Posts Tagged Writing

SUPER MARIO BROS. ADVENTURES – “Pirahna-Round Sue”

Before I begin, I want to mention that the title confuses me. Is it suppose to a play on the line “Prance Around You?” If so, that’s an awfully big stretch for a pun. If anyone has any ideas what this is supposed to mean, let me know, please.

My second entry into the Super Mario Adventure series, “Piranha-Round Sue” is a fairly ambitious ten pager that never manages to live up to its potential. Oddly enough, many of the Valiant entries have bold ideas but weak executions. It’s difficult to put a solid story in such a short amount of time, but considering that there are a few comics that are fairly great (including a particular one that is flat-out excellent), I do believe that there could have been more hits than misses during the series’ run.

One of my favorite ideas about Super Mario stories is expanding the various factions within the Mushroom Kingdom world. To wit, I mean to think of sects of characters that go beyond “Princess Toadstool supporters” and “King Bowser minions”. Whenever a comic or game looks to insert not only new characters, but new groups of people, it elevates the franchise immensely. And while not every comic or game can toss in a Smithy, a few X-Naughts, or even a Shadow Princess (who I personally think is an underrated but amazingly evil villain), fooling around with already-established creatures is a great way to work with what you got. It’s always cool to see actual Koopa Troopas being on the right-side of the law, and in a perfectly creative would, these Troopas would be treated with a cautious approach, a constant shadow on where their loyalties still lie – the Death Eaters of the Mushroom Kingdom world. (And don’t get it twisted – Nintendo could allow something like this to happen, albeit in a more light-hearted fashion.)

So in “Piranha-Round Sue,” we’re treated to what appears to be a new wrinkle in the Toadstool v. Bowser conflict: the piranha plants are revolting!

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Not only that, but the King has be transformed into a chameleon, and Mario and Toad have to find the magic wand to change him back. That’s three conflicts total: the uprising, controlling the king in his chameleon form, and finding the wand (yeah, I know the second one isn’t a conflict per se, but it theoretically would be one if there was time to focus on the King’s situation within the palace. I’m still counting it.) In addition, Mario is given a magic jewel called the Green Gecko Gem (despite the fact that the king was changed into a different type of lizard entirely. Also, did the king always possess this thing?) It’s essentially a poor man’s Starman. Protect you from mediocre attacks, but you can’t touch anyone else. Why they dropped the Starman concept for this Gecko Gem I have no idea – probably because it’s difficult to draw a multicolored figure on the page? In it’s own way, this is another conflict, an ultra-weak version of the ring from Lord of the Ring. It still counts, though, especially how the comic handles it later.

Again, this is crazy ambitious, and a full comic might have satisfied all the beats required to accomplish this. But then we see this.

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Toad plans something with Mario. Interesting at first. But it leads to this:

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Mario acting like a PURE DICK.

Now, I’m going to stop here and talk about Mario a bit, and why this sort of makes sense, contrary to our heroic dispositions. It’s often ridiculed in pictures on the web, but Mario as a gleeful, arrogant hero actually works. He stomps, kicks, punches, and attacks what seems to be innocent creatures all the time, often with a smile on his face. Of course, the visual aspect of SMB is ultimately whimsical; a cute, visceral metaphor of a struggling person fighting these monsters under a false, carefree veil of poppy music, bright colors, and charmingly cure henchman. The gag, therefore, is to showcase Mario as an needless aggressor, attacking innocent Koopas and helpless Goombas for no reason. Humorously, it’s fine, but every so often, it seems the writers here take that idea and make it into a real trait, as showcased in that screencap. And you know what? I dig it. It gives Mario a darker side. A personal conflict that he has to keep in check. In fact, to this comic’s credit, it plays with this idea later on, as well as touched upon in later issues.

So, leaving Toad in the dust, our tricky antagonist, Sue, confront our solitary mushroom and manipulates him into forcing Mario to choose between his gem and hubris or his friendship. Another layer of conflict? Hey, I’m down for this.

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This is probably one of my favorite panels in the entire run. It looks cheap, but on purpose; it has a strong 8-bit video game vibe to it. I love how it divulges so much info without being too expository (well, it is, but no one exposits directly to Toad, so I buy it.) The other piranha plants are all doing different actions, the simple but refreshing “mustache on Bowser gag”, and the spacing of the three different “character-areas” is very well established. All this clutter for the this short gag.

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Comics are best thought of what happens between the panels than what happens in them. This is a great example of this.

Of course, things go off the rails. Sue convinces Toad to test Mario’s friendship by pretending to drown. Mario is a jerk, but he isn’t a monster; so it’s just wrong to see Mario complain about being unable to help due to the Gem’s restrictive powers. Sue hurries things along in another great panel:

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… finally forcing Mario to drop the gem (and the wand he found which was, strangely, underneath a random rock) and save his friend. Sue snatches up the gem and the wand, declaring herself to be the most powerful creature in the world. (If the piranha plants are all connected, they theoretically all could be gem-protected as well. That is never made clear though). Those plants are about to unload on Bowser’s tyranny, Egypt-style.

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OR ARE THEY?

You see, apparently only extremely strong forces can penetrate the gem’s barrier. And Bowser is pretty damn motherf*cking strong. So in instant, Bowser undermines the revolt with a neck-snatch and a belittling and tossing aside of these cheap trinkets, as he calls them. Snatching them up, Mario and Toad head off, with this extremely bizarre revelation:

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BACK THE FUCK UP.

So, everything that happened was pre-planned? Did Toad whisper to Mario, “The plants are revolting, so pretend to be a jerk, so that one of the plants will try to goad me into testing your friendship with a near-death experience. That plant will possess the gem and wand right until Bowser appears from nowhere and just quell that rebellion shit in an instant, leaving us the gem and wand, killing two birds with one stone!”? No. No. NO. I can’t imagine even part of the idea being in Toad’s plan. Mario acting like a jerk wouldn’t necessarily lead to the Sue encounter, nor bring Bowser into the picture. Mario’s line “That could work… if they try anything!” kind of implies the Sue meeting (“they” being the plants) but “That could work” then means Bowser coming into the picture, or bating Sue to monologue loud enough to capture King Koopa’s attention, who for some reason was in the area. NONE of this makes sense. In an instant, a cute story goes to hell. Cutting out the idea of Toad executing all that would have at least turned it into a charmingly cartoony tale. Now it’s just a Shyamalan mess.

Anyway, they return to the castle, transform the king back into his former self, and grin at each other while the king still seeks out flies to eat. Haha. (Also, the Wooster character is INEXPLICABLY wrapped in bandages on the final page. I am completely baffled as to why.)

Like I said, the comic is okay and they are some really nice moments, but the story collapses on its own weight. It tries to be greater than the sum of its parts, but it instead just blows up in the face of simple logic. I don’t remember the other comics trying to be smarter than its content (the sucky ones suck for other reasons) but the idea that the characters knew it all along is just undramatic, illogical, and unnecessary. Being silly is one thing; being stupid takes work.

Next time: A sillier comic where Princess Toadstool goes punk: “Magic Carpet Madness.”

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The Surprising Cult-Popularity of My Little Pony

What’s up with the sudden love for MLP?

My Little Pony: Friendship is Magic picture

A bowl of sugar for the eyes

For those not in the know, MLP stands for My Little Pony. For those really not in the know, the veritable toy line and 80s cartoon was rebooted under the name My Little Pony: Friendship is Magic in 2010 by Hasboro’s own network “The Hub,” to, er, essentially create a new toy line. While there’s nothing new here in conception, the result seems to have given birth to a host of cult fans across the internet, including a few fan forums and chat rooms filled with supporters constantly touting the show’s value. And the scary part is, they are full-grown adults.

Let’s slow down a moment. First, it’s important to emphasize the cult status of the show, especially since Internet popularity doesn’t exactly mean much in terms of the average consumer’s notion of popular culture. In addition, “Buy My Product” cartoons always carry a stigma of blatant financial pandering – a marketer’s paradise where kids line up to acquire action figures, dolls, bedspreads, key chains, pogs (pogs are still a thing, right?), and countless other pieces of merchandise – and maybe, just maybe, they’ll watch the cartoon on occasion.

I often take issue with those instantly dismissive of toy-based entertainment. Sure, it’s obvious that the primary drive is skewed towards the “toyetic” aspect of the franchise versus actually creating a quality cartoon; that doesn’t mean that the cast and crew can’t be dedicated enough to try and create a quality show/movie/comic regardless. Something that’s inherently property-based doesn’t automatically mean it’s shitty – see, Clue. And it’s pretty great to draw as much entertainment from My Little Pony as I would from something like Spongebob Squarepants.

It helps that the show is run by Lauren Faust, wife to Powerpuff Girl and Foster’s Home for Imaginary Friends creator Craig McCracken, whose influences are apparent (the relation between PPG and MLP is so obvious it isn’t worth exploring). Make no mistake, though: it is Faust’s creativity and design that shines through here, to the show’s ultimate benefit. MLP works carefully in defining distinct pony personalities, always an important element in large ensamble TV shows, particularly animated ones (were there any distinctive character in the original MLP or even something like Care Bears?). Its stories are simple but engaging, non-pandering, and disguise its life-lessons well enough in surprising, well-thought out plots and mythologies. It’s a great example of going all out with a simple idea, and reaping the rewards.

Still, it’s popularity is something of a mystery. We’re talking colorful, magical, bright-eyed ponies here, with situations that leave our protagonists afflicted with punned-based diseases, such as – are you ready? – Poison Jokes. (You see, it’s like Poison Oak, but afflicts you with a gag-based symptom.) And while that sounds cringe-inducing, it works very well with the show because of the cast’s commitment to the conflict. There’s no “cutesy-cooties” stories here, and no shoed-in lessons or random-academic facts. Pun aside, Poison Jokes is serious fucking business to the ponies.

Bright, fluid animation with (I assume) Flash and excellent voice talent elevates the show to another level of quality. Solid stories and great characters brings it up another notch (which makes it leagues above the “reptiles talking about nothing” monotony of Dragon Tales – the animated version of Gilmore Girls). However, I’d attribute one extra thing that really makes the show shine beyond more cartoons of a similar nature. You probably didn’t think of this, but this simple feature is what I think allows it to surpass the nature of simple kid’s interest and into genuine, adult-likeability:

Episodes are 22-minutes long.

It always surprises me that more modern-day cartoons don’t adhere to the full 22-minute time frame for an episode, opting to create two 11-minute shorts instead. I’m not referring to the Fox/Comedy Central ‘toons, which are more or less animated sitcoms (although Drawn Together blurred that line), nor to “action” cartoons, like your GI Joes, Transformers, or Marvel/DC animated programs. I refer to what Jeffery Scott in How to Write for Animation calls “squash-and-stretch” cartoons, your mid-day and early evening animation on networks like Nickelodeon or Cartoon Network: Angry Beavers, TUFF Puppy, Regular Show, Chowder, and so on. If an episode of shows like these use all 22 minutes for one self-contained story, it’s probably because it’s a special of some sort. Otherwise, you’re probably getting two shorts instead of one.

Granted, I can understand why it is done. Executives fear alienating the young audience by splitting a show into two parts through commercials. Also, it’s slightly easier to produce two shorts with a team of people (regulating directors and animators focusing on their proper specialties) than it is to collaborate an entire team to one full episode. Still, in the age of DVR and Youtube, and in a time when streamlining the workload is much cheaper and easier, squash-and-stretch cartoons ought to utilize their entire timeslot to the fullest.

Quite frankly, 22-minute episodes tend to be better than the 11-minute ones. The pacing is spread out better and jokes and movements aren’t as crammed together. We can learn about the characters more, get a sense of their personalities and their behaviors, as well as their interactions with each other. Think about it this way: squash-and-stretch cartoons use the 22-minute format during specials mainly to reveal “secrets” or “surprises” about the characters or their world – you know, that thing called “development”. If a squash-and-stretch cartoons worked off the 22-minute template every time, they could “develop” the characters and the world every time. A no-brainer.

The 2 x 11-minute template only leaves room for the story, under the belief that there isn’t a strong need to develop much else to the show besides the plot. With 22-minutes, characters can shine, the plot can create larger stakes, and the limits of the confined setting can be explored to its fullest potential (provided there isn’t any pointless padding). I’m personally not a huge Invader Zim fan, but I’ll admit that loved the pilot and it’s mid-season, planet-riding episode, both of which were 22 minutes. Phineas and Ferb mixes 1 x 22-minutes with 2 x 11-minutes episodes quite frequently, and while both formats are fun, the 1 x 22 have more going for it in terms of character, interactions, and aesthetics. There’s more energy. There’s more investment. There’s more commitment. And this is what I believe makes the My Little Pony show such a treat. Heck, it’s why Sesame Street and Blue’s Clues fairly entertaining to adults, too. It commits us to the entire episode of the show.

While I’ll avoid an entire episode analysis of what works here, a cursory glance at the first five minutes reveals quite a bit. In about thirty seconds, we learn about the two main characters, and a third who apparently controls the clouds. Right after – we hit the ground running with a conflict: all the ponies are in hiding. The plot begins quickly, a la a 11-minute cartoon. But the beats switches quickly to a vaguely sitcomy-type development. In the darkness of the house, we learn point-blank how each pony works and thinks; different voices, actions, behaviors and reactions to this “zebra” illicit similar fears but different responses to that fear. We learn (quite comically, but paramount to in-world development) that they exist in a realm that finds the laws of nature strange, crude, and barbarically horrific. And instead of moving towards the episode climax, the stakes are ratcheted up even higher when the younger pony strikes out on her own to confront this strange striped creature. In essence, we have all the quick-to-the-punch elements of typical 11-minute cartoon, the character-interplay and pacing of a sitcom, and the diegetic development and rising conflict notorious to action cartoons. People may say the writing is good, but it’s because of that 22-minute time frame that the writing can be particularly stellar in conception and execution (bare in mind, the plots are still inherently simplistic, but they go the extra mile to make them appealing).

I’m not rushing to catch every episode, but of the three I have seen, I found myself endeared to the tale being told, mainly because very little of the running time is wasted. Ratcheting up the conflict, keeping the characters distinct and unique (and giving everyone a fair amount of screen time – no one seems wasted), and maintaining those cartoon roots leaves My Little Pony: Friendship is Magic an entertaining, if not too deep, piece of television delight. For comparison, this episode is more sitcomy in plot (a creative take on the other friend replacing you plot-trope), while this one is a more basic, cartoony story (given a harrowing if silly climax). The mixture of elements would be a mess in short form, but 22-minutes is perfect; or should I say, 22-minutes is magic.

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CHILDHOOD REVISITED – HOMEWARD BOUND: THE INCREDIBLE JOURNEY

Screenshot from Homeward Bound

Someone get this girl some friends.

Homeward Bound: The Incredible Journey – (1993)

Director: Duwayne Dunham
Starring: Michael J. Fox, Sally Field, Don Ameche
Screenplay by: Caroline Thompson, Linda Woolverton

I profusely apologize for the late posting of this entry. It was supposed to be uploaded a week ago, but last minute events held me up in preparing for my trip out to LA. To wit: it’s not that I didn’t want to continue this feature, it’s simply that the webtoon pitch and work has kept me overall very busy. That, and the fact that Homeward Bound is incredibly boring.

NOSTALGIC LENS: Homeward Bound is one of those “kill time in school” films – you know, the ones where the teacher shows it to you at the end of the day when classes are over and you’ve learned everything you could for the day, which manages to produce a short,  safe, kids-friendly, 90-minute tale that does the bare minimum to warm the heart. (There are a few films that fit this list which I’ll be rewatching) While I remember mildly enjoying this film, I can’t say it particularly warmed my heart or left any lasting impression. I thought they fought a bear in this movie.

DOES IT HOLD UP: They don’t fight a bear. They fight a cougar. And they don’t really fight the cougar, because it’s painfully obvious that the cougar and the canines are in completely different spaces. It’s an editing trick. See, cause what you do is cut different frames of differently shot scenes, so it makes it seem like they’re in the same space. Movie magic!

Homeward Bound is a fucking slog. It’s a film that exist simply to exist. It certainly doesn’t have the heartwarming eye for detail and endearing elements like Babe, and yet, doesn’t inspire anger and hatred like the horrible Theodore Rex. It’s just a boring, run-of-the-mill glacier of a film, with predictable beats and nonsensical moments, and forced conflicts to make what should have been a 22-minute episode of a PBS show into a full-length feature.

Due to a huge and “incredible” eye-rolling predicament, the pets of the Seaver family – one Chase, Shadow, and Sassy – believe themselves to be abandoned at some farm when they’re placed there for a week for some reason or another. They manage to break out of their pen and find themselves trucking across through the wilderness to find their way home.

The only thing about the film that’s kind of interesting is the decision to make the pets unable to understand their human owners. This language barrier lays a somewhat plausible base in which all this could happen. But the “comedy of errors” set of coincidences that keep this film moving is so ridiculous that it drives you crazy. A local farmer misinterprets a note that the animals are fine. Chase goes nuts when some doctors help him, prompting an extra forty minutes of movie when they “escape” the very help they seek to find. There’s a random scene where a disheveled Sassy is nursed back to help, only to never be referenced again. And so on.

The writing’s filler. The acting is between bland and awful (I’m looking at you, kids). The cinematography of some of the outdoor scenes are nice, but hardly anything special. A competent cinematographer SHOULD be able to film visually striking outdoor shots. And, as alluded above, the editing is atrocious. Here’s every single complaint, in one deliciously full ten minute clip:

Beyond that, though, there’s nothing else about this film worth talking about. It certainly won’t wow or impress adults, and it barely passes the mark for “talking animal” films. Keith Phipps over at the AVClub wrote quite on point about how dogs make bad actors. The more you think about it, the more you realize that these trained creatures are really simply reacting to cues off-screen, and only the top notch editors, voice artists, and directors can really pull it off. Homeward Bound, by merely being adequate, ultimately fails.

IN A NUTSHELL: Yawnfest. Homeward Bound is as boring as the actors clearly are. I know teachers are killing time, but Jesus, you’re also killing excitement.

NEXT UP: Casper

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