died in 2010, only three years after SHOUT! Factory released the show on DVD and filmed an interview of him (and Jaleel White). That collection, like their similarly cool set of the first 26 episodes of INSPECTOR GADGET, went out of print a year later with subsequent releases being more bare bones. NCircle Entertainment started re-releasing it as single discs from 2008-2010, collecting 23 out of 26 episodes. Those went out of print when WildBrain took over DIC's library in 2012, as well as ownership issues with Archie Comics. That got settled earlier this year, and NCircle released a cheap box set which I now own.
Ken Penders was far from done with hedgehog controversy. He was the primary writer for the Sonic comic from 1993-2006, and also wrote a spinoff for Knuckles from 1997-1999. During that span he created a slew of characters to the comic, especially relating to Knuckles. In 2009, Penders decided to sue Archie Comics for the copyright to all the characters he created for them, and things got messy fast. The US Copyright Office certified Penders' claims in 2010, and it was revealed during trial that Archie was so sloppy with record keeping that not only could they not produce an original copy of their contract with Penders, they hadn't kept original copies of contracts of ANYONE who had EVER worked on Sonic for them. The case was settled in 2013, with Penders being victorious and keeping the rights to some 200 characters. Penders also sued Sega (unsuccessfully) in 2011, claiming the game SONIC CHRONICLES: DARK BROTHERHOOD ripped him off. The revelations during the trial with Archie opened them up to future suits. They rebooted the comics' continuity in 2012 to focus more on the game lore, and perhaps by no coincidence, ended their licensing agreement with Sega three years after losing the suit (and just as another former Sonic comic creator, Scott Fulop, unsuccessfully tried suing them). IDW Publishing obtained the license in 2017 but stuck exclusively to game characters. The cast from 1993-1994 were officially gone, as if snapped out of reality by Thanos.
This split the fandom. While Penders could be seen as yet another stalwart comic creator trying to assert ownership after being exploited by a larger publisher, others blame him for causing their fictional universe to ultimately be lost. Supposedly, one of the reasons why Sega has been more shy regarding Knuckles in recent years versus the 90s and early 2000s is because the company dreads another lawsuit from Penders anytime spare anthro-echidnas are used in Sonic lore. On Twitter/X, Penders claimed to want to sue over the second Sonic film because Knuckles' parents are too close to his copyrighted characters. And besides being very litigious, what did Penders do with his victory? He announced that he would produce a seven volume graphic novel series called "THE LARA-SU CHRONICLES," starring Knuckles' daughter with some serial numbers filed off various bits to avoid angering Sega. And after working on it for 13 years, including a full decade after winning the lawsuit, Penders has produced...absolutely nothing. He occasionally shares art on social media, his website, or convention appearances, but some fans likely feel he blew up some of their favorite comics and/or meddles with Sega's Sonic projects with nothing to show for it. In the meanwhile, Sonic the Hedgehog has become one of IDW's best selling licenses (after TMNT and Star Trek).
The fanbase is STILL passionate for this series. There's a YouTube channel, Team Sea3on, dedicated to animating a fan-continuation themselves. Not only did they produce an animated trailer for it last year, but they got two members of Crush 40 to sing a remix of the theme-song. That's pretty incredible: https://www.youtube.com/@TeamSea3on/videos
As for me? I was surprised that there was no outcry for Jaleel White to reprise the role when a Sonic movie finally did happen. I mean, the masses emerged to demand the CGI in the film be altered, and Peter Cullen is still voicing Optimus Prime in movies primarily due to this. There've been two Sonic movies and White didn't even get a Stan Lee style cameo in one; it seems like kind of a waste. But maybe that's because he was the first voice of Sonic for my generation. Sonic's presence on TV wouldn't be rare; we got SONIC X, SONIC BOOM, and SONIC PRIME since 2003, which is more longevity than Super Mario had in that medium. But none of them reached the heights or are as fondly remembered as this show. I do think it's been overrated, but the bar for quality video game shows is very low. I did enjoy the revisit and finally getting to see how the series ended.
I am talking about ABC's SONIC THE HEDGEHOG. Not to be confused with THE ADVENTURES OF SONIC THE HEDGEHOG, produced by the same studio (DIC, now WildBrain), which debuted at the same time and featured the same star. Perhaps for that reason, most fans refer to it as "Sonic SatAM," since it aired on ABC on Saturday mornings for two seasons (26 episodes total) from 1993-1994.
In 1989, Sega wanted to more directly compete with Nintendo by crafting a follow up to their "Sega Master System" (or Mega-Drive in Europe), which got called the Sega Genesis in the U.S. At the time consoles weren't just sold with graphics and games; they needed gimmicks and mascots. Nintendo, of course, had Super Mario. Initially, the unofficial mascot for the Genesis was Alex Kidd, a weird character who starred in a series of games for the Master System and was included in one of the launch games for the Genesis. But he didn't take and in 1990, Nintendo blew everyone out of the water with SUPER MARIO BROS. 3. So it was back to the drawing board for a plucky new mascot and they finally crafted one with the debut of the first Sonic game in 1991. It was a big hit and the hype for the second game the following year was even bigger, especially since it introduced his sidekick, Tails. Sonic-mania was born with a third game in development (along with SONIC CD for the Sega CD add-on), and Sega wanted to bring their mascot to the small screen, just as Nintendo did with Mario. The natural choice to do so was DIC (then called "DIC Animation City"), since that was the production house which crafted video game cartoon hits like THE SUPER MARIO BROS. SUPER SHOW and CAPTAIN N: THE GAME MASTER in the late 80s. There was really no one else; they were the Warner Brothers of video game shows until the mid-90s.
Things got complicated very quickly. ABC, likely hungry for another Saturday morning hit after losing "BEETLEJUICE" to FoxKids in '91, agreed with Sega and DIC to air the show. A pilot was drafted with the aim to air in Fall 1992. However, DIC wanted to expand to weekday afternoons and capitalize on the popularity of Sonic, much as they'd done with THE REAL GHOSTBUSTERS (which by the end was SLIMER & THE REAL GHOSTBUSTERS). Mark Pedowitz, the then-VP at ABC, wanted their network to be the exclusive station for Sonic and did not agree to the expansion. As a result, DIC decided to literally produce two different Sonic shows at the same time, with ABC wanting their show to be distinctly different than the weekday show. The weekday show was called ADVENTURES OF SONIC THE HEDGEHOG and featured a theme song similar to the game with more Loony Tunes/Tex Avery style slapstick antics. The series starred Sonic and Tails, with the villain Dr. Robotnik being paired with two original characters, the dimwitted robots Scratch and Grounder. It ran for 65 episodes, which was standard for broadcast syndication at the time.
ABC's "Sonic SatAM" was a different beast entirely. In fact I vaguely recall ABC airing a half hour prime time special in which some "hip" teenage actors promoted the fall slate of animated series for '93, with this show being presented as the centerpiece. I forget if these actors were from a sitcom I didn't watch (like GROWING PAINS) or were just randoms. Although the pilot episode, "Heads or Tails," featured some of the slapstick and visual toony humor as the syndicated show, the tone changed drastically once ABC made demands for a more unique product. And much like some of DIC's earlier video game cartoons of the 80s, modern fans don't always appreciate how sparse the games themselves were regarding the plot and/or cast at the time. The only named characters that the show's writers and producers (namely Len Janson as story editor alongside writers Ben Hurst and Pat Allee, among others) had to work with were Sonic himself, Tails, and Dr. Robotnik (renamed from Dr. Eggman in Japan for reasons which confound me; I only assume since America was still in the Cold War in 1990-1991, an obvious Russian name was seen as more workable). As such, they created a whole host of fellow anthropomorphic characters to back up Sonic as well as expanded upon the plot of the games, inventing things whole cloth. Hurst would admit in an interview in 2007 that neither he or the show's writers ever played the games; they were merely shown brief snippets of game footage early on in the process.
The premise of the show is presented with an awesome intro and a legendary theme song, "Fastest Thing Alive," and expanded upon over the course of two seasons.
The events take place on the planet Mobius (which was unnamed in the games). It was once a teaming anthro-paradise which mostly thrived on advanced technology mingled with ancient magic, with the capital city being Mobotropolis ruled by King Acorn (a chimpmunk voiced by Tim Curry) and his royal council (which included Sir Charles Hedgehog). Dr. Robotnik conquered the land and terraformed it into a dark and polluted maze of factories and machinery, and rules with an endless swarm of robots (primarily humanoid ones called Swatbots). He renamed the city Robotropolis and uses a horrific machine called a Roboticizer to transform any creature into a robot via some kind of transmutation. Sonic and his pals consist of the Freedom Fighters trying to kick Robotnik off the planet and save Mobius, and find a way to reverse the Roboticizer's effects on their friends and family. Aside for the pilot, the first season is fairly serious with the only comedy mostly coming from Sonic's endless barrage of one-liners and "cool" 90s dialogue (and one woeful character). No music from the game is present and in fact the score is closer to a superhero show; the theme that plays when Sonic runs could be synched with Superman and it would still be appropriate. It is also an episodic season, with a general subplot of liberation but presenting the stakes for most characters and allowing each to have a focus episode. The second season has more of a subplot across most episodes regarding a spy and thwarting Robotnik's "Doomsday" weapon. However, ABC meddled again and wanted more comedy, so some of the seriousness takes a backseat with a couple of flat-out slapstick episodes shoved into the last half. The entire show is really a case example of writers and producers locking horns with a TV network at almost every turn.
My hot take? I was glad to finally revisit the show, since I'd fallen off somewhere after season one. It is good and definitely the best video game cartoon to come out of the 80s and 90s, and still mostly holds up. That said, the fandom surrounding this show has probably caused it to become overrated. Some people treat it like it is on par with GARGOYLES, and with the best will in the world, it isn't close. That said, it does feature some excellent storyboarding and a veteran voice cast of some of the best talent at their peak. It's practically a TINY TOONS reunion.
- Spoiler:
- The star is Jaleel White as Sonic the Hedgehog himself; he also voiced Sonic in the syndicated show as well as "SONIC UNDERGROUND," a relaunch, in 1999. White was very candid in a 2007 interview where he explains that a good reason why he was tapped was stunt casting. "FAMILY MATTERS" was one of ABC's top shows from their TGIF line-up and White had become the massively popular (and youthful) star playing Steve Urkel. However, White is a more talented actor than he usually gets credit for and thrived in the role. Transitioning from live acting to voice acting isn't easy but White took to it like a fish to water; albeit with the caveat that his busy schedule meant that he recorded his lines alone and got twice the "takes" and focus than the rest of the cast. As a character, Sonic is almost like an embodiment of the 90s; his catch phrase is "Way past cool!" He always swaps out the word "bot" with "butt," which leads to him calling his nemesis "Robuttnik" and his minions "Buttbots" (which may be funnier now). White was so into character that in that '07 interview has casually calls Robotnik "Robuttnik." This bit...does get very old in the first season, as fodder for 12 year olds, and it gets toned down a tad in season two. Cool heroes needed to be obsessed with a food item and chili dogs are to Sonic what pizza is to the Ninja Turtles. Like the rest of the anthro-cast, Sonic was only 5 years old when Robotnik took over and was forced to engage in Freedom Fighter missions when he was 10; in the series he's 15-16 years old. His uncle, Sir Charles "Chuck" Hedgehog, was roboticized when Sonic was a child and is missed terribly. Sonic's natural ability to run fast is never explained (he can run at least 1000 MPH without any artificial aid, which is between Mach 1-2), but a key MacGuffin for the series are Power Rings which emerge from a pond twice a day via a device "Uncle Chuck" built. Only Sonic can use them, and their power is temporary, but they allow Sonic to run even faster and defy the laws of physics. Sonic is brash, impatient, and arrogant, and rarely takes things seriously or plans ahead. That said, he is plagued by a desire to free his uncle and once had nightmares about Sally, who he considers his main squeeze, being Roboticized. He also acts as a mentor to the 10 year old Tails, who he always calls, "big guy." Sonic also plays the electric guitar and sings lyrics such as, "I've got a rocket in my pocket." Yes, that passed ABC's sensors. Sonic's only weakness, besides his fondness for chili dogs, are any kind of sticky goop, mud, or slime which stops him from running.
The rest of the co-stars were mostly voice acting veterans. Sonic's main partner in the series is actually Princess Sally Acorn, voiced by Kath Soucie. Anthropomorphic animals tend to be seen as "human" if they can talk, walk upright and wear at least 1-2 articles of clothing. In season one, all Sally wears is a pair of boots, and I wonder if that's part of where the furry fascination began. She gains an open vest in season two, and hilariously wears more clothing (a nightgown) when she sleeps. She's functionally the leader of the Freedom Fighters who hide in Knothole, a secret encampment hidden in the Great Forest. Considering her father is missing and presumed dead and her mother is never mentioned, she really should be Queen Sally, but that's neither here nor there (especially since Sally prefers not to go by a royal title during a rebellion). Besides Sonic, Sally relies on a handheld artificial intelligence named Nicole, which Soucie also voices. Sally is strong willed and assertive, often trying to manage Sonic and trying to get him to be more careful or use his brains more often. As shown in the intro, Sally isn't shy about offering "the smooch of victory" on the cheek for a mission accomplished, which is true of anyone who saves the day. She also acts as an adoptive aunt for Tails, whose parents are missing. That said, she kisses Sonic on the mouth at least once a season and despite his moods, she is quite fond of him. She's just as eager to find her father as Sonic is his uncle. In season two she is stated as being 16, since one of Nicole's files is programmed not to open until she becomes "of age" in two years. Sonic eventually spends enough time with Nicole that "she" starts talking like him, much to Sally's chagrin.
The other furry fetish fuel character is Bunnie Rabbot, voiced by Christine Cavanaugh (Chuckie from RUGRATS and Gosalyn from DARKWING DUCK, among others). She's a Southern rabbit, which itself is weird since this is supposed to be another planet, not Earth, so there is no American South. Then again, Sonic makes tons of Earth references (even namedropping Axel Rose in the pilot), so who knows, man. Unlike Sally, Bunnie actually does have rabbit-cleavage, which is contained by a one piece swimsuit. Her arm and legs have been Roboticized and while it allows her extra strength, she badly wants to return to normal. As with most Southern heroines in cartoons (especially after Rogue in X-MEN), Bunnie is overly flirty, calling Sonic "sugar-hog" at every opportunity.
Tails, voiced by Bradley Pierce, is mostly a kid who stays home in the first season and avidly trains to become a Freedom Fighter in season two. He is smarter and more clever than he appears, and worships Sonic as his hero. Like in the games, he can fly by twirling his two tails together.
Rotor, a walrus, is the tech guru of the bunch. Out of everyone he changes the most drastically for no good reason; his character model and/or color scheme changes from the pilot, thru season one and again in season two. It's also possible that as a walrus, he just gained more weight after season one. He's voiced by Mark Ballou in season one and Cam Brainard (best known as the host of THIS WEEK IN BASEBALL) in season two. Anything that needs building or fixing, Rotor does. He occasionally ventures into Robotropolis on missions but would rather not be a hero. In one episode he builds a female robotic assistant for reasons that defy all logic (as it promptly goes berserk).
And the last character of the main cast is the bane of existence: Antoine "Ant" Depardieu, voiced by Rob Paulsen. A wimpy, prissy French coyote (again, on a planet where there is no France), he's like the "Mini-Me" of Don Carnage from "TAILSPIN," right down to a similar jacket and color scheme. He claims to be a royal guard, but that may be an honorary title, and he is avidly in love with Sally. Unfortunately, he is a useless, annoying coward at virtually every opportunity who only creates more trouble than he's worth. There are no redeeming qualities to him. Ant was intended as the comic relief character, but despite Paulsen's valiant performance, is eternally unfunny. I honestly do not know why he is entrusted with attending missions or guarding the Power Rings; a sack of flour would be more useful. Two episodes of season two are broken up into four "mini episodes" which focus on attempted comedy, and Antoine stars in all of them. I hated him as a kid and he is intolerable as an adult. I fundamentally do not know why he had to exist, rather than to give Sonic an unsympathetic rival. Besides prissy cowardice, Ant's other routine is badly mispronouncing words due to his accent (i.e. "fool" sounds like "fuel") or mangling phrases, since English is a second language. I guess in 1993, getting cheap laughs out of a foreigner was only permissible if it was a Frenchman (or Russian). Antoine is so annoying that one episode ends with Sonic regretting having saved him from cannibals ("I should've let 'em eat 'im!").
Added to the cast in season two is Dulcey, a baby dragon voiced by Cree Summer (a DIC veteran). Much like Antoine, she is mostly intended as a comedic character since she cannot get the handle of landing from flights (like Ralph from GREATEST AMERICAN HERO). Unlike Ant, Dulcey is actually useful as one of Mobius' last dragons who can fly and shoot fire, ice, or smoke from her nostrils. Her catch phrase is mumbling for her mother every time she crashes. She also has a pouch in the front like a kangaroo, which all dragons on Mobius seem to have. That said, having two comic relief characters does stretch the limit of how serious the show wants to present itself as.
May as well mention good ol' Uncle Chuck, voiced by the late William Windom (best known for MURDER, SHE WROTE). Although roboticized, Sonic meets up with him again early in season one and realizes that Chuck can "regain his senses" for a short while after holding a Power Ring. It is later revealed that he was the one who invented the Roboticizer (for aid in old age); Dr. Robotnik just stole the design and actually built it. When Sally and Rotor try to make an anti-Roboticizer in Season 2, Sonic brings Chuck to it to cure him, and it works...only briefly. However, one unintended side effect was that Chuck is able to regain his senses and control, and decides to live as a robot spy for the Freedom Fighters. His intel is invaluable across season two, especially when he warns them of Robotnik's Doomsday weapon. He's so friendly that everyone in Knothole calls him "Uncle Chuck" despite the fact that he's Sonic's uncle. His design looks like an old man version of Metal-Sonic from the games.
The primary villain is Dr. Julian Robotnik, voiced by Jim Cummings in one of his better villain roles. It's never stated firmly whether he was a native of Mobius or some kind of immigrant; only three humans are ever seen in the series, and two are relatives (and all are adult men). It is revealed in season two that as "Julian," he aided King Acorn in a "Great War" and was his secretary of defence. Rather than disassemble his robot armada and surrender his blueprints during peacetime, Robotnik kept them, staged a coup, and banished the king to the same "limbo" dimension that he'd discovered with the wizard Naugus (who he'd also entrapped there). As the intro shows, Robotnik was able to smother Mobotropolis in pollution and technology with his war machine almost instantly and renamed it Robotropolis. His motives wax and wane between being a Republican businessman (i.e. strip mining for natural resources) to being nakedly evil and polluting for its own sake like Dr. Blight. He brags about having Roboticized every major creature on Mobius aside for the Freedom Fighters, a few leftover dragons and prehistoric herding animals, and tiny creatures like birds and rats. His left arm has been roboticized due to a mishap caused by a time traveling Sonic himself. Robotnik has a pet, a roboticized chicken named Kluck (which is perhaps a crude reference to Scratch from the weekday show). Naturally, he is obsessed with destroying Sonic, who he refers to as "the hedgehog" like a curse, and much like another DIC villain, Dr. Claw, will sometimes meddle in his own plans just for chance to destroy his nemesis. His eyes glow in the dark, and he speaks with a slight echo to his voice (and makes moaning noises when a plan seems to be coming together which are THIS CLOSE to being orgasmic grunts). This depiction of him is clearly the most serious and dangerous version of Robotnik/Eggman ever put to animation, although in season two he is played a little more for laughs due to ABC's meddling.
Robotnik's lacky, middle manager, and nephew is Snively, voiced by Charlie Adler (Buster from TINY TOON ADVENTURES as well as Ed & Bev Bighead from ROCKO'S MODERN LIFE, and scores of others). He's almost completely bald like his uncle, which was caused unintentionally by a sonic boom by a time traveling Sonic. In the first season, Snively merely lived up to his name as a simpering, moderately incompetent minion. In season two, Snively's disgust for his uncle becomes clear as he will frequently mutter insults under his breath or plan a coup of his own if given half the chance. In the series finale after Robotnik is seemingly overthrown, Snively is prepared to assume control of his empire complete with a cape and a mysterious ally with glowing red eyes.
Season one is mostly serious, aside for the pilot episode. Unfortunately, rather than air the pilot at the start, DIC instead chose to bury it as the season finale. They did that in the 80s with INSPECTOR GADGET and while I partly understand the reason (the finished show changed drastically from the pilot and they did not want to give kids the wrong impression), the end result is a woefully outdated episode finishing out a season. The show's writers also insert the word "sonic" into 12 out of 13 episodes and it gets old very fast (X-MEN EVOLUTION a few years later did something similar with the letter "X"). Another human, a "wizard" named Lazar (whose "magic" is really just advanced technology controlled by his belt) is introduced and then dropped. I found this a bit of a shame since the second season introduces yet another wizard, Naugus, who may as well have just been Lazar (or vice versa). Why introduce two wizards!?
Season two attempts to balance humor and seriousness, and it is only partially successful. It also expands the history of the world more and offers more details about Mobius and increases the stakes. Sally learns there are five more Freedom Fighter groups spread across Mobius via Ari (voiced by Dorian Harewood), a ram who is initially forced to trap Sonic by Robotnik in order to free his comrades (who Robotnik cruelly roboticizes anyway). Another group, a wolfpack led by Lupe (voiced by Shari Belafonte), is discovered near the end of the season (with the other three groups being random anthros). This is also the season where Sonic, Sally, and the Freedom Fighters liberate Chuck's personality within his robot body and he decides to act as their spy within Robotropolis. Sonic and Sally eventually visit the "limbo" dimension where they meet Naugus and King Acorn, who discover they can't leave because they'd been there so long that they gradually turn to crystal outside of it. While Naugus is an enemy of Robotnik, he's also a complete jerk willing to trick and manipulate Sonic rather than just unite with him. Aside for the subplot of helping Chuck maintain his cover and avoid being exposed, the Freedom Fighters learn of a "Doomsday" device that Robotnik is building throughout the season to end the rebellion and conquer the planet completely. Sonic also starts making more of an effort to train Tails to be a Freedom Fighter, noting that his "career" running missions also began when he was ten.
If you thought "THE FLASH" (or the comic book story Flashpoint which inspired it) was the first instance of an overconfident speedster messing with the timeline in modern pop culture, you'd be mistaken. The lone 2-parter in the entire series is "Blast to the Past," where Sally and Sonic discover two magical stones that allow for time travel, but only if both users can concentrate on the same date and time at once. They both aim to go back in time a decade to before Julian stages his coup, but because Sonic thinks of (what else) chili dogs at the last instant, they wind up arriving in the past only hours before the coup (instead of a week, as Sally planned). Their very presence starts to screw with history, especially as they think little of meeting their past counterparts and their relatives. Sonic tries to pass this off to his younger self by claiming to be another uncle, "Juice," though Chuck and King Acorn quickly figure out they're time travellers. Julian's coup goes off without a hitch and their toddler selves wind up captured by Robotnik, and Sonic and Sally are stuck trying to make sure the broad strokes of history still happen. Poor toddler Sonic has to watch Chuck get Roboticized in front of him, but is back to making jokes near the end of the episode because this was ABC. They ensure that their toddler selves escape to Knothole, save Dulcey's mother (and thus Dulcey) and prevent Robotnik's machine from terraforming the Great Forest. Despite all that, Sally decides to alter history by warning their nanny Rosie never to leave the Great Forest, since in the "normal" timeline she gets Roboticized during a visit to Robotropolis a few years later. We never do see Rosie again after these episodes, though.
There is one subplot where it is clear Ben Hurst and the other writers barely paid attention to the game, and it becomes a shame because they bypassed an easy moment of synergy. Even as far back as the first game in 1991, the primary MacGuffin are Chaos Emeralds. Well, this show doesn't have any, but later on in the second season it introduces "Deep Power Stones" which are essentially the same thing. They become key in the series finale when Robotnik finally launches his "Doomsday Project;" a giant machine able to spit out hundreds of Swat-drones to cover Mobius and root out any targets. The Freedom Fighter groups all unite to stop it, but are unable to destroy it and Sonic is briefly captured by Robotnik, who has built a special Roboticizer just for his nemesis. Sonic manages to escape by doing a new trick; using three Power Rings at once (instead of one at a time as he usually does). With all hope seeming lost, Sonic and Sally are forced to use the Deep Power Stones as a desperate move. When combined in one way, they trigger an explosion in 30 seconds, with its size and scope unknown. Unwilling to possibly destroy Mobius by accident, Sonic suggests turning them the other way, where they bestow the power of 10,000 Power Rings. Unable (or unwilling) to use such power all by himself, Sonic shares it with Sally, and they both hold hands and run around the Doomsday machine, destroying it. This climax cheats a bit by using editing tricks to rely a lot on stock footage, but it's still very impressive and paced well. Robotnik is seemingly destroyed and the Freedom Fighters celebrate, with Sonic and Sally sharing a Power Stone kiss. As mentioned before, Snively survives with an unknown ally. According to Ben Hurst, it was supposed to be Naugus, though the eyes look all wrong.
Despite the fact that the primary enemies are robots, the cartoon shows them getting smashed or destroyed very rarely (despite the intro). Despite the fact that Sonic's "spin" is shown as being able to saw through metal doors or solid rock, he never uses it against any Swatbots. Instead Sonic usually uses his surroundings against them, or spins in place to create a typhoon.
After the show ended, ABC immediately replaced it with their cartoon sequel to FREE WILLY; however, it did air in syndication on USA Network from 1997-1998. The legacy of this show lasted far beyond those two seasons from 1993-1994. It served as the basis for Archie Comics' licensed SONIC THE HEDGEHOG comic, which ran for 290 issues from 1993-2016. That incredible 23 year run, outlasting TMNT ADVENTURES as the only "adventure series" Archie kept publishing, literally won a Guiness World Record for the longest running single volume of a comic book based on a video game. That means characters from this cartoon were still sporadically appearing in print up until the month Barack Obama left the White House. And this is where the drama I mentioned arose.
DIC produced "SONIC UNDERGROUND" in 1999, which also starred Jaleel White and featured many of the same writers as "Sonic SatAM." However, it was a completely new continuity and was intended to help promote Sega's last console, the Dreamcast. It ran 40 episodes but is mostly considered to be a confusing, ambitious mess with an uneven tone. In 2002, DIC started producing "DIC MOVIE TOONS" for Nickelodeon which justified them making animated TV movies involving quite a few prior or cancelled series, such as INSPECTOR GADGET, ARCHIE'S WEIRD MYSTERIES, SABRINA: THE ANIMATED SERIES, and DENNIS THE MENACE. Perhaps in relation to this, Ben Hurst tried to appeal to Sega to get an animated Sonic movie made to continue the storyline. According to Hurst, a Sega executive that he'd spoken to was receptive of the idea, but by this time, the current writer/artist of Archie's Sonic comic book, Ken Penders, became aware of the project. The history is a bit muddled with two perspectives, but the gist is that while Hurst imagined Penders being involved in the project, Penders wanted to write it entirely as his own vehicle. Penders called the Sega executive and reportedly screwed the call up so badly that when Hurst checked back in, the Sega guy pulled a 180 and vowed that only Sega alone would work on continuing Sonic's legacy. Penders, for his part, had some legitimate industry contacts such as animation storyboarder/director Larry Houston involved and also produced some art for the project, which depicted Mobius as exploding around 2003. However, the project died in the cradle with most sources crediting it to Penders' zealousness. Ben Hurst died in 2010, only three years after SHOUT! Factory released the show on DVD and filmed an interview of him (and Jaleel White). That collection, like their similarly cool set of the first 26 episodes of INSPECTOR GADGET, went out of print a year later with subsequent releases being more bare bones. NCircle Entertainment started re-releasing it as single discs from 2008-2010, collecting 23 out of 26 episodes. Those went out of print when WildBrain took over DIC's library in 2012, as well as ownership issues with Archie Comics. That got settled earlier this year, and NCircle released a cheap box set which I now own.
Ken Penders was far from done with hedgehog controversy. He was the primary writer for the Sonic comic from 1993-2006, and also wrote a spinoff for Knuckles from 1997-1999. During that span he created a slew of characters to the comic, especially relating to Knuckles. In 2009, Penders decided to sue Archie Comics for the copyright to all the characters he created for them, and things got messy fast. The US Copyright Office certified Penders' claims in 2010, and it was revealed during trial that Archie was so sloppy with record keeping that not only could they not produce an original copy of their contract with Penders, they hadn't kept original copies of contracts of ANYONE who had EVER worked on Sonic for them. The case was settled in 2013, with Penders being victorious and keeping the rights to some 200 characters. Penders also sued Sega (unsuccessfully) in 2011, claiming the game SONIC CHRONICLES: DARK BROTHERHOOD ripped him off. The revelations during the trial with Archie opened them up to future suits. They rebooted the comics' continuity in 2012 to focus more on the game lore, and perhaps by no coincidence, ended their licensing agreement with Sega three years after losing the suit (and just as another former Sonic comic creator, Scott Fulop, unsuccessfully tried suing them). IDW Publishing obtained the license in 2017 but stuck exclusively to game characters. The cast from 1993-1994 were officially gone, as if snapped out of reality by Thanos.
This split the fandom. While Penders could be seen as yet another stalwart comic creator trying to assert ownership after being exploited by a larger publisher, others blame him for causing their fictional universe to ultimately be lost. Supposedly, one of the reasons why Sega has been more shy regarding Knuckles in recent years versus the 90s and early 2000s is because the company dreads another lawsuit from Penders anytime spare anthro-echidnas are used in Sonic lore. On Twitter/X, Penders claimed to want to sue over the second Sonic film because Knuckles' parents are too close to his copyrighted characters. And besides being very litigious, what did Penders do with his victory? He announced that he would produce a seven volume graphic novel series called "THE LARA-SU CHRONICLES," starring Knuckles' daughter with some serial numbers filed off various bits to avoid angering Sega. And after working on it for 13 years, including a full decade after winning the lawsuit, Penders has produced...absolutely nothing. He occasionally shares art on social media, his website, or convention appearances, but some fans likely feel he blew up some of their favorite comics and/or meddles with Sega's Sonic projects with nothing to show for it. In the meanwhile, Sonic the Hedgehog has become one of IDW's best selling licenses (after TMNT and Star Trek).
The fanbase is STILL passionate for this series. There's a YouTube channel, Team Sea3on, dedicated to animating a fan-continuation themselves. Not only did they produce an animated trailer for it last year, but they got two members of Crush 40 to sing a remix of the theme-song. That's pretty incredible: https://www.youtube.com/@TeamSea3on/videos
As for me? I was surprised that there was no outcry for Jaleel White to reprise the role when a Sonic movie finally did happen. I mean, the masses emerged to demand the CGI in the film be altered, and Peter Cullen is still voicing Optimus Prime in movies primarily due to this. There've been two Sonic movies and White didn't even get a Stan Lee style cameo in one; it seems like kind of a waste. But maybe that's because he was the first voice of Sonic for my generation. Sonic's presence on TV wouldn't be rare; we got SONIC X, SONIC BOOM, and SONIC PRIME since 2003, which is more longevity than Super Mario had in that medium. But none of them reached the heights or are as fondly remembered as this show. I do think it's been overrated, but the bar for quality video game shows is very low. I did enjoy the revisit and finally getting to see how the series ended.
Re: Entertainment Joys
Some short freeware point&click games I enjoyed these last months:
-Elsewhere in the night, by Cosmic Void: A faceless detective who talks to the dead has to investigate a disappearance, and then murder, in a dystopian city that reminds me of Shadowrun. Retro- inspired but with an uncommon reference: Sierra's Manhunter 1 and 2. The limited visuals and the couple of actual music tracks it has SLAP, and fortunately the puzzles are more reasonable than its inspirator. But just like it, it has some grisly stuff(there is, however, a censorship option).
-Shards of a god, by Honza Vávra : A combination of Dune, Agatha Cristie and the first PC Discworld. Two nuns have to figure out how their immortal god-emperor has been murdered by combing the imperial capital for clues.Very entertaining, even if the puzzle solutions feel a little too risky from a narrative standpoint; then again, considering what the protagonist is dealing with...
-La maleta, by Potajito: An interactive adaptation of a poem about the struggles of Canary Islands' inhabitants with poverty and foreigner influx. It made me sigh (in a good way). Barely qualifies as an adventure game but I thought the second half was ingenious. You can change the language to English in- game https://potajito.itch.io/la-maleta
-Cube Escape: Paradox / Rusty Lake: Paradox: A short live-action film and a video game bundled together and interconnected. Detective Vandermeer wakes up in a bizarre and alien room full of oddities and has to figure how to get out...and his own memories while he's at it, or he'll keep waking up back inside. Both are great visually, and the puzzles hit that sweet spot between difficult and self-contained. There are even a few extra in-game trophies to unlock through alternate puzzle solutions if you pay attention to details in the film...I never had interest in those until this game, and I unlocked them all in less than a week: that should give you an idea of how absorbing it is! There is a paid second chapter and I might end up buying it.
-Samsara room: A remake of an old game by the same creators. It's an escape-the-room game where you keep shifting between iterations of the same room that get weirder and weirder the further you go. A neat pastime.
-Elsewhere in the night, by Cosmic Void: A faceless detective who talks to the dead has to investigate a disappearance, and then murder, in a dystopian city that reminds me of Shadowrun. Retro- inspired but with an uncommon reference: Sierra's Manhunter 1 and 2. The limited visuals and the couple of actual music tracks it has SLAP, and fortunately the puzzles are more reasonable than its inspirator. But just like it, it has some grisly stuff(there is, however, a censorship option).
-Shards of a god, by Honza Vávra : A combination of Dune, Agatha Cristie and the first PC Discworld. Two nuns have to figure out how their immortal god-emperor has been murdered by combing the imperial capital for clues.Very entertaining, even if the puzzle solutions feel a little too risky from a narrative standpoint; then again, considering what the protagonist is dealing with...
-La maleta, by Potajito: An interactive adaptation of a poem about the struggles of Canary Islands' inhabitants with poverty and foreigner influx. It made me sigh (in a good way). Barely qualifies as an adventure game but I thought the second half was ingenious. You can change the language to English in- game https://potajito.itch.io/la-maleta
-Cube Escape: Paradox / Rusty Lake: Paradox: A short live-action film and a video game bundled together and interconnected. Detective Vandermeer wakes up in a bizarre and alien room full of oddities and has to figure how to get out...and his own memories while he's at it, or he'll keep waking up back inside. Both are great visually, and the puzzles hit that sweet spot between difficult and self-contained. There are even a few extra in-game trophies to unlock through alternate puzzle solutions if you pay attention to details in the film...I never had interest in those until this game, and I unlocked them all in less than a week: that should give you an idea of how absorbing it is! There is a paid second chapter and I might end up buying it.
-Samsara room: A remake of an old game by the same creators. It's an escape-the-room game where you keep shifting between iterations of the same room that get weirder and weirder the further you go. A neat pastime.
Hielario- Posts : 312
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Join date : 2018-03-12
Re: Entertainment Joys
For some checklist stuff, movies I have seen recently include TMNT: MUTANT MAYHEM and THE MARVELS. I liked both, though the former more than the latter. The sheer amount of online hatred Captain Marvel and/or Brie Larson gets online is disgusting, though.
My next "entertainment joy" combines a few things popular here; video games and old school anime. I may have typed briefly about this in the past (like 10+ pages ago), I forget. But this time I am getting more into it, especially since it's one of the foundational anime of my collection. As I have said a few times, the very first anime I ever got was an edited version of STREET FIGHTER II: THE ANIMATED MOVIE from a local Toys R' Us in the mid-90s (aside for some reruns of VOLTRON in the 80s that I hardly remember). It was an easy "gateway anime" because it featured a franchise and characters I was familiar with. And while anime based on video games has continued into today, anime based on fighting games in particular seemed to peak during the 1990s (with Capcom's Street Fighter getting the lion's share, including another theatrical animated film, STREET FIGHTER: ALPHA, that hit around 1999-2000). I'd gotten a few standalone anime films or OAV's after that purchase, but the very first "series" which I owned and cared passionate about to complete was an anime based on SNK's answer to Street Fighter, as well as one of first anime series that VIZ Media, then known as VIZ Video, began to dub (after RANMA 1/2). Yes, I am talking about the FATAL FURY anime.
While Capcom released the original STREET FIGHTER in arcades around 1987 and "fighting games" in primitive forms existed before that, the entire industry was revolutionized with the sequel, STREET FIGHTER II, that hit the Japanese arcade circuit in February, 1991 (and the U.S. not long after). An ex-Capcom employee, Takashi Nishiyama, who'd created the original STREET FIGHTER, wound up working for Capcom's competitor, SNK (owner of the NEO-GEO gaming system). A mere 7 months after STREET FIGHTER II hit, SNK spat out their own response with FATAL FURY: KING OF FIGHTERS. Utilizing the then-novel approach of two-lane fighting, while FATAL FURY never supplanted Street Fighter in popularity, it eked out its own niche and became a founding game to an SNK "universe" of fighters which would go on to include ART OF FIGHTING and, eventually, KING OF FIGHTERS itself. Yet what fans may not know was that SNK and Neo-Geo got their creation, Fatal Fury, into the anime circuit years before Capcom did with Street Fighter. Their timing was perfect, as they were produced around when anime popularity in the U.S. was on the rise, and thus a new market outside Japan was available.
Admittedly, part of the problem with the FATAL FURY anime was some of the titling. Though produced and released as a trilogy, the third instalment, FATAL FURY: THE MOTION PICTURE, sat on VHS anime shelves alongside other products called "THE MOTION PICTURE" and it was easy for someone, like me, to assume it was a similar standalone product. I bought my original VHS copy at a local BLOCKBUSTER VIDEO store when I was about 12-13 years old, since I was aware of the franchise and thought, "Cool, another fighting game anime." And while the flick is very enjoyable on its own, it references prior material which at the time I didn't know if it came from the games or something else. Later, visiting a local NOBODY BEATS THE WIZ, I encountered a VHS copy of FATAL FURY 2: THE NEW BATTLE. I assumed it was a sequel, but it turned out to feature events referenced in the movie, so I realized it was a prequel. Somewhere, there was a "Fatal Fury 1." In those ancient pre-Internet (or pre-common Internet days), anime dubbers used to include literal, physical postcards into their VHS tapes where folks could check off stuff and include their address for a newsletter and/or a catalogue, so long as they were willing to pay for the postage of that card. I did that and sure enough, VIZ sent me a mail order catalogue which had the FATAL FURY anime right on page one (alongside another then-new release for them, OGRE SLAYER). Ordering that final instalment was, literally, the first time I ordered anime by mail. Up until that point I'd only purchased them from local stores or from SUNCOAST VIDEO, which was further away via train. So my first experience was watching the series in reverse.
Given how young I was, FATAL FURY made quite a lasting impression on me. It tempered my expectations for a while and once I had the full trilogy, it became the "gateway anime" for almost all of my male friends in junior high and high school. Since all three were about 3.5 hours long combined, it was easy to make an afternoon of a viewing session, and some pals were willing to rewatch it 2-3 times. I later got other anime of various types and my tastes expanded as I grew up, but it's a "series" which remains near and dear to my heart. Now, I will admit, it's hardly the greatest and no one would or should compare it with the likes of COWBOY BEBOP or SLAYERS or OUTLAW STAR or any "best of" anime titles that always make the rounds (at least of anime from the 90s). I will 100% cop to viewing it with "nostalgia goggles." But I also genuinely believe that if you want an anime based on a fighting game which is more than a one-shot film or OAV, you can't do better than this. It is the "Hamlet" of fighting game anime. I have watched darn near every fighting game anime that exists, which includes more obscure ones like BATTLE ARENA TOSHINDEN (yes, that got an anime) and SAMURAI SHOWDOWN, and this is by far the best (though not the longest).
The irony is when Western companies like DIC make (or made) cartoons based on video games and change things, often due to a lack of "official" story material, some fans can get salty about it (i.e. the Ruby-Spears MEGAMAN). Yet when anime companies in Japan do the same, that's seen as more tolerable. The FATAL FURY anime was released as two TV specials on FUJI TV and the aforementioned animated film from 1992-1994. Each one was produced with the prior year's FATAL FURY game in mind and usually released when a new one was coming out or still "fresh." This meant that, ironically, the character roster was usually a year behind the games. And the film hit in 1994, a year when SNK had no new Fatal Fury video game releases (and the one from 1993, FATAL FURY SPECIAL, was just a re-release of FATAL FURY 2 with more bells and whistles, much like Capcom did with STREET FIGHTER II TURBO). Masami Ōbari, who worked as an animation and video game designer (mostly of mecha) during the mid-1980s and early 90s on projects such as TRANSFORMERS, FIGHT! IZCER ONE, and BUBBLEGUM CRISIS provided all of the character designs for the FATAL FURY anime, and directed the motion picture. Not only was he tasked with introducing SNK's mascots to another audience, but he created a few original characters to boot. The music for both TV specials and the film was composed by Toshihiko Sahashi, an industry veteran likely best known these days for GUNDAM SEED, GUNDAM SEED DESTINY, FULL METAL PANIC, and HUNTER X HUNTER. Both TV specials (though not the film) were directed by Kazuhiro Furuhashi, best known not only for GUNDAM or GET-BACKERS material but especially for RUROUNI KENSHIN. The animation for all was done by STUDIO COMET, a lessor known Japanese studio (at least compared to, say, Madhouse, Toei, Bones, Studio Ghibli, and TMS) which still mostly handles TV anime to this day.
The first TV special, FATAL FURY: LEGEND OF THE HUNGRY WOLF, debuted on Fuji TV in 1992 and was dubbed and sold by VIZ in 1994. At 45 minutes it is the shortest of the three and also the simplest as a basic "martial arts revenge" story. It utilizes the cast from the first FATAL FURY game in 1991, which was VERY sausage heavy. The notion of including even one token woman in a fighting game, as STREET FIGHTER II did with Chun-Li, was still a "novelty" at the time (though not for much longer). Obari solves this problem by creating a tragic heroine unique to the anime, and while this special is pretty "basic," it proves to the the foundation to the entire trilogy. Events from it are still critical when the film comes along two years later. That said, while the "series" improves with every instalment, this makes LEGEND OF THE HUNGRY WOLF the worst of the trilogy. But that's forgivable to me, and hardly unheard of for trilogies.
The sequel, FATAL FURY 2: THE NEW BATTLE aired on Fuji TV in 1993 and was also dubbed and released by VIZ in the U.S. in '94. At 75 minutes it is almost twice as long as the prior chapter, and follows the plot of the FATAL FURY 2 video game in a much looser fashion. It saddles Terry with a kid, which kind of predicted where the character would go in the games (where Terry would eventually raise Geese's son, Rock Howard). Since the kid didn't pop up in the games in 1992 and certainly didn't have a name, once again Obari makes some original characters. In quite a few ways the plot is similar to ROCKY III, where the hero is resting on his laurels a bit and winds up vulnerable to the latest monster opponent. It also says something about the cycle of violence and how various fighters are motivated by what happened to their fathers, only in different directions. Incredibly, there's a scene which VIZ never dubbed specifically because they wanted to sell the more expensive subtitled version of this as "uncut." Back in the VHS era, dubs and subs were sold separately, with subs being more expensive (about an extra $4-$5). This was the genesis of the "dub vs. sub" debate, which was rendered moot early in the DVD era since both tracks could be included at no extra cost.
It's unknown how popular the TV specials were, but they were hot enough that SNK and Studio Comet invested in making the third instalment a theatrical animated film, complete with an orchestra. FATAL FURY: THE MOTION PICTURE hit Japanese theaters in 1994 and was dubbed and released by VIZ around 1995 (as it typically took at least a year for an anime to be translated, dubbed, and released into English). At 100 minutes it is the longest of the trilogy and the one which deviates from the games the most. As I stated, there were no more canonical Fatal Fury games to work with at the time, so Obari instead went with an original story featuring his own characters (including original villains). The stakes are risen with a globe trotting adventure, with a conflict which imperils the entire world against a far more over-the-top antagonist. It also plays up the tragedy angle from the prior specials and very much acts like a third chapter, progressing the cast further. For the most part, the theatrical animation by Studio Comet is exceptional. But the key words are, "for the most part." It becomes clear that most of their budget was saved for the final battle (which is very fair), and some scenes near the beginning and the start of the third act are shockingly poorly animated. This kind of thing just isn't easy for anyone who isn't Disney, TMS, or Warner Brothers. The musical score, already great for the TV specials, kicks things up another notch for this film. Some sequences will remind one of an INDIANA JONES film. The backgrounds are also beautiful and there's finally enough of a budget for more wardrobe changes for the characters, aside for Terry Bogard. He's worn that same red jacket so long, the sleeves have literally ground down. Virtually every surviving character from the prior specials return, and there is more time to squeeze in some game characters the prior specials had no (or little) time for.
Each of the TV specials had a fairly memorable ending theme sung by Japanese singers. For the motion picture, VIZ went through the expense to translate and re-record the song as "Oh Angel" with English lyrics, sung by Canadian singer Warren Stanyer. Aside for this, most of the songs he's performed for productions have been for a slew of cheesy Christmas themed TV movies that Hallmark Channel orders annually (which are usually filmed in Canada despite almost all set in the midwestern U.S.). Can Toronto or Vancouver seriously stand in for places as diverse as New York City, Texas, Paris, or Utah, or is it just Hollywood people who think so?
At any rate, I will admit to the flaws of the FATAL FURY anime. It is material from the 90s and some of the animation is dated or inferior to modern stuff. The biggest flaw is that it rides atop the "women in fridges" trope and rockets it to the moon. There are only three major heroines in the entire series and two of them die to provide "man-pain" for the star (and the other is the foundational Fanservice Ninja-Girl). The plots are pretty simple and so is a bunch of the dialogue, and the villains. There are people who, as a matter of taste or principle, don't think much of anime based on fighting games, even though a lot of the tropes (i.e. named signature attacks, obvious villains, might makes right logic) are extremely common in "shounen" anime, or fiction in general. For some, FATAL FURY was always a second banana, at best, to STREET FIGHTER and not everyone likes the characters. It's far from the most improbable fighting game to get at least 3 instalments. Did you know VIRTUA FIGHTER got an anime TV series!? And yes, the motion picture has fan-service. I guess on the "Boob-O-Meter" where 0 is Disney, 1 is a DCAU direct to video, 5 is the average cyberpunk 1980s OAV, and 10 is GOLDENBOY (as in THIS CLOSE to hentai), I'd rank this one at about a 3 or 4. The scenes are very brief and rarely last longer than a few seconds. Mai's proportions do get out of whack in the movie, though. She even wears thongs twice. But it is nowhere near as long as Chun-Li's shower scene in STREET FIGHTER II: THE ANIMATED MOVIE (which gets edited and uncut in every version released in America; seriously, how hardcore a version it is depends on how much of Chun-Li's shower it includes).
That said, I see redeeming value to these beyond being a fan of the games or action flicks. Ultimately the key draw for me is the theme of tragedy which plays throughout. The series is never "grimdark" about it, and there are always comedic and triumphant sequences. But it does show the tragedy of a cycle of violence and that to the lead hero, the death of a love interest isn't just a subplot in one film. Losing Lily McGuire was a trauma not easily healed and sometimes trying to move on doesn't automatically lead to a "happily ever after." That said, it's been over 20 years since the last instalment and some fans on YouTube or elsewhere still lament that another wasn't made -- especially as by 1995, FATAL FURY 3: THE ROAD TO FINAL VICTORY gave Terry an "official" girlfriend in Blue Mary, who fights with sambo. But I am satisfied with the trilogy that exists. I always found more depth than a typical Street Fighter show which always ends with Ryu walking off into the sunset or touching fists with Ken.
For some reason VIZ teamed up with Pioneer/Geonon to release these on DVD and the movie was released in 1999, with the TV specials as a "Double Impact" disc in 2000; the film stayed in print longer. Disctotek Media released both on DVD around 2014 with blu-ray versions a few years later. They made the DVD covers actually resemble Neo-Geo cartridge boxes, which was pretty slick. For a dated reference, at the end of the credits in the VHS version of the film, viewers are told to play FATAL FURY SPECIAL for SNES and SEGA CD, whereas for the '99 DVD, it has been switched just to Fatal Fury games "on consoles and the arcades."
In Japanese, most if not all of the voice actors are the folks who voice the characters in the games; that's usually pretty common. In English, it was dubbed by the Canadian Ocean Group which means the cast is a who's who of very familiar voices from many anime and cartoon titles (especially INU YASHA and RANMA 1/2). Mark Hildreth is the star as Terry Bogard and he's voiced a ton of stuff since, including Marvel stuff such as X-MEN: EVOLUTION, WOLVERINE & THE X-MEN, and PLANET HULK. He's gained the most infamy, though, for being a member of the odd NXIVM cult based in Albany, NY that was eventually busted for money laundering as well as assaults and other crimes against women (including branding). Founder Keith Raniere as well as SMALLVILLE actress Alison Mack were arrested, and Hildreth not only dated fellow cult member Kristin Kreuk (also known from SMALLVILLE), he was the one who introduced her to the cult. Hildreth left and disavowed the cult...in 2021, about 3 years after the founders were arrested. Quite a fall from grace, indeed. The other big star is Jason Grey-Stanford as Joe Higashi, who's best known from MONK (or RONIN WARRIORS). Mai was the only character who was recast from one special to the next; she's voiced by Sarah Sawatsky in THE NEW BATTLE and the better known Lisa Ann Beley for the film. I have no idea why the switch was necessary, though Sawatsky did seem to play Mai a bit younger. Considering Beley usually voices powerful, regal heroines, Mai was actually a bit against type for her. Andy Bogard was voiced by Peter Wilds, whose best known role beyond this was Dingo in SONIC UNDERGROUND. Also against type was Matt Hill as Laocorn; he's known for playing surfer dude heroes and bumblers, so playing a villain is a bit rare for him. Lily McGuire was voiced by Willow Johnson, best known as Kikyo from INU YASHA; talk about being typecast as "an ex-girlfriend who won't die." The late French Tickner, who made a career of voicing eccentric old men in anime and cartoons, of course, was the voice of Jubei. Sulia was voiced by Myriam Sirois, who is best known as Akane Tendo from RANMA 1/2 (which VIZ dubbed for about 10 years from 1992-2002). Other regulars include Paul Dobson, Ward Perry, Robert O. Smith and Janyse Jaud.
Until I had enough money to afford series on VHS or DVD, which wouldn't come until the middle or end of high school, this was the longest "series" I had. Nostalgia goggles or not, it still has a fond place in my collection.
My next "entertainment joy" combines a few things popular here; video games and old school anime. I may have typed briefly about this in the past (like 10+ pages ago), I forget. But this time I am getting more into it, especially since it's one of the foundational anime of my collection. As I have said a few times, the very first anime I ever got was an edited version of STREET FIGHTER II: THE ANIMATED MOVIE from a local Toys R' Us in the mid-90s (aside for some reruns of VOLTRON in the 80s that I hardly remember). It was an easy "gateway anime" because it featured a franchise and characters I was familiar with. And while anime based on video games has continued into today, anime based on fighting games in particular seemed to peak during the 1990s (with Capcom's Street Fighter getting the lion's share, including another theatrical animated film, STREET FIGHTER: ALPHA, that hit around 1999-2000). I'd gotten a few standalone anime films or OAV's after that purchase, but the very first "series" which I owned and cared passionate about to complete was an anime based on SNK's answer to Street Fighter, as well as one of first anime series that VIZ Media, then known as VIZ Video, began to dub (after RANMA 1/2). Yes, I am talking about the FATAL FURY anime.
While Capcom released the original STREET FIGHTER in arcades around 1987 and "fighting games" in primitive forms existed before that, the entire industry was revolutionized with the sequel, STREET FIGHTER II, that hit the Japanese arcade circuit in February, 1991 (and the U.S. not long after). An ex-Capcom employee, Takashi Nishiyama, who'd created the original STREET FIGHTER, wound up working for Capcom's competitor, SNK (owner of the NEO-GEO gaming system). A mere 7 months after STREET FIGHTER II hit, SNK spat out their own response with FATAL FURY: KING OF FIGHTERS. Utilizing the then-novel approach of two-lane fighting, while FATAL FURY never supplanted Street Fighter in popularity, it eked out its own niche and became a founding game to an SNK "universe" of fighters which would go on to include ART OF FIGHTING and, eventually, KING OF FIGHTERS itself. Yet what fans may not know was that SNK and Neo-Geo got their creation, Fatal Fury, into the anime circuit years before Capcom did with Street Fighter. Their timing was perfect, as they were produced around when anime popularity in the U.S. was on the rise, and thus a new market outside Japan was available.
Admittedly, part of the problem with the FATAL FURY anime was some of the titling. Though produced and released as a trilogy, the third instalment, FATAL FURY: THE MOTION PICTURE, sat on VHS anime shelves alongside other products called "THE MOTION PICTURE" and it was easy for someone, like me, to assume it was a similar standalone product. I bought my original VHS copy at a local BLOCKBUSTER VIDEO store when I was about 12-13 years old, since I was aware of the franchise and thought, "Cool, another fighting game anime." And while the flick is very enjoyable on its own, it references prior material which at the time I didn't know if it came from the games or something else. Later, visiting a local NOBODY BEATS THE WIZ, I encountered a VHS copy of FATAL FURY 2: THE NEW BATTLE. I assumed it was a sequel, but it turned out to feature events referenced in the movie, so I realized it was a prequel. Somewhere, there was a "Fatal Fury 1." In those ancient pre-Internet (or pre-common Internet days), anime dubbers used to include literal, physical postcards into their VHS tapes where folks could check off stuff and include their address for a newsletter and/or a catalogue, so long as they were willing to pay for the postage of that card. I did that and sure enough, VIZ sent me a mail order catalogue which had the FATAL FURY anime right on page one (alongside another then-new release for them, OGRE SLAYER). Ordering that final instalment was, literally, the first time I ordered anime by mail. Up until that point I'd only purchased them from local stores or from SUNCOAST VIDEO, which was further away via train. So my first experience was watching the series in reverse.
Given how young I was, FATAL FURY made quite a lasting impression on me. It tempered my expectations for a while and once I had the full trilogy, it became the "gateway anime" for almost all of my male friends in junior high and high school. Since all three were about 3.5 hours long combined, it was easy to make an afternoon of a viewing session, and some pals were willing to rewatch it 2-3 times. I later got other anime of various types and my tastes expanded as I grew up, but it's a "series" which remains near and dear to my heart. Now, I will admit, it's hardly the greatest and no one would or should compare it with the likes of COWBOY BEBOP or SLAYERS or OUTLAW STAR or any "best of" anime titles that always make the rounds (at least of anime from the 90s). I will 100% cop to viewing it with "nostalgia goggles." But I also genuinely believe that if you want an anime based on a fighting game which is more than a one-shot film or OAV, you can't do better than this. It is the "Hamlet" of fighting game anime. I have watched darn near every fighting game anime that exists, which includes more obscure ones like BATTLE ARENA TOSHINDEN (yes, that got an anime) and SAMURAI SHOWDOWN, and this is by far the best (though not the longest).
The irony is when Western companies like DIC make (or made) cartoons based on video games and change things, often due to a lack of "official" story material, some fans can get salty about it (i.e. the Ruby-Spears MEGAMAN). Yet when anime companies in Japan do the same, that's seen as more tolerable. The FATAL FURY anime was released as two TV specials on FUJI TV and the aforementioned animated film from 1992-1994. Each one was produced with the prior year's FATAL FURY game in mind and usually released when a new one was coming out or still "fresh." This meant that, ironically, the character roster was usually a year behind the games. And the film hit in 1994, a year when SNK had no new Fatal Fury video game releases (and the one from 1993, FATAL FURY SPECIAL, was just a re-release of FATAL FURY 2 with more bells and whistles, much like Capcom did with STREET FIGHTER II TURBO). Masami Ōbari, who worked as an animation and video game designer (mostly of mecha) during the mid-1980s and early 90s on projects such as TRANSFORMERS, FIGHT! IZCER ONE, and BUBBLEGUM CRISIS provided all of the character designs for the FATAL FURY anime, and directed the motion picture. Not only was he tasked with introducing SNK's mascots to another audience, but he created a few original characters to boot. The music for both TV specials and the film was composed by Toshihiko Sahashi, an industry veteran likely best known these days for GUNDAM SEED, GUNDAM SEED DESTINY, FULL METAL PANIC, and HUNTER X HUNTER. Both TV specials (though not the film) were directed by Kazuhiro Furuhashi, best known not only for GUNDAM or GET-BACKERS material but especially for RUROUNI KENSHIN. The animation for all was done by STUDIO COMET, a lessor known Japanese studio (at least compared to, say, Madhouse, Toei, Bones, Studio Ghibli, and TMS) which still mostly handles TV anime to this day.
The first TV special, FATAL FURY: LEGEND OF THE HUNGRY WOLF, debuted on Fuji TV in 1992 and was dubbed and sold by VIZ in 1994. At 45 minutes it is the shortest of the three and also the simplest as a basic "martial arts revenge" story. It utilizes the cast from the first FATAL FURY game in 1991, which was VERY sausage heavy. The notion of including even one token woman in a fighting game, as STREET FIGHTER II did with Chun-Li, was still a "novelty" at the time (though not for much longer). Obari solves this problem by creating a tragic heroine unique to the anime, and while this special is pretty "basic," it proves to the the foundation to the entire trilogy. Events from it are still critical when the film comes along two years later. That said, while the "series" improves with every instalment, this makes LEGEND OF THE HUNGRY WOLF the worst of the trilogy. But that's forgivable to me, and hardly unheard of for trilogies.
- Spoiler:
- Like I said, the story is basic and inspired by the original SNK game. It is set in Southtown, a fictional Californian city which may be based on San Francisco (as there are heavy Japanese populations in California and Hawaii, since those are the closest states to Japan). It begins with Hakkyokuseiken master Tung Fu Rue leading around Terry and Andy, the children of his star pupil, Jeff Bogard. They're easily recognized because they literally wear the same outfits as kids as they later do as adults. Jeff's rival in the dojo is Geese Howard, who has already become "the king of Southtown," a corrupt figure who's bribed the entire police force and unofficially rules the city. Even worse, Geese has groomed a young girl named Lily McGuire as his personal minion (and likely other, gross things I will get to later). Southtown is a poor area with many homeless people, including groups of homeless children (or "street urchins" as they're sometimes called). Jeff is out handing some money out to some of them, when Lily asks him to purchase some flowers from her. This proves to be a distraction, as the moment Jeff lets his guard down, Geese's assassins strike. Lily and the rest of the kids surround Jeff and hold his legs, to prevent him from easily defending himself. Though he fights off the goons, one stabs him from behind (possibly in the liver or some other vital organ). Already wounded, Jeff is no match for Geese, who kills him with two attacks (including a punch to the heart when Jeff's already fallen). Tung and the boys are too late to save Jeff, as more of Geese's assassins have also staged a raid at the Hakkyokuseiken school and stolen its sacred scroll from the monks there, which contains all of the martial arts techniques. Like any good fighting game villain, Geese believes owning these will make him invincible. Tung warns the heartbroken Bogard brothers that the police won't help them, and if he fought Geese, he'd likely have been killed (since he's an old man and Geese fights dirty). Instead he instructs both boys to train on their own for a decade, and then return so they can be taught a secret finishing move which was never written down and avenge Jeff.
While Andy travelled to Japan for his training, Terry Bogard remained in Southtown and mixed his basic martial arts training with ground level street fighting. It's unknown exactly how old he is, but since Terry is able to legally enter the PAO PAO CAFE (a front for Geese Howard), he has to be at least 21. It's here that Terry engages in what was, amazingly, a semi-common trope for anime heroes at the time: what I call the "introductory grope." That is, the anime chooses to introduce a now adult (or teenage) hero by having them grope a nameless woman. DEMON CITY SHINJUKU does it, and Yuseke from YU YU HAKUSHO does it eventually. I am not sure why this was a thing beyond the "usual reasons" and I am glad it's not carried over into the 21st century. By this point, Geese Howard has been running an annual "King of Fighters" tournament and personally bribes the police commissioner and a local politician with a suitcase full of cash. In addition to standard suit clad mafia goons (including two named Cutter and Hopper), Geese has two "mini boss" fighters as underlings; Billy Kane (who uses a folding bo-staff) and Raiden (a masked wrestler). Another fighter, Richard Meyer, sometimes acts as bartender at the PAO PAO CAFE. By sheer coincidence, this tournament happens on that 10th anniversary of Jeff Bogard's death, so Terry is expecting Andy to show up anytime for them to sort out who will learn that secret technique. Terry immediately gets attention by groping a random waitress on the butt and "asking about" Geese. Not long after, he meets the now grown up Lily McGuire, the "queen of Southtown." At the very least, she has become Geese's right hand woman groomed literally since childhood, and at worst, is a high priced call girl. She's drunk (according to Billy) and offers "a night on the town" to anyone who catches a rose she throws. This, naturally, sparks a barroom brawl which Terry quickly impresses everyone by winning. Also sleeping in the bar is Muay Tai kickboxing champion Joe Higashi, who squares off with Terry for waking him up. He recognizes Terry's Hakkyokuseiken stance and both split together when the police are summoned.
Joe explains that he recognizes the stance from Terry's younger brother, Andy. Though blond in the video games, for some unknown reason, Andy has silver hair in this first TV special (though only in this special). Even the box covers and trailers for the anime will describe Andy as "silver haired and beautiful," even in productions where he's blond. At any rate, Andy has mastered Koppōjutsu, a ninja-style technique, and once broke Joe's ribs sparring with him. Despite that, they're friends out of mutual respect. Joe encourages the Bogards to sign up for the KOF tournament like he is. They share some drinks in Joe's hotel room, before Terry leaves the next morning. There, he sees a (presumably sober) Lily on the street handing coins to the street urchins. Since the special is so brief, their romance has to happen in fits and starts. Lily is more than aware of who Terry is and doesn't like him hounding her, but also is smitten with him and quickly admits that she's akin to the homeless kids, since she is "all smiles for someone with money." Terry suggests she's "a bird trapped in a gilded cage" and needs to leave Geese's employ. Despite the fact that Lily is the only green haired woman in Southtown, it isn't until a kid offers her her namesake flower that Terry finally recognizes her as the girl who Geese used to help in his ambush of Jeff. Terry and Andy are reunited at the cemetery where their father is buried and get into an inconclusive sparring match before Tung arrives. He plans to teach only one of them his "secret move," but warns that strength alone will not be the deciding criteria. In the meantime, Billy does research and tells Geese that the Bogard boys are back, and Geese quickly realizes that Lily is familiar with Terry, though she denies it. Geese also learns of the "secret technique" and plans to kill everyone to keep it buried, and sees the KOF tournament as his trap.
The rules of this KOF tournament are...odd. There's no in ring referee and the matches only end when someone is knocked out. Not only can Geese's minions take part in it, but Billy merrily uses an actual weapon (his staff) and isn't disqualified. Andy takes out Hwa Jai (a mini boss from the game, kind of a poor man's Sagat) while Terry beats Meyer. Joe makes a show of explaining that while Andy fights like an animal, Terry's more defensive and natural, like a tree. Only in a martial arts story can saying that someone "fights like a tree" sounds philosophical and complimentary. It reminds me of that old video game line, "You fight like a cow." Geese initially decides to kill Terry by having Lily offer him poisoned wine in his waiting room between matches. At the last second, Lily smacks the glass away and breaks down, but Terry forgives her and they make out. He vows to free her from servitude to Geese, while the villain decides on a less subtle approach -- having a sniper shoot both Terry and Andy when they fight in the quarter finals. Joe spots the sniper and takes a bullet for them, and they escape the ring after Lily shuts off the lights to the stadium for a moment. Unable to easily escape the stadium from Geese's security, the four of them climb to an upper floor and try to escape via a rope ladder. Lily is the last in the room (in part because she encourages Andy, carrying the wounded Joe, to climb down first). Geese confronts her in the room, berates her for being "ungrateful" that he saved her from the slums, and then blasts her out of the 2-3 story window. Lily lands directly atop her head and neck, and dies not long after. She spends her last moments trying to apologize for her role in Jeff's death (which clearly haunted her), but Terry doesn't hold her responsible at all; only Geese. Grateful that Terry was kind to her even after knowing her involvement, she dies in his arms.
This is Terry's "Gwen Stacy" moment. Losing Lily will become his primary tragedy which motivates the rest of his actions. Things get worse when Tung shows up in a jeep to rescue them, only for Billy Kane to hit him with a bo-strike, which mortally wounds the old man. Tung lapses into a coma and isn't expected to last the night, and Andy rushes off in a rage with Joe to get some vengeance. Because they're manly men, Joe can't just admit he wants to help Andy because they're friends; he claims he doesn't want Andy to die before he pays Joe back for "breaking my ribs that time." Now that's some bro-love! Tung wakes up just in time to teach Terry the finishing move, "Sumpuken" (Hurricane Punch), but dies immediately afterward. Andy and Joe make it to Geese's own dojo and beat down his nameless minions, but are stopped by Billy and Raiden. They manage to beat both, though it's tougher for Joe since his shoulder's still injured from the bullet. Neither are any match for Geese, who blasts them both with one of his many Chi-attacks. Even Terry realizes he can't hit Geese with anything, since he's already mastered their style from the scroll and knows every move. Terry's initial attempt to try the Hurricane Punch fails, but he manages to summon enough Chi after remembering all the people in his life that Geese's killed, especially Lily. Terry beats Geese, and leaves him for dead in his own koi pond. The three of them (Terry, Andy, and Joe) honor their dead (and bury Lily and Tung together alongside Jeff) and split up to their own pursuits. It is a simple martial arts story complete with a finale which mirrors the game, mini-bosses and all, but is the basis for the next instalments.
The sequel, FATAL FURY 2: THE NEW BATTLE aired on Fuji TV in 1993 and was also dubbed and released by VIZ in the U.S. in '94. At 75 minutes it is almost twice as long as the prior chapter, and follows the plot of the FATAL FURY 2 video game in a much looser fashion. It saddles Terry with a kid, which kind of predicted where the character would go in the games (where Terry would eventually raise Geese's son, Rock Howard). Since the kid didn't pop up in the games in 1992 and certainly didn't have a name, once again Obari makes some original characters. In quite a few ways the plot is similar to ROCKY III, where the hero is resting on his laurels a bit and winds up vulnerable to the latest monster opponent. It also says something about the cycle of violence and how various fighters are motivated by what happened to their fathers, only in different directions. Incredibly, there's a scene which VIZ never dubbed specifically because they wanted to sell the more expensive subtitled version of this as "uncut." Back in the VHS era, dubs and subs were sold separately, with subs being more expensive (about an extra $4-$5). This was the genesis of the "dub vs. sub" debate, which was rendered moot early in the DVD era since both tracks could be included at no extra cost.
- Spoiler:
- It's been a year since the last special, and Terry's defeat of Geese Howard has become the stuff of urban legend. In the games he's called "the Legendary Wolf," but in the anime he's called either "the Wolf" or "the Lone Wolf." Geese has retreated to his own dojo, wounded and literally hiding in a cave. It turns out he has a half-brother, Wolfgang Krauser, the latest "earl" or leader of the Stroheim technique, founded out of Germany. Later flashbacks reveal that Geese hated Wolfgang's father Rudolf for "leaving their mother to die," and isn't fond of Wolfgang, either. The Krausers are a family which has run security and secret services for European nobility since the fall of the Roman empire. Much like Terry and Geese, Wolfgang is also motivated by his father, but from a different angle. Worshipping only strength and brutality, Rudolf beat Wolfgang until he was 16, when they fought in mortal combat for leadership of the family. Now, Krauser is an emotionless monster who feels only emptiness, but decides on a whim to "amuse" himself by taking on Terry Bogard. He also has a minion, Laurence Blood, who is a bull-fighter who uses a sword and cloak in battle, along with a butler named Sebastian. Unlike the games. Krauser doesn't have a mustache and tends to wear a full armored breastplate and shoulder pads at most times.
Terry is still living the life of a drifter, and works odd construction jobs for money. He's well known for defeating Geese Howard, but only professional fighters seem able to recognize him on sight. After spraining his ankle using martial arts to save his boss from falling girders, Terry runs into a tough street kid named Tony (who has one of those odd designs with only one full pant leg) fishing near the pier. Some other kids are playacting the defeat of Geese Howard, which Tony feels is disrespectful. When the kids tease Tony for having a father who died in a street fight, he tears into them. Tony beats them all, but has to be pulled off by Terry when he's willing to pummel a foe who's already beaten. Tony only learns that his new friend is the "legendary" Terry Bogard once Kim Kaphwan, a Korean Taekwondo champion, challenges him to a match. They're evenly matched, with Terry's sprained leg being a hindrance, but Terry beats Kim with his hurricane finisher, and they part as friends. Krauser ambushes Terry soon after, having already "scouted" Terry's style just from watching him once. He beats Terry pretty easily, even duplicating his Hurricane Punch to do so. Tony, who has already become Terry's wanna-be disciple, fairly claims that Terry wasn't in peak form due to his earlier fight. Krauser challenges Terry to recover for a rematch in Germany, but this defeat has shattered Terry's spirit. Terry recovers at Tony's house, where his widowed mother begs Terry to not "tempt" Tony with the life of a street fighter. In one odd turn, the mother claims she's "no good outside the home," yet is perfectly fine with her 10-11 year old son "working for the both of us" shining shoes at the train station, fishing, or doing other odd jobs. Geez, lady, you could at least bag groceries at the local A&P. Terry becomes a wandering drunk, despite Tony constantly following him and encouraging him to do better. There's even a "drunken stagger down skid row" montage, complete with sad trumpet music. And if this seems dated for 1993, about 6-7 years later, Capcom would do the same with Ryu in STREET FIGHTER: ALPHA. Terry hits rock bottom being arrested after pummelling some muggers in a park (who are dressed like Village People impersonators). Never meet your heroes, kid. Geese arranges for Joe to hear about Terry's defeat to Krauser, and when they're reunited, Joe only sees a pathetic shadow of his old friend.
Probably the best thing about this being loosely based on FATAL FURY 2, at least for some fans, is that one of the founding heroines of SNK can finally appear. Yes, bouncy ninja Mai Shiranui makes her first full blown appearance and is added to the cast from here on out. I don't know if she was the first digitized heroine to require "jiggle animation" in either video games or fighting games, but she has to be among the founding five. The gist, carried over from the games, is that Mai and Andy trained together as kids in Japan over the course of a decade, and while Andy sees her only as "a friend," Mai is passionately in love with him. Andy and Mai are currently training in the dojo of another ancient master, Jubei Yamada (who in the games was a pal of Mai's grandfather, Hanzo, who trained her). Jubei is a lecherous pervert, grouping Mai's rack the minute show shows up (and getting swatted to the ground for it). As Mai spars with Andy on a raft (angered that he returned to Japan without even calling her), Joe shows up and notifies them of Terry's defeat and descent. Jubei gives them some exposition about Krauser, and Andy is especially angered that the man murdered his own father when he was 16. Joe is full of dismissive sexism in this special, at one point telling Mai, "Be silent, woman!" Jubei doesn't want Andy or Joe to fight Krauser, fearing he'll kill them, and forces Andy to fight him in order to leave the dojo. Andy wins, but Jubei asks Mai to tag along and make sure Andy doesn't get hurt. Andy and Mai decide to go "undercover" as a married couple to scope out Stroheim Castle (a performance Mai definitely makes more out of). They learn Krauser himself is overseas for a month escorting a stuffy noble, but Lawrence Blood is castle sitting for him. Blood begins the first of two appearances in this series with some simple tropes; he bullies women, and often gets his butt kicked. His losing catch phrase from the games ("Strong! Too strong!") will become very familiar. Blood attacks Mai, and prevails in large part due to sneaking up on her. He satisfies the bondage requirement for people in the audience before getting his rear end kicked by Andy in one of the fastest battles in anime history. Mr. Satan lasted longer against Cell (seriously).
Back in Southtown, Terry is in what must be the worst dive bar in the city. Not only do they not care that Tony, an obvious minor, comes in, but they don't stop the sparring partner of ex-heavyweight boxing champion Axel Hawk from beating the tar out of the kid for quite some time. Hawk is yet another man wanting to challenge the guy who beat Geese Howard, but since Terry's too drunk to fight, Tony wants to take his place. As Terry watches Tony get wrecked by Hawk's partner, he goes through flashbacks of his own brutal beginnings as a child fighter. Finally seeing himself in Tony, Terry sobers up enough to lay out Hawk with a single punch. The pair ride Terry's motorcycle (with sidecar) into the forest, where Terry trains himself back up. At night, Terry is literally haunted by Lily and Tung; their ghosts visit him and have a full conversation. Lily's ghost is distressed that Terry's motivation to fight is to "be the best," regardless of avenging his father. In the meantime, Joe tracks down which hotel Krauser is staying at and tries to defeat him for Terry. Despite not having any of the handicaps Terry had, Joe fares no better. Krauser even has time to mock Joe for making so much noise in a hotel, and for being an assassin to pass the time with ("Die quietly, please, or I shall have to ask you to leave!"). Joe has his own finishing move, the "Screw Upper," but it doesn't matter. He gets blasted into the wall with two dozen broken bones, and is critically injured. Terry hears about this from a newspaper (since Joe Higashi is a famous kickboxer), and visits him in the hospital (where he meets Mai for the first time). Andy awaits them at the old cemetery, where the Bogard brothers decide to settle their rivalry once and for all with a full contact match. Being the star, Terry wins, albeit by busting out a new finishing move, the "Power Geyser." It's the kind of stuff shounen anime still does, but since this is a special, it doesn't take 25 episodes.
Terry and Tony finally head to Stroheim Castle in Germany, where Krauser is once again playing his father's favorite song on the organ, Dies Irae (an old Italian mass song). They fight, and although Terry is still being beaten initially, he impresses Krauser by landing some attacks (such as drawing blood with a kick to the face). Terry starts countering Krauser's energy attacks ("Blitz Balls") and even counters his finisher (the "Kaiser-Wave", not to be confused with a Kaiser-Roll) with the Power Geyser. The organ gets smashed and a hole opens up in the wall, and Krauser's armor is finally shattered. Thrilled by the challenge, Krauser and Terry meet at the center of the floor and wail on each other, Rocky style. It gets too brutal for even Tony to watch, until Terry counters a punch and lands several savage uppercuts to Krauser's abdomen. This was the kind of blow that, ironically, Krauser used to kill his father (due to internal bleeding). Krauser admits defeat, and finally feels satisfaction, but commits suicide by jumping from the hole down to the rocky waters below. It's an outcome neither Terry or Tony wanted, as Terry gets in the theme for his life: "Fighting leaves only emptiness." Still, the special ends on an upbeat note as Terry reunites Tony with his mother, who he promises to take care of.
It's unknown how popular the TV specials were, but they were hot enough that SNK and Studio Comet invested in making the third instalment a theatrical animated film, complete with an orchestra. FATAL FURY: THE MOTION PICTURE hit Japanese theaters in 1994 and was dubbed and released by VIZ around 1995 (as it typically took at least a year for an anime to be translated, dubbed, and released into English). At 100 minutes it is the longest of the trilogy and the one which deviates from the games the most. As I stated, there were no more canonical Fatal Fury games to work with at the time, so Obari instead went with an original story featuring his own characters (including original villains). The stakes are risen with a globe trotting adventure, with a conflict which imperils the entire world against a far more over-the-top antagonist. It also plays up the tragedy angle from the prior specials and very much acts like a third chapter, progressing the cast further. For the most part, the theatrical animation by Studio Comet is exceptional. But the key words are, "for the most part." It becomes clear that most of their budget was saved for the final battle (which is very fair), and some scenes near the beginning and the start of the third act are shockingly poorly animated. This kind of thing just isn't easy for anyone who isn't Disney, TMS, or Warner Brothers. The musical score, already great for the TV specials, kicks things up another notch for this film. Some sequences will remind one of an INDIANA JONES film. The backgrounds are also beautiful and there's finally enough of a budget for more wardrobe changes for the characters, aside for Terry Bogard. He's worn that same red jacket so long, the sleeves have literally ground down. Virtually every surviving character from the prior specials return, and there is more time to squeeze in some game characters the prior specials had no (or little) time for.
- Spoiler:
- Events pick up approximately 10 months (or "almost a year") from FATAL FURY 2: THE NEW BATTLE. It begins in Egypt where an archaeological dig run by Tai Chi master Cheng Sinzan unearths a valuable item; the leg portion of the legendary "Armor of Mars." The site is attacked immediately by three powerful fighters based around natural elements; Jamin (Fire), Panni (Water) and Hauer (Wind). They blow the site up and kill all of Cheng's men, but he almost escapes in a jeep until confronted by their leader, Laocorn Gaudeamus (a pretty boy villain whose eyes are each a different color). Laocorn claims the leg piece and it turns out he's already gotten the arm ones, and each one is making him more supernaturally powerful -- in a universe where firing Chi-blasts is considered "natural." Cheng becomes the latest of his horde of masked and brainwashed ninja-minions, as Laocorn scours the globe for his wayward twin sister, Sulia. Guess who she will be running into, quite literally?
Back in Japan, Joe Higashi has made a full recovery from his beating by Krauser and is defending his title against Hwa Jai, while Andy and Mai watch from the stands. It seems as if he's overwhelmed, but Joe is just warming up, and wins the match with one knee-strike. He holds a victory reception at a hotel later on, and there's an in-joke which is mostly lost in the English dub. The Japanese version has both a vocal and visual cameo by Reiko Chiba, a singer and actress who SNK hired as a live action model for ads featuring SAMURAI SHOWDOWN (where she was dressed as Nakoruru). Besides her songs, she's also best known for playing Mei (the Pink Ranger) in the 16th Super Sentai series, Kyōryū Sentai Zyuranger (which was the first which was edited and translated in the U.S. as MIGHTY MORPHIN POWER RANGERS). She appears as herself for Joe's reception and later in a nightclub as Nakoruru. Unlike the last special, this time Joe's more of a comic relief who is mocked quite a bit by Mai, as if making up for his treatment of her last time. Kim Kaphwan is also at the reception with his wife and two small kids, eager to have another match with Terry. Raiden, under his "babyface" guise as Big Bear, is also there as a guest (perhaps showing there's no hard feelings between him and Joe from the first special). And where is Terry? Fashionably late because he chose to go to a Neo-Geo arcade and, literally, play his own video game. How's that for corporate synergy? Sulia literally runs into him, while being chased by Laocorn's masked minions. Terry fights them (in the first of those two awfully animated potions I mentioned), breaking one of their masks with his "Crack Shot" kick, getting them to retreat. He finally makes his way to the reception (if only for the free food), but Sulia is also there, and so is Cheng -- as a hulking masked warrior. After Cheng curb stomps Big Bear, Kim agrees to take him on. It's a brutal match and Kim is heavily injured, but he prevails after some encouragement from his son.
Sulia introduces herself to everyone and gets on with her exposition. Much like with Geese, Terry Bogard's defeat of Wolfgang Krauser has become the stuff of legend (though people still can't recognize Terry on sight). Sulia wants his help to prevent her brother from assembling the rest of the Armor of Mars. She and her brother are distant descendants of Gaudeamus, an ancient (fictional) warlord who was said to have repelled Alexander The Great's conquest of the world. Not long after Gaudeamus met Alexander, he died, and his generals attacked Gaudeamus and managed to remove his armor from him. The armor itself then became alive and assumed the form of Mars himself. Four unnamed warriors emerged and defeated Mars, and the armor was split across Alexander's territory (which at the time was most of the planet). Gaudeamus's country was destroyed with his death, and the survivors wandered the Earth lost to time. For various reasons Terry, Andy, Mai and Joe all agree to help Sulia on her quest, and it becomes a globe trotting adventure to try to beat Laocorn's team to the armor pieces. Sulia has vague and mysterious powers (to go with her blue hair and gold eyes), such as healing abilities and convenient psychic links with her brother (and vice versa). These are explained as a side effect of Laocorn donning the powerful cursed armor, which has strengthened their bond. It also becomes clear to Joe that Sulia has a crush on Terry. While researching in some ancient caves, they learn that Gaudeamus inspired both the Stroheim and Hakkyokuseiken fighting techniques (as a way to further link stuff together). The final piece (a headband) has an unknown location, but the other two are said to be in Turkey and Iraq. The gang split up to cover it. Beforehand, Joe tries to get Terry to cotton onto the idea that Sulia likes him ("You want to be known as Terry 'the LONELY Wolf' Bogard for the rest of your life, or what, man!?"), but Terry is initially dismissive ("She's just a kid"). There's an age gap between them; by this point Terry is at least 23 and Sulia is implied to still be a teenager. Terry is still literally haunted by Lily's memory and will simply not allow himself to love again, fearing the next woman would just die, too. Sulia ends up gradually learning of the tragedy in fits and starts due to circumstance or chatting with others; the only one willing to talk at length about it is Mai, and she only has second hand accounts. It's stated in no uncertain terms that having Lily die in his arms has seriously messed Terry up, which is a rare kind of subplot for a fighting game anime. But like the meme says, Terry would literally rather fight German strongmen in castles than go to therapy.
The search gets more complicated when everyone splits up, only to find that these sites were raided by others (such as the Crusaders or Genghis Khan) and the armor has been spread elsewhere. Laocorn is possessed or corrupted by the armor into wanting to conquer the world, while his minions have some bare bones characterization. Panni is secretly in love with Laocorn, but follows his orders regardless. Jamin is an honorable fighter who increasingly is dissatisfied with Laocorn's crusade. Hauer is a masked, partially androgynous creep with few scruples. While researching in Turkey, Terry figures out that the armor pieces may have wound up in the castle and dojo (respectively) of the martial arts they inspired. Apparently no one has a cell phone or they're afraid of bugs, because Joe heads off to tell Andy and Mai personally. Laocorn decides to ambush Terry and Sulia in Turkey, where Jamin and Terry are evenly matched. Laocorn, like Geese and Krauser, is one of those anime villains able to randomly teleport at will (and usually wind up right behind someone). Terry is critically injured, but uses a Power Geyser to cover his escape with Sulia. She drags him to an abandoned church and decides to unleash all of her healing energy by...climbing atop him wearing only her panties. Look, this was an anime film in 1994. Fanservice came with the price of admission. By now Terry is hallucinating scenes from the first TV special, only now Geese has morphed into Laocorn, and Lily has morphed into Sulia. For the record, later on Sulia is very clear that despite laying atop each other half naked in a church, they did not have sex.
Andy and Mai have no better luck in Iraq. Joe tells them about the martial arts school connection and tries to take credit for the idea, but Mai sees through it since she knows Joe's a moron. Joe heads to Germany to meet back up with Terry and Sulia, while Andy and Mai head to China. Since Tung is dead, it's conveniently stated that Jubei was an old pal and likely knows about any old armor in temples. Jubei, being a pervert, asks them to meet him in a nightclub (presumably in Hong Kong or Shanghai or somewhere) run by Duck King (a minor but memorable character from the second video game). Richard Meyer is the bartender and Billy Kane is friends with "Ducky," so he and Andy get to have words. Mai, already dressed in near fetish leather gear, has secretly signed up to perform a dance routine on stage (much to Andy's chagrin and Jubei's perverted delight). Hauer emerges and trashes the club, and makes his later obsession with Andy and Mai very clear. Clearly outnumbered (as even Billy doesn't want someone else killing Andy), Hauer splits, but catches up with Mai the next day when they visit the temple Jubei tells them the armor is. Mai puts up a valiant struggle (and viewers get a glimpse of her naked for about the second or third time, though not the last), but is defeated. Hauer then uses her as a hostage against Andy, and seems to force a kiss from her. Mai later reveals she didn't actually kiss him, but she wanted Andy to think so in order for him to act jealous and "appreciate" her. Andy gets knocked out, while in Germany, Panni makes quick work of Lawrence Blood and claims the chest-plate from one of Krauser's ancestors. Joe, Terry, and Sulia are too late, and all of their efforts to bar Laocorn have failed.
It later is revealed that Laocorn is motivated by something familiar; avenging a father. He and Sulia's father had worked with "a colleague" to discover the secret of the ancient armor to begin with. The colleague later kills the man and takes the credit for the discovery. It is unintentionally amusing that neither Sulia nor Laocorn bothered to learn the name of their father's killer, as well as "Mr. Colleague" (my name) being so utterly nonchalant about shooting people at point blank range. Laocorn first donned a piece of the armor to survive a gunshot wound, and from there, was corrupted. Terry later figures out that Sulia's pendant is the key to finding the last piece of the armor for two reasons. One, her ancestors wouldn't have wanted the armor to be claimed by someone outside the family, and two, THERE ARE NO MORE CLUES LEFT. The final piece is in the Dead Sea in Israel, so everyone books their airplane tickets the next day. Laocorn's trio decide to ambush them all at the hotel beforehand, with Hauer using his wind mastery to suffocate Joe and Terry into unconsciousness. Jamin whisks Sulia away in exchange for their lives, but of course, Panni and Hauer want to kill Mai. Andy, who had been away training in frustration due to his loss, gets to avenge himself on Hauer, while Mai finally defeats an opponent in the anime by dropping Panni. The pair finally acknowledge their obvious romance and embrace.
Laocorn raises an ancient island from the bottom of the Dead Sea, where heads to in Tung's old jeep to rescue Sulia and try to save the world. Much like a video game boss, Laocorn has arranged a horde of masked minions at the entrance with Jamin as a sub-boss on the second level. Terry has a rematch against Jamin and they remain equally matches, but Jamin surrenders and succumbs to their combined Chi-energy because he knows he doesn't have the will to confront Laocorn and save Sulia. Terry fails to prevent Laocorn from claiming the last piece of the armor and transforming into a demigod, because then the film wouldn't have a climax. It is this sequence where all of the budget went; the four Fatal Fury fighters versus Laocorn for the fate of the world. It may not be as pretty as some of the fights against M. Bision from STREET FIGHTER II: THE MOTION PICTURE, but it's still a beautifully rendered and musically scored action set-piece. Terry tries taking on Laocorn alone, but is no match and tossed aside. Andy and Joe back him up, with Mai and Sulia tending to Terry. Eager to not have history repeat itself, Terry asks Mai to escape with Sulia, but Mai won't abandon Andy and soon follows him back into the fight. The four of them lob their best attacks at Laocorn and although Terry eventually topples him with a kick, they are no match for him. Sulia grabs a jagged piece of rock and learns that her bond with Laocorn has become stronger by cutting herself and seeing that Laocorn suffers the same injury. Quickly realizing the obvious despite the tragedy that it entails, Sulia stabs herself in the heart, allowing Laocorn to finally have a vulnerable spot. Hearing her pleas, Terry finally lands his signature attack, "Burn Knuckle," shattering the armor and freeing Laocorn from its corruption.
It's a Pyrrhic victory and it only gets worse. Sulia is, naturally, mortally wounded and dies in Terry's arms. They declare their love for each other beforehand, and the scene is supposed to be so sad, even the statues are crying. Sulia dies hearing a regretful Laocorn lament his actions, but it soon becomes almost moot. Much as in the legend, the armor itself reforms as Mars (looking kind of like Firelord from Marvel Comics), and Laocorn is incinerated leaping in front of an energy attack aimed at Andy (who was trying to protect Mai). Everyone is wondering how they can possibly fight the actual god of war himself, but Terry has gone ape**** in grief and attained the SNK version of Super Saiyen (I guess "Burst Limit" or something). The guy is so emotionally devastated, he cries blood. Mars separates the rest from Terry with an energy blast, and the two beings go toe to toe. Terry even busts out the old Hurricane Punch, but Mars strikes him down. Much like with Lily, Terry starts hearing the ghost of Sulia calling out to him. He gets up and unleashes another Power Geyser, and you know it is serious because Terry doesn't call it beforehand. The world is saved, and once again Terry tosses his hat in the air in victory, but it is the definition of bittersweet.
Each of the TV specials had a fairly memorable ending theme sung by Japanese singers. For the motion picture, VIZ went through the expense to translate and re-record the song as "Oh Angel" with English lyrics, sung by Canadian singer Warren Stanyer. Aside for this, most of the songs he's performed for productions have been for a slew of cheesy Christmas themed TV movies that Hallmark Channel orders annually (which are usually filmed in Canada despite almost all set in the midwestern U.S.). Can Toronto or Vancouver seriously stand in for places as diverse as New York City, Texas, Paris, or Utah, or is it just Hollywood people who think so?
At any rate, I will admit to the flaws of the FATAL FURY anime. It is material from the 90s and some of the animation is dated or inferior to modern stuff. The biggest flaw is that it rides atop the "women in fridges" trope and rockets it to the moon. There are only three major heroines in the entire series and two of them die to provide "man-pain" for the star (and the other is the foundational Fanservice Ninja-Girl). The plots are pretty simple and so is a bunch of the dialogue, and the villains. There are people who, as a matter of taste or principle, don't think much of anime based on fighting games, even though a lot of the tropes (i.e. named signature attacks, obvious villains, might makes right logic) are extremely common in "shounen" anime, or fiction in general. For some, FATAL FURY was always a second banana, at best, to STREET FIGHTER and not everyone likes the characters. It's far from the most improbable fighting game to get at least 3 instalments. Did you know VIRTUA FIGHTER got an anime TV series!? And yes, the motion picture has fan-service. I guess on the "Boob-O-Meter" where 0 is Disney, 1 is a DCAU direct to video, 5 is the average cyberpunk 1980s OAV, and 10 is GOLDENBOY (as in THIS CLOSE to hentai), I'd rank this one at about a 3 or 4. The scenes are very brief and rarely last longer than a few seconds. Mai's proportions do get out of whack in the movie, though. She even wears thongs twice. But it is nowhere near as long as Chun-Li's shower scene in STREET FIGHTER II: THE ANIMATED MOVIE (which gets edited and uncut in every version released in America; seriously, how hardcore a version it is depends on how much of Chun-Li's shower it includes).
That said, I see redeeming value to these beyond being a fan of the games or action flicks. Ultimately the key draw for me is the theme of tragedy which plays throughout. The series is never "grimdark" about it, and there are always comedic and triumphant sequences. But it does show the tragedy of a cycle of violence and that to the lead hero, the death of a love interest isn't just a subplot in one film. Losing Lily McGuire was a trauma not easily healed and sometimes trying to move on doesn't automatically lead to a "happily ever after." That said, it's been over 20 years since the last instalment and some fans on YouTube or elsewhere still lament that another wasn't made -- especially as by 1995, FATAL FURY 3: THE ROAD TO FINAL VICTORY gave Terry an "official" girlfriend in Blue Mary, who fights with sambo. But I am satisfied with the trilogy that exists. I always found more depth than a typical Street Fighter show which always ends with Ryu walking off into the sunset or touching fists with Ken.
For some reason VIZ teamed up with Pioneer/Geonon to release these on DVD and the movie was released in 1999, with the TV specials as a "Double Impact" disc in 2000; the film stayed in print longer. Disctotek Media released both on DVD around 2014 with blu-ray versions a few years later. They made the DVD covers actually resemble Neo-Geo cartridge boxes, which was pretty slick. For a dated reference, at the end of the credits in the VHS version of the film, viewers are told to play FATAL FURY SPECIAL for SNES and SEGA CD, whereas for the '99 DVD, it has been switched just to Fatal Fury games "on consoles and the arcades."
In Japanese, most if not all of the voice actors are the folks who voice the characters in the games; that's usually pretty common. In English, it was dubbed by the Canadian Ocean Group which means the cast is a who's who of very familiar voices from many anime and cartoon titles (especially INU YASHA and RANMA 1/2). Mark Hildreth is the star as Terry Bogard and he's voiced a ton of stuff since, including Marvel stuff such as X-MEN: EVOLUTION, WOLVERINE & THE X-MEN, and PLANET HULK. He's gained the most infamy, though, for being a member of the odd NXIVM cult based in Albany, NY that was eventually busted for money laundering as well as assaults and other crimes against women (including branding). Founder Keith Raniere as well as SMALLVILLE actress Alison Mack were arrested, and Hildreth not only dated fellow cult member Kristin Kreuk (also known from SMALLVILLE), he was the one who introduced her to the cult. Hildreth left and disavowed the cult...in 2021, about 3 years after the founders were arrested. Quite a fall from grace, indeed. The other big star is Jason Grey-Stanford as Joe Higashi, who's best known from MONK (or RONIN WARRIORS). Mai was the only character who was recast from one special to the next; she's voiced by Sarah Sawatsky in THE NEW BATTLE and the better known Lisa Ann Beley for the film. I have no idea why the switch was necessary, though Sawatsky did seem to play Mai a bit younger. Considering Beley usually voices powerful, regal heroines, Mai was actually a bit against type for her. Andy Bogard was voiced by Peter Wilds, whose best known role beyond this was Dingo in SONIC UNDERGROUND. Also against type was Matt Hill as Laocorn; he's known for playing surfer dude heroes and bumblers, so playing a villain is a bit rare for him. Lily McGuire was voiced by Willow Johnson, best known as Kikyo from INU YASHA; talk about being typecast as "an ex-girlfriend who won't die." The late French Tickner, who made a career of voicing eccentric old men in anime and cartoons, of course, was the voice of Jubei. Sulia was voiced by Myriam Sirois, who is best known as Akane Tendo from RANMA 1/2 (which VIZ dubbed for about 10 years from 1992-2002). Other regulars include Paul Dobson, Ward Perry, Robert O. Smith and Janyse Jaud.
Until I had enough money to afford series on VHS or DVD, which wouldn't come until the middle or end of high school, this was the longest "series" I had. Nostalgia goggles or not, it still has a fond place in my collection.
Re: Entertainment Joys
Oh, the Fatal Fury movies, I think I read Kelly Turnbull mention a few times that those were a formative influence for her.
Today I found out it's been 21 years since Treasure Planet came out. I saw a video of the scene there the space tall ship takes off and, even if I didn't remember the computer graphics being as clashy as they were, I nearly cried in awe. I still don't understand what happened to animation in the 2000s when they had started so amazing.
Also, I don't actually care much about what most of the Latin Grammys people do, but I gotta admire how Rosalía and her producers keep throwing aesthetic curveballs at everybody. First she switches from the weird reinterpretation of the typical spanish that made her famous to latin/urban with y2k nostalgia outfits...and then, when everybody has gotten used to that, she's covering Rocío Jurado with a full cuadro flamenco (Personally don't care about the media narrative of her and her ex taking potshots at each other through their outfits and cover choices, though ).
Today I found out it's been 21 years since Treasure Planet came out. I saw a video of the scene there the space tall ship takes off and, even if I didn't remember the computer graphics being as clashy as they were, I nearly cried in awe. I still don't understand what happened to animation in the 2000s when they had started so amazing.
Also, I don't actually care much about what most of the Latin Grammys people do, but I gotta admire how Rosalía and her producers keep throwing aesthetic curveballs at everybody. First she switches from the weird reinterpretation of the typical spanish that made her famous to latin/urban with y2k nostalgia outfits...and then, when everybody has gotten used to that, she's covering Rocío Jurado with a full cuadro flamenco (Personally don't care about the media narrative of her and her ex taking potshots at each other through their outfits and cover choices, though ).
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Re: Entertainment Joys
Hielario wrote:Oh, the Fatal Fury movies, I think I read Kelly Turnbull mention a few times that those were a formative influence for her.
It's good to see or hear someone besides me talking about them. Since it came out in the 90s (and has been re-released on DVD in the 2000's and 2010's), virtually every online anime review website has either brushed it aside or usually reviewed it negatively (usually because "it's based on a B-list fighting game" or "it has too much Chi-combat"). Again, not saying it's better than COWBOY BEBOP, but not everything can be COWBOY BEBOP.
If anything, some of my tastes in anime have taught me that sometimes it's okay to like stuff that "they" (i.e. critics) don't like. Now that can sound odd considering I have written (barely) professional review articles about comics (and occasionally films and TV shows), but taste is highly subjective and individual, and should be! Like what you like, even if it's trash. Life is too short.
Hielario wrote:Today I found out it's been 21 years since Treasure Planet came out. I saw a video of the scene there the space tall ship takes off and, even if I didn't remember the computer graphics being as clashy as they were, I nearly cried in awe. I still don't understand what happened to animation in the 2000s when they had started so amazing.
Thanks for making me feel old, man. I saw "TREASURE PLANET" in theaters.
Jokes aside, I know exactly what you mean and I am thrilled and fascinated how a lot of people -- especially those 35 and under -- are suddenly finding new appreciation for some of those animated 2D films from the late 90s or very early 2000s which were kind of "the end of an era." And it isn't just Disney or Warner Brothers; Dreamworks had some gorgeous animated films at that time (like "THE PRINCE OF EGYPT", arguably the best version of the story of Moses). I'm hardly an insider but I'd say it happened for a few reasons clashing at once (as with most things).
The first was that technology with CGI and computer animation had progressed to the point where it became more viable to make more fully animated feature films (and even TV shows) that way. Studios had been tinkering with it for ages, and not just in the West. TMS' "GOLGO 13: THE PROFESSIONAL" in 1983 had an entire sequence involving helicopters and towers in the last act which looks very primitive now, but at the time was state of the art and a novelty. Just 3 years later, Disney was using computers to help animate all of those giant clock gears in the finale of "THE GREAT MOUSE DETECTIVE" (one of the first ten films I distinctly remember seeing and enjoying as a child). By 1992, most of the major studios had stopped fully producing animated films using physical "paint, ink, and cells" anymore; Fox Studios' "FERN GULLY: THE LAST RAINFOREST" was one of the last (if not THE last). So by the end of the 90s and into the very early 2000s there was this clash of techniques happening where CGI was on the rise and improving with every year. Studios had a lot of experience merging the two and maximizing the technology while still meshing in animation techniques mastered in the 1930s and 40s. By that point, many animation veterans had literal decades of experience to impart and capitalize on, especially out of the 1980s when there was a ton of experimentation (i.e. Don Bluth, ex-Disney employee, and his own studio). These movies sometimes took 3-4 years or more to complete, and the extra time was often to the benefit of quality.
The second is that, to a degree, audiences got a bit ungrateful. Traditional 2D animation had been lobbed into theaters by many studios for so long (over half a century) that many features seemed to become routine. It didn't help that some of them, frankly, were routine and often relied on stunt casting. 2004's "HOME ON THE RANGE" was kind of the peak of this, as a massively underperforming, poorly reviewed, and oddly conceptualized cow-movie touted on its stunt cast (namely, Roseanne Barr, Judi Dench and Jennifer Tilly). 2002's "EIGHT CRAZY NIGHTS," a Sony/Adam Sandler vehicle, offered utterly beautiful animation for some very gross and atrocious stuff (like reindeer eating frozen crap or close ups of a midget's fuzzy testicles). Compared to the response and performance of "TOY STORY" from 1995 (and its sequel in 1999), and it became easy to justify, from a studio standpoint, that "audiences want the freshest, hippest, new fangled thing" and that was full CGI animation. It is possible that "the Disney Renaissance," and the competition from rival studios that it encouraged, burnt audiences out of 2D animation for feature films (at least in the U.S.).
And the third reason, which may be the true cause, was due to corporate greed and ineffectiveness. Some of the major animated "bombs" of the era weren't because the films were bad, but because the studio had no idea how to promote it, or released it during a bad time. WB has long lamented the fact that 1999's "THE IRON GIANT" bombed, but that was mostly due to two factors; the studios' neglectful method of promoting it, and the fact that their "QUEST FOR CAMELOT" a year before was so underwhelming. For the record, "THE IRON GIANT" also hit theaters the same month as "BIG DADDY," "AMERICAN PIE," DISNEY'S TARZAN," and a small independent movie called "STAR WARS EPISODE I: THE PHANTOM MENACE." And as for "TREASURE PLANET"? It was released in the last week of November, 2002. It was competing against "HARRY POTTER & THE CHAMBER OF SECRETS" (then it its 4th week), Disney's own "THE SANTA CLAUSE 2" (also in its 4th week) and United Artists' "DIE ANOTHER DAY" (the last Pierce Brosnan Bond film, in its 2nd week). With a budget of $140 million (in 2002 money), it was, and maybe still is, the most expensive 2D animated film to date, and Disney marketed it little better than a RESCUERS sequel.
Beyond poor promotions and bad timing, there was corporate greed. By the late 90s and early 2000s, traditional animation was dominated by unionized industry veterans who knew their worth. That is the mortal nemesis for every single bloated corporate empire that has ever existed in human history. In comparison, computer CGI animation was a brand new field with no veterans and "experts" who were still young, inexperienced, and sometimes learning as they went. It became easy to decide, on a corporate level, to ditch the old experts and their unions and capitalize on relative slave labor from the new generation. The public would be told that it was their choice, since a few movies bombed, and the public would believe it, because by and large the public always believes what the folks who own Mickey Mouse or Bugs Bunny tell them. And so that era of animation came to an end, and now we have incidents where the CGI/VFX animators behind the second SPIDER-VERSE or most of the MCU films are complaining they are massively overworked and underpaid -- the lament of literally every worker without strong unionization and fair wages since humanity ditched hunting and gathering. Disney, WB, Dreamworks, etc. are no longer willing to "wait" 3+ years for a movie; they want several churned out every year like a machine. And if the extended WGA/SAG strikes showed anything, it is that these studios would genuinely rather burn their entire empires to the ground than share even a grain of sand's worth of their wealth. Especially since one entire political party (and at times in some places, both) are entirely in their pocket. Is it any wonder why the tycoons are pushing AI!? Artists are the last class of workers they haven't mostly crushed or dominated with technology, even though most work for low wages (or have sporadic employment) anyway.
After all, the notion of outsourcing animation was or is still recent. Ever look at the credits and see how animated films and TV shows had mostly American-looking names in the animation credits (not just directors and storyboards, but actual animators) up until about the late 1970s or 1980s and then all of a sudden it reads like an Asian phone book? That was for the same reason; animation studios in Japan, Korea, or the Philippines are willing to work for less than American ones for similar reasons. It was in recent memory for some of us; Filmation's BRAVESTARR, their last TV series, boldly proclaimed "animated in the USA" in their credits from 1987-1988. The same concept of deregulation, encouragement of monopolies, and outsourcing jobs wasn't just happening with manufacturing; it happened in animation, too. So by the 2000s, especially with a Republican rich man's son in the White House, it was only a hop, skip and a jump from that to just ditching the "old school" entirely for the CGI kids fresh out of college.
So, anyway, that's my thesis as to how 2D animation went from an apex in the late 90s and early 2000s to today, where it is mostly used (or wasted) on an endless array of direct to video projects for DC superheroes or Scooby Doo (or "merely" the stuff of Netflix or toddler TV shows).
Re: Entertainment Joys
My latest entertainment joy will be a quickie -- an animated movie that I was a few trailers for that was a Paramount+ exclusive, but hit physical media last year. That is a movie which is hardly perfect but still fun for a lark, RUMBLE.
It is very loosely based on a Top Shelf graphic novel from 2013, "Monster On The Hill" from Rob Harrell, who is credited by the film. That said, the better description would be "loosely inspired," and I hope the comic guy got a nice payday. Aside for the name of the main town and the basic premise, nothing about the graphic novel made the screen. A part of me wonders if the premise for the movie came first, the legal department found this very similar comic, and one went, "just pay the dude some cash and credit him, or we might get sued," and that's what happened. Or it just went through a TON of rewrites in pre-production. Reel FX Creative Studios began working on this in 2015, with Paramount getting involved in 2018 and WWE Studios co-producing the thing. It was originally supposed to hit theaters in 2020, but then Covid-19 happened. The release date was kicked down a few times, with the studios deciding to release it digitally at the end of 2021 rather than wait until 2022 for a theatrical run. It very clearly was intended for a mainstream run, since there is a lot of "stunt casting" in the voice credits and many feel-good moments.
Anyway, the film is kind of like PACIFIC RIM meets pro-wrestling, with a pinch of DIGIMON.
I found it predictable but still a solidly good time, at least for the ten bucks the DVD cost me. It stars the voices of Will Arnett, cast to type as Steve/Rayburn Jr., with Geraldine Viswanathan as Winnie, Terry Crews as Tentacular, Ben Schwartz as Jimothy, Susan Kelechi Watson (THIS IS US) as Winnie's mother, and Fred Melamed as the mayor. But as I said, there are TONS of stunt casting choices here that include two wrestlers (Roman Reigns and Becky Lynch), a boxer (Chris Eubank), a retired NBA star (Charles Barkley), a retired NFL player (Jamal Duff), a loudmouthed commentator (Stephen A. Smith), and some other former sitcom stars like Tony Danza (Siggy), Brian Baumgartner (THE OFFICE), Carlos Alazraqui (RENO 911, though in fairness he'd been a VA before RENO), Tony Shalhoub (MONK) as the diner owner and Michael Buffer as the "LET'S GET READY TO RUMBLE" ring MC. It's the kind of animated film where the budget for the cast may have been higher than for the animation. They all do a solid job, albeit mostly cast to type. The influence of WWE Studios is very apparent even beyond the wrestler voice cameos, but I don't think it does the film any harm. If anyone would know how wrestling fans or the industry work, it would be them. On the other hand, there is a bit of a glossy sheen put on the industry which seems self servicing. Yeah, I bet WWE only thinks the poor, underground wrestling arenas that play in church basements or abandoned building are the ****shows and a WRESTLEMANIA could never be staged badly or as predictably as a PBS special. Roman Reigns has been the Universal Champion longer than I've been alive. That's only a slight exaggeration.
So, yeah, if you don't set your expectations high and want a low stakes good time with wrestling monsters, give RUMBLE a whirl. It's no NACHO LIBRE, though. Now THAT is some classic wrestling movie action!
It is very loosely based on a Top Shelf graphic novel from 2013, "Monster On The Hill" from Rob Harrell, who is credited by the film. That said, the better description would be "loosely inspired," and I hope the comic guy got a nice payday. Aside for the name of the main town and the basic premise, nothing about the graphic novel made the screen. A part of me wonders if the premise for the movie came first, the legal department found this very similar comic, and one went, "just pay the dude some cash and credit him, or we might get sued," and that's what happened. Or it just went through a TON of rewrites in pre-production. Reel FX Creative Studios began working on this in 2015, with Paramount getting involved in 2018 and WWE Studios co-producing the thing. It was originally supposed to hit theaters in 2020, but then Covid-19 happened. The release date was kicked down a few times, with the studios deciding to release it digitally at the end of 2021 rather than wait until 2022 for a theatrical run. It very clearly was intended for a mainstream run, since there is a lot of "stunt casting" in the voice credits and many feel-good moments.
Anyway, the film is kind of like PACIFIC RIM meets pro-wrestling, with a pinch of DIGIMON.
- Spoiler:
- It's a world where giant monsters have wrestled each other for the entertainment of the masses since ancient times (i.e. explaining how the Egyptian Sphinx lost her nose). In modern times it's become an international profession, with the biggest company being World Monster Wrestling (WMW), the WWE of monster rasslin'. However, this is apparently the pre-80s version where all of the "territories" haven't been united yet, as other countries and towns have their own leagues of monster wrestlers, and their own championship belts. This still happens in pro-wrestling today, but there are far fewer companies and territories than before the mid-1980s. At any rate, the town of Stoker has always revolved around their giant horned monster, Rayburn, and his coach, Jimbo Coyle. But when the pair were lost and presumed dead at sea, Stoker recovered by promoting a new monster, Tentacular (a giant shark with tentacle arms), and his coach, Siggy (Jimbo's old assistant). The mayor has finished a new stadium as a tribute to Rayburn for Tentacular to wrestle in, and the nearby businesses thrive on him. Jimbo's daughter, Winnie, is naturally a big fan and is invested in both Tentacular and Stoker. Tentacular wins the championship belt in a match against King Jorge (a giant British bulldog), but promptly ditches the town and calls them losers before leaving them for a bigger paycheck with the WMW. His agent is Jimothy Brett-Chadley III, a snotty priss who seems very inspired by Grayson Waller (a current WWE wrestler).
Naturally, Winnie and everyone in Stoker feel betrayed. The WMW has offered to financially bail the town out if they'll allow the stadium to be demolished for a parking lot/launchpad to a bigger WMW stadium. Winnie wants to rally everyone around finding a new monster, but the mayor's desperate and already signed the papers. Winnie heads to an underground wrestling circuit (built in the abandoned factory of a company that made toys for another failed wrestler), where she stumbles upon the horned "Steve the Stupendous." Hilariously, the film treats unofficial, underground wrestling arenas as the ones where matches are sloppily staged with pre-determined outcomes, and the bigger, shinier, more profitable WMW as where the fights are "real." Talk about KAYFABE at its finest! Steve is the perennial "jobber" to the giant toucan monster who runs the underground, Lady Mayhem. Unfortunately, Winnie's meddling during a match trying to get Steve's attention leads him to "accidentally" win, causing a local schmuck who actually bet on Steve to win $100,000 from the house. Lady Mayhem kicks Steve out until he can repay her for the loss. Winnie encourages Steve to train with her (if only because he has no other way to make money), but Steve is lazy and unmotivated. It turns out that he's secretly Rayburn's son, and is as afraid to live in his father's shadow as Winnie is.
Training in the soon-to-be demolished stadium, neither Winnie or Steve get along with each other. Adhering to her mother's advice, Winnie tosses aside her father's heralded notebook of strategies and instead tries to focus on "the monster she has." It turns out the only thing Steve is passionate about is salsa dancing, so Winnie starts using the footwork to train him how to properly wrestle. During the middle of their first match, Steve learns that in the "real" leagues, they only earn money if they win. They win their first match by complete accident, and earn the indignity of being publicly mocked by wrestling commentators Marc Remy and retired monster wrestler Lights Out McGinty/Mac. Steve and Winnie start to work better together and win more matches, embracing their non-traditional tactics which are still effective. By the time they near their one month deadline to save the stadium, Steve is 3-0 as a professional monster wrestler and Mac is starting to come around to him in commentary. Unfortunately, the deadline to the demolition is moved up by Tentacular himself (and his agent). He hates being compared to Rayburn or seen as a successor to him so much, that he wants to destroy any trace of his legacy, even a stadium. Winnie had tried to stage a revival match between Steve and King Jorge, but Jorge's spirit is broken and he won't wrestle. At the most dramatic moment, Steve admits to being "Rayburn Jr." and challenges Tentacular to a match, vowing to last 3 rounds with him. I guess that makes it an iron-monster match?
You can tell how this ends, right? Steve trains harder than ever. Winnie and Steve acknowledge their fathers but vow to do things their own way, like Miles Morales, even if it looks sloppy. The big change is Tentacular can't just be danced around until he gets tired; Steve has to actually fight him for real. The town of Stoker rallies around Rayburn Jr. and the match is the most thrilling of the movie. Steve dances around Tentacular in the first round, but gets demolished in the second and gets saved by the bell. Siggy encourages Winnie to "throw in the towel" to spare her monster further injury, and it's ambiguous whether this was real concern or a ploy, but they don't go for it. The crowd rallies behind Steve and he not only survives the 3 rounds, he beats Tentacular and wins the championship belt. The stadium and the town is safe and everyone parties.
I found it predictable but still a solidly good time, at least for the ten bucks the DVD cost me. It stars the voices of Will Arnett, cast to type as Steve/Rayburn Jr., with Geraldine Viswanathan as Winnie, Terry Crews as Tentacular, Ben Schwartz as Jimothy, Susan Kelechi Watson (THIS IS US) as Winnie's mother, and Fred Melamed as the mayor. But as I said, there are TONS of stunt casting choices here that include two wrestlers (Roman Reigns and Becky Lynch), a boxer (Chris Eubank), a retired NBA star (Charles Barkley), a retired NFL player (Jamal Duff), a loudmouthed commentator (Stephen A. Smith), and some other former sitcom stars like Tony Danza (Siggy), Brian Baumgartner (THE OFFICE), Carlos Alazraqui (RENO 911, though in fairness he'd been a VA before RENO), Tony Shalhoub (MONK) as the diner owner and Michael Buffer as the "LET'S GET READY TO RUMBLE" ring MC. It's the kind of animated film where the budget for the cast may have been higher than for the animation. They all do a solid job, albeit mostly cast to type. The influence of WWE Studios is very apparent even beyond the wrestler voice cameos, but I don't think it does the film any harm. If anyone would know how wrestling fans or the industry work, it would be them. On the other hand, there is a bit of a glossy sheen put on the industry which seems self servicing. Yeah, I bet WWE only thinks the poor, underground wrestling arenas that play in church basements or abandoned building are the ****shows and a WRESTLEMANIA could never be staged badly or as predictably as a PBS special. Roman Reigns has been the Universal Champion longer than I've been alive. That's only a slight exaggeration.
So, yeah, if you don't set your expectations high and want a low stakes good time with wrestling monsters, give RUMBLE a whirl. It's no NACHO LIBRE, though. Now THAT is some classic wrestling movie action!
Re: Entertainment Joys
Old? Well, mark me as a fellow geezer since I watched it in a theater too, 3/4 of which got overtaken by a clothing store, and with someone who I saw die of old age some years ago.
I agree with some of your points, especially the one about routine: even as a child, I started feeling every other Disney movie was following the same template, and I wasn't the only one.
Can't speak about marketing, though. As a child I wasn't very aware of it. Most of the time we just picked whatever was on theaters that week.
So the Mobius name comes from the cartoon-turned-comic book? Well, that explains some things about Exterminatus Now...maybe I should try to get a compilation for that last one if the authors are still selling it.
Also: Chainsawman dubbed to castillian is nuts and i love it! The protagonist wouldn't sound nowhere near this wonderfully insane and profane in another language. Goddamn Crunchyroll and their confusing tricks with free content, I want to keep watching but how am I going to be satisfied by subs now??
I agree with some of your points, especially the one about routine: even as a child, I started feeling every other Disney movie was following the same template, and I wasn't the only one.
Can't speak about marketing, though. As a child I wasn't very aware of it. Most of the time we just picked whatever was on theaters that week.
So the Mobius name comes from the cartoon-turned-comic book? Well, that explains some things about Exterminatus Now...maybe I should try to get a compilation for that last one if the authors are still selling it.
Also: Chainsawman dubbed to castillian is nuts and i love it! The protagonist wouldn't sound nowhere near this wonderfully insane and profane in another language. Goddamn Crunchyroll and their confusing tricks with free content, I want to keep watching but how am I going to be satisfied by subs now??
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Re: Entertainment Joys
Hielario wrote:Old? Well, mark me as a fellow geezer since I watched it in a theater too, 3/4 of which got overtaken by a clothing store, and with someone who I saw die of old age some years ago.
I agree with some of your points, especially the one about routine: even as a child, I started feeling every other Disney movie was following the same template, and I wasn't the only one.
Can't speak about marketing, though. As a child I wasn't very aware of it. Most of the time we just picked whatever was on theaters that week.
So the Mobius name comes from the cartoon-turned-comic book? Well, that explains some things about Exterminatus Now...maybe I should try to get a compilation for that last one if the authors are still selling it.
Theaters are struggling and have for some time. I've lived in the same neighborhood since I was born and I've watched all the movie theaters close and fade away. My closest one is about 40 minutes away by bus (maybe 7-8 miles on foot; I have walked there once or twice) and they've cut their hours notably the last few years.
Technically, Mobius came from the "Sonic Bible," an internal document SEGA created in 1991 when they launched the franchise. I don't know if it was included in the handbook for the original SONIC THE HEDGEHOG game but it was offered to various Western licensed adaptations, specifically the DIC cartoons and various comics in America and Europe. Mark Millar (yes, THAT Mark Millar) famously got his start in comics writing the UK's Sonic comic for years (before becoming Grant Morrison's funny sidekick/co-writer in the mid to late 90s). That is also where the "Dr. Ivo Robotnik" name came from, although in the Bible it was his name before becoming "Eggman" whereas the Western stuff kept it (and the Saturday morning show renamed him "Julian Robotnik" for whatever reason. The writers at DIC never played any of the games of the cartoons they wrote for, so the Bible stuff was crucial. And clearly, Sega cared more about that stuff than Nintendo did in the 1980s (for proof, just look at CAPTAIN N: THE GAME MASTER).
I am not really an expert of Sonic continuity so I don't know if the modern games kept the Mobius planet name or ditched it. But, yeah, Sega did create the franchise very deliberately to compete with Super Mario and that meant establishing a world, and in their defence, it did work for a while.
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Re: Entertainment Joys
This is a masterpiece and i need to share it even if you won't get half the references https://youtu.be/fsxVo6WqI8w?si=Q6NEBayzh_joxNBG
Hielario- Posts : 312
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Join date : 2018-03-12
Re: Entertainment Joys
Hielario wrote:This is a masterpiece and i need to share it even if you won't get half the references https://youtu.be/fsxVo6WqI8w?si=Q6NEBayzh_joxNBG
Well, I at least get the KNIGHT RIDER/KITT references. Ah, when a car with A.I. was science fiction. These days, cars with A.I. "suggest" the fastest way to the pharmacy is to take a right turn through a rando's house.
Re: Entertainment Joys
Most of my entertainment joy binges tend to be older cartoons, yet a few folks here seem to like older school anime (at least older school compared to the newest thing, as in older than CHAINSAW MAN). But what about a show that's both? I think I have found it, and certainly enjoyed binging this brief, 13 episode series which came and went from U.S. and Japanese broadcast syndication in 1984. I never saw it at the time, because at the time I would have been two years old and don't remember it. But I am talking about the fourth banana robot show of the time which has developed a cult following ever since. Mixing combination robots with, arguably, a rehash of DC's Metal Men, I am talking about the MIGHTY ORBOTS.
TMS Entertainment may be one of the most notable animation studios in Japan now, but they had humble beginnings. When the company was founded in 1946 (i.e. right after Japan's defeat after WWII), it was a textile company. They didn't venture into animation until 1964, nearly 20 years later (and technically only stopped being involved in textiles in 2003). Their first anime included Osamu Tezuka's BIG X, and Hayao Miyazaki got his start there (as well as MADHOUSE branching out from it). TMS had many series across the 60s and 70s, but LUPIN THE THIRD PART II was their most successful to close out the decade. By 1980, they were flying high and wanted to branch out beyond Japan into other markets. Thanks to regulation and the offshoring of animation, North America and Europe suddenly became golden markets. But, it wasn't easy. They united with DIC (originally a French industrial animation company) that had just hired an ex-Hanna-Barbera executive to make new franchises for them. Their first joint production in 1981 was going to be LUPIN THE EIGHTH, set in the far future. But, after investing in a pilot, the estate of Maurice LeBlanc (the original author of Arsene Lupin) threatened copyright lawsuits, so both TMS and DIC had to scrap it all at the 11th hour and start over. That second effort became INSPECTOR GADGET, which got a pilot in 1982 and a full series in 1983 (after MGM threatened to sue them for being too close to their Inspector Clouseau character, so Gadget lost his mustache from the pilot). TMS animated most of the episodes of INSPECTOR GADGET's debut season, and did other projects with DIC and other studios but in 1984, DIC decided to rerun Gadget for a year (and when they did produce a second season in 1985, it was with another, more home grown studio). Ironically, after causing TMS and DIC legal headaches over INSPECTOR GADGET, MGM came to TMS to unite for a co-production which became MIGHTY ORBOTS.
Unfortunately, 1984 was a terrible, awful, no good year to produce an American cartoon based around Japanese robots (or Japanese inspired robots). 1984 was the year TRANSFORMERS and GOBOTS debuted, as well as the year VOLTRON saw an English dub and aired alongside them. As if that wasn't bad enough, both HE-MAN & THE MASTERS OF THE UNIVERSE and G.I. JOE were running their second seasons as definitive merchandising empires. There was a glut of product that was not kind to any budding franchise which didn't hit the ground running. And as if that wasn't enough, TONKA, the toy company behind GOBOTS, decided to curb stomp their newest rivals in their desperate attempt to endure competition with TRANSFORMERS and VOLTRON. Tonka sued the creators of MIGHTY ORBOTS claiming their franchise created "brand confusion" with GoBots. It was absurd, especially since GoBots were just Tonka's American versions of MACHINE ROBO from Japan (much as Transformers was Hasbro's American version of some Takara robot toys like Diaclone and Micro-Change). Corporate lawsuits are not always about merit, but harassing and/or draining attention and resources from a rival. So, that did in the MIGHTY ORBOTS virtually in the garage. And for what? GOBOTS got crushed by TRANSFORMERS and VOLTRON anyway.
The shame of it was what MIGHTY ORBOTS lacked in merchandising energy or breakout characters, it more than makes up for in execution and presentation. It was truly a creation of American and Japanese talents coordinating to make a project they thought would appeal to both audiences. MIGHTY ORBOTS was pitched by producer Fred Silverman, who ran Intermedia Entertainment at the time, alongside MGM/United Artists. TMS, for their part, brought in director Osamu Dezaki (ASTRO BOY, TOMORROW'S JOE), his brother Satoshi Dezaki on storyboards, Akio Sugino (GOLGO 13 and SPACE ADVENTURE COBRA) on designs, and Shingo Araki (DEVILMAN, CUTIE HONEY) on animation. The main theme (used for the transformation sequence) was written by Steve Rucker and Tom Chase, and sung by Warren Stanyer (yes, the same guy who would sing, "OH ANGEL" for VIZ's dub of FATAL FURY: THE MOTION PICTURE). However, the rest of the music for the series beyond the theme song was composed by Yuji Ohno, who's only been composing music for LUPIN THE THIRD for over 50 years. If you've ever watched a Lupin TV special, animated film, or episode, you've heard his tunes. In other words, this was TMS' A-Team, provided a big budget by a major Western company. And while most of the animation team was Japanese, the writing team were Americans. Veteran scribe Michael Reaves was the story editor for the series and wrote/co-wrote 4 episodes. Buzz Dixon and David Wise each wrote two episodes apiece, alongside other talent like Donald F. Glut and Marc Scott Zicree. The English voice cast are also a troupe of regulars from Hanna-Barbera cartoons, at least from the late to mid 70s.
MIGHTY ORBOTS is one of those classic 1980s cartoon that has an intro which is a full minute long so an announcer (Gary Owens) can breathlessly explain the premise. There were fewer commercials then, so animated episodes had to fill 22-23 minutes of time. Unlike a lot of bot-shows of the time, the series takes place in the 23rd Century with a mostly positive and optimistic world. Approximately 300 years into the future, Earth has become a part of the Unified Planets and acts as the main enforcement engine behind their Galactic Patrol. The cities are clean, sun-drenched, and technologically advanced, and aliens, humans, and robots operate freely and in harmony within them. The only routine source of trouble, aside for Captain Shrike and his gang of space-pirates, is SHADOW, an intergalactic cartel of evildoers. SHADOW is run from a planet-sized computer called the Shadow-Star by Umbra (voiced by Bill Martin doing a poor man's Dr. Claw impersonation), an evil artificial intelligence hellbent on conquering the universe.
A handful of episodes were released on VHS and Betamax (yes, BETAMAX) in 1987; up to about episode 5-6 if a Google search is accurate. Turner Entertainment eventually purchased the MGM library, and Warner Brothers now owns all of it. Thus, MIGHTY ORBOTS is a "print on demand" DVD which can be easily ordered from Amazon or Warner's archive website, along with other cartoons like PIRATES OF DARK WATER, SWATCATS: THE RADICAL SQUADRON, and others.
Barry Gordon and Jennifer Darling would go on to co-star together a few years later on a little show called TEENAGE MUTANT NINJA TURTLES, (as Donatello and Irma, respectively) at least from 1988-1994. Bill Martin, also known as William E. Martin, would also eventually join TMNT as the final voice of the Shredder after James Avery left for the last three seasons (or 7 episodes across seasons 8 and 10). Gordon's made a career of voicing brainiac characters in cartoons since the 80s, but I always am fascinated by some of Darling's performances outside of TMNT. As Dia she's a perfectly stoic heroine, but that's nothing compared to Irma on TMNT. I don't know if it was the director (Susan Blu, who did group recordings for TMNT like Andrea Romano does on DC shows), or the character (Irma is the "homely" best friend to the female lead, not the lead herself), but Darling showed a ton more range as Irma. Maybe she just liked the character; kind of like Ayeka from TENCHI MUYO (who Darling voiced for quite a while during the 90s into 2005 in various projects).
So, if you're in the mood for an upbeat, brief, 1980s combination robot anime which is also an American cartoon, too, with jaw dropping animation, storyboards, and music, give it a whirl. It's been uploaded on YouTube but the DVD is pretty cheap, and usually will be better quality on a TV anyway. It is kind of a shame it didn't catch on, but nothing was catching TRANSFORMERS in terms of robot cartoons at the time. But at least via the magic of the internet and modern home video, the MIGHTY ORBOTS can reunite once again.
TMS Entertainment may be one of the most notable animation studios in Japan now, but they had humble beginnings. When the company was founded in 1946 (i.e. right after Japan's defeat after WWII), it was a textile company. They didn't venture into animation until 1964, nearly 20 years later (and technically only stopped being involved in textiles in 2003). Their first anime included Osamu Tezuka's BIG X, and Hayao Miyazaki got his start there (as well as MADHOUSE branching out from it). TMS had many series across the 60s and 70s, but LUPIN THE THIRD PART II was their most successful to close out the decade. By 1980, they were flying high and wanted to branch out beyond Japan into other markets. Thanks to regulation and the offshoring of animation, North America and Europe suddenly became golden markets. But, it wasn't easy. They united with DIC (originally a French industrial animation company) that had just hired an ex-Hanna-Barbera executive to make new franchises for them. Their first joint production in 1981 was going to be LUPIN THE EIGHTH, set in the far future. But, after investing in a pilot, the estate of Maurice LeBlanc (the original author of Arsene Lupin) threatened copyright lawsuits, so both TMS and DIC had to scrap it all at the 11th hour and start over. That second effort became INSPECTOR GADGET, which got a pilot in 1982 and a full series in 1983 (after MGM threatened to sue them for being too close to their Inspector Clouseau character, so Gadget lost his mustache from the pilot). TMS animated most of the episodes of INSPECTOR GADGET's debut season, and did other projects with DIC and other studios but in 1984, DIC decided to rerun Gadget for a year (and when they did produce a second season in 1985, it was with another, more home grown studio). Ironically, after causing TMS and DIC legal headaches over INSPECTOR GADGET, MGM came to TMS to unite for a co-production which became MIGHTY ORBOTS.
Unfortunately, 1984 was a terrible, awful, no good year to produce an American cartoon based around Japanese robots (or Japanese inspired robots). 1984 was the year TRANSFORMERS and GOBOTS debuted, as well as the year VOLTRON saw an English dub and aired alongside them. As if that wasn't bad enough, both HE-MAN & THE MASTERS OF THE UNIVERSE and G.I. JOE were running their second seasons as definitive merchandising empires. There was a glut of product that was not kind to any budding franchise which didn't hit the ground running. And as if that wasn't enough, TONKA, the toy company behind GOBOTS, decided to curb stomp their newest rivals in their desperate attempt to endure competition with TRANSFORMERS and VOLTRON. Tonka sued the creators of MIGHTY ORBOTS claiming their franchise created "brand confusion" with GoBots. It was absurd, especially since GoBots were just Tonka's American versions of MACHINE ROBO from Japan (much as Transformers was Hasbro's American version of some Takara robot toys like Diaclone and Micro-Change). Corporate lawsuits are not always about merit, but harassing and/or draining attention and resources from a rival. So, that did in the MIGHTY ORBOTS virtually in the garage. And for what? GOBOTS got crushed by TRANSFORMERS and VOLTRON anyway.
The shame of it was what MIGHTY ORBOTS lacked in merchandising energy or breakout characters, it more than makes up for in execution and presentation. It was truly a creation of American and Japanese talents coordinating to make a project they thought would appeal to both audiences. MIGHTY ORBOTS was pitched by producer Fred Silverman, who ran Intermedia Entertainment at the time, alongside MGM/United Artists. TMS, for their part, brought in director Osamu Dezaki (ASTRO BOY, TOMORROW'S JOE), his brother Satoshi Dezaki on storyboards, Akio Sugino (GOLGO 13 and SPACE ADVENTURE COBRA) on designs, and Shingo Araki (DEVILMAN, CUTIE HONEY) on animation. The main theme (used for the transformation sequence) was written by Steve Rucker and Tom Chase, and sung by Warren Stanyer (yes, the same guy who would sing, "OH ANGEL" for VIZ's dub of FATAL FURY: THE MOTION PICTURE). However, the rest of the music for the series beyond the theme song was composed by Yuji Ohno, who's only been composing music for LUPIN THE THIRD for over 50 years. If you've ever watched a Lupin TV special, animated film, or episode, you've heard his tunes. In other words, this was TMS' A-Team, provided a big budget by a major Western company. And while most of the animation team was Japanese, the writing team were Americans. Veteran scribe Michael Reaves was the story editor for the series and wrote/co-wrote 4 episodes. Buzz Dixon and David Wise each wrote two episodes apiece, alongside other talent like Donald F. Glut and Marc Scott Zicree. The English voice cast are also a troupe of regulars from Hanna-Barbera cartoons, at least from the late to mid 70s.
MIGHTY ORBOTS is one of those classic 1980s cartoon that has an intro which is a full minute long so an announcer (Gary Owens) can breathlessly explain the premise. There were fewer commercials then, so animated episodes had to fill 22-23 minutes of time. Unlike a lot of bot-shows of the time, the series takes place in the 23rd Century with a mostly positive and optimistic world. Approximately 300 years into the future, Earth has become a part of the Unified Planets and acts as the main enforcement engine behind their Galactic Patrol. The cities are clean, sun-drenched, and technologically advanced, and aliens, humans, and robots operate freely and in harmony within them. The only routine source of trouble, aside for Captain Shrike and his gang of space-pirates, is SHADOW, an intergalactic cartel of evildoers. SHADOW is run from a planet-sized computer called the Shadow-Star by Umbra (voiced by Bill Martin doing a poor man's Dr. Claw impersonation), an evil artificial intelligence hellbent on conquering the universe.
- Spoiler:
- The Mighty Orbots are the creation of young blond scientist Rob Simmons (voiced by Barry Gordon) under the direction of Galactic Patrol commander Rondu (voiced by Don Messick). Publicly, Rob built and maintains the Orbots, and acts as a general scientist for the Patrol; in reality, he leads the Orbots as the "Orbots Commander," complete with his own costume and vehicle, the "Beam-Car" that can ride or fly. The Orbots (or, "Robots" with the first two letters reversed) all have their own personalities and powers. Ohno (voiced by Noelle North), the smallest of them, was the first Rob created and typically acts as a pint sized coach to the team; she also helps Rob pilot their gestalt form when the robots merge, and literally houses their ignition key in her torso. Her design reminds me a little of Uran/Astro Girl (from ASTRO BOY/MIGHTY ATOM), and her catch phrase is, naturally, "Oh no!" Tor is the boastful super-strong one (voiced by Bill Martin); Bort is the anxious and awkward shape-changer (voiced by Jim MacGeorge); Bo is an assertive, spunky robot woman with elemental powers (voiced by Sherri Alberoni); Boo is the shy robot woman with light/energy powers (voiced by Julie Bennett). Last is Crunch (also voiced by Messick), the fat one who is always eating (either metal objects or rocks). Crunch can convert anything he eats into extra energy quickly (which he can share with others), and his catch phrase is "Yum! _____ snack!"
Like all robot shows, the Orbots lose all sense of size and scale when they transform. Unlike other robot shows, this isn't because of limited animation; the producers just didn't think it mattered. The Orbots are all human sized in their normal forms, but when they combine into Mighty Orbots (yes, their gestalt form is given a plural name), they gain additional tons in size and mass, growing to the size of a skyscraper (with Tor alone growing large enough to act like a garage for the Beam-Car, with plenty of space to spare). The five robots all maintain their personalities and powers when combined, though Rob is almost always the one coming up with strategy or suggestions. In the series finale, Ohno proves able to unite the other Orbots herself and activate their ignition, but "piloting" the towering behemoth is a two-person job and she gets overwhelmed. Rounding out the cast is Jennifer Darling as Dia, Rondu's daughter and an agent of the Galactic Patrol herself. Though Dia does sometimes get into peril and need to be rescued, she is a capable agent who often takes care of herself and on at least two occasions, arrests the "villain of the week" while Mighty Orbots is tending to a related monster or disaster. There is a slight romantic element where Dia and Rob casually date, yet Dia is more fascinated with the Orbots Commander, but this subplot is very subdued. It exists, but little is done with it. Both Rondu and Dia are aliens with elf-like ears and blue-grey hair, though only Rondu seems to regularly demonstrate psychic powers. Both consider themselves "Earthlings," which suggests they officially immigrated there, or were themselves the children of alien immigrants over the last 300 years. Most of the time, Rondu's psychic powers act as "hunches" that he tells Rob as orders, but on one occasion he could manifest it as psycho-kinetic energy. In one episode, a villain harnesses Rondu's "life-force" to create a giant goblin-monster.
MIGHTY ORBOTS is very much a "threat of the week" show, in which 12 out of 13 times, that threat can be traced back to SHADOW (and ultimately, Umbra). Those threats can seem mundane even compared to episodes of the time; giant monsters, dinosaur planets, space pirates, evil circuses (yes, even the Japanese are freaked out by carnies), and one evil impostor (named Tobor, which is just "robot" spelled backwards). One episode introduces the Dremloks, who are obvious knockoffs of the Ewoks (with a little bit of the Smurfs thrown in). Another episode showed that MIGHTY ORBOTS did not give a damn about referencing other franchises by mentioning "Dilithium Crystals" (from STAR TREK) and adamantium (from Marvel Comics). Each of the Orbots gets some character focus in at least one episode, for the most part. They all have distinctive archetypes, at least. Despite being the first built and the one who acts like a "den-mother," even to Rob himself, Ohno seems the most sensitive to the idea of being a robot and wondering if that will ever get Rob to reject or replace her, or them. Bort, whose name is famously plastered on license plates in ITCHY & SCRATCHY LAND, often is anxious because he never knows what to shapeshift into and worries about picking the wrong object. Boo and Bo are kind of like Betty and Veronica, respectively; the sassy one and the shy one, though both can act like "typical" girls when encountering a rock star they like, or so on. Rob himself is brilliant, but can sometimes be absent minded or slack off (such as to play video games or chow down on giant, Bumstead-style sandwiches). On dates with Dia he does dorky things like order the wrong food at an alien restaurant, or "regale" her with more information than she wants to know about giant alien slugs at a museum. Unlike some shows with a hero who has an alter ego, this isn't some attempt at cover; Rob is just presented as adorkable. The dynamic between Rob and the Orbots, as I said at the start, is very much like with Dr. Magnus and the Metal Men from DC Comics from 1962.
One thing I don't get is robot genealogy. Some robots, like in the ROCKMAN/MEGAMAN franchise, consider themselves siblings if they're built by the same person. Others clearly don't, and the Orbots don't seem to. In particular, Tor is often showboating to try to impress Bo and Boo, and occasionally wants to take them on dates at the token social event of the episode. The pair usually dislike Tor's arrogance and seem to work harder to bolster Bort's confidence (and seem to clearly prefer him). Yet they all clearly see Rob as their creator, though none of them call him "father" or anything like that. In the series finale, they all celebrate their first birthday. It is kind of odd. And to be blunt, the whole Rob Simmons/Orbots Commander double identity does not work. Rob's costume features a see-through face-visor which doesn't hide his features nor change his voice at all. Yet Dia can't tell who he is even when they're a yard apart or talking on the radio. It's WORSE than Clark Kent, and all it does is make Dia look more dense than she is. It's as if she can't tell who Rob is if he changes his clothes, which is out of character and totally obligatory.
Beyond the lawsuit with Tonka, I can kind of see why the franchise didn't take. Though all of the characters are well defined, they're not as memorable or iconic as Optimus Prime, or Bumblebee, or the Dinobots. As one can see from the cast list, about half the cast are women; considering how "sausage heavy" many U.S. cartoons were even into the 90s, this was amazingly ahead of its time. I wonder if "too many girls" hurt it in 1984, though. Umbra, as an evil artificial computer, is unable to fight the heroes himself; he can only act thru others. Compared to villains of the time like Megatron, Starscream, Cobra Commander or Skeletor, he just doesn't measure up. The concept of an "evil artificial intelligence" itself may have been another concept ahead of its time, at least for something beyond a single episode. Most of the other shows of the time, especially the 'bot shows, were based in present day in less than ideal circumstances. TRANSFORMERS, simplistic as it was, is all about the ravages of an endless war across space and time. In comparison, MIGHTY ORBOTS is based in a near utopia, and while that may have been fine for a fantasy based show like HE-MAN, maybe kids weren't as jazzed about that in 1984 either. The episodes are well written, but also a bit formulaic. The Mighty Orbots face a new threat of the week, prevail in a clever way, and end with a joke. Some of the names of the planets are a little obvious, like "Evilon" or "Sandis" (a beach resort planet). One episode, though, has the best name for a thief ever -- Klepto.
Really, what makes MIGHTY ORBOTS stand out is the animation and music. Both are draw dropping, both in general and for the time. From a visual standpoint, no cartoon in the U.S. in 1984 looked this good this consistently. Many cartoons are animated only as much as they have to be; a mouth moves against a still frame, for instance. MIGHTY ORBOTS is almost over-animated in comparison, with simple communicator scenes having extra stuff like hair moves, eye blinks, lights, flickering energy, and so on. It is almost as if TMS was flexing its muscles and showing off how much better their show looked next to, say, Filmation or Hanna-Barbera. And Yuji Ohno's music always pumps the blood and makes the sequences seem bigger, grander, and bolder than they seem. Some of the scores and cues will seem very "Lupintic" to anyone who watches a ton of that stuff (like me), but they're still awesome. MIGHTY ORBOTS is a case example of "simple premise, brilliant execution." Gary Owens, in full bombastic narrator mode akin to SUPERFRIENDS, is almost a character unto himself. He does "spoon feed" the show a bit, but he's so over-the-top that it doesn't matter. The show does reuse transformation sequences, but they actually create 2-3 different ones over the course of 13 episodes. The second one is "faster," for times they can't devote 2 minutes to it.
The other thing that makes MIGHTY ORBOTS stand out, frankly, is a definitive finale. While there are no multi-part episodes nor subplots beyond the reoccurring threat and themes, the final two episodes of the series do represent a growing escalation of Umbra's tactics and ambitions, and even some borderline cruel personal touches. In episode 12, Rondu learns that Umbra has managed to corrupt even his best friend, Drennan, who betrays the Galactic Patrol and spearheads a devastating attack on a council. Drennan also used his psychic powers to prevent the Orbots from uniting, forcing Rondu to have a desperate psychic battle against him. And in the final episode, Umbra has converted his Shadow-Star base into, well, a death-star, capable of blowing up entire suns with one charged blast. Having misunderstood some first draft designs for a replacement plan, Ohno leads the Orbots herself into the Shadow-Star to take down Umbra and "prove" themselves to Rob. At one point, the Orbots become trapped in Umbra's mind and he tries to corrupt them with visions of their ultimate fear: being dismissed as trash on a scrap heap. It hints that Umbra's quest to conquer the universe is based from some hidden outrage with the constant replacement of machines. Rob got captured going after them, but he and the Orbots reunite, resolve their misunderstanding and turn Umbra's weapon against him, blowing him up and the entire Shadow-Star. His last words are vowing to find a way to defeat them. Now, in fairness, many shows of the time flirted with "finally" defeating their arch villain in their season finale, since they were written before a renewal became assured. The first season of TRANSFORMERS ends with Megatron and the Decepticons being thrown into lava or otherwise seemingly vanquished. Years later, THUNDERCATS would flirt with destroying Mum-Ra more than once. Still, the Mighty Orbots seemingly defeating Umbra for good gives the series a finality which others of the time lacked.
A handful of episodes were released on VHS and Betamax (yes, BETAMAX) in 1987; up to about episode 5-6 if a Google search is accurate. Turner Entertainment eventually purchased the MGM library, and Warner Brothers now owns all of it. Thus, MIGHTY ORBOTS is a "print on demand" DVD which can be easily ordered from Amazon or Warner's archive website, along with other cartoons like PIRATES OF DARK WATER, SWATCATS: THE RADICAL SQUADRON, and others.
Barry Gordon and Jennifer Darling would go on to co-star together a few years later on a little show called TEENAGE MUTANT NINJA TURTLES, (as Donatello and Irma, respectively) at least from 1988-1994. Bill Martin, also known as William E. Martin, would also eventually join TMNT as the final voice of the Shredder after James Avery left for the last three seasons (or 7 episodes across seasons 8 and 10). Gordon's made a career of voicing brainiac characters in cartoons since the 80s, but I always am fascinated by some of Darling's performances outside of TMNT. As Dia she's a perfectly stoic heroine, but that's nothing compared to Irma on TMNT. I don't know if it was the director (Susan Blu, who did group recordings for TMNT like Andrea Romano does on DC shows), or the character (Irma is the "homely" best friend to the female lead, not the lead herself), but Darling showed a ton more range as Irma. Maybe she just liked the character; kind of like Ayeka from TENCHI MUYO (who Darling voiced for quite a while during the 90s into 2005 in various projects).
So, if you're in the mood for an upbeat, brief, 1980s combination robot anime which is also an American cartoon, too, with jaw dropping animation, storyboards, and music, give it a whirl. It's been uploaded on YouTube but the DVD is pretty cheap, and usually will be better quality on a TV anyway. It is kind of a shame it didn't catch on, but nothing was catching TRANSFORMERS in terms of robot cartoons at the time. But at least via the magic of the internet and modern home video, the MIGHTY ORBOTS can reunite once again.
Re: Entertainment Joys
This is another binge, or rather, one I was doing on a slower basis over a longer period of time, to satisfy enough of my curiosity that I didn't overpay for a bootleg DVD (or an even rarer out of print one). Hopefully it won't be as long, but I always say that.
As the 1980s began, video games were just beginning to become part of pop culture and both writers and the studios they worked for were struggling to figure out whether this would be a fad to cash in on or something more fundamental being added to the lexicon. Even in 1983, most people only saw video games in arcades, which was when Ruby-Spears Productions (a studio founded by some ex-Hanna-Barbera men) created one of the first cartoons for American broadcast television based around licensed video game characters -- "SATURDAY SUPERCADE" for CBS. This saw the first animated appearances by Donkey Kong, Donkey Kong Jr., Super Mario (voiced by Peter Cullen, of all people, as Donkey's nemesis), Frogger, Pitfall Harry, Kangaroo, Space Ace, and Q*Bert. But when the NINTENDO ENTERTAINMENT SYSTEM (NES) hit the U.S. market in the mid 1980s, it proved video games were here to stay. Animated episodes focused or themed around them became as common within 1980s cartoons as "the mind control plot" or "the Fantastic Voyage plot," with many writers clearly treating them as some mysterious thing they barely understood beyond the symbols and sound effects. SATURDAY SUPERCADE was successful enough to run 2 seasons, so in 1989, DIC (at the time famous for INSPECTOR GADGET, HEATHCLIFF & THE CADILLIAC CATS, and THE LITTLES) decided to leap into the game with the industry's biggest star. That became "THE SUPER MARIO BROS. SUPER SHOW," which only ran one season of 65 episodes but quickly entered the zeitgeist for its music and live action segments.
But neither Nintendo nor DIC were done, and at the same time they were producing "TSMBSS," they created the cartoon that I binged which has been described as everything from a nostalgic holy grail to the pinnacle of 1980s cartoons misunderstanding a subject. Grab your zapper and make a controller into a belt buckle, because I am talking about "CAPTAIN N: THE GAME MASTER." It debuted on ABC in 1989 (unlike "TSMBSS," which was broadcast syndication and could air anywhere) and ran for three seasons until 1991. It was promoted via Nintendo's then-official magazine, NINTENDO POWER. In fact, the premise for the show was virtually stolen from Randy Studdard, who was an editor of the magazine at the time. He wrote a story for the magazine that involved a teenage "Captain Nintendo" battling Mother Brain (the villainess from METROID) which involved other licensed characters. Nintendo changed just enough about the concept that they couldn't (easily) be sued, and they never credited nor compensated Studdard for his idea once the cartoon came out. It likely would have been considered "work for hire" much as with comic book creators working for Marvel or DC. I didn't have a subscription to NINTENDO POWER as a kid, so I only read it sporadically via copies bought from newsstands, or reading a copy one of my friends had. I learned about the show's debut from the magazine, but only rarely saw it. For whatever reason, my local ABC station aired it very early Saturday mornings; like before eight a.m. Back in the day, "Saturday morning cartoons" ran from approximately six a.m. to noon, but the earlier hours were usually dedicated to either reruns of older shows or shows the network probably didn't feel were going to stick around. Later in the morning was "prime time," which was why "hit" shows like Ninja Turtles or X-Men aired late in the morning. Since I got up at 6:30 a.m. five days a week for school, I rarely woke up as early as CAPTAIN N was on, so I rarely caught episodes (or if I did, it was the last half or third of an episode). I believe ABC shifted the show to a later timeslot for its second and third seasons, but by then, CBS owned at least an hour of my life every week once they acquired "TMNT" and made it the center-piece of their Saturday morning schedule from 1990-1993 (I stopped avidly watching after that, even though Turtles ran on CBS until '96).
When the "SUPER MARIO BROS. MOVIE" debuted this spring, I loved it and have since watched it an extra 2-3 times since buying it on DVD. At the time I wondered if Nintendo wanted to start their own cinematic universe, possibly as a recreation of Captain N. Well, having rewatched the show with clearer eyes (rather than the bleary eyes of a child), I hope they just stick to doing a sequel. CAPTAIN N has its place in history and I know some people (like Bob Chipman/"Moviebob") love it, but I don't see much to it behind the nostalgia goggles. It was shrewd of Nintendo to capitalize on their position at the time to use animation to sell wares to kids, on top of the magazine they already had (and the film they all but produced). I could imagine a recreation of Captain N being better, by virtue of it having a low bar to surpass, but I imagine this time around the lead wouldn't be a white dude from California (and in all probability would be a girl of color), and the Internet would break in half over it. It remains mind boggling that despite being paired alongside a Mario cartoon for most of its run, neither Mario, Luigi, Princess Toadstool or King Koopa ever appeared on CAPTAIN N. Why? Were Nintendo and DIC suddenly worried about being TOO shameless with promotion and advertising?
There was a comic book version of CAPTAIN N, licensed at the time to Valiant Comics, as part of a line of Nintendo licensed comics they were publishing. That version was a bit different, since they couldn't use any third party characters that Nintendo didn't own completely. As such, the N-Team is just Kevin, Lana, Duke, and Kid Icarus. Samus Aran (the actual heroine from METROID) replaces Simon and Megaman, and acts as the third point in a love triangle between Kevin and Lana. Also, Little Mac (the hero from PUNCH OUT) also appears, which makes sense since King Hippo is HIS enemy. It was solicited for six issues, but only published five. So far the only publishers who had any luck with video game licenses historically have been Archie Comics (Sonic and briefly Megaman), UDON Studios (who are essentially an arm of Capcom now), and since 2016, IDW Publishing (Sonic, again, though they just did a crossover between the Ninja Turtles and Street Fighter).
People give a lot of grief to many video game cartoons of the 90s, and in fairness, many of them were terrible or not accurate. But CAPTAIN N: THE GAME MASTER often gets a pass because it predated many of them. I'd argue it set the trends; it proved a cartoon about video games could last for 3 seasons on a major network despite barely being accurate to the source material, and that probably inspired others not to care enough either. But without Levi Stubbs to voice the villain (he tragically died in 2008, after suffering a near career ending stroke in 2000), that rarely works.
As the 1980s began, video games were just beginning to become part of pop culture and both writers and the studios they worked for were struggling to figure out whether this would be a fad to cash in on or something more fundamental being added to the lexicon. Even in 1983, most people only saw video games in arcades, which was when Ruby-Spears Productions (a studio founded by some ex-Hanna-Barbera men) created one of the first cartoons for American broadcast television based around licensed video game characters -- "SATURDAY SUPERCADE" for CBS. This saw the first animated appearances by Donkey Kong, Donkey Kong Jr., Super Mario (voiced by Peter Cullen, of all people, as Donkey's nemesis), Frogger, Pitfall Harry, Kangaroo, Space Ace, and Q*Bert. But when the NINTENDO ENTERTAINMENT SYSTEM (NES) hit the U.S. market in the mid 1980s, it proved video games were here to stay. Animated episodes focused or themed around them became as common within 1980s cartoons as "the mind control plot" or "the Fantastic Voyage plot," with many writers clearly treating them as some mysterious thing they barely understood beyond the symbols and sound effects. SATURDAY SUPERCADE was successful enough to run 2 seasons, so in 1989, DIC (at the time famous for INSPECTOR GADGET, HEATHCLIFF & THE CADILLIAC CATS, and THE LITTLES) decided to leap into the game with the industry's biggest star. That became "THE SUPER MARIO BROS. SUPER SHOW," which only ran one season of 65 episodes but quickly entered the zeitgeist for its music and live action segments.
But neither Nintendo nor DIC were done, and at the same time they were producing "TSMBSS," they created the cartoon that I binged which has been described as everything from a nostalgic holy grail to the pinnacle of 1980s cartoons misunderstanding a subject. Grab your zapper and make a controller into a belt buckle, because I am talking about "CAPTAIN N: THE GAME MASTER." It debuted on ABC in 1989 (unlike "TSMBSS," which was broadcast syndication and could air anywhere) and ran for three seasons until 1991. It was promoted via Nintendo's then-official magazine, NINTENDO POWER. In fact, the premise for the show was virtually stolen from Randy Studdard, who was an editor of the magazine at the time. He wrote a story for the magazine that involved a teenage "Captain Nintendo" battling Mother Brain (the villainess from METROID) which involved other licensed characters. Nintendo changed just enough about the concept that they couldn't (easily) be sued, and they never credited nor compensated Studdard for his idea once the cartoon came out. It likely would have been considered "work for hire" much as with comic book creators working for Marvel or DC. I didn't have a subscription to NINTENDO POWER as a kid, so I only read it sporadically via copies bought from newsstands, or reading a copy one of my friends had. I learned about the show's debut from the magazine, but only rarely saw it. For whatever reason, my local ABC station aired it very early Saturday mornings; like before eight a.m. Back in the day, "Saturday morning cartoons" ran from approximately six a.m. to noon, but the earlier hours were usually dedicated to either reruns of older shows or shows the network probably didn't feel were going to stick around. Later in the morning was "prime time," which was why "hit" shows like Ninja Turtles or X-Men aired late in the morning. Since I got up at 6:30 a.m. five days a week for school, I rarely woke up as early as CAPTAIN N was on, so I rarely caught episodes (or if I did, it was the last half or third of an episode). I believe ABC shifted the show to a later timeslot for its second and third seasons, but by then, CBS owned at least an hour of my life every week once they acquired "TMNT" and made it the center-piece of their Saturday morning schedule from 1990-1993 (I stopped avidly watching after that, even though Turtles ran on CBS until '96).
- Spoiler:
- Much like "TSMBSS," CAPTAIN N: THE GAME MASTER technically mixed together a live action segment with an animated one. I say "technically" because this live segment is brief, dubbed over, and only appears in the pilot (and in the opening, minute long intro). The titular Captain N is Kevin Keene, a teenager from Northridge, California (a neighborhood in the San Fernando Valley of Los Angeles, which has proven to be very popular with TV writers). While playing MIKE TYSON'S PUNCH OUT with an NES Advantage joystick controller and ignoring his mother's demands that he clean his room, Kevin and his necker-chief wearing dog Duke get sucked into the TV via "the ultimate warp zone." It turns out that video games are representations of a "real" dimension called Videoland and every "game" is in fact a world or city within it. For at least 7 years, Mother Brain (from Planet Metroid, her mobile base) has organized a collection of other Videoland villains (King Hippo from PUNCH OUT, Eggplant Wizard from KID ICARUS, and Dr. Wily from MEGAMAN) alongside her to wage war on "the Palace of Power," which supposedly controls the realm (or at least acts as a waystation for it). To this end, Mother Brain has banished the king, Charles Oberonn, to a mirror dimension and left his teenage daughter, Princess Lana (voiced by Venus Turzo), in defence of the kingdom. Lana's assembled her own champions: Kid Icarus (not called by his true name, Pitt), Megaman, and Simon Belmont (from CASTLEVANIA), but they're not enough. Kevin is sucked into Videoland as part of some magical prophecy (in which the NES Power Glove is a key artifact) to save the realm. Technically nicknamed "Captain N" due to the letter on his varsity jacket (which stands for Northridge High School), Kevin winds up saving Lana and thwarting Mother Brain's attempt to conquer the palace. His weaponry consists of an NES Zapper as well as a controller on his belt, which allows him to jump high, gain brief boosts in speed, or "pause" time. These weapons have a finite power supply, and easily short out if they get wet. And that is the show, basically. Every week Mother Brain (or some other villain) either wants to invade the palace, take over Videoland, or take over one of the game-worlds of Videoland.
For the record, the actor who plays the live action Kevin for all of 2 minutes (despite that footage being reused in the intro for all episodes) is named Dorian Barag. Aside for this, his only other credit was appearing in an episode of "THE NEW LASSIE" in 1991. As far as anyone online knows, he's vanished off the face of the Earth since. You'd think he'd at least show up for some conventions somewhere. Considering how much actors get ripped off, I wonder how many whole dollars he was paid to basically be featured in three seasons worth of footage. According to IMDB, Barag would have turned 50 this year. He might make a fun guest for the NINTENDO POWER Podcast, if he was ever willing. But for all we know, he might turn up in an episode of ANGRY VIDEO GAME NERD next year.
Obviously, this show was intended as an animated infomercial for NINTENDO, then near the peak of their influence. I mean, 1989 was the year "THE WIZARD" aired in theaters, with some of Nintendo's licensed gear being pivotal to the finale of "GHOSTBUSTERS II" the same year. The goal was to cram in as many characters and reference as many games as they could, aside for Super Mario and Legend of Zelda (due to both, at least in 1989, being featured in their own show). It is also clear that the writers and producers of the cartoon had little to no knowledge of the games themselves beyond box art and some vaguely translated materials, at best. Though this introduced many game characters to a wider audience, that version was drastically different from the games and the characters themselves were only vague approximations. For me the most glaring of these were Simon Belmont and Megaman -- who at the time may have been the most popular and well known members of "the N-Team." Megaman's design is clearly based on the terrible box-art for his first game, complete with a visor and segmented costume. Yet for reasons that defy all logic, he's colored green and teal, not blue (and his voice actor, Doug Parker, gives him a raspy chain-smoker's voice). Belmont (voiced by Andrew Kavadas) is arguably the most drastically changed. Here, he's an arrogant fop who is more of a pompous spelunker than a true "vampire hunter" with a spray-on tan and vanity as a main persona. He frequently introduces himself in third person and was intended to create a little bit of a love triangle between Kevin and Lana. Out of all of the N-Team (besides Kevin and Lana), Simon gets the most focus, because the writers thought he was hilarious. But he's not; he's annoying and would have been better in doses. Why did so many 1980s and 90s cartoon writers assume audiences loves the most obnoxious member of the cast? It boggles my mind. Unfortunately, aside for Simon, the rest of the heroes really have little personality. Lana misses her father and isn't used to Kevin's customs from the "real world," but aside for that just acts as the token girl. Lana tags along on missions and gets captured less often than you'd think, but she rarely contributes much to the victories; she's just there to motivate Kevin. And both Megaman and Kid Icarus operate under the fallacy that "speech impediment = personality." Megaman uses the word "mega" as a prefix at random times, while Icarus uses "icus" as a suffix similarly (though usually with names, like "Kevinicus" or "Simonicus"). Alessandro Juliani, who voiced Kid Icarus, also occasionally gives him a borderline Italian accent for reasons that confound me. I guess because his mythology links back to ancient Greece, which later became Italy? But beyond their speech impediments, Kid Icarus and Megaman are just there. They spend a third of the first season being told to "stay back and protect the palace." They each get 1-2 focus episodes, but they never amount to much. One episode shows Kid Icarus being uptight about being small, or Megaman about being a robot, but these amount to nothing. Instead Simon eats up way more airtime with his egomania act and it gets old fast.
Matt Hill voices Kevin, and his surfer-accent works well for a kid based in California. Probably the most notable part about Kevin Keene was that he defied a lot of the stereotypes of video game fans at the time. Usually when animated or live action episodes depicted a "video game fanatic," they were either stereotypical creeps or nerds. Just a few years earlier in "SPIDER-MAN & HIS AMAZING FRIENDS," they did several episodes centered around a game character named Videoman which included a gamer, complete with black rimmed glasses and a collared shirt. However, Kevin isn't a nerd; if anything, he's close to a jock. In season two, viewers learn that Kevin had been a member of his high school's swim team, so his varsity jacket wasn't just for show. He also is an avid fan of skateboarding, dancing (at least as per the style of 1989), and regular sports like basketball and football. Kevin does have an arrogant streak, though unlike Simon, it's earned because he usually succeeds. A part of me feels that Kevin being more "well rounded" (i.e. a hip athletic teen who also had an encyclopedic knowledge of video games) wasn't because the writers were making a statement, and more to do with nerd "heroes" at the time rarely working as male leads. Male heroes had to be "cool" and hip.
Easily one of the main draws of the show, beyond the licenses or nostalgia, is Levi Stubbs as the voice of Mother Brain. Just four years earlier, he'd voiced the animatronic plant-monster Audrey II (or "Twoie") for Warner Brothers' "LITTLE SHOP OF HORRORS," so voicing another bombastic monster with a fluid gender identity was almost typecasting. Stubbs doesn't get to curse on a children's TV cartoon but still easily steals any scene Mother Brain is in. Despite the fact that Mother Brain is contained in a giant immobile jar, Stubbs always makes her sound a mix of threatening and hilarious, with an attitude unlike any other. Though there are other villains in Videoland who occasionally imperil the N-Team (like Donkey Kong from "Kongoland," the Count from CASTLEVANIA or Dragon-Lord from DRAGON WARRIOR), Mother Brain is the only one willing to unify with others on a permanent basis. That said, like most villains of 1980s cartoons, her minions are complete morons. Even as a kid, I thought King Hippo and Eggplant Wizard were totally random. Sure, Eggplant Wizard is one of Kid Icarus' enemies, but what about King Hippo? Dr. Wily made sense, but he appears less often and usually only when Mother Brain needs a gadget or spare robots. I think the only reason Videoland was in such peril for 7 years was because Simon Belmont was their top hero before Kevin beamed in, and he's nearly useless. That jealously often fueled Simon's bad attitude around Kevin, at least aside for desiring Lana (who he always calls, "your cuteness"). Mother Brain has Simon pegged as one of the dumbest members of the N-Team, and in one episode brainwashes and tries to marry him.
At the time, references to then-current or recent video games, complete with songs and sound effects from the games themselves, smoothed over some of the flaws and generic antics of the show. Kids were desperate for any acknowledgement of their cartridges, so it didn't matter how darn ODD these versions of those characters were. But without that product placement, the show is pretty bland and typical of the time, and sometimes goes in weird directions just for their own sake. Produced at a time when cartoons had to fill more time, at least 2-3 minutes of every episode were produced like music videos or montages, using many real songs that had to be licensed. This would prove to be very costly, especially after season one, since DIC (or anyone who had video rights) didn't want to pay them after. ABC may have had deep enough pockets to rent some plays of, say, "Thriller" by Michael Jackson just for a dumb episode with lame vampires in CASTLEVANIA (their version of the Count is never called Dracula and literally wears a yellow leisure suit), but no one else does. Stock music is played over these segments now, and by season 2, DIC learned it was cheaper to just to knockoff versions of songs with different lyrics. In season two, they do an episode based around the game FAXANADU, only they decide to make the elf king look like Elvis and the dwarf queen look and talk like Barbara Streisand. What in the name of GAME GENIE is that nonsense about? Then they do an episode based around PAPERBOY, and decide there of all times to do a vague "edu-tainment" segment where it's revealed that the Paperboy is illiterate because he's dropped out of school to earn money for his family. Why did such a heavy handed moral need to happen there and in no other episode? If anything, the moral (reading is good) is undercut because the Paperboy's illiteracy is actually a BENEFIT to him in that episode, since he can't read Mother Brain's hypnotic messages (via magic sap ink). If you want to teach kids that reading is good, don't do it in an episode where being unable to read LITERALLY SAVES A CHARACTER FROM BECOMING A ZOMBIE. Then there's the "we obviously did not want to pay for another license" episode where they invent a spoof of Batman named Wombatman so they can reference his then-popular Sunsoft game without throwing bucks at DC Comics or Warner Brothers. In the second season finale, "Germ Wars," the N-Team is adventuring within Kevin's body and Megaman decides to help them escape being digested in his stomach by blowing a bubble from some chewing gum Kevin had swallowed. Yes, someone literally chews "ABC Gum" in a cartoon, which was in stages of digestion. I honestly found that to be one of the most disgusting things I have ever seen animated, and keep in mind I once owned VIOLENCE JACK on VHS.
Another fundamental problem is that while Kevin Keene is naturally good hearted, the reasons for why he never goes home are about as shallow as a four year old's idea of a sleepover. What little we know about Kevin's home life is screamed by his mother, who asks him to clean his room or, gasp, take out the garbage. It's established that he could ride the "Ultimate Warp Zone" back to Earth, but it would be a one way trip. That said, it's never established that Mother Brain poses any threat to Kevin's home; he's literally kidnapped to save another dimension based on his hobby and featuring a hot girl, and decides to stay there. In the second season finale (where the rest of the N-Team saves Kevin from a video-virus), Kevin even declares them his "family." In the Paperboy episode, Kevin visits the kid's house and is reminded of his own home-life, but never is in any hurry to return. In one episode, Dr. Wily is able to build a machine which temporarily beams Northridge High School into Videoland, complete with a handful of Kevin's fellow students. So while this proves that in THEORY Mother Brain could have gone after Earth, she never makes that intention known and Wily only did that because Kevin has already proven to be their enemy. So the series is basically about a kid who trades video games for his family or school life, and we never know if his mother is worried about him. If Mother Brain conquers Videoland, that would ruin video games on Earth; that's it. Is that worth running away from home for, and then staying gone for YEARS? This is another 1980s cartoon where no real attempt to "permanently deal with" the main villain is ever seriously attempted, so much like Dr. Sam Beckett, Kevin never goes home.
The second season in 1990 brought some changes. ABC paired CAPTAIN N with a new Mario show, "THE ADVENTURES OF SUPER MARIO BROS. 3," since that game conquered the world that year, for an hour long block. The theme song was chopped down to 25 seconds and a new addition to the N-Team was added, Gameboy. Based on the then-new-ish handheld gaming console, Gameboy mostly spoke in weird noises by Frank Welker. Some folks hated him, but I didn't have a problem with him. Gameboy is mostly functional and isn't much of a character -- and is never as insufferable as Simon. A far bigger draw was having Link and Zelda finally be featured into the series, now that they no longer had a segment in one of Mario's cartoons. There was even a sense of "crossover" since DIC had the same voice actors (Jonathan Potts and Cynthia Preston) reprise their roles as Link and Zelda (respectively). That said, though they appear in 4 episodes of season two (at least 30% of the season), most of their appearances don't amount to much beyond adding that star power. Link loses the "slacker hero" motif from his own show, as well as his infamous "Excuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuse ME, princess" catch phrase. Much like Kid Icarus and Megaman, he's been reduced to just acting like a default hero; just without a speech impediment. And much like Simon, Link starts out being jealous and competitive with Kevin, but for fairer reasons. Zelda is willing to kiss Kevin (on the cheek) not long after meeting him, for one (trying to get a kiss from Zelda was Link's primary motivation in his show). But the other, better reason is that Link objects to Kevin's unofficial title as "the game master," since he's offended that the trials and tribulations of Hyrule are just considered "games" where Kevin comes from. That's actually not a bad angle, but it goes nowhere as the two learn their lesson and become best buds thereafter. CAPTAIN N sort of picks up from the animated LEGEND OF ZELDA segments from the year prior since they claim Ganon had been permanently vanquished. Mother Brain revives Ganon, but he gets sucked into a vortex immediately afterward (and was unwilling to unite with her anyway). It is very lame that we got two episodes with Dragon-Lord but Ganon, arguably one of most notable game villains of the time, barely got an extended cameo.
The third season in 1991 kept up the angle of pairing CAPTAIN N with a then-current Mario cartoon (in that case, "SUPER MARIO WORLD"). However, the timeslot had been shortened to a half hour, so each show only got an 11 minute segment. Only 7 segments for CAPTAIN N were made; they filled out the season with re-airs of older episodes (either chopped into parts or edited down). While Wildbrain (which owns DIC's library) has the first 2 seasons of CAPTAIN N available for free on YouTube (which is how I watched it), the brief third season is part of Mario's show and hasn't been reissued anywhere since a DVD version went out of print 15 years ago. From 1992-1993, the show was repackaged with the Mario shows and LEGEND OF ZELDA to add up to 65 episodes as "CAPTAIN N & THE VIDEO GAME MASTERS" on broadcast syndication. "THE SUPER MARIO BROS. SUPER SHOW," meanwhile, was rebroadcast as "CLUB MARIO" in 1990-1991 and "MARIO ALL-STARS" in 1994 (to help promote the "Mario All-Stars" Super Nintendo game).
When the "SUPER MARIO BROS. MOVIE" debuted this spring, I loved it and have since watched it an extra 2-3 times since buying it on DVD. At the time I wondered if Nintendo wanted to start their own cinematic universe, possibly as a recreation of Captain N. Well, having rewatched the show with clearer eyes (rather than the bleary eyes of a child), I hope they just stick to doing a sequel. CAPTAIN N has its place in history and I know some people (like Bob Chipman/"Moviebob") love it, but I don't see much to it behind the nostalgia goggles. It was shrewd of Nintendo to capitalize on their position at the time to use animation to sell wares to kids, on top of the magazine they already had (and the film they all but produced). I could imagine a recreation of Captain N being better, by virtue of it having a low bar to surpass, but I imagine this time around the lead wouldn't be a white dude from California (and in all probability would be a girl of color), and the Internet would break in half over it. It remains mind boggling that despite being paired alongside a Mario cartoon for most of its run, neither Mario, Luigi, Princess Toadstool or King Koopa ever appeared on CAPTAIN N. Why? Were Nintendo and DIC suddenly worried about being TOO shameless with promotion and advertising?
There was a comic book version of CAPTAIN N, licensed at the time to Valiant Comics, as part of a line of Nintendo licensed comics they were publishing. That version was a bit different, since they couldn't use any third party characters that Nintendo didn't own completely. As such, the N-Team is just Kevin, Lana, Duke, and Kid Icarus. Samus Aran (the actual heroine from METROID) replaces Simon and Megaman, and acts as the third point in a love triangle between Kevin and Lana. Also, Little Mac (the hero from PUNCH OUT) also appears, which makes sense since King Hippo is HIS enemy. It was solicited for six issues, but only published five. So far the only publishers who had any luck with video game licenses historically have been Archie Comics (Sonic and briefly Megaman), UDON Studios (who are essentially an arm of Capcom now), and since 2016, IDW Publishing (Sonic, again, though they just did a crossover between the Ninja Turtles and Street Fighter).
People give a lot of grief to many video game cartoons of the 90s, and in fairness, many of them were terrible or not accurate. But CAPTAIN N: THE GAME MASTER often gets a pass because it predated many of them. I'd argue it set the trends; it proved a cartoon about video games could last for 3 seasons on a major network despite barely being accurate to the source material, and that probably inspired others not to care enough either. But without Levi Stubbs to voice the villain (he tragically died in 2008, after suffering a near career ending stroke in 2000), that rarely works.
Re: Entertainment Joys
My last DVD binge of 2023 also continued along the theme of robots and video game characters. It's a show which debuted as I was in junior high and, aside for being bullied, was also "discovering" anime and mostly writing off many shows aside for Batman and X-Men that weren't anime. It would also turn out to be the penultimate series produced by Ruby-Spears, which from 1977-1996 was seen as a competitor to Hanna-Barbera (before H-B was bought out by Ted Turner, which is now part of Warner Brothers). I am talking about the animated series whose theme song is officially reentering your head now: the 1994 MEGA MAN series.
While cartoons based on video games were flourishing in the mid to late 1980s, they seemed to hit an apex during the 90s which hasn't really been matched since (even as video games have become more mainstream). In fact, one of the first animated series featuring licensed video game characters -- "SATURDAY SUPERCADE" -- was a Ruby-Spears produced show that ran on CBS from 1983-1985. DIC then got in on that action, and was still thriving off of it in the 90s. After all, DIC was still airing new CAPTAIN N and MARIO-themed episodes until 1991, and then kept both in syndication in some form or another until 1993-1994. And in '93, we got two SONIC THE HEDGEHOG cartoons, along with a "DOUBLE DRAGON" cartoon from them. All that was doing Nintendo and Sega plenty of favors, and Capcom eventually wanted to horn in on that action. So by '94, they decided to lead with their blue bomber with the studio that, arguably, started it all.
Their first effort was actually for a project called "MEGA MAN: WISH UPON A STAR," a three episode OAV series which aired on Japanese TV from 1993-1995. Ruby-Spears worked on the second one with designs which closely resembled the games, but with a per-episode budget of approximately $300,000. That was a lot at the time, so when it came to creating a show for U.S. audiences, trimming that cost was one goal. Capcom illustrator Keiji Inafune had created some modified Megaman (known in Japan as ROCKMAN) designs in his spare time, and those were chosen for the U.S. series. For me, I imagine part of the reason was that Ruby-Spears didn't want Megaman (or his sister, Roll) to look like kids. I mean, he's Mega-MAN, right? The series was voiced by Canada's Ocean Group, which was a shift for Ruby-Spears since before 1991, the studio insisted on only utilizing American voice talent. The first season of 13 episodes hit broadcast syndication in 1994, and at one point was the top rated weekday children's cartoon for the period (an amazing feat considering BATMAN: THE ANIMATED SERIES was still airing on weekdays at that time). So, MEGA MAN got a second season which was slightly longer at 14 episodes, that aired from 1995-1996 (albeit just barely; the final episode aired in January '96).
The landscape for children's cartoons changed in 1992 (which I attribute to the aforementioned B:TAS as well as X-MEN, both FoxKids shows at the time), and studios were scrambling to adapt to that. By '94, for example, Disney's answer was "GARGOYLES." Hanna-Barbera's answer was "SWATCATS: THE RADICAL SQUADRON" and "PIRATES OF DARK WATER." In contrast, Ruby-Spears proved unable to adapt, and this show (along with their last, "SKYSURFER STRIKE FORCE"), still seemed very much like 1980s shows. It was, as Jon Taffer from "BAR RESCUE" might say, "beneath the market." While most animated shows of the time still saw their intros as mini-commercials for the show, Ruby-Spears still followed the 1980s formula of literally sinking their ENTIRE budget, musical, and storyboarding efforts into that intro, in the idea that it would "hook" kids in and they wouldn't mind the rest of the show. As such, 1994's MEGA MAN is the POSTER CHILD for a cartoon which absolutely, in no way, can live up to its intro. Just look at this:
I mean the intro gets the premise right, and it's WAY more accurate than CAPTAIN N did (which, remember, was still airing in syndication in some markets). Mega Man is blue, fighting Dr. Wily's robots, using their powers against them, and the designs mostly look on point. If the rest of the show was like this, furry fetishists may have gotten distracted from SONIC at the time.
Being an Ocean Group dub, it's voiced by some familiar folks. Mega Man and Rush are voiced by Ian James Corlett, Dr. Light is voiced by Jim Brynes, Roll is voiced by Robyn Ross, Scott McNeil voices Eddie, Dr. Wily and Proto-Man, Gary Chalk voices Gutsman, and Terry Klassen voices Cut Man (like Peter Lorre). All of the male voice actors also take turns voicing all of the guest robot masters and various other roles. For some extra shamelessness, by season two from 1995-1996, the show decided to try selling a soundtrack CD (and audio-cassette) for extra merchandise since the toys probably weren't selling to well. This meant hiring some D-list back up bands to produce songs for it, which all play during the end credits of the second season. All range from "forgettable" to "dull," including the obligatory rap song. For extra trivia, Ocean Group was also dubbing DRAGON BALL Z for Pioneer/Geonon at this time, and they'd made it from the initial Raditz saga to just about the beginning or end of Perfect Cell, back when DBZ was airing in local syndication. Since they didn't have much of a music budget, they reused music and scores from MEGA MAN for some of their DBZ episodes. The MEGA MAN instrumental, in particular, plays during their dubs of the fights against Android 19. In the early 90s, Streamline dubbed two of the DRAGON BALL films and Pioneer was dubbing DBZ. FUNimation took over in the late 90s (around 1997-1998-ish) and they had Cartoon Network lined up as a station (via their Toonami block). They voiced the rest of DBZ and then went back and redubbed the whole show, with new music to boot. Ian James Corlett was the first "American" voice for adult Goku, with Sean Schemmel being asked to imitate that initially before coming into his own in the role after a decade or two since.
So, 1994 MEGA MAN. Definitely a novelty good for that intro and memes, and not much else. It's more faithful to the game than CAPTAIN N's version of Mega Man was, by far. Mega Man got some anime since this show, like MEGAMAN: NT WARRIOR, that aired elsewhere. The last Western made specifically for American audiences was 2018's MEGA MAN: FULLY CHARGED, and that one was even less accurate to the games. Then again, Mega Man, out of all of Capcom's franchises, has flexed and warped the most to (shamelessly) ape whatever was hot at the time, kind of like the character himself gaining the abilities of adversaries. It seemed a lot of studios and shows didn't know what to make of the landscape after 1992, and Ruby-Spears was definitely a casualty of this. While Sony released a few episodes on VHS in 1995, ADV released the series on DVD in 2003, and would have re-released it in 2009 had they not gone out of business (partially reforming as SENTAI FILMWORKS). Discotek Media re-released it on DVD in 2014, with box art which deliberately plays up the memes (like for their STREET FIGHTER cartoon), and is well done. Even the discs are painted like NES cartridges and the box like an old game box. The company has switched to blu-rays and even has the budget to produce some dubs (mostly of LUPIN THE THIRD material), but they've gotten less creative with box/disc art over the last half decade and it's a shame. Even the menu screen is like MEGA MAN 2.
My first binge for 2024 will be another 80s anime.
While cartoons based on video games were flourishing in the mid to late 1980s, they seemed to hit an apex during the 90s which hasn't really been matched since (even as video games have become more mainstream). In fact, one of the first animated series featuring licensed video game characters -- "SATURDAY SUPERCADE" -- was a Ruby-Spears produced show that ran on CBS from 1983-1985. DIC then got in on that action, and was still thriving off of it in the 90s. After all, DIC was still airing new CAPTAIN N and MARIO-themed episodes until 1991, and then kept both in syndication in some form or another until 1993-1994. And in '93, we got two SONIC THE HEDGEHOG cartoons, along with a "DOUBLE DRAGON" cartoon from them. All that was doing Nintendo and Sega plenty of favors, and Capcom eventually wanted to horn in on that action. So by '94, they decided to lead with their blue bomber with the studio that, arguably, started it all.
Their first effort was actually for a project called "MEGA MAN: WISH UPON A STAR," a three episode OAV series which aired on Japanese TV from 1993-1995. Ruby-Spears worked on the second one with designs which closely resembled the games, but with a per-episode budget of approximately $300,000. That was a lot at the time, so when it came to creating a show for U.S. audiences, trimming that cost was one goal. Capcom illustrator Keiji Inafune had created some modified Megaman (known in Japan as ROCKMAN) designs in his spare time, and those were chosen for the U.S. series. For me, I imagine part of the reason was that Ruby-Spears didn't want Megaman (or his sister, Roll) to look like kids. I mean, he's Mega-MAN, right? The series was voiced by Canada's Ocean Group, which was a shift for Ruby-Spears since before 1991, the studio insisted on only utilizing American voice talent. The first season of 13 episodes hit broadcast syndication in 1994, and at one point was the top rated weekday children's cartoon for the period (an amazing feat considering BATMAN: THE ANIMATED SERIES was still airing on weekdays at that time). So, MEGA MAN got a second season which was slightly longer at 14 episodes, that aired from 1995-1996 (albeit just barely; the final episode aired in January '96).
The landscape for children's cartoons changed in 1992 (which I attribute to the aforementioned B:TAS as well as X-MEN, both FoxKids shows at the time), and studios were scrambling to adapt to that. By '94, for example, Disney's answer was "GARGOYLES." Hanna-Barbera's answer was "SWATCATS: THE RADICAL SQUADRON" and "PIRATES OF DARK WATER." In contrast, Ruby-Spears proved unable to adapt, and this show (along with their last, "SKYSURFER STRIKE FORCE"), still seemed very much like 1980s shows. It was, as Jon Taffer from "BAR RESCUE" might say, "beneath the market." While most animated shows of the time still saw their intros as mini-commercials for the show, Ruby-Spears still followed the 1980s formula of literally sinking their ENTIRE budget, musical, and storyboarding efforts into that intro, in the idea that it would "hook" kids in and they wouldn't mind the rest of the show. As such, 1994's MEGA MAN is the POSTER CHILD for a cartoon which absolutely, in no way, can live up to its intro. Just look at this:
I mean the intro gets the premise right, and it's WAY more accurate than CAPTAIN N did (which, remember, was still airing in syndication in some markets). Mega Man is blue, fighting Dr. Wily's robots, using their powers against them, and the designs mostly look on point. If the rest of the show was like this, furry fetishists may have gotten distracted from SONIC at the time.
- Spoiler:
- Instead, it doesn't, and like I said, it feels very much like a 1980s show. To be kind, it may remind some folks of Ruby-Spears' 1988 "SUPERMAN" cartoon, which was forced to eke it out during the year NINJA TURTLES became a hit. The pilot episode lays out the premise (via flashback) and is mostly accurate to the Capcom games. Unlike the games, the series is set in present day, not in "199X" or whenever the heck the first games and set. The heroes operate out of New York, instead of Tokyo, because this is MURICA. The mayor of NYC, who gets replaced off camera in the series finale, is a reoccurring character. Much like the games, Dr. Light and Dr. Wily were collaborators working on bringing a new generation of robots into the world. Their earlier attempt at a more human robot, Proto-Man, was secretly stolen (by Wily), and both had been working on "industrial robots" like Cut-Man, Gutsman, Ice Man, Elec-Man, and Fire Man. Light's latest robots were his most human yet: Rock and his blonde sister, Roll (for a pun which is JUST AS LAME in 1994 as it was in the 1980s). Dr. Wily, of course, is a deranged lunatic who wants to conquer the world with robots, and he winds up betraying Light and stealing his robots. Rock manages to liberate himself and Roll by doing the one thing robots weren't supposed to be able to do; lie. Dr. Light is forced to modify Rock into a blue armor clad "fighting robot" to battle Dr. Wily's bots, and Roll wants to help. Occasionally Mega Man runs low on power or is damaged, and needs to drink "proton shakes" from the robotic Eddie, who fires them from his head. The final member of their team is Rush, an annoying robot dog whose primary function is to act as a steed for Mega Man. And that's the show. 27 episodes of thwarting Dr. Wily's latest plot; there are no other primary villains.
The episodes are simplistic, at best, and have become more infamous for the memes. One area where the show tried to deviate a bit is with Roll. Like Rock, they "grew her up" a bit and have her in a spandex outfit instead of a red dress. Like the games, Roll was designed by Light to be a "domestic robot," intended to do housework. That's TERRIBLY sexist, and proves that the Japanese can be guilty of that, too. Unlike the games, while Roll wasn't modified into a "fighting robot," she uses an endless array of domestic cleaning gadgets from her left arm for combat purposes. The hilarious thing about it is that despite impressions, Roll's more versatile than she appears. It IS silly to see her turn her hand into a vacuum cleaner, but she can literally pull robots apart with her suction or, in one case, absorb and redirect an energy blast with it. Her hand-mixer can spin a robot apart if she gets his head in it. Roll has an endless supply of one-off gadgets, such as a hack-saw to get out of jams, a modified earthquake monitor, and even a lockpick. It's imaginative, I just kind of wish the show just went all the way and didn't make her a domestic-bot or all of her weapons domestic themed. In one season two episode, "Incredible Shrinking Mega Man," Roll gets into a fight with a purse swinging female mobster: purse vs. vacuum; how "chickified" can you be!?
Mega Man certainly is larger and more muscular than he usually looks. His left-hand turns into a proton canon, and his blasts are capable of destroying some of Wily's "robot masters" with one full on blast. Mega Man is also strong enough to push a bus (albeit with help from Rush), and can withstand considerable damage (or being underwater). His abilities wax and wane dependent on a finite power supply, which runs down the more he fights or is injured. At low power, he can be restrained with ropes or chains as easily as a person might. One can of "juice" from Eddie can restore Mega Man to peak health, and even activate some self-repair circuits. Eddie sometimes adds a baby bottle nozzle on them for when Mega Man can't use his hands, which is pretty humiliating to be honest. Of course, Mega Man's most infamous ability is to temporarily "steal" the powers of other robots. In the games he has to destroy them to get them; here, Mega just needs to grab them and focus, kind of like Rogue from X-Men. Like any good hero, Mega Man has catch phrases: usually "Plasma Power!" or "Sizzling Circuits!" It reminded me of that 1988 Superman show where Kal leaned hard into still saying stuff like "Great Scott!" or "Up, up, and away!" even though in '88, that stuff was already retrograde. Mega Man is also...kind of a moron, I won't lie. He tends to fall for obvious traps, and his solutions for things deviate little from "blast 'em." He also casually overestimates how easily Dr. Light, an OLD MAN, can do things like climb mountains or survive falls into water. In the first half of the first season, Mega Man was also pretty sexist, usually telling Roll to stay in the lab and "do housework" or otherwise stay out of his battles. As the show goes on, Mega Man gets a bit better about this, but the aura is still there (and isn't helped when Dr. Light occasionally agrees with him).
Rush is the divisive character in the show. In the first season, he just mumbles stuff like barks and "Duh, doyye, doyye!" all the time followed up by a comedic jazz trumpet to signal to the kiddies that "HERE COMES THE COMIC RELIEF!" He's never funny, though, especially since every show HAS to end on a joke (which by 1994 was, again, retrograde). In the second season, it was decided to have Rush speak like a poor man's Scooby Doo, and he's even worse and more annoying. Rush can transform into any kind of craft, but usually turns into his trademark flying rocket form. His bites can temporarily distract robots, but is by and large useless in a fight.
Dr. Light is the Santa-beard rocking good guy as in the games. Unlike the games, he's more heavily involved in the adventures. Dr. Light frequently will accompany Roll, Rush, and Mega on adventures. His genius is usually needed to resolve many plots of the week with some gadget or counter-gadget. While some people blame him for unintentionally unleashing dangerous robots on the world, by and large Dr. Light is seen as a kindly expert who frequently works with the mayor or the military. His main robots are seen as heroes and celebrities unto themselves, and even have fans.
Dr. Wily, like in the games, is just evil for the sake of evil. There's no motivation besides trying to prove himself superior to Dr. Light, dominate others, or sporadically, to steal money to fund his operations. Most of the time his plots are about taking over either New York or the world, but sometimes he'll do some madcap scheme to get cash via theft or extortion. Almost all of his plans are bat-spit crazy, even by 1980s standards. Like in the games, he has a think for skulls. He flies in a Skullcopter and operates out of a Skullbase. It's later revealed that Dr. Light and Mega Man either know where Skullbase is, or can easily find it at a moment's notice, yet never go there to apprehend Wily once and for all. Y'know, because then the show would be over. The base is only invaded when the plot demands it. At least in "HE-MAN & MOTU," the primary reasons why the heroes didn't just storm Snake Mountain were because it had tons of traps and because Skeletor would just teleport away anytime he was cornered. Dr. Wily almost always refers to Mega Man as a "blue dweeb," and it rubs off on his robots, which is pretty funny.
Though the show has at least two dozen "Robot Masters" from the various Mega Man games appear in episodes, three of them appear in every episode as Dr. Wily's main henchmen. His second-in-command is Proto-Man (Blues in Japan), who is depicted as slightly more competent than the rest. He has a similar blaster and abilities to Mega Man, but can't copy the powers of other robots. In the games, he begins as an adversary and then becomes something of a mysterious helper; in the show Proto-Man is evil and obsessed with his sibling relationship with Mega. He calls him "brother," "little brother," or "bro" almost all the time (with Mega often following up with a "bro" of his own). Proto-Man usually insists on being the one who destroys Mega Man and ultimately wants to fight on the same side as him. That said, while Proto-Man occasionally is more of a challenge to Mega Man than the standard robots, most of the time he goes down with one blast like any other. The other two henchmen are Gutsman and Cut Man. Gutsman is the muscle and Cut Man shoots scissors from his head or hands. Hilariously, Cut Man was the only robot master who got any airtime or dialogue in "CAPTAIN N: THE GAMEMASTER," only they renamed him "Cutsman" and altered his design drastically. Anyway, Cut Man is almost useless despite how often he appears. Gutsman can occasionally toss Mega Man around or smash something, but Cut Man is just fodder.
Unlike the Shredder, though, Dr. Wily is at least smart enough to not allow the heroes to outnumber him. In virtually every episode, anywhere from 1-4 spare robot masters are backing up the henchman trio. This naturally allowed Capcom to promote different games at the time. Most of them only appear in one or two episodes. By virtue of appearing in 4-5 episodes, the most common robot masters outside of the trio are Snake Man, Bright Man, Elec Man, and Bomb Man. Dr. Wily, like in the games, makes Heat Man even though he's really no different than Fire Man, aside for a lamer design. Some robots, like Air Man or Dark Man, give Mega Man a bunch of trouble, but they're not used much. The Bubble Bats from MEGA MAN 4 are used as spies and random minions, only here they are called "Battontons."
The plots are pretty standard, which, again, was below expectations for the time. You get the "earthquake episode," the "mind control episode," the "shrinking episode," the "mind-swap episode," the "ice age/freezing episode," and even the "time travel episode." They even do the "evil rock band episode" (you'd be amazed how often it pops up), complete with three robots (Gemini Man, Spark Man, and Gyro Man) posing as a rock band named Cold Steel. Would it shock you to learn that a deaf girl saves the day in this episode? It shouldn't.
I won't go into every episode, but some are beyond stupid. In "Incredible Shrinking Mega Man," Dr. Wily's plot is to shrink cities and put them in glass domes, like a knockoff Brainiac. That's fine enough, but his grand plan for profit is to sell those shrunken cities to three mobsters. These are cities worth BILLIONS and there is no way any two bit mobsters are sparing more than a few million each for them. In the music mind control episode, "Cold Steel," Dr. Wily's robots have been successful enough as a rock band to fill stadiums; rather than just rake in millions that way, he wastes it for a mind control plot. The animation for the first season is decent for the time, and the fact that all of the characters are robots at least allows for some of the shots to connect, which for 1994 was a rarity. That said, as simplistic as the show was, it takes a step backward for the most part in the second, slightly longer season. The plots for season 2 start to include more outside influences, such as alien crystals, a genie (!) and magical lion-men (!!). Then there is "Campus Commandoes," an episode which may win an award for being almost too stupid to exist. For some reason. Dr. Light builds a college campus for robots, even though robots in this world, regardless of sentience, are built to function and can learn by being reprogrammed. There is no reason for them to attend classes. At one point, Mega Man tells a Martial Arts Robot to wants to become a better fighting to "keep practicing." Mega Man never became a fighter with practice; Dr. Light literally rebuilt him for that purpose. Yet the dumbest part is when Gutsman and Cut Man pose as cafeteria cooks to feed the robots mind controlled food (robots eat in this world), yet can't be bothered to wear any disguise aside for black hats. Yet even ROLL falls for them! Normally the show was at least reasonable with disguises and had the robots wear full latex masks, wigs, or trench coats; this was JUST HATS. I had to rewind and rewatch this segment a few times just to finish laughing in disbelief.
The second to last episode of the series, "MEGA X," is easily the most well known. It's the episode where Mega Man X, from centuries in the future, guest stars in a time travel adventure alongside his foes, Vile and Spark Mandrill. It debuted in December 1995 and it was the only episode my friends in high school ever talked about, because the MEGA MAN X series was crushing it on the Super Nintendo (and later Playstation) at the time. Despite that novelty, though, it is a pretty standard episode with the characters zapping back and forth into the future and past without any real explanation.
The only other reason anyone knows about this show, besides the Mega Man X episode and the awesome intro, are the memes. The most famous comes from an early episode, when Pharaoh Man responds to having his powers copied by decking Mega Man in the face. Another infamous meme is from "Bad Day At Peril Park," when Mega Man recognizes Gutsman in a disguise only after ripping his costume and seeing his red rear end. That was also the episode that the show's writers and producers decided to have Roll, the only woman in the cast, fight a robot named HARD MAN. I know, Hard Man is from the games, but pitting him exclusively against Roll kind of invites awkward questions. Then again, Proto-Man responds to his boss, "Whatever turns you on, Wily!" at least twice. It's moments like this which break up the monotonous action. All of the robot masters speak in puns surrounding their names, for the most part. And while the show may be mostly faithful with their designs, their variety in terms of tactics is non existent. Regardless of whether it is Cut Man or Snake Man or Bomb Man, all of their powers involve shooting a projectile which is slightly different. Mega Man never switches colors when he gains their powers, and ultimately he just gets a slightly different projectile for a few moments. It's the bare minimum, but better writing could have made a lot of hay with it. Finally, this is like most shows, and has no finale. The last episode is just a generic episode. They really should have ended with "MEGA X."
Being an Ocean Group dub, it's voiced by some familiar folks. Mega Man and Rush are voiced by Ian James Corlett, Dr. Light is voiced by Jim Brynes, Roll is voiced by Robyn Ross, Scott McNeil voices Eddie, Dr. Wily and Proto-Man, Gary Chalk voices Gutsman, and Terry Klassen voices Cut Man (like Peter Lorre). All of the male voice actors also take turns voicing all of the guest robot masters and various other roles. For some extra shamelessness, by season two from 1995-1996, the show decided to try selling a soundtrack CD (and audio-cassette) for extra merchandise since the toys probably weren't selling to well. This meant hiring some D-list back up bands to produce songs for it, which all play during the end credits of the second season. All range from "forgettable" to "dull," including the obligatory rap song. For extra trivia, Ocean Group was also dubbing DRAGON BALL Z for Pioneer/Geonon at this time, and they'd made it from the initial Raditz saga to just about the beginning or end of Perfect Cell, back when DBZ was airing in local syndication. Since they didn't have much of a music budget, they reused music and scores from MEGA MAN for some of their DBZ episodes. The MEGA MAN instrumental, in particular, plays during their dubs of the fights against Android 19. In the early 90s, Streamline dubbed two of the DRAGON BALL films and Pioneer was dubbing DBZ. FUNimation took over in the late 90s (around 1997-1998-ish) and they had Cartoon Network lined up as a station (via their Toonami block). They voiced the rest of DBZ and then went back and redubbed the whole show, with new music to boot. Ian James Corlett was the first "American" voice for adult Goku, with Sean Schemmel being asked to imitate that initially before coming into his own in the role after a decade or two since.
So, 1994 MEGA MAN. Definitely a novelty good for that intro and memes, and not much else. It's more faithful to the game than CAPTAIN N's version of Mega Man was, by far. Mega Man got some anime since this show, like MEGAMAN: NT WARRIOR, that aired elsewhere. The last Western made specifically for American audiences was 2018's MEGA MAN: FULLY CHARGED, and that one was even less accurate to the games. Then again, Mega Man, out of all of Capcom's franchises, has flexed and warped the most to (shamelessly) ape whatever was hot at the time, kind of like the character himself gaining the abilities of adversaries. It seemed a lot of studios and shows didn't know what to make of the landscape after 1992, and Ruby-Spears was definitely a casualty of this. While Sony released a few episodes on VHS in 1995, ADV released the series on DVD in 2003, and would have re-released it in 2009 had they not gone out of business (partially reforming as SENTAI FILMWORKS). Discotek Media re-released it on DVD in 2014, with box art which deliberately plays up the memes (like for their STREET FIGHTER cartoon), and is well done. Even the discs are painted like NES cartridges and the box like an old game box. The company has switched to blu-rays and even has the budget to produce some dubs (mostly of LUPIN THE THIRD material), but they've gotten less creative with box/disc art over the last half decade and it's a shame. Even the menu screen is like MEGA MAN 2.
My first binge for 2024 will be another 80s anime.
Re: Entertainment Joys
Time for a drastic tone shift in my latest DVD binge, and a return to a genre that some folks around here seem to like: late 1980s era "hardcore" anime that some right-leaning trolls have dubbed "manime" in various YouTube comments or Reddit threads. Now for disclosure, I did wind up buying, renting, or watching many of those titles at the time, but I had valid reasons. During the 90s, tons of them were available as mainstream retail purchases. Plus, during the 90s, I was an actual teenager, and sought that kind of stuff out. Nowadays my tastes have changed, but sometimes I do have a taste for "darker" material.
This one particular series also allowed me to close an unresolved chapter in my anime watching life. After buying and enjoying my first "real" anime around 1994-1995 (which was an edited version of the STREET FIGHTER II: THE ANIMATED MOTION PICTURE), I started craving the stuff in a big way. I'd always loved cartoons, but by the time I was 12-13 I was outgrowing the "kiddie" stuff like singing animals or bloodless combat. Anime offered cartoons that cursed or had blood, and I was all for that. There was little to no Internet at that time, and unless you subscribed to certain magazines, you had no idea what was out or what was "good," beyond for certain titles which everyone knew about (such as DBZ, SAILOR MOON, and AKIRA). My first anime VHS tapes were purchased at local retail spots like BLOCKBUSTER VIDEO or NOBODY BEATS THE WIZ, a less local retailer like SUNCOAST VIDEO, and even some "comic/card shows" held weekly or bi-weekly at a local church's auditorium for years. I still remember the first 10-20 anime tapes I ever purchased, and while the bulk of them were based on video games and others were classics like NINJA SCROLL, there was one which was the start of an OAV series which, until this week I never completed. I am talking about the anime version of one of the most classic "adult mangas" of the 1980s, and a series which used to be somewhat known but has slinked into the realm of obscurity. I am talking about CRYING FREEMAN.
CRYING FREEMAN is an example of what is called "Seinen manga," which are Japanese comics specifically intended for adult men (aged 18-40). This is different than the common term, "shonen manga," which is intended for tween to teenage boys (aged 10-17) or "shojo manga" (aimed at girls aged 10-17). In fact, the very first weekly manga anthology magazine published in Japan was WEEKLY MANGA TIMES, which began in 1956 and was actually aimed at MIDDLE AGED MEN, so it had a lot of racy and risky stuff. About 11 years later came WEEKLY MANGA ACTION, which was aimed at adult men, though younger than middle age, and it birthed stuff like LUPIN THE THIRD, LONE WOLF AND CUB, and CRAYON SHIN-CHAN. BIG COMIC came in 1968 and is famous for being the home of GOLGO 13, which is actually one of my favorite examples of this kind of stuff besides LUPIN THE THIRD (which was softened considerably for TV and animated films).
CRYING FREEMAN was written by Kazuo Koike and drawn by Ryoichi Ikegami for BIG COMIC SPIRITS from 1986-1988, resulting in 9 chapters or volumes. Koike is best known for LONE WOLF AND CUB, but has also written many other "mature" style mangas, including one mentioned above, MAD BULL 34. Ikegami has frequently collaborated with Koike for stuff like I UEO BOY and WOUNDED MAN, and had the pleasure of drawing one of the first three manga to be fully translated and officially released in the U.S., MAI THE PSYCHIC GIRL (which was published by Viz and Eclipse Comics as a comic book in 1987). For the record, the other two were AREA 88 and THE LEGEND OF KUMAI. The CRYING FREEMAN manga was released by VIZ as a comic book, then as collections, in the 90s. Dark Horse Comics reprinted it as a 5 volume "perfect collection" from 2006-2007. The anime was produced and released by TOEI as 6 OAV episodes, 50 minutes apiece, from 1988-1994 in Japan. In the U.S., it was dubbed and released by Streamline Pictures (one of the founding anime dubbing/distribution companies from the late 80s) from 1994-1995, where they covered the first 5 episodes. For unknown reasons, while there were plans for Streamline to follow suit with the final episode in 1996, it never happened; perhaps because by then the company was losing money from more competition (they stopped releasing new material after 1997 and shut down completely by 2000). A.D. VISION (ADV) got the rights to the CRYING FREEMAN anime in 2003 and released all 6 episodes in 3 DVD volumes from 2003-2004, before eventually condensing them into one "perfect" collection. They even went thru the expense of not only dubbing that final episode, but having the two starring voice actors from Streamline's dub team reprise their roles for it after about 8-9 years, which had to be a notable expense of effort (since ADV dubbed in Texas and Streamline recorded in L.A.). ADV folded in 2009 and Discotek Media re-released it on DVD in 2011, and on blu-ray last year.
Now, I haven't read the manga (I actually read very little actual manga), but obviously CRYING FREEMAN is a 1980s "mature adult tale" at its finest with tons of sex, nudity, and violence. The anime, however, has a deservedly infamous reputation for condensing it into JUST the sex, nudity, and violence with little if any of the nuance of the manga. This actually isn't rare in anime adaptations; what, you thought only American comics and/or books got cartoons or films that weren't accurate? LEGEND OF THE OVERFIEND was a big hit foundational hentai in the late 80s and a darn lot of OAV's added or focused on that kind of stuff for sales, as was noted above in the DOOMED MEGALOPOLIS anime. As a teen I glossed over this stuff, but watching this now it is so insatiable that it almost becomes self-parody. The CRYING FREEMAN anime seriously made me question where the line was between "fan-service" and "hentai." Supposedly, that line is "visible and detailed genitalia." Hentai will have penises and vaginas; non-hentai won't. But should it be this simple? There are dozens of full on sex scenes (and one rape scene) in these episodes, in full pumping and moaning glory (along with some female masturbation). But it isn't hentai because any genitals south of the belly button aren't animated or "shadowed out?" Characters, including the star, will look for any excuse, or no excuse, to shred their clothing, even in full battle. I'll at least say the anime is consistent; not only does the male star appear naked or almost naked for most of the first 5 episodes, but virtually every named adult female character does, regardless of her size, shape, or age. Yes, even heroines who are 99 years old or hulking "full figured" specimens. I am not making this up. If you are an adult woman in CRYING FREEMAN, whether you are the size of a model, a professional wrestler, or look like Andre the Giant in drag, you WILL be naked, a lot. It actually made it embarrassing for me to watch, even alone in my room. I felt like I was on some watchlist just for buying it. Amazon just added my account to the "freako pervert" list.
According to many anime review websites, CRYING FREEMAN is the worst thing ever; the absolute bottom of the barrel, below even stuff no one has ever heard of like RED HAWK or DOG SOLDIER: SHADOWS OF THE PAST. While there is a lot to criticize here, I'd say that is a bit unfair. When the animation is on point it looks good, and the music is nice. And there are some memorable angles to the plot about an unwilling assassin finding love and having to deal with weird crime rivals. It is a classic, even if an unfaithful adaptation, and has a place in anime history. Streamline Pictures often placed a "DEFINITELY NOT FOR KIDS" sticker on their tapes for many of their titles, like AKIRA and this, and that helped entice teenagers like me to it. I actually am in the mood for some of the pulpy dark anime sometimes, though GOLGO 13 remains the peak of that for me, and even that has tons of exploitative stuff.
That said, CRYING FREEMAN's endlessly insatiable lust for nudity and sex scenes at the most implausible and random of times is its biggest problem. Even if I was a horny pervert looking for fuel, characters strip so often that it becomes an unintentional self-parody. I admire that they're at least consistent with it with Mother Tiger and Baiyashan, but it's still gross (unless "BBW's" are your fetish). I am not a prude, but anyone who thinks this is not hentai just because lower genitals are never shown or animated has a very rigid view of that definition. Though most of the sex scenes are consensual, they are still a bit absurd and always drone on way too long. If you're looking for an erotic and violent crime thriller anime that doesn't have demons or tentacles, though, this is the grandfather of them. And unlike a lot of "mature" anime, it at least doesn't act as if women over (or pushing) 30 are ancient and can't still be sexy.
Steve Bulen voices Freeman in English and he puts in his usually solid performance as a lead hero here, even if he often says some chilling or disturbing stuff. He has a unique voice for a "lead hero actor" and it's memorable. Edie Mirman, who may have been the first U.S. voice of Fujiko Mine in any LUPIN anime, voices Emu here and like Bulen, is typecast a bit as a formerly sheltered heroine who gets more wild once the sheets are off (she voiced quite a few characters like that in anime). Barbara Goodson, best known as the original voice of Rita Repulsa on POWER RANGERS, voices Baiyashan, in all her screaming, crying, and whining glory. That is the crazy thing about Streamline; they were based in L.A. and got some pretty mainstream voice actors to voice some pretty hardcore and disturbing anime (i.e. Cam Clarke in DOOMED MEGALOPOLIS). One of the commentaries of DRAWN TOGETHER had someone claim that many voice actors and actresses best known for light, kiddie fare are pretty saucy once the mics are off and sometimes they seek out some more "adult" stuff if they get half the chance, basically to be paid to swear sometimes (or showcase some range). This explains Diane Michelle, best known from a lot of Disney cartoons (including the voice of Daisy Duck for quite a few projects in the 80s and 90s) voicing both Kitche and Wonshaku, and being paid to moan and groan for a non-hentai production. Wendee Lee, one of the founding ladies of anime dubs (including DIRTY PAIR and OUTLAW STAR) voices Nina Heaven.
On the one hand, I was glad to finally see the rest of CRYING FREEMAN after at least 25 years of wondering and closing a chapter from the foundation of my anime hobby. On the other, despite many cool action sequences, the endless dedication to unlimited nudity and sex made me numb to all of it until it became eyeroll worthy. Frank Miller would think it's too much, and he's the guy who probably wanted to trademark the word "whore" considering how often he uses the word in SIN CITY and THE DARK KNIGHT RETURNS. If you're tired of kiddie stuff and, I don't know, want some writhing hentai with enough plausible deniability to not admit to it, give it a whirl. It does prove that two lonely older virgins can find each other and have scores of wild, kinky adventures even after such a late start. I imagine the manga is much better, because it has to be; it has the time to focus on stuff besides the bluntest details. Maybe that was why they were released over a period of six years; they get repetitive if binged, but one episode a year might be more satisfying. The art on the VHS covers was usually great, and Discotek at least restored the original titles for the menu (though offer no English credits in the DVD version).
I can say that while I enjoyed it more than a lot of the critics and can easily think of worse and less redeemable anime, I'm hardly in love with it, either. It's another example of the kinds of material I have long since outgrown. And sometimes, it's good to know you've matured and changed.
This one particular series also allowed me to close an unresolved chapter in my anime watching life. After buying and enjoying my first "real" anime around 1994-1995 (which was an edited version of the STREET FIGHTER II: THE ANIMATED MOTION PICTURE), I started craving the stuff in a big way. I'd always loved cartoons, but by the time I was 12-13 I was outgrowing the "kiddie" stuff like singing animals or bloodless combat. Anime offered cartoons that cursed or had blood, and I was all for that. There was little to no Internet at that time, and unless you subscribed to certain magazines, you had no idea what was out or what was "good," beyond for certain titles which everyone knew about (such as DBZ, SAILOR MOON, and AKIRA). My first anime VHS tapes were purchased at local retail spots like BLOCKBUSTER VIDEO or NOBODY BEATS THE WIZ, a less local retailer like SUNCOAST VIDEO, and even some "comic/card shows" held weekly or bi-weekly at a local church's auditorium for years. I still remember the first 10-20 anime tapes I ever purchased, and while the bulk of them were based on video games and others were classics like NINJA SCROLL, there was one which was the start of an OAV series which, until this week I never completed. I am talking about the anime version of one of the most classic "adult mangas" of the 1980s, and a series which used to be somewhat known but has slinked into the realm of obscurity. I am talking about CRYING FREEMAN.
CRYING FREEMAN is an example of what is called "Seinen manga," which are Japanese comics specifically intended for adult men (aged 18-40). This is different than the common term, "shonen manga," which is intended for tween to teenage boys (aged 10-17) or "shojo manga" (aimed at girls aged 10-17). In fact, the very first weekly manga anthology magazine published in Japan was WEEKLY MANGA TIMES, which began in 1956 and was actually aimed at MIDDLE AGED MEN, so it had a lot of racy and risky stuff. About 11 years later came WEEKLY MANGA ACTION, which was aimed at adult men, though younger than middle age, and it birthed stuff like LUPIN THE THIRD, LONE WOLF AND CUB, and CRAYON SHIN-CHAN. BIG COMIC came in 1968 and is famous for being the home of GOLGO 13, which is actually one of my favorite examples of this kind of stuff besides LUPIN THE THIRD (which was softened considerably for TV and animated films).
CRYING FREEMAN was written by Kazuo Koike and drawn by Ryoichi Ikegami for BIG COMIC SPIRITS from 1986-1988, resulting in 9 chapters or volumes. Koike is best known for LONE WOLF AND CUB, but has also written many other "mature" style mangas, including one mentioned above, MAD BULL 34. Ikegami has frequently collaborated with Koike for stuff like I UEO BOY and WOUNDED MAN, and had the pleasure of drawing one of the first three manga to be fully translated and officially released in the U.S., MAI THE PSYCHIC GIRL (which was published by Viz and Eclipse Comics as a comic book in 1987). For the record, the other two were AREA 88 and THE LEGEND OF KUMAI. The CRYING FREEMAN manga was released by VIZ as a comic book, then as collections, in the 90s. Dark Horse Comics reprinted it as a 5 volume "perfect collection" from 2006-2007. The anime was produced and released by TOEI as 6 OAV episodes, 50 minutes apiece, from 1988-1994 in Japan. In the U.S., it was dubbed and released by Streamline Pictures (one of the founding anime dubbing/distribution companies from the late 80s) from 1994-1995, where they covered the first 5 episodes. For unknown reasons, while there were plans for Streamline to follow suit with the final episode in 1996, it never happened; perhaps because by then the company was losing money from more competition (they stopped releasing new material after 1997 and shut down completely by 2000). A.D. VISION (ADV) got the rights to the CRYING FREEMAN anime in 2003 and released all 6 episodes in 3 DVD volumes from 2003-2004, before eventually condensing them into one "perfect" collection. They even went thru the expense of not only dubbing that final episode, but having the two starring voice actors from Streamline's dub team reprise their roles for it after about 8-9 years, which had to be a notable expense of effort (since ADV dubbed in Texas and Streamline recorded in L.A.). ADV folded in 2009 and Discotek Media re-released it on DVD in 2011, and on blu-ray last year.
Now, I haven't read the manga (I actually read very little actual manga), but obviously CRYING FREEMAN is a 1980s "mature adult tale" at its finest with tons of sex, nudity, and violence. The anime, however, has a deservedly infamous reputation for condensing it into JUST the sex, nudity, and violence with little if any of the nuance of the manga. This actually isn't rare in anime adaptations; what, you thought only American comics and/or books got cartoons or films that weren't accurate? LEGEND OF THE OVERFIEND was a big hit foundational hentai in the late 80s and a darn lot of OAV's added or focused on that kind of stuff for sales, as was noted above in the DOOMED MEGALOPOLIS anime. As a teen I glossed over this stuff, but watching this now it is so insatiable that it almost becomes self-parody. The CRYING FREEMAN anime seriously made me question where the line was between "fan-service" and "hentai." Supposedly, that line is "visible and detailed genitalia." Hentai will have penises and vaginas; non-hentai won't. But should it be this simple? There are dozens of full on sex scenes (and one rape scene) in these episodes, in full pumping and moaning glory (along with some female masturbation). But it isn't hentai because any genitals south of the belly button aren't animated or "shadowed out?" Characters, including the star, will look for any excuse, or no excuse, to shred their clothing, even in full battle. I'll at least say the anime is consistent; not only does the male star appear naked or almost naked for most of the first 5 episodes, but virtually every named adult female character does, regardless of her size, shape, or age. Yes, even heroines who are 99 years old or hulking "full figured" specimens. I am not making this up. If you are an adult woman in CRYING FREEMAN, whether you are the size of a model, a professional wrestler, or look like Andre the Giant in drag, you WILL be naked, a lot. It actually made it embarrassing for me to watch, even alone in my room. I felt like I was on some watchlist just for buying it. Amazon just added my account to the "freako pervert" list.
- Spoiler:
- The titular Crying Freeman is Yō Hinomura, though he later adopts the Chinese name of Lóng Tàiyáng/Ron Taiian ("Dragon Son"). His age is unknown, but it's presumed he's in his late 20s or early 30s at the start of the series. His origin makes up the bulk of the first episode. He was once a Japanese ceramic artist and a master potter, to the point that he had pottery exhibitions and was moderately famous for it. One day he stumbled upon a roll of film that contained evidence of a murder committed by a Chinese crime organization, the 108 Dragons (which, unknown to the manga creators, was the name of a real Chinese gang and they even sent fan letters). Rather than accept a bribe to return it to the gang, Yo was going to hand it to the police. For reasons which remain murky, the 108 Dragons kidnapped him, but rather than kill him, their elderly bosses (most notably the 99 year old HǔFēnglíng, or "Mother Tiger") decided to use acupuncture and mind control to make Yo into a master assassin. The only explanation that is ever given is that Yo happened to have a "perfect athletic body," when matched with his keen artist's eye, made him an ideal assassin. Quite how a POTTER got such a perfect body is a mystery. Kind of like Granny Goodness and Mr. Miracle, because Yo started out as a forced hitman who committed assignments unwillingly, Mother Tiger gave him the then-cruel codename of "Freeman." Despite being conditioned via hypnosis and trauma into being a cold and ruthless assassin, streams of tears pour from Yo's eyes anytime he kills someone, which is how he earned the rest of his name. Even later into the series, when Yo really is "free," and even made the leader of the 108 Dragons, it's said he still weeps as a subconscious reminder that the "cycle of violence" lifestyle was forced upon him, regardless of whatever familiarity or luxuries he gets from it. And one of those luxuries is the strict "double standard" of being head of the 108 Dragons, which entitles him to sleep with any woman he wants for "tactical purposes," yet his wife must remain faithful. In fairness, the end of the series does nail home that there is no one Freeman loves more than his wife.
In the first episode, Freeman is shown as a master marksman, at least with a handgun at close range. For the rest of the series, his speciality are knives, which he can use with his hands or feet (or as thrown weapons). A dragon tattoo marks his body from head to toe, which is one of the excuses for why he always strips (i.e. it is visually interesting). Although he's hardly the strongest person in the series, Freeman is strong enough to be able to kill people with single blows on occasion (even knocking out a guy's eyeball with a backhand punch in the first episode).He is very agile, able to jump and land from any distance or height like Batman, only with none of the equipment. He can shrug off poison or superficial injuries (or even some moderately severe ones, like having his side hacked into with a katana), and even dodge gunfire (either from handguns or high powered rifles) at close range. Yet Freeman's greatest power is seduction, and I am not joking. His mere presence can infatuate women, and he can almost silently seduce a woman trying to kill him into wooing him in mid-battle. Despite this, he was a virgin until he met his future wife, which is pretty incredible. So, yeah, anyone who wants an "older male virgin hero," Freeman's among them, though he's a terrible role model. He somehow acquired all of his assassin skills in 4 years, which is pretty incredible. Even Batman needed over a decade to train.
His wife (the female lead of the series), Emu Hino, is also introduced in the first episode. In fact, that first episode is arguably the peak of the series and works as something of an erotic romantic thriller (to the point that I remember a "video club" magazine selling the tape of CRYING FREEMAN 1 as, basically, an anime version of a steamy romance novel). Like Yo, Emu was an artist by trade (in her case, painting). She was heavily sheltered by her wealthy father, to the point that she was a virgin at 29 and wrote in her journal about being lonely and borderline depressed even before her life got more interesting (and exhibitionist). She crosses paths with Freeman when she happened to be painting in a park and witnesses one of his hits. There is instant mutual attraction and he even introduces himself to her before fleeing. Emu is convinced that Freeman will later hunt her down and kill her, as the 108 Dragons' entire stock and trade are in assassinations (and weapon sales). Emu finds herself exploited by both the Tokyo police and the local Yakuza, who have joined forces to try to kill Freeman. When Freeman does arrive for her, Emu has already painted a portrait of him (in perfect detail) and makes an odd final request: she will submit to being slain without a struggle if Freeman sleeps with her first, because she doesn't want to die a virgin (and he's hot). It's slightly implied that all Freeman did was trigger the depression which was already in Emu and she might have committed suicide eventually anyway had they not met. Freeman casually admits he's a virgin too and goes over his origin, and in the end falls in love with her and doesn't kill her. Emu soon becomes Freeman's wife, and assumes the Chinese name of Hǔ Qīnglán/Fū Chinran ("Tiger Pure Orchid").
Emu soon has a tattoo of three tigers tattooed over her body, and eventually she earns the respect of Mother Tiger. She's even willing to go through surgery to not have children (i.e. get her tubes tied) because the 108 Dragons do not allow succession by blood or legacy (only by talent) and forbid their leaders to breed. Strong willed and cunning, the series doesn't simply have Emu learn combat skills naturally, because that would make sense. Instead, Emu eventually becomes the master of a cursed Maramasa blade, which acts through her. Emu will often claim that the sword itself is the one hacking bad guys to pieces; she's just hanging onto the hilt. Still, it allows her to have a "back to back bad-asses" moment with her husband by episode 5.
The other reoccurring lead is Báiyáshàn, the aforementioned "Andre the Giant in drag." It turns out Mother Tiger was a hypocrite and at one point bore a son, but he became such a maniac that the 108 Dragons exiled him to some random island. Despite that, he was also able to breed, and Báiyáshàn is his daughter. She's something like 7 feet tall and likely over 300-400 pounds, and unlike the Kingpin, does not insist it is all muscle. She wears more eye shadow than Miss Piggy and has a terrible hairstyle. She's a bit immature and will often whine or cry like a toddler, but her major claim to fame is her brute strength. She can easily smash through walls or even steel reinforced prison doors, or break men's spines with single blows or grapples. Her bulky mass absorbs a lot of impact, and she's shrugged off being shot with automatic rifles with only superficial injuries. Though she starts out as a rival of Freeman, she soon become a trusted ally, and she usually calls him "Big Brother." And yes, just like all the other women in this series, Báiyáshàn strips nearly naked and runs into battle almost all the time. In one scene in episode to, it's implied that she and Emu are at least "curious" and play with each other during naked baths.
Freeman has something of a sidekick, Koh Tokugen, whose specialty is hand-to-hand combat, for the first two episodes. He's murdered by one of Freeman's many rivals in episode 2, and given a full burial at sea. The 108 Dragons operate remotely from a submarine (which has a dragon painted on it), but they sometimes use other ships and have a remote island getaway. Somewhat replacing Koh from episodes 3-5 is Bugnug, a muscular African woman who was a member of a rival gang who Freeman seduces mid-combat. Since her bosses gave her the unflattering name of Bugnug (which means "anteater"), she didn't have much loyalty to them after Freeman kills them. Upon her request, Freeman gives her the (somewhat) more flattering name of "Brown Eyes." Overall the anime/manga's treatment of African people is about as poor as one would expect of stuff from the 1980s, but Brown Eyes is a partial exception. She is raped and left for dead by the villain of episode 4, but Freeman pulls out all the stops to rescue her and even allows her to avenge herself on her attacker in the finale. In episode 5, she, Emu, and Baiyashan form something of an "all lady rescue squad" when Freeman is captured by the villains of the special. Is CRYING FREEMAN a harem series? Almost!
In classic American fashion, all of the episodes are retitled. While Streamline was pretty infamous for that kind of thing (the company founded the "dub versus sub debate" in part by drastically rewriting some titles), even ADV got into the act in 2004. The first episode, "CRYING FREEMAN/PORTRAIT OF A KILLER," is the origin story where Yo and Emu meet and fall in love. They eventually liberate themselves from being entrapped by both the Yakuza and the Tokyo PD. Initially the main villain is Yakuza mobster Ryuji Hanada, by virtue of him somehow surviving being stabbed in the back of the head and shot in the torso multiple times at the start of Act 2; he returns, only to die for good at the end of act 2. I guess he rolled a "Natural 20" on that first soak roll. Ryuji kind of looks like Younger Toguro from YU YU HAKUSHO, but is far less impressive. His widow, Kimie Hanada, teams up with the corrupt Detective Nitta to try to kill Yo and Emu in the second half, but Freeman forces them to erase any records of their real identities in police and Yakuza databases so they can restart their lives within the 108 Dragons anew. The pair return in episode 4; that's gratitude for you.
The second episode is "Fusei Kakurei/SHADES OF DEATH: PART I." Yo and Emu get married within the 108 Dragons and assume new names as heads of the group. Freeman is introduced to a council of 10 high tanking members, but immediately one is killed and another betrays Freeman and tries to have him killed. As a survivor of WWII atrocities committed by the Japanese to the Chinese, he was infuriated by the leadership change. He teams up with Baiyashan and an Italian mobster, but Baiyashan betrays him and both of the older geezers are killed. The Italian mobster's moll, Kiche, is an rifle-packing assassin whose cover identity is a golfer...in blackface. I am not making it up; she's a white African, who literally washes off a fake dark skin in the shower to fool Freeman once he goes looking for her. Kiche decides the best way to kill Freeman is to wear a hi-tech one piece swimsuit which electrocutes anyone trying to stab her center mass. She mortally wounds Koh and intends to follow him to his boss (a tactic Freeman used against the mobsters), but Koh instead tries to warn Freeman about her rigged suit, and is shot through the head. Her fight with Freeman is easily one of the best animated showdowns in the entire series, as she employs a ballerina style technique to try to get in close to Freeman and lure him in. Freeman figures it out (especially since Kiche trades her gun for a knife, which is not her speciality) and still defeats her. She, like most women, secretly was attracted to Freeman and she has about as nice a death at sea as a mafia hitwoman could get after losing.
Among the many criticisms of CRYING FREEMAN is that the animation takes a nosedive in quality after the first two episodes from 1988-1989 are finished, and this is a fair criticism. I do think many reviewer exaggerate how bad it gets, though there is a low point and episode 3 isn't quite it. It is titled "Marital Vows/SHADES OF DEATH: PART II" and from this point on, the series will get a bit more episodic. It was always episodic; the specials may be 50 minutes each but new plot developments and even enemies tend to arrive in the second 25 minutes, which makes it feel more like 11-12 episodes than 6. But from episode 3 onwards, most of Freeman's threats will be from random rival groups that show up, and feel less organic. The first half of the episode centers on Freeman taking on the "African Tusk," an African terrorist organization which is one of many rivals of the 108 Dragons. Freeman, naturally, kills their leaders and "befriends" Bugnug, renaming her Brown Eyes and making her an ally. I had owned the first two episodes on VHS in the 90s, and had rented this one from BLOCKBUSTER VIDEO. It was at this point that I lost interest in the series as a teenager (due mostly to the animation quality drop, though I was fairly grossed out by Freeman threatening to bite Bugnug's nipple off during their brief, fully naked fight). The second half of the episode focuses on Emu and her quest to randomly master that cursed sword. The finale involves her, of course, dancing naked on a rooftop with the sword in front of an entire gang, and Freeman eventually comes upon the scene in a hang glider and is hardly shocked. There is an unintentionally hilarious scene near the start where an African Tusk assassin infiltrates the 108 Dragon council-room, and the remaining 8 advisers all jump in front of his machine gun fire, one at a time, single file, to save Freeman. He makes no attempt to move or act until the last people able to question his orders are killed. It's kept ambiguous how deliberate it was.
From episode 4 on was new material for me as of this week (though I mostly blocked out episode 3). Episode 4 is titled, "Oshu Tohgoku/A TASTE OF REVENGE." Now, THIS is the episode where the animation craters. It is just as limited as the Xerox animation from the 1960s MARVEL SUPER-HEROES cartoon. It is clear that images from the manga itself were occasionally manipulated to appear to move at points. Even for 1991, this was beyond terrible, even if the art from the manga itself is lovely. At any rate, the latest rival of the year for the 108 Dragons is Naiji Kumaga, a deranged mystic in charge of a cult that worships a bear god. His second in command is the titular Oshu Tohgoku, an eight foot tall professional wrestler by day and traditionally garbed cultist by night. Oshu attacks Brown Eyes to lure out Freeman, and then after he knocks Freeman out during a wrestling match (which Freeman infiltrated as a masked opponent, though his tattoo was a dead giveaway), the grander plot gets underway. Naiji, somehow, is able to create an exact physical double, or "clone" of Freeman. It isn't explained; the dude just shows up. Also randomly, Kimie and Nitta are back as minions of the cult for no reason aside to have some reoccurring enemies. Naiji wants to use the clone to infiltrate and rule the 108 Dragons. The only catch is the clone has to learn to act like Freeman, and in particular, sleep with Emu well enough to fool her. So to do this, Naiji commands Kimie to seduce Freeman with whatever magical love powers she suddenly has with her change of hairstyle and wardrobe while the clone watches. Only, SURPRISE, Freeman's own seduction powers out-woo her, and Kimie basically becomes his love slave instead. He turns the plot around by switching places with the clone, who Oshu crushes. By the time Naiji shows up in force at the 108 Dragons' HQ island, he is literally the last to know his own plot is screwed. Oshu figured it out, but kept quiet because he wanted a proper fight with Freeman, and Kimie was too gaga over Freeman's hot bod. Naiji then decides to bust out some legitimate, actual magic which kills a bunch of people and immobilizes Freeman, but Emu hacks him up with her cursed blade (naked, of course). Brown Eyes mortally wounds Oshu in revenge and everyone leaves happy. Nitta's killed and the plot forgets about Kimie.
The animation rebounds in episode 5, though still far away from where things stood in the 80s. The title is "Kishimojin of the Battlefield/ABDUCTION IN CHINATOWN," and it's the only episode that heavily features the U.S. and Americans, and it isn't flattering. It opens with the latest villainess, Nina Heaven, masturbating to a photograph of Freeman, which should clue you in to how this will go. Yet another rival group, the Kidnappers Organization (KO) has targeted the 108 Dragons by kidnapping the family of a high-level business partner, Mr. Wong, who lives in California's Chinatown (where BIG TROUBLE IN LITTLE CHINA was set). Wong asks Freeman to track them down, and provides his nubile elder daughter, Wonshaku, who also happens to work for the Pentagon and is a skilled hacker (albeit with 1992 technology, which includes floppy discs). Of course, Freeman and Wonshaku have sex, even after she is injured by assassins, and her injury magically vanishes during the encounter. Does Freeman have "sexual healing" powers now!? KO is run by Nina Heaven and her second in command, ex-Vietnam vet Larry Buck, who wears a Japanese tattoo on his back and is a standard military sociopath. The entire group consist of deranged ex-Vietnam veterans who don't fit in anywhere, and both Buck and Heaven have no problem with kidnapping children (or bragging that they sometimes don't survive). Freeman tries to infiltrate the group, but is captured, since the entire mission was organized by Nina to get Freeman onto the island for sex; seriously. Nina had once been a photographer who, kind of like Emu, accidentally witnessed Freeman perform a hit. Unlike Emu, neither Freeman or the 108 Dragons noticed, despite her taking an entire roll of film's worth of shots of the crime. But it doesn't matter because Nina was too infatuated to do anything with the shot besides beat off to them. It seems that Freeman may have no qualms with shacking up with Yakuza widows or muscular assassins, but draws the line at a woman who is willing to terrorize a child (i.e. Mr. Wong's younger daughter). Nina is frustrated when Freeman won't even so much as move (or achieve an erection), but she still writhes all over him anyway. Baiyashan acts as the first attempted rescuer, in all her bulky naked glory, but is captured too (along with Wonshaku). Nina, who casually mentions that Larry's gonads were blown off during the war so he can't satisfy her, decides to have the entire KO organization assemble at once to watch him fight Freeman in shirtless hand-to-hand combat. Emu and Brown Eyes reach the island just as Baiyashan stops whining long enough to smash her way out of her cell, and the three stage a raid. Between a sack full of grenades and a shoulder fired missile launcher, Emu and Baiyashan slaughter most if not all of the KO once they're distracted and lumped in one place. Larry and Freeman are evenly matched in martial arts, but once he starts taking some licks, Larry gets stupid and tries to cheat with a knife (which Freeman promptly kills him with). Nina tries to shoot Freeman with her rifle when everyone tries to flee with the hostages in a helicopter, but he dodges every shot and finally leans in close to kiss...so he can stab her thru the heart. In the manga, Nina is actually killed during the explosions triggered by the grenades, but the anime changed it so Freeman could kill a naked woman. Did the animators ever take a night off with this kind of stuff?
There was a two year production gap between episodes 5 and 6, which was released at the start of 1994 in Japan (and a decade later in the U.S.). The Japanese title is, "Final: The Light in the Darkness," but ADV retitled it as, "THE RUSSIAN CONNECTION." And in case you don't notice, various characters will use the phrase, "Russian connection" at least 15 times across a 50 minute episode. Despite being the final episode, it's pretty random and doesn't try to bookend anything until the last minute or two (mostly post-credits). It also features the best animation quality since 1989. The plot involves yet another Yakuza boss, the young Tsunaike, teaming up with Russian mafia boss Nicholaiev to rub out the 108 Dragons and take over their turf. What, you thought the last episode would be clever? Nich even "gives" Tsunaike a Russian woman named Tanya to act as both a lover and an ally, since she's an expert with a handgun (and wearing see-thru nylon stockings over most of her body so she can, of course, fight basically naked). Despite the added expense of allowing the two Streamline lead actors to reprise their roles for this, it's almost a waste. Freeman himself is barely in a third of it, and Emu's mostly off screen. Most of the action revolves around Tsunaike and Tanya (and some other assassins) manipulating various business partners of the 108 Dragons to attack them and vice versa. Lots of nameless extras being butchered, basically. The main conflict is Tsunaike being a bit of a young upstart who thinks Freeman's reputation is exaggerated; guess how this will end? Choko Tateoka, an assassin who fights with razor tipped geta sandals laced with poison, goes after Freeman and actually gives him quite a challenge until his head is shoved into a light socket, and he's electrocuted. Not even murdering Choko impresses Tsunaike, who kidnaps a woman who was once Freeman's childhood pal, and thus might remember him as Yo. Tsunaike uses the woman in part to lure Freeman to an obvious trap at the docks, where he, Tanya, and a deranged moped gunman plan an ambush. Tsunaike brags that Freeman is weak for caring about an old friend and a ship full of hundreds of Russian mafia soldiers are on their way to rub out the 108 Dragons and rule the entire Chinese underworld. Freeman politely orders his sub to sink that ship with a missile and then proceeds to kill the three of them. Despite trying to trap Freeman in the dark to shoot him, Freeman claims that Tanya's unnaturally pale skin made her easy to see, even in darkness. The climax gets a bit drawn out. Using the woman as a hostage, Tsunaike orders Freeman to drop "the knife," despite the fact that he's armed with two. Freeman dutifully drops only one knife, and Tsunaike still releases the hostage and waxes on about Freeman being weak because he cares about this woman, and cries when he kills people. Freeman explains there is a "light" somewhere within himself that sometimes overrules the part of him that is a killer, and causes him to do things like occasionally care about hostages. The episode then uses every single staging and camera trick under the sun to draw out and build up Tsunaike and Freeman squaring off (the former with a katana). At least 5 minutes of the special are used to drag this on, and I literally said to the TV, "watch Freeman kill him with one move." And sure enough, that is exactly what happens; what a chump. These three were so low on the totem pole, Freeman doesn't even strip before killing them; a sure sign of disinterest. It turns out the "woman from Yo's past" didn't recognize him after 20 years, and Freeman tells her that he's "just a killer." A clip show from the prior 5 episodes airs with the credits before a final shot of Emu naked as Freeman joins her and proclaims she's the light of his life and the only bit of goodness he has.
According to many anime review websites, CRYING FREEMAN is the worst thing ever; the absolute bottom of the barrel, below even stuff no one has ever heard of like RED HAWK or DOG SOLDIER: SHADOWS OF THE PAST. While there is a lot to criticize here, I'd say that is a bit unfair. When the animation is on point it looks good, and the music is nice. And there are some memorable angles to the plot about an unwilling assassin finding love and having to deal with weird crime rivals. It is a classic, even if an unfaithful adaptation, and has a place in anime history. Streamline Pictures often placed a "DEFINITELY NOT FOR KIDS" sticker on their tapes for many of their titles, like AKIRA and this, and that helped entice teenagers like me to it. I actually am in the mood for some of the pulpy dark anime sometimes, though GOLGO 13 remains the peak of that for me, and even that has tons of exploitative stuff.
That said, CRYING FREEMAN's endlessly insatiable lust for nudity and sex scenes at the most implausible and random of times is its biggest problem. Even if I was a horny pervert looking for fuel, characters strip so often that it becomes an unintentional self-parody. I admire that they're at least consistent with it with Mother Tiger and Baiyashan, but it's still gross (unless "BBW's" are your fetish). I am not a prude, but anyone who thinks this is not hentai just because lower genitals are never shown or animated has a very rigid view of that definition. Though most of the sex scenes are consensual, they are still a bit absurd and always drone on way too long. If you're looking for an erotic and violent crime thriller anime that doesn't have demons or tentacles, though, this is the grandfather of them. And unlike a lot of "mature" anime, it at least doesn't act as if women over (or pushing) 30 are ancient and can't still be sexy.
Steve Bulen voices Freeman in English and he puts in his usually solid performance as a lead hero here, even if he often says some chilling or disturbing stuff. He has a unique voice for a "lead hero actor" and it's memorable. Edie Mirman, who may have been the first U.S. voice of Fujiko Mine in any LUPIN anime, voices Emu here and like Bulen, is typecast a bit as a formerly sheltered heroine who gets more wild once the sheets are off (she voiced quite a few characters like that in anime). Barbara Goodson, best known as the original voice of Rita Repulsa on POWER RANGERS, voices Baiyashan, in all her screaming, crying, and whining glory. That is the crazy thing about Streamline; they were based in L.A. and got some pretty mainstream voice actors to voice some pretty hardcore and disturbing anime (i.e. Cam Clarke in DOOMED MEGALOPOLIS). One of the commentaries of DRAWN TOGETHER had someone claim that many voice actors and actresses best known for light, kiddie fare are pretty saucy once the mics are off and sometimes they seek out some more "adult" stuff if they get half the chance, basically to be paid to swear sometimes (or showcase some range). This explains Diane Michelle, best known from a lot of Disney cartoons (including the voice of Daisy Duck for quite a few projects in the 80s and 90s) voicing both Kitche and Wonshaku, and being paid to moan and groan for a non-hentai production. Wendee Lee, one of the founding ladies of anime dubs (including DIRTY PAIR and OUTLAW STAR) voices Nina Heaven.
On the one hand, I was glad to finally see the rest of CRYING FREEMAN after at least 25 years of wondering and closing a chapter from the foundation of my anime hobby. On the other, despite many cool action sequences, the endless dedication to unlimited nudity and sex made me numb to all of it until it became eyeroll worthy. Frank Miller would think it's too much, and he's the guy who probably wanted to trademark the word "whore" considering how often he uses the word in SIN CITY and THE DARK KNIGHT RETURNS. If you're tired of kiddie stuff and, I don't know, want some writhing hentai with enough plausible deniability to not admit to it, give it a whirl. It does prove that two lonely older virgins can find each other and have scores of wild, kinky adventures even after such a late start. I imagine the manga is much better, because it has to be; it has the time to focus on stuff besides the bluntest details. Maybe that was why they were released over a period of six years; they get repetitive if binged, but one episode a year might be more satisfying. The art on the VHS covers was usually great, and Discotek at least restored the original titles for the menu (though offer no English credits in the DVD version).
I can say that while I enjoyed it more than a lot of the critics and can easily think of worse and less redeemable anime, I'm hardly in love with it, either. It's another example of the kinds of material I have long since outgrown. And sometimes, it's good to know you've matured and changed.
Re: Entertainment Joys
Dungeon Meshi's anime is out! The characters feel a little off (except Senshi, who is perfect), but it's got the same vibe and is still really fun to watch! I miss a little bit the humour of the more detailed way they go into the food in the manga, but the anime does at least make it seem more delicious, so it's a tradeoff at least.
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