24 December 2011

Retrospective: Willy Wonka

Well, now you know the meaning of "Delay Constant" (because I would've said Merry Christmas to you all at the time of writing), but I don't mind at all if there are some humbugs or celebrators of other holidays here. I thought I'd break expectation and go for a Christmas Retrospective on something not really related to Christmas -- Charlie and the Chocolate Factory.

Most of you might be familiar with the 1971 Gene Wilder or the 2005 Johnny Depp film, but I've found a lot to explore behind the book that you might have missed while watching, or that hadn't been included in the films.

1. A Brit Named Roald Dahl

Dahl was one of the most well-known British authors of the 20th century, also writing such works as James and the Giant Peach, Matilda, Fantastic Mr. Fox, and The Witches. However, he started off like many British authors of the time -- enduring high-society education before being shipped off to war. It wasn't that simple a journey for Dahl, though, so a quick read on Wikipedia will be enough to satisfy. I will say that as a child, he liked candy a lot. He was aware of the espionage rivalry between the Cadbury and Rowntree's chocolate factories, and he was often part of surveys for testing Cadbury samples as a schoolchild. He held on to these memories and eventually used them to form the book we know today.

2. Enter Wonka's Factory

I'm going to try something a little different here -- I'll just try to summarize certain parts of the book and analyze it from there. The book focuses on Charlie Bucket, this week's diamond in the rough, who lives with his extended family in a run-down house dreaming of one day getting closer to Wonka's locked-up factory. Wonka's factory (which was the largest in the world) had been closed down 15 years earlier after spies from rival factories started trying to steal his recipes, and reopened without any trace of new employment or activity other than smoky chimneys and departing candy.

One day, a message from the long-reclusive owner Willy Wonka reaches the world that he had hidden 5 golden tickets among the many chocolate bars sent worldwide, which will allow a child and his parents to be part of a factory tour for a day, with a lifetime supply of chocolate at the end.

It's pretty clear that Dahl had other ideas in mind for more kids before narrowing the list down to the final 5. It's also clear what he had in mind for the message of eliminating the kids through the story. The additional 4 kids act as embodiments of various sins who are pruned and eliminated by Wonka using their sins against them -- German portly kid Augustus Gloop represents gluttony, gum-chewer Violet Beauregarde represents pride and egotism, British spoiled brat Veruca Salt represents overindulgence, and TV lover Mike Teavee represents ignorant addiction. On the other hand, Charlie (and Grandpa Joe) represents humility and the qualities of innocence and playful curiosity that a child retains when they are not exposed to the temptations that overcame the other 4 kids.

One of the other interesting themes in the book is how Wonka's inventions always seem to be physical embodiments of metaphors that in real life would not work, but ends up making the final candy better. Still, the parents are the most shocked at how Wonka operates his factory -- some of these ingredients Wonka puts in would likely have him shut down by the health department.

If you read the book without watching any of the movies, you'd have thought that the story was quite gruesome. And if you also looked into the creation of the book, you'd be quite right. We know Wonka to be quite strange in his methods however we view him, but had some of the chapters cut out been kept in the book, who knows what filmmakers might think about the message Dahl tried to portray.

There was one chapter kept on Dahl's desk after the book was published called "Spotty Powder". It featured one of the lost kids called Miranda Piker, accompanied by both her parents, who is practically a smug teacher's pet. Wonka shows them a room with pipes that spray "spotty powder" around, which makes kids look sick so they won't have to go to school. I'll stop there, 'cause I almost vomited at the notion that followed while researching this. But if you're really daring, you can read the lost chapter here.

3. A Musical Marketing Scheme

I'm going to take a break from the book, and I'm sure you will too, but after reading the lost chapter above, I'm pretty surprised that the idea for a movie version first came from the 10-year-old daughter of its eventual director. That director was Mel Stuart, a small-timer probably best known for directing the JFK documentary Four Days in November in 1964. His daughter also asked him to have his friend David L. Wolper to produce it. Wolper was a long-time TV producer known for being part of such works as Biography, North and South, LA Confidential, and Adventures of Superman with George Reeves, who was conveniently talking with Quaker Oats at the time to pitch a new candy bar for subsidiary Breaker Confections to sell. Stuart showed him the book, and he convinced Quaker to finance an adaptation of the book to be tied to the release of a new Wonka Bar brand.

Dahl had agreed to be the screenwriter of the new film, which was called Willy Wonka and the Chocolate Factory to tie in better to the new candy. He was joined by the uncredited David Seltzer (who would later write The Omen and Bird on a Wire), who worked in Slugworth as a major character and suggested that Willy Wonka should spontaneously make literary quotes in his dialogue.

Casting was a bit harder, especially in the case of Wonka himself. After 4 rejected choices, Gene Wilder was chosen at a casting call in New York. He agreed on the condition that the film include the iconic introduction scene where he walks out with a cane and somersaults off it. In addition, Slugworth was taken up by Günter Meisner, best known as the portrayer of Hitler in many small films around that time.

I had lived in the middle of the German state of Bavaria for a few years, so it's interesting that this film was primarily made in Bavaria's capital city Munich. In addition, I found it quite odd that tourist-town Rothenburg (a nearby town we often visited on the weekends) was often mistaken for the town seen from above at the end of the film, which was actually sister town Nördlingen. Rothenburg was otherwise known for inspiring the town in Disney's Pinocchio, and being filmed for the recent Harry Potter and the Deathly Hallows films among many other references.

There've been quite a lot of changes to the story that added a different feel to it. The introduction of the Slugworth subplot changed the nature of the kids' motivations by giving each of them (including Charlie) an additional temptation. In addition, Charlie and Grandpa Joe were given yet another temptation for their curiosity (this time in secret rather than the others) with the Fizzy Lifting Drink room, but they are able to save themselves by reversing their actions rather than succumbing to further arrogance. Then, the contract the kids sign before the tour adds a final road block for Charlie to overcome, which forces him to give back the gobstopper (meant for Slugworth) as an apology, allowing him to win despite Wonka saying the Fizzy Lifting Drink scene made them forfeit.

Surprisingly, Dahl himself did not like the final film. He was behind schedule in writing, which allowed Seltzer to rewrite it himself. Dahl did not like many of the changes to the story as a result, and as a result he did not let them make a sequel with his follow-up book Charlie and the Great Glass Elevator. (Just to sum up for those who are curious, this next book continues after the end, where they try to get everybody to the factory, but Charlie's other grandparents put them into many weird hijinks much like in the first book without Wonka's sadistic elimination game.)

While it was positively received by critics and earned $4 million (making up for its $2.9 million budget), it was a financial failure and Paramount dropped out of distributing the film afterwards. Quaker sold their share of the film rights to Warner Bros., and later sold the Wonka candy brand and its subsidiary to Nestlé where you find its ads coming out today.

4. Warner Takes On a Remake

Starting in 1991, Warner Bros. took their newly acquired rights and kept in touch with Dahl's estate (he died a year earlier) for the next decade trying to start the production of a new adaptation of the book. After several changes to the script and the director spot, both parties eventually settled on Tim Burton as director. If you don't know who Burton is, then welcome to Planet Earth! Hope you enjoy your stay here. What I can say other than that is that Dahl let him produce an adaptation of James and the Giant Peach for Disney in 1996, so the estate was happy to have him on board.

Anyway, after Burton came on, he suggested Johnny Depp star as Wonka, collaborator John August write the final script, and Danny Elfman helm the score. In addition, Depp considered Freddie Highmore (who worked with him on Finding Neverland) play Charlie.

Again, you can't really have an adaptation without adding or removing something from the book's story. In this case, Burton and August decided to add a backstory and subplot for Wonka, involving a dentist father played by veteran actor Christopher Lee. In addition, Mike Teavee was made into a video game addict, and Wonka was written to be somewhat crazier in nature.

Nonetheless, regardless of how close the plot was, the movie ended up being much more removed than the previous film -- fewer metaphorical ingredients, no demonic boat ride (made merely a roller coaster-type with some side rooms), more awkward behavior from all characters, and giving a reason behind Wonka's madness. In both the book and the films, Wonka was supposed to be crazy merely as being a self-made inventor and proprietor of dreams. Not that the sideplot is a bad thing, but it kinda takes away from the magical nature of the factory, and it again puts too much emphasis on Wonka himself rather than Charlie.

Well, I did not start this to review films, so I'll stop there. I'm pretty bad at writing conclusions, but I hope you liked looking a little deeper into something that might not have crossed your mind as a casual observer. Hope to see you again, eh, soon.

19 December 2011

Retrospective: Dr. Seuss and The Grinch

Let's face it. We all remember the Christmas specials shown on TV every holiday season. At least I know all of us in America do (sorry everyone else). While there are a ton of classics we remember, one of the most popular specials by far has to be How the Grinch Stole Christmas!.

But I'm confident that many of you don't know that much about how that special and the later Jim Carrey movie came to be. So let me take this time to make a Retrospective on Dr. Seuss and The Grinch.

1. The Rise of Seuss

Theodore Seuss Geisel started off his career as part of the Dartmouth Jack-O-Lantern magazine during college between 1921 and 1925. This was during Prohibition, so when he and 9 friends were caught drinking gin in his dorm room, he was banned from Dartmouth's extracurricular activities. To continue working on the magazine, he started using the pen name Dr. Seuss to hide his real identity.

After graduating from Dartmouth and later dropping out of Lincoln College Oxford, he published his first children's books. The first was 1937's And to Think That I Saw It on Mulberry Street, referring to a street on his childhood neighborhood in Springfield, Massachusetts.

During World War II, he started making liberal political cartoons against a wide variety of target views, including isolationism and discrimination. During that time, he also became part of the famed First Motion Picture Unit for the U.S. military, which included such members as Ronald Reagan, Frank Capra, and Clark Gable.

2. The Grinch is Written

Most of Dr. Seuss's most popular works were written during the '50s in his La Jolla, California house. The Grinch was one of them. Many of them had underlying themes to them, and in this case the town of Whoville seems to be portrayed as a satire of an increasingly commercialized Christmas. It's been said that Seuss quickly thought of The Grinch a few weeks before he was set to send a Christmas story to Random House. The story was published November 24, 1957 as a hardcover, and also appeared on the Redbook magazine at the time.

We Americans know the story by heart, but for everyone else, the Grinch is basically an angry green misfit of a creature (much like many Seuss characters) living in a cave atop the ominous Mt. Crumpit, which overlooks the obliviously happy town of Whoville. This is only one of many versions of Whoville that Seuss created for his many works, but in this case, it's pretty much a small town that gets very happy and decorative around Christmas. The Grinch had been hating the Whos in the town for 53 years (at least that's how long it was in the special) because of all the noise that would happen with the Who kids and their toys on Christmas day.

Ranting about it to his dog Max on Christmas Eve, he decides to prevent Christmas from coming to the Whos. When Max is accidentally made to look like Santa, the Grinch decides to dress like Santa Claus (with Max as his reindeer cohort) and take all Whoville's Christmas paraphernalia to accomplish his goal. During the ransack of the first house, he is almost caught by the 2-year-old Cindy Lou Who, but he is able to lie his way out.

After taking all the presents and decorations, the Grinch makes Max pull the load up on their sled to the top of Mt. Crumpit to dump it (hehe). But when morning comes, he finds that the Whos still happily celebrate Christmas even without their presents. After thinking about it, the Grinch has an epiphany that Christmas means more than what he thought. So he returns the decorations and presents to the welcoming Whos, who let him carve their roast beast for Christmas dinner.

The entire story of the book is written in rhymed verse, which is common for Dr. Seuss, and was immediately praised by readers and critics upon publishing in 1957.

3. A Televised Grinch

Chuck Jones, one of the most famous cartoon directors of the '50s and '60s, had known Seuss since they worked together on the adult-oriented Private Snafu comics during World War II. Afterwards, they went their separate ways for about 2 decades. During that time, Jones had worked with Warner Bros. on some Looney Tunes cartoons and with MGM on later Tom & Jerry shorts. While at MGM, he worked with Seuss once more on a half-hour TV special based on the aforementioned story. Jones was able to introduce his signature comic style to the characters and their actions, and MGM enlisted Boris Karloff (best known as Frankenstein's monster in several incarnations) to do the narration and portray the Grinch in one of his last works before he died.

Noting that Karloff couldn't sing, Seuss himself brought in Thurl Ravenscroft (who voiced Tony the Tiger for Kellogg's Frosted Flakes during that time) to sing the well-known song "You're A Mean One, Mr. Grinch". Ravenscroft wasn't mentioned in the credits, so Seuss publicly mentioned it and apologized to him. Nonetheless, the song was just as widely praised as the special after they aired on CBS in 1966, and became a staple of Christmas TV for years after.

4. The Grinch Takes Over Halloween Too

During the '70s and early '80s, Seuss started writing more TV specials himself. In 1977, he produced a special called Halloween is Grinch Night, essentially a prequel to the Christmas story. Most people will recognize it simply as Grinch Night, which it was renamed to for home video release.

In this story, there is a slightly more humble Whoville, which is collectively frightened of whenever a sour-sweet wind blows around. During this time, a chain reaction of events causes the Grinch to get angry and come down to terrorize the Whos in what is called Grinch Night.

The story centers around Euchariah, a nerdy kid who wears glasses because of a slight astigmatism (Seuss liked using complex words in context so that kids would be exposed to it early enough). While he and his family await the lookout Sergeant Samuel McPherson's reports on the Grinch's malevolent activities en route, Euchariah convinces his parents to let him quickly go to the euphemism outside. A euphemism is a phrase meant to replace the harsher meaning. So when Euchariah is seen trying to reach an outhouse, the euphemism is much more clear (hehe). However, the sour-sweet wind had been picking up, and he is ultimately swept up toward Mt. Crumpit.

Unlike in the Christmas story, the Grinch is portrayed here as a much more inhumane creature, going so far as to whip Max to keep him pulling his huge paraphernalia wagon, and destroying everything in reach. While the family was watching the reports, the Grinch makes Max chase the innocent pink Wuzzy-Woozoo. When it's cornered in a brickle bratch (prickle patch), Max stops the wagon, making the Grinch fly into the brickles.

While he is busy trying to recover, Euchariah finds him and decides to stall him long enough for the wind to pass. He tries to stop him two times, but the Grinch doesn't feel he deserves the "first-class Grinching" saved for the other Whos and dismisses him. On a third attempt, Euchariah dares the Grinch to show him the paraphernalia without flinching.

For the next few minutes, there is quite a sight to be had. Euchariah is tormented by a song-and-dance routine of surreal images, innumerable kinds of monsters, and several stages of awe-inspiring scenery before finishing off high on a jack-in-the-box platform ridding of a balloon monster.

Afterwards, Euchariah notices that the sour-sweet wind is gone, and the Grinch is forced to return to his high-up cave. Euchariah returns home (with Max oddly enough) and is welcomed back by the Whos. Meanwhile, the Grinch pulls the wagon back up the mountain, noting that the wind would return, followed by him.

This special was produced by DePatie-Freleng (again one of Hanna-Barbera's competitors during the '70s), and aired on ABC on October 29, 1977. The Grinch was here portrayed by Hans Conried, a former Broadway star who also played Captain Hook for Disney's Peter Pan in 1957. If you hear some of the music, you can also recognize the returned voice of Thurl Ravenscroft in the chorus. I became familiar with this special, as it was a bonus part of the home video release of Green Eggs & Ham and Other Stories (itself a re-release of DePatie-Freleng's 1973 special Dr. Seuss on the Loose).

5. Grinching a Cat

On May 20, 1982, ABC aired an interesting crossover special from Dr. Seuss called The Grinch Grinches the Cat in the Hat. It was produced by both DePatie-Freleng and Marvel Productions (who produced a multitude of popular series during the '80s you older folks might be familiar with).

It's been oddly clear that the Grinch put a curse on his first few portrayers, as both Hans Conried and Boris Karloff had died not long after they voiced the Grinch in the previous specials. Ironically, Bob Holt (a cartoon actor who primarily voiced characters like The Hulk in the '70s) died of a heart attack 3 years after this special aired. In addition, small-time actor Mason Adams replaced TV/music legend Allan Sherman (who died in 1973) for voicing the Cat in the Hat. However, Adams would live to be 86 before dying in 2005.

This is quite a story, but I was never able to watch it save for a few clips. You could get what I know from its Wikipedia article, but I can finish off by saying that I heard those two Emmys it won don't really hold up to today's audience. Still, people might be familiar with it under the name The Cat in the Hat Gets Grinched on some home video releases.

6. Sacrificing for the Big Screen

Seuss never really wanted his characters marketed, but by the time he died in 1991 he had loosened his grip and trusted the properties with his widowed second wife Audrey. By the turn of the decade, director Ron Howard had acquired the rights to make a feature-length adaptation of the classic Grinch story in live action.

Any real adaptation will have one of two problems -- too much material that needs to be pruned, or too little material that needs to extended. The original Grinch special was a half-hour long, so it was clear that new material had to be added to the story, courtesy of writing tag-team Jeffrey Price and Peter S. Seaman. However, Howard and his company Imagine Entertainment wanted to make their live-action design to be as close to the book as possible, so they had to delve deep into many of Seuss's personal designs as well as the book to make it be as properly realized as possible.

Comic actor Jim Carrey played a more comedic take on the Grinch, properly supported by SNL veteran Molly Shannon, long-time actor Clint Howard (brother of Ron Howard), vaudeville actor Bill Irwin (best known today for Sesame Street's Mr. Noodle), small-time child prodigy Taylor Momsen, and narrations by Anthony Hopkins. This film made a lot of changes to the original story, including adding a side story with Cindy Lou Who and her family, a love triangle, and an attached backstory to the Grinch connected to that triangle.

The story could be compared in some ways to the first three Pirates of the Caribbean films. The Grinch is much like Jack Sparrow, except that the Grinch is much more clear in his antagonistic intentions. Their interactions and comedic side to the story allow the other main characters (namely Will, Elizabeth, Norrington, etc. in PoTC and Cindy Lou Who and the other major Whos in The Grinch) to deal with the more dramatic story points. Still, the Grinch does retain the same character arc from the book that is just expanded enough to connect the side stories to the original point of the book's plot, and just solidified enough to make him more sympathetic without compromising Carrey's comedic take.

Legendary film composer James Horner had written many scores, and his peak was undoubtably that of James Cameron's Titanic in 1997, complemented with the ballad My Heart Will Go On by Celene Dion. For The Grinch, Horner made two versions of a single song to go with this score. In the film, Taylor Momson got her first taste of music by performing "Christmas, Why Can't I Find You?" for a scene in the film. For the soundtrack, however, Horner turned to Mariah Carey to write a longer version called "Where Are You Christmas?". Due to legal issues, Carey dropped out and the song was performed instead by Faith Hill for the soundtrack.

Even though it was released a month before Christmas 2000, The Grinch captivated audiences and became an instant classic. It became the second highest Christmas film of all time (just behind 1990's Home Alone) with worldwide sales over $345 million.

Despite living on through nostalgia memorabilia, TV reruns, and parody cameos in various media, the Grinch had not seen any real fame after the release of the film. Still, the character has become quite synonymous with Christmas next to Ebenezer Scrooge. So the next time you see the Grinch on TV, think of how far he's come to get here. Actually, I kinda find it quite ironic that 2010 made the Grinch exist for 53 years.

Anyways, hope to see you later with another Christmas tale! And don't forget about the magical Tangential Learning! Now if you'll excuse me, I've gotta go await RedLetterMedia's upcoming Indiana Jones 4 review...

15 December 2011

Retrospective: Cartoon Network and TV Animation

I know very few fans of the new-millennium Cartoon Network who also like what's on Cartoon Network today. I also know of even fewer people who actually like the "kidcoms" that have been plaguing Disney and Nick since the genre's de-evolution around the mid '00s.

But I'll get to that problem later. I know everyone has there own opinions about Cartoon Network, so I think I'll use this opportunity to share what we can all agree to -- I want to go back and delve in behind the rise of what I call the third rise of TV cartoons in the mid-90s with Cartoon Network, and by proxy the other channels.

And a little tidbit, most of this comes from what people have put on Wikipedia, but I've also done a bit of side research for some of the finer details.

1. The First Televised Toons

The rise of television was the final nail in the coffin that heralded the end of the Golden Age of American cinema. At least as it would stand with matinee showings. One of the fastest outputs of the movie studios before then were cartoon shorts like Looney Tunes and Tom & Jerry as well as serials like Flash Gordon, both meant to keep kids in the theaters through matinees.

When television started in the '50s and '60s, the first cartoons that showed were those theatrical cartoons re-shown for home audiences. This allowed the FCC to have its first filter against the more profane artifacts of the times. However, this collection was clearly finite.

As a result, animation giants William Hanna and Joseph Barbera led the way for producing new cartoons for TV with their new Hanna-Barbera studio. They had pioneered many techniques that made animation much cheaper, allowing them to produce a high output of cartoons throughout the '60s.

During the '70s, there was a slow rise of competition from such studios as Filmation, DePatie-Freleng, Ruby-Spears, and Rankin/Bass. However, there was a plateau and slow dip of animation as every form of American media shifted to a new mindset that was hard to adjust to.

Finally, there came a new rise of cartoons in the '80s. However, Hanna-Barbera's grip started to slip as competition from other studios became more intense and their productions became more financially difficult. More of their productions were outsourced to East Asia, as many industries soon became, and some of their employees even left to help work on new productions with the newly reborn Warner Bros. Animation in 1989. In addition, the '80s saw the rise of MTV, anime, and such family channels as Nickelodeon and Disney Channel that aired their own cartoons.

2. A New Corporate Game

Ted Turner started out in Atlanta with local UHF station WTCG in the '70s, which he later made into the revolutionary WTBS superstation, the first cable network. He then gained notoriety in the '80s with CNN, and in the process bought up a multitude of properties. This included much of the pre-May 1986 MGM library, the RKO Radio Pictures and a.a.p. libraries, and some early United Artists materials.

Back in the day, film properties and ownership of trademarks were dictated through the ownership of the original film tapes, and during the multitude of corporate switch-ups between the '60s and '80s the material in these libraries were switched up too many times to count. Turner's huge library was first made to broadcast on TNT in 1988, but there was little use for the expansive cartoon lineup acquired, which can be explored in detail under Wikipedia.

Finally, the 1991 purchase of Hanna-Barbera, whose film library spanned decades, sparked the need to create a cable network for this multitude of cartoons. Thus Turner created Cartoon Network, which first aired on October 1, 1992 with the Bugs Bunny short Rhapsody Rabbit.

However, Cartoon Network was not the first channel to form itself around cartoons. Created in the late '70s as Pinwheel, Nickelodeon introduced a hot lineup of cartoons including Doug, Ren & Stimpy, and Rugrats in 1991. On the other hand, cartoons played a smaller role in The Disney Channel and Family Channel around that time as well. Yet none of these channels had yet attempted to rely exclusively on cartoons. Turner used this tried a gamble to air cartoons 24/7, something that helped CNN rise in the '80s against local news programs. In addition, Cartoon Network was first packaged with TNT and WTBS, which helped it gain high ratings early on.

3. Baby's First Steps

While Cartoon Network started off with 8,500 hours worth of material to work with, this was still a finite resource that Turner had to eventually deal with. Luckily, Hanna-Barbera was still up and running. The first original show on Cartoon Network was The Moxy Show. It was created by Scott Fellows, previously a writer on Doug and now known for creating Ned's Declassified and Johnny Test. It was a collaboration with Hanna-Barbera and Colossal Pictures (now known as Wildbrain), and consisted of shorts (made in a mix of 2D, live action, and early CGI) that are sandwiched between more classic cartoons. Despite it being one of the only CN series to date that relied on a hybrid of those animation styles, The Moxy Show was cancelled in 2000 and all mentions of it were subsequently removed on official sources.

Cartoon Network's next original show would be Space Ghost Coast to Coast in 1994, a parody talk show starring the '60s Hanna-Barbera character Space Ghost. Its creator Mike Lazzo would co-found Ghost Planet Industries (now Williams Street after the studio's address) the next year to fuel its production through to its run on Adult Swim later in the decade. This show was the first attempt to create a more edgy show meant to cater to a broader audience.

4. What a Cartoon!

By the time Fred Seibert became president of Hanna-Barbera in 1992, he had led the rise of MTV and overhauled Nickelodeon with such concepts as Nick at Nite and Nicktoons. He wanted HB to go back to the Golden Age of animation in the mid 20th century for inspiration, helping them produce a multitude of new shorts. For Cartoon Network, Fred pitched them something risky -- produce 48 shorts that can act as pilots to potential series for Cartoon Network to air. It would cost twice as much as the production of a normal series, but the hit-or-miss opportunity for new programming was too much for Turner to pass up.

The word quickly spread that Cartoon Network was asking for hot, young animators to get their cartoon ideas on TV, and over 5,000 pitches from across the world came in to try and catch one of the 48 slots. All the while, Seibert pondered what he had learned from such legends as William Hanna, Joseph Barbera, John Kricfalusi (creator of Ren & Stimpy), and Friz Freleng.

The show, first called World Premiere Toons and later What-a-Cartoon!, started off the careers of such animators as Genndy Tartakovsky, Craig McCracken, Rob Renzetti, Butch Hartman, John Dilworth, and Seth MacFarlane. And it even offered such veterans as Jerry Eisenberg and Ralph Bakshi get another chance.

While there were many one-time failures scattered among the 48, some of the shorts eventually became the flagship shows Dexter's Laboratory, The Powerpuff Girls, Johnny Bravo, Courage the Cowardly Dog, and Cow and Chicken. Later shorts made after the 48 also started off shows like Codename: Kids Next Door, and Seth MacFarlane's short Larry and Steve eventually became Fox's Family Guy.

In late 1996, Seibert left Hanna-Barbera to form Frederator Studios and run the opposing Oh Yeah! Cartoons on Nickelodeon with colleagues Butch Hartman and Rob Renzetti, which sparked Fairly OddParents, ChalkZone, and My Life as a Teenage Robot. Later attempts of this concept include 2006's Random! Cartoons on Nicktoons and Cartoon Network's failed Cartoonstitute in 2008.

5. Cartoon Universe

By 1998, What-a-Cartoon! made way for the spin-off Cartoon Cartoons, which first consisted of series from the successful shorts. Some spin-offs like Mike, Lu & Og and Courage the Cowardly Dog came to be made by outside studios. In addition, there were new series like Sheep in the Big City and Ed, Edd n Eddy that came out around the turn of the '00s, and Cartoon Network occasionally made polls like the Big Pick which sparked Grim & Evil (predecessor to The Grim Adventures of Billy & Mandy).

Around the same time, programming blocks became much more memorable. Cartoon Cartoon Fridays was created, with a rotation of cartoon hosts announcing the latest episodes, and even offering some humor every now and then. In addition, the Toonami block, run by Williams Street, was reinvigorated to include a new android host called TOM. Three years earlier, Toonami was launched, originally hosted by Moltar from Space Ghost, and ran action shows and anime. The block would go through a multitude of revamps and time slot shifts before finally ending on September 20, 2008.

6. A New Cartoon Network

In 1996, Turner merged with Time Warner. This opened up Cartoon Network to a multitude of possibilities. Turner only had some of the Golden Age Warner Bros. shorts through the a.a.p. library, which was now expanded to include everything that Warner Bros. retained. In addition, Cartoon Network had access to content from Warner Bros. Animation that had previously been aired on Kids' WB, and new shows like Justice League could then be used. And in 2001, Adult Swim was launched, also through Williams Street, who produced much of the original content that would air along with others.

There were some big changes to the network itself too. In 2003, the Cartoon Cartoons concept was dropped in favor of the small-time Cartoon Cartoon Show airing 2 or 3 shorts per half-hour run. On the morning of June 14, 2004, audiences everywhere were shocked when Cartoon Network revealed a new revamped image of itself. 2D characters from their shows appeared in a 3D world, and a new logo. It kinda hearkened back to the premise of 2003's revamped live-action Fridays, but there was a cost to much of it.

Many of the classic shows were slowly coming to an end, instead ending up on sister channel Boomerang, and new shows were given a chance to come to the forefront instead. VP Sam Register in particular helped bring in Puffy AmiYumi and their co-producer Andy Sturmer to work on Teen Titans, which allowed Puffy to get their own cartoon series in 2004 and for Sturmer to become the score composer for the Ben 10 franchise starting in 2005.

7. A Turn for the Weirdest

In November 2006, a man nicknamed VJ Aiwaz asked Boston artist Peter Berdovsky to work on a promotional project. The subject: guerrilla marketing for the upcoming Aqua Teen Hunger Force Colon Movie Film for Theaters. For the next few months, they would work together with a number of associates under terms of secrecy.

On a Boston morning of January 31, 2007, a random passerby found something on a column supporting part of Interstate 93. It was hard to tell what it was, but a highway officer was told about it. An hour later, Boston's bomb squad closed off the interstate to identify what it was. The makeup of the device was something like an improvised bomb, so they destroyed it to be sure. Not long after, Boston residents started to find these devices all over town. Little did they know that these devices were simply homebrew LED signs meant to look like the Mooninites from Aqua Teen Hunger Force.

After Cartoon Network was notified of the incident, Turner immediately released an apology statement about the publicity stunt turned bomb scare. They admitted that these devices had been in place weeks beforehand in major cities across America. In the aftermath, Turner paid $2 million in damages, and longtime Cartoon Network president Jim Samples stepped down to be replaced by Stuart Snyder in February.

Starting at the end of that year, Cartoon Network began airing in HD, and added a multitude of new shows imported from Canadian network Teletoon. They've added plenty of shows, and later on started their CN Real lineup, which ultimately solidified the ruin of the original goal for Cartoon Network to be 100% animated.

Well, I thought I'd stop there since that's just about the point I stopped earnestly watching Cartoon Network. Most of the shows I liked were gone by that point, and few of the newer shows had enough to bring me back. I hear that The Looney Tunes Show, Regular Show, and Adventure Time are pretty good, but I've been long gone to watch other genres of shows. I guess I can say I've been cursed with early maturity.

Nonetheless, I'm going to call it a day. I'll be sure to make Retrospectives on popular Christmas holiday stuff over the next couple weeks. So 'til then, see you later!

13 December 2011

Retrospective: Spyro the Dragon

Welcome to my new blog Delay Constant! Here, I'll be looking back on whatever comes to mind in media, and sharing it through extensive research.

These looooong posts will be called Retrospectives, which will leave room for whatever else I could be able to do on here. To commemorate this, I decided to do the first Retrospective on something very close to me: Spyro the Dragon.

I mean the original Spyro here too, not the Legend of Spyro games, not the PS2 games, not even Spyro 2 - I'm talking the original classic. I haven't played any other Spyro game, except for part of A New Beginning and a couple GBA throwaways, and I don't want to start. Many people dismiss it today as yet another poorly aged early 3D title, but at the time it was pretty revolutionary.

Spoiler warnings up for sections 4-9, so let's get down to exploring this game, shall we?

1. A New Beginning

In late 1996, Universal Interactive Studios released a video game called Disruptor for the hot new PlayStation. One of many unimpressive Doom clones of the time by today's standards, it was developed by a fledgling company called Insomniac Games. It was well received at the time, even as Universal released the popular first installment of Crash Bandicoot a few months earlier out of the neighboring Naughty Dog, whose development was oddly well-documented.

Astounded at the success of both games, Insomniac immediately went to the drawing board thinking about what kind of follow-up game they could make. In came senior artist Craig Stitt, who said "I've always wanted to do a game about a dragon". And by 1997, the team set out to create their next breakout hit, with Crash veteran artist Charles Zembillas leading the design.

2. An Interactive Panorama

One of the biggest outside supporters of Insomniac was producer Marc Cerny from Universal, who wanted to have a full 3D game where it was all about interacting with characters. This was revolutionary at the time, given the little amount of innovation made after Super Mario 64. Added to that, this meant that there had to be a way to draw way more polygons than even Crash Bandicoot needed to draw at any given time.

Cerny had challenged software engineer Alex Hastings to create such technology, and what followed ended up being a huge undertaking, even on the PlayStation. The final engine used 7 different render routines for different levels of detail, which allowed for a greater length of space to be drawn by handling the distant polygons.

Today, level of detail is second nature to developers, even with increasingly high-end video cards, but at the time this allowed everything from mile-long environments to high-polygon skies instead of a skybox.

However, this system was still not perfect, as was admitted by the huge undertaking required to build it, as well as the hardware restrictions the PlayStation had. Still, it did impress audiences and allowed for features like open-world flying challenges to be a reality for the first time.

3. A Soundtrack Worth Listening To

Of course, no game could be complete without a good soundtrack, and a game like Spyro is no exception. For Crash Bandicoot, Universal was able to bring in Mutato Muzika (made of former Devo members) to do the score, as well as voice actors like Brendan O'Brien and Michael Ensign.

For Spyro, Universal gave them the same sound effect artists from Universal Sound Studios as Crash, and brought in Stewart Copeland (drummer of The Police and film composer) to write the score. This was Copeland's first video game project, and he went all out with memorable atmospheric tracks that completely helped pull players into the game's worlds. Noted by several factors, it's apparent that there was an extended period of swapping and re-composing tracks, which allowed for hidden tracks to pop up often.

In the recording booth came actor Clancy Brown, who was also recording for Crash 3 at the time, to be one of the prominent voices in the game, primarily for many of the additional dragons. Brown would later be famous for playing Mr. Krabs in SpongeBob.

But the main role of Spyro was still up for grabs. The first and last actor to be approached was Carlos Alazraqui, a famous cartoon actor known at the time for voicing the Taco Bell Chihuahua. After playing with the voice a little, the Spyro voice was made to be a mix of a young baby-ish voice and a hipster type. Spyro would later be picked up by fellow cartoon actor Tom Kenny for the remainder of the Insomniac-era games.

4. A Long Time Ago, in the Dragon Kingdom...

The plot is simple - this is a PS1 cartoon-style game after all - but it does serve to set the goals for progressing through the worlds.

The Dragon Kingdom is made of 5 worlds by the time the evil Gnasty Gnorc becomes too hot to handle for the dragons. The ugly gnorc (a cross between gnome and orc) had long despised the dragons, and their shiny 14,000 treasure (Yes, it's called treasure, not gems). The dragons eventually banish him to their junkyard, but not before Gnasty takes 2000 treasure with him. He makes the junkyard his own, turning it to the 6th world Gnasty's World. He then finds 2 magic spells - one to turn treasure into gnorcs, and one to trap dragons in crystal statues.

That all takes place before the game starts.

The game starts with a news interview with 2 dragons from Stone Hill, while Spyro plays with a sheep and 2 other dragons (from Dream Weavers oddly enough) talk in the background. The first interviewed dragon Astor is a bit confused at whether there are 5 or 6 worlds, and whether they have 12 or 14 thousand treasure.

The unseen interviewer Bob then asks him about the rumors that Gnasty Gnorc found a spell to "turn gems into warriors for his cause", but the second dragon Lindar takes it and dismisses Gnasty with insults. Gnasty overhears this, and sets off his spell to trap all the dragons. However, Spyro is able to hide and escape the spell, setting off his adventure.

The main goals are easily set: reclaim the 14000 treasure, rescue all 80 (?) dragons (because the dragons seem to vanish back into platforms where they were trapped), and defeat Gnasty. One later addition to the goals is the theft of dragon eggs (later the central goal of Year of the Dragon) by blue, cowardly thief versions of the Star Wars Jawas.

5. An Artisan Sanctuary

Spyro starts off in the home of the Artisans world, an overall land of rolling hills and castles, pretty determined to fight Gnasty. But the first dragons he rescues try to calm him down and tell him his goals, as well as reminding Spyro of his lifeline, Sparx the Dragonfly. Sparx can sustain 3 hits before leaving Spyro to the elements, and he can be replenished by butterflies dropped from local fodder (such as sheep and bats).

The enemies in this home are all cowardly green gnorcs (including 2 bandits that can sustain 3 hits), which allows Spyro to get a feel for the controls before facing the harsh world outside. The only way Spyro can be harmed is through the fountain concealing the flight level and the water around the balloonist (as Spyro can't swim).

Every home comes with archway-like portals to each of the levels. Some of the levels are deliberately hidden to encourage exploration.

The first level easily visible is Stone Hill, a huge open land populated by tiny white rams and old hermits who attack with their cane. There is an egg thief whose laughter can be faintly heard as Spyro walks through the tunnel into the area with the hermits. More sheep can be found as fodder here. A locked chest can be found at the bottom of a well, with the key in a small cave on a beach near the exit "fancy vortex thing-a-ma-jigger".

The portal to the second level, Dark Hollow, is hidden in a tiny shrub maze. The level itself takes place at night, with an eerily calming lullaby playing. Green frogs take their place as fodder, among a variety of more aggressive gnorcs. There are gnorc grunts, who use swords and the first metal armor in the game; giant gnorcs wielding clubs; and a couple giant gnorcs with metal armor only on their belly. A locked chest is clearly visible on the largest platform in the middle, and the key can be found at the end of a side passage.

The third level, at the top of a tower, is Town Square. This level takes place close to sunset, creating a warm feeling to the medieval-style town, which is populated by chicken fodder, classic bulls who oddly don't charge into walls, gnorc matadors, and a thief on a high-up platform. This level introduces the first of many dragons who only say the generic "Thank you for releasing me".

In a corner of the home is a dragon head whose mouth only opens when Spyro has completed one of the main levels. Inside the mouth is a portal to the first boss, Toasty. The music is dramatic as Spyro enters the front courtyard to a castle, populated by the hermits from Stone Hill, as well as dogs who can take 2 flames and leap out on the first. The boss levels do not include fodder, so caution should be taken. The 3-stage back courtyard includes Toasty (a sheep on stilts in disguise as a pumpkin-headed hermit) guarded by dogs.

Hidden in the home's fountain is the entrance to the first flight level, Sunny Flight. Each flight level contains 4 types of obstacles Spyro needs to destroy while he flies rather than glides. In this flight, trains with 2 red barrels each roll through the central mountain island, there is a cave full of glowing chests, green archways line the boundary, and gnorc planes fly in circles around a nearby tower. Each flight level has a time limit and an unlimited amount of tries, which can be delayed by destroying obstacles denoted with different time bonuses, allowing for strategies to be made for attempting to complete the level in faster times.

Each home level has a balloonist conveniently placed but out of the way, who will only let Spyro reach the next world after setting a goal. Marco the Balloonist asks for Spyro to free 10 dragons before he will let Spyro reach the next world.

6. A Peace-Keeping Wake-Up Call

The second world in Spyro is Peace Keepers, a land of deserts, canyons, forts, and tar pits. Both dragons and gnorcs alike here have adopted a more militaristic approach to living. Gnorcs in the home wear uniforms and can either walk up to attack, operate a cannon that Spyro can use against them, or hide in a teepee and taunt. A bullseye-marked rock structure blocks the path to the second half of the home, and a thief and locked chest await on the other side. Rabbits also roam around as fodder.

The first portal carved into the side of the border cliff leads to Dry Canyon, a 2.5-story canyon pass with several passages that lead to surprises hidden in plain sight. A lone platform at the far end of a bottomless pit holds a locked chest among other treasures. There are small yellow gnorcs who fire projectiles Spyro can ram to make harmless, vultures on pedestals, giant yellow gnorcs wielding vultures, a thief running around in circles down below the exit vortex platform, and more rabbits everywhere.

The second portal in the middle leads to Cliff Town. On the right is a cliff to a bottomless pit, and on the left is an explorable plateau only accessible by gliding. A tar pit river from a far-off waterfall cuts through the level. The rest of the level consists of a classic pueblo town populated by Mexican-style bandits, gender-ambiguous tall gnorcs with a red blouse (called "fat ladies"), a thief among the buildings, and fodder that look like mini-dinosaurs.

The third portal, down in a tunnel to the right of the balloonist, leads to Ice Cavern. True to its name, like all the other levels, it's a wide cavern with the path wrapped around the perimeter of a bottomless pit. Small gnorcs on skis throw snowballs that Spyro can charge through, large purple gnorcs wield their hands, similar large yellow-armor gnorcs can be slid into tar pits, and fodder bats fly around. A locked chest sticks out of one of the buildings, with the key immediately in a platform down below.

The portal to the boss Doctor Shemp is easily accessible near the bullseye rock. The first section of the level is a cliff pass with the "fat ladies" from Cliff Town who send suicidal armored tribesmen. A vortex lift allows access to an open pit with Dr. Shemp, the obnoxious boss, standing ground armored only at the front. A locked chest sits just below the exit vortex, with the key on a platform along the pass.

The platform made from destroying the bullseye rock allows access to the flight level, Night Flight. Many winding passages through and around the level's island mountains conceals floating red rings, green arches, glowing chests, and lanterns meant to be lit.

Gosnold the Balloonist, found at the end of a dock in a tiny pond, can let Spyro return to the Artisans, but will only let him advance after collecting 1200 treasure.

7. Mischievous Magicians

The Magic Crafters world is the next to await Spyro. It is a land of royal dwellings, multitudes of caves, snowy mountain peaks, bottomless pits, tiny ponds, and the newly introduced supercharge ramps denoted by glowing arrows. When supercharged, Spyro can ram through metal chests and reach far off places. Goats roam all the levels here, and 2 thieves circle the home. Green druids who can manipulate certain terrain are often seen, along with metal-dress druids waving their staff. In addition, there are tiny floating druids who can control lightning, here dressed in green.

The first level is Alpine Ridge, a slightly autumn-esque land of moving platforms, narrow platforms, and large orange beasts owned by the metal-dress druids. The thief in this level has his a long stretch of land available to run from Spyro. The main druids from the home are joined by large blue wizards (kinda like the lightning druids) that can shoot magic bolts even at each other and their green druid counterparts.

The second level, whose portal is atop the hill with the supercharge ramp, is High Caves. The level can be split into two sections: one with expansive caves guarded by metal bugs, and a mountain pass with green druids. The bottomless pit near a supercharge ramp and the exit vortex is protected by fairies, who will save Spyro when falling and carry him to the top of the supercharge ramp. Another fairy is on a balcony at the far end of the cave, the first who can give Spyro a kiss granting him a short period of having superfire that can defeat the bugs. In addition, a narrow, but tall peak is filled with blue wizards being bombarded by cyclones from tornado druids.

The third level, whose portal is outside on a hill, is Wizard Peak. Immediately, fans of The Amanda Show will recognize that the level's music is similar to the theme song. The level itself starts off in an expansive castle with blue wizards that can create giant club-wielding snowman gnorcs (snorcs, get it?), lightning druids, and metal-dress druids that are often crushed by those danged snorcs. There is a path along the sides of the castle, and there are two platforms only reachable by the supercharge ramps that can be used to bash a group of blue wizards. And if you haven't yet checked for the Artisans flight level, a dragon will tell you the secret.

The boss level, right next to the balloonist, is Blowhard. This consists of a couple tall peaks with circular arenas where the boss stages take place. Blowhard himself is a druid head with a tornado body who can create large lightning clouds. His path is guarded by lightning druids, and a lone old dragon sits in the middle of the path to the second arena, among green druids moving small platforms over water pits.

The portal to Crystal Flight is the first exposed flight portal, with an old dragon explaining the just of the flight level concept. The world consists of tall, winding crystal islands holding multicolor rings, green arches, gnorc planes, and glowing chests. This level is harder to beat due to the spread out nature of the obstacles, so an alternate approach is often recommended.

Tuco the Balloonist sits on a platform jetting out the end of the home, overlooking the vast pit and the open sky. This time, he asks for 5 dragon eggs, which wouldn't be hard to find even before reaching any of the levels.

7. Creatures and Machines

Beast Makers is the next world to await Spyro -- a vast swamp met at moonlight. Spotted chickens dot all the levels, and gnorcs have discovered the stinging power of electricity. Large wild hogs (a byproduct of the dragons here creating life from mud, but strangely drop treasure like the gnorcs) also dot the home's landscape. A locked chest sits in the corner of a small plaza, and the key is on a tree stump in the distance. The dragons in this world are portly redneck-types who remorse at the gnorcs' changing of their swamp.

The first portal on the path leads to Terrace Village, a quiet little town filled with all kinds of gnorcs. The small gnorcs from the home light up their own squares here, taller gnorcs wield sparkling sticks like chainsaws, and tiny gnorcs in an armored shell fire dual taser cannons. There is a hidden staircase and an area high up revealed by gliding to it. Lots of rockets and metal chest targets can be found all over.

The portal to the immediate near right on the path, guarded by a boar, leads to Misty Bog. This is an expansive level, with several different stages of paths that diverge and converge in strange ways. "Attack frogs" lash out their long tongues, armored gnorcs stand by with knives and chicken traps, living marsh shrubs await hungrily, and wild boars are willing to charge through anyone to get to Spyro.

Hidden behind the large tree near the final plaza is the portal to Tree Tops, considered by many to be the most difficult level in Spyro. Taking place in the canopy of a tall forest, the only way to get across bottomless pits is through a maze of supercharge ramps. The best way to navigate the maze is follow the thieves. 2 thieves to be exact, a red one and a green one, who carry treasure instead of eggs. They will run from Spyro to their respective otherwise unreachable hideouts. Along the path, they will wake up enemies along the way. Two interesting enemies here are small apes that throw bananas, and long thin apes that walk on arched arms and can heel kick Spyro.

The portal to the boss level Metalhead can be found in the end plaza near the balloonist. The level takes place in a lone fortress in the middle of a swampy sea. A sewer cuts through the middle of the huge "foyer" (hint, hint), and plenty of the Tree Tops apes can be found -- the only difference is the smaller apes are metal armored. Metalhead itself is invincible, and it's been charged up with a bunch of power poles scattered around the 2 arenas. So the only way to get at it is to destroy the poles however possible. Hidden in a waterfall next to the boss's second arena is a locked chest. Try and guess where the key is.

There are many pumpkin-looking cauldrons scattered around the home, but one on the far right end leads to a cave with the portal to Wild Flight. This flight level takes place in a more urban-looking environ, with 2 paths -- one with gnorc boats and green arches, and another with glowing chests and gnorc planes. Simple enough, but choosing a strategy is crucial. The music, which Copeland started composing during a PlayStation Underground interview, certainly helps build an action-y flavor to the tension.

Cray the Balloonist stands by at the end of a dock. He feels bad about the trapped dragons, so he asks for 50 dragons to be rescued before he will let Spyro proceed to the next world.

8. Welcome to the Nightmare Realm

After rescuing 50 dragons, Cray will send Spyro to the Dream Weavers, a world of mystical castles atop lofty platforms, tons of dream creatures, chains of vortex funnels to go back and forth, and more. Bouncing mushrooms take their place as fodder here, and the homeworld perfectly introduces Spyro to the Fools -- invincible jesters who will turn into clocks for a short time when hit and move a platform as a result.

On the right, easily visible, is the portal to Dark Passage. This is a huge mountain pass with tons of caves, tunnels, archways, and platforms. The fools here have lanterns they turn into instead -- when the lanterns are on, everything is perfectly fine, but when they're off, the puppies and metal fireball turtles turn into monsters! There are also floating cupid-devils with a deadly love arrow.

A portal can be found in the big castle in the distance. It leads to the mysterious Lofty Castle, curiously called Fairy Trap in the Japanese version. This is because there are fairies trapped in blue wood cages by the cupids. Freeing 3 of them in an area will allow them to activate a vortex funnel to the next area, and there are many areas with them. Joining the cupids are giant metal gnorcs dangling from tiny balloons, and "puffer birds", basically a limbless fat chicken thing that can peck at Spyro when close. The world itself is a white and gold monument among floating islands blended with a beautiful magenta sky.

Just out the back of the smaller castle on the left is a portal to Haunted Towers. This level can actually be split into four stages. The first stage introduces grenade gnorcs, suits of armor that can be reanimated by lightning wizards, and a fairy at the end who can give Spyro temporary superflame. The second stage is a vortex lift away, with a stretch outside the castle to another fairy at the end and tons of armor. The third stage consists of a lift to the top entrance to the castle, and a supercharge ramp to several chambers, and even back outside. One chamber leads to the third stage, which includes the exit vortex, but hang on-- forgot something. Using a crafty path with the supercharge ramp, Spyro can reach an area on the other side of the castle, denoting the last stage. Suits of armor on a staircase slowly come to life as Spyro races against the clock to get past them. The fairy at the end doesn't just give Spyro a little superflame, this fairy will have Spyro keep it for as long as he is in the level. Just a reward for mastering the supercharge.

On the top of some stairs, with the balloonist just a left turn away, there is the portal to the boss level Jacques. This level pretty much requires backtracking, as it is immediately split into 2 paths -- one with ape-crab creatures, and one with the armored versions. Fools are everywhere, guarding many of the rising platforms that may grant Spyro access to new areas. When the paths converge at the end, a locked chest sits next to the entrance to the tunnel reaching the boss. Jacques is French for "Jack", and this demonic jack-in-the-box (oddly missing the box to put his spring in) will be the death of Spyro if he does not watch out for flying boxes, or the lava lake below these tiny platforms. Each point where Jacques can be hit is denoted whenever he hops on a box platform.

A staircase and two fools is all it takes to reach the high-up platform behind the castle where the portal to Icy Flight can be reached. This level consists of snowy mountains and tunnels with a looping train track. It can be split into 2 sections -- the first consists of glowing chests and lanterns, and the second is led by the 2-barrel trains into open areas where gnorc helicopters bob up and down. Spyro often goes too slow to reach certain obstacles, so moving against the trains would be a good way to go when traveling the second part.

Amos the Balloonist warns Spyro that Gnasty's World ahead is a terrible place, and that Spyro should collect 6000 treasure to proceed.

9. The Adventure Comes Full Circle

Going back to Stewart Copeland, I noted that there assumably was a lot of switch-ups and re-orchestrating of tracks, but when coming into Gnorc Gnexus (the home of Gnasty's World), you immediately hear the same music that was in Toasty. It's unclear whether that coincidence was made as a thematic choice, but certainly this home can tell -- a relatively small bullseye-looking metal platform in the middle of a dawn-set ocean, with 3 metal dragon mouths circling around a trapped dragon in the center, a portal on the left, and Hak the Balloonist on the other side. Rats scurry around everywhere, and in each of the closed dragon mouths is a chest and a portal. Spyro is surprised that Delbin, one of the dragons from Artisans, was trapped there. It's assumed that some of the freed dragons tried to fight Gnasty but were trapped again, as every dragon in this world had already been freed before.

The exposed portal on the left leads to Gnorc Cove, a dock full of ships, giant humanoid gnorc mechanics, and stations of metal and TNT barrels. Here, Spyro makes a casual "You gotta believe!" reference to Parappa the Rapper when the dragon Tomas retracts his insults of Spyro. The locked chest and the key are in relatively close proximity, in a green chamber and a blue chamber respectively in the last hub near the exit vortex. However, the locked chest can be destroyed by barrels and the key will disappear.

Once Gnorc Cove is taken, the first dragon mouth will open, allowing Spyro to enter Twilight Harbor. This huge metal harbor glows orange from the sunset, and the first seconds of the music instill some kind of badass feeling as Spyro looks on the first machine gun gnorc. There are 2 varieties of machine gun gnorcs, the larger ones being called gnorc commandos, and there are also tall leopard-skin gnorcs with grenades and a machete. Includes a raisable bridge usable with a supercharge ramp.

The portal to Gnasty Gnorc's lair awaits after beating Twilight Harbor. Immediately when entering, a flourish of dramatic orchestra leads off the boss level. There are 3 stages to the lair. The first takes place in a large orange arena with 2 looping paths where thieves await holding keys. The last key lets Spyro lower Gnasty's platform, leading to the second stage -- an extensive looping chase with Gnasty. Plenty of chests meant to distract Spyro the first time. If he is flamed at the end in time, he will travel to the third stage -- a race against the clock to follow him across receding platforms above a pit of lava before flaming him a final time.

At this point, a cutscene shows with Spyro in the same place as the 2 dragons were in the opening, noting that he still had to get some of the scattered treasure around. The credits go, and Spyro is sent back to Gnorc Gnexus to meet with Magnus from Peace Keepers, who tells Spyro that the last dragon mouth will not open until the inventory is at 100%.

Once Spyro is ready, the dragon mouth opens and Spyro enters the bonus level Gnasty's Loot. This is the mountain/factory hideout where Gnasty stored the 2000 treasure he took when he was banished. Here, Spyro can fly like in the flight levels, but he has an altitude limit that can be lifted after getting keys from thieves to unlock new areas and altitudes. Some thieves are on the ground, while others fly planes. At the end, behind the exit portal, there is a room with a portrait of Gnasty and a whole bunch of fireworks crates. Light one, and watch the fireworks launch tons of purple gems everywhere. A perfect reward to end the game, after the last cutscene of course.

At the end, Spyro is made a celebrity on the news, while the 2 dragons from before play basketball with Spyro's sheep. But just before Spyro can dismiss any hope of fighting Gnasty again, the dragons are trapped again. He says "Here we go again," without realizing what Insomniac had in store for him instead. The credits roll, and Spyro is sent back to the start of Artisans home to farm lives from enemies and explore the kingdom until the game shuts down.

10. Postmortem of a Dragon

Learning that people don't want a sequel that's just more levels, Insomniac released Spyro 2. Whether you call it Ripto's Rage or Gateway to Glimmer, it was clear what they went about -- an unneeded expansion of the Spyro universe into a world beyond the Dragon Kingdom. But at least it was better than trying to keep the kingdom canon in Year of the Dragon. They knew enough to again put it into a place outside the real kingdom, but the influx of new characters made too many unnecessary changes to the ways the original Spyro connected with people.

Looking back, you can see pretty much the exact same parallels of Insomniac to Naughty Dog and Crash Bandicoot, though perhaps shifted a couple years apart. Naughty Dog had made 3 games with Crash, the third giving way to the 3 Spyros after that. Then with the PS2, both companies left Universal for Sony to create the Jak & Daxter and Ratchet & Clank series, while Spyro became more obscure and Crash became more formulaic under Vivendi Games (which folded into Sierra, which then folded into Activision Blizzard).

I've played a lot of Crash games, but ironically the only Crash game I truly liked was the Vivendi-era Twinsanity. Perhaps it was because the original warp room formula was a little tiring, or that the game over screens didn't give me nightmares like Warped did.

Anyway, after the teams got tired of their tag-team series, they went the way many companies did -- making shooters. But that's where the similarities start to blur. Insomniac's Resistance series was a post-apocalyptic FPS whose third installment reportedly ripped off my beloved Half-Life 2, and Naughty Dog's Uncharted series pulled my much younger brother away from Resident Evil (yes, he's that weird), and whose third installment's Subway promotion got him mad when he found out he had to wait for Naughty Dog to unlock his multiplayer code on the 1st rather than his birthday the 29th.

So thanks for reading this, and don't say tl;dr if you didn't or I will get Freddy Kruger to find you...

11. More to Explore