Tumgik
#'multimedia experience of all time'
friendofthecrows · 2 years
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I fully admit that seeing screenshots of superwholock tumblr posts is what prompted me to join way back in 2012.
So you can imagine still being here in 2022, a whole decade later, the superwholock craze supposedly behind us, watching the ghost of it rise every November 5, every time a new Doctor is announced, every time destiel goes cannon again, and the same spirit rises in me, like the shittiest religion ever invented.
I was raised on Doctor Who and found Sherlock and Supernatural in middle school. At which point I became obsessed. I am the stereotypical fandom nerd that was writing johnlock ship analysis back in the day. I'm a full grown adult now with other things in my life than a fandom, but it's amazing how the emotional impact never really goes away.
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discoreptile · 9 months
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Wee ha
#Arright here I go again I gotta do some of these when I gotta vent#posting this on the 17th of August#So the elestral thing is going alright. My focus has shifted a LOT there but I'm still working with em#But the majority of my work comes from another client now. It's another one of these things that I'd love to make by myself#But someone else is making it and wanting me to do the art and music. It's gonna be huge. What a life it is. Anyway#This gif is from yet another project I started recently. Separate from Smile More HoaM and anything else. I keep fucking doing this#But this one's strange. It reflects my current working skills I've built up all these years. A multimedia experience that has a start n end#featuring all your favourite elphame characters in a new style. I'm enjoying making it but there's one problem#I haven't worked on it in like a month and a half#Work is piling up. Pixel art is something I don't do for myself anymore#It's not even a case of “as soon as I have time to myself my fingers can't move" it's that I just do not have any spare time lmao#I meet Ashley once or twice a week. We still play digimon a lot but we're taking this month off since she's petsitting and can't go out lat#My flatmate has basically taken the summer off work since his job pays well enough for him to do so#so having him around to play games with is nice. Feels awkward taking baths with him in the house tho lmao#He is kind of the only reason I take breaks. I got pikmin 4 and it is incredible. Genuinely might have replaced Digimon World as 1st place#Mum took Andy and I to Netherlands recently. It was incredible. I played in a local digimon tournament and ate shit#Have just been so excited about travelling lately. Ashy taking me to manchester soon and I think we'll go london next spring or sooner#Worried I'm overdoing it with the tags so I'll sign off here. Work is stressing me out but it looks like big things are happening.#OH MY GOD I HAVE STOPPED BLEEDING BTW. Like almost altogether. Haven't in like a month. The trick is in the big box I rest my feet on.#It's too tall. I tried replacing it with a pile of folders half as tall and my bleeding fucking stopped. No crohn's disease or anything.#Just a big stupid fucking box. Anyway see you
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dragongirlsnout · 8 months
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Go Badge-Free: Tumblr is a multimillion dollar company that doesn't need your loyalty!
Some users ("many" by Tumblr's own unsourced metrics) might want to support Tumblr with something similar to regular donations. Great news! You don't need to, it's a multimillion dollar company, and its parent company, Automattic, was valued at around 7.5 billion dollars in 2021 as stated by none other than Tumblr's Elon-Musk-wannabe CEO himself! Tumblr isn't going to go broke any time soon, and any money you waste on it will just convince staff that the garbage fire they're currently tossing the site into is profitable!
Enter the power of not giving a fuck about useless badges and shitty merch of stolen memes. Everyone with a brain knows auto-renewable subscriptions aren't the way to a "user-led business model", and again, you don't need to show your support for a massive multimedia platform despite whatever their embarrassing ad campaigns that just want money may tell you!
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How it works—or doesn't:
Tumblr doesn't care about the users, whether you're giving them money for nothing or not! So take the initiative yourself. Send them negative feedback about the pointless UI updates. Give Tumblr a 1-star rating on the app store or play store. Disable your badges. Block intrusive ads (and potentially dangerous flashing ones). Style the dashboard to look less like a 1 : 1 clone of Twitter. Install additions to fix basic site functionality.
Seriously, who is buying subscriptions besides staff:
The subscription badges do nothing. Nada. Zero. That is, unless staff decides to lock basic functionality behind a subscription in the future, so make so to make it flop before then.
Pricing:
A year's subscription for a useless cosmetic badge costs you $30 USD. Cheaper than Twitter Blue, sure, but it sure does a whole lot less! Meanwhile, fixing your own user experience and complaining to staff is permanently on sale for the low, low price of free. Spend your money on a nice treat instead!
More details:
I don't know how else to put it. This subscription service sucks ass.
That's all for now. No idea who exactly would buy a badge subscription of all things in the first place that staff probably designed in 5 minutes. Maybe someday Tumblr's will figure out how to interpret actual human behavior and user desires, but that day has yet to come. Stay weird, and Tumblr is not your quirky friendly hellsite company <3
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I'm an A-Level student and so many of my classmates use ChatGPT for essays in Law and RS and stuff - like, they sound proud of themselves, as if they're cheating the system and being clever? Just makes me feel very bleak. What are we doing man
Well, the unfortunate news for them is that they are going to struggle if they make it to uni.
This is the big problem with AI - it cannot analyse a single thing. If I were to say to you "What are the features Tumblr users would most want and why?", you are a human being with a brain and experiences and decision-making skills, and you could probably sit and come up with an answer. You would base that answer on things you personally find lacking, or want to see; you would also base it in things you have seen others bemoaning on the site.
For example, I reckon I'd say something like:
The permanent ability to boop people with a cat paw, which is implemented as opt-in. Also customisable, so you can choose whether you want a random cat paw to appear on your screen each time it happens to you. Also a different animation for super boop/evil boop, and maybe more boop options than those two, and maybe also different paw colours.
Actual enforcement of hate speech rules. We all agree to them when we join, so it's perfectly legal to delete someone for spouting Nazi shit AND YET.
No more banning or censoring queer folks' accounts
More ability to adjust the interface for disabled bloggers, e.g. colour and contrast, font, layout, switching off moving GIFs or other animations by default, etc.
Tag editing, it's frustrating having to delete whole tags.
Tag memory! Where have my tags gone??? For a year now I have slightly better luck on desktop, but for the most part, which of my tags are remembered by autofill and which are never, ever offered to me has been wholly divorced from how often I've used them. And my tags are often lengthy and odd, so it's become much harder to use mobile.
No data scraping. This is the anti-cap site thank you. Also on that note, get rid of the For You section and any other algorithmic tracking, because it's just as likely to show you a Nazi blog as an anti-Nazi one as long as you have spent any time at all discussing Nazism.
Better blocking ability, on that note.
Better search function
I could go on, but you get the idea. That's analysis that I've done, based on discussions I have seen and taken part in, and my own experiences.
I just asked ChatGPT. Here's what it had to say:
"Tumblr users have diverse preferences, but there are several features that many users would likely appreciate: 1. Improved Content Discovery: Tumblr is known for its vast array of content, so improving content discovery mechanisms such as personalized recommendations, trending topics, and enhanced search functionality can help users find more of the content they enjoy. 2. Enhanced Customization Options: Tumblr users value the ability to customize their blogs extensively. Providing more themes, layout options, and customization tools can empower users to express themselves creatively and make their blogs unique. 3. Integration of Multimedia Formats: Tumblr is a platform where users share various types of multimedia content, including images, GIFs, videos, and audio. Enhancing support for different media formats, improving media upload and management features, and optimizing the viewing experience can enhance user engagement. 4. Improved Mobile Experience: Many Tumblr users access the platform via mobile devices. Therefore, optimizing the mobile app for better performance, usability, and feature parity with the desktop version can greatly enhance the user experience. 5. Community Engagement Features: Tumblr has a vibrant community, so features that facilitate interaction among users, such as improved messaging, reblogging, tagging, and commenting functionalities, can foster a sense of community and increase user engagement. 6. Content Moderation Tools: Given the diverse content on Tumblr, providing users with robust content moderation tools, including options for filtering, blocking, and reporting inappropriate content, can help ensure a safer and more enjoyable experience for all users. 7. Monetization Options for Creators: Many Tumblr users are content creators who would appreciate opportunities to monetize their content. Introducing features such as ad revenue sharing, subscription-based content, or integrated e-commerce capabilities can incentivize creators to produce high-quality content and invest more in their Tumblr presence. 8. Accessibility Features: Improving accessibility features such as alt text support for images, screen reader compatibility, and customizable text sizes and color schemes can make Tumblr more inclusive and accessible to users with disabilities. 9. Privacy and Security Enhancements: Enhancing privacy controls, data protection measures, and account security features can help users feel more confident and secure when using the platform, which is especially important given concerns about online privacy and security. 10. API and Third-Party Integration: Opening up Tumblr's API and allowing for easier integration with third-party services and apps can encourage innovation and development within the Tumblr ecosystem, providing users with more options and flexibility in how they use the platform. Overall, focusing on improving content discovery, customization options, community engagement, and user safety while also providing opportunities for creators to monetize their content can help Tumblr retain and attract users in a competitive social media landscape."
It's possible that feels alright, on first glance. But take a closer look.
Every point made is vague, and disconnected from any real life examples. In the very first point, it thinks we want better search functions (yes!) but also more algorithmic recommendations (no!). It wants us to have personalised recommendations AND better security, in fact, which are incompatible - but an LLM doesn't and can't know that. Monetisation of the platform is something that has historically faced appalling backlash from users, and this thing is suggesting ad revenue sharing and subscription services.
Because, its suggestions are generic suggestions. These are not Tumblr-specific. No mention of queerphobia, no mention of Nazis, and absolutely zero understanding of what the specific users on this site actually want.
... all of which is to say...
It's what is academically known as descriptive work. It lays out some facts, but there's no depth, no analysis, no interpretation of those facts at all. Why would we want third party integration? What apps are we calling for? Give examples. Would that aid ad-blocking? Search functions? In that case, wouldn't third-party integration be tackling the symptoms and not the cause? Shouldn't we work better ad-blocking and search functions into Tumblr at a base level?
And in school - even up to A Level - that's okay. You won't get top marks for that, because it's all too vague and too descriptive, but it's fine. School-level assignments tend to be more broad and less applied, too, which LLMs fare better with.
But in university, you start with descriptive facts, and then you are expected to analyse. If you cannot analyse, you run a very real risk of failing. Which means if you've spent your GCSEs and A Levels not bothering to learn those analytical skills and letting ChatGPT do the work for you, you are going to face an extremely uphill struggle when the expectations of study increase.
So, to round off, try not to get too discouraged. You know you aren't doing it, which means you are the one actually learning and developing and growing. Others will learn eventually, and probably more painfully. You do you!
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drchucktingle · 1 year
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more on never ending art vs artist talks
just a heads up for the buds asking. even if you try to ignore something an artist has done you are still not SEPARATING THE ART FROM THE ARTIST. if you say 'i do not like scoundrel jk but i love BOY WIZARD'S DAY OUT so i am going to separate art from artist by ignoring scoundrel jks vile way and reading' then you STILL have not actually removed her from the art. the art is now just a multimedia piece of a book being read by someone who is ignoring the writer.
it is just a new mutation of the art directly created by your interaction with the artist
in other words IGNORING the artist is not separating them because you cannot easily just unknow something (even if you do end up unknowing something through memory loss, that would still be a new artistic experience but thats a whole other tangent buckaroo). IGNORING is an active change to an artistic piece. for that matter so is NEVER KNOWING IN THE FIRST PLACE because this timeline is not a vacuum and art is not static, its meaning changes and evolves through time and space and experience
in other words, ART AND ARTIST are forever connected sometimes for better sometimes for worse but most of the time it is just in a way that has no good or bad attached. it just is. i think where buds get into trouble is when they PRETEND separating art from artist is even possible.
chucks way is to acknowledge these things will never be separate and then trot on from there however you see fit. decide if someones story makes you LOVE AND SUPPORT THEIR ART EVEN MORE, or if their scoundrel way makes a sweet slice of cake suddenly sour. maybe its sour but not enough to throw the cake away just eat a little less, maybe you like the taste once a week instead of every day, or maybe its GROSS and inedible to you now. that is YOUR OWN CHOICE, but for chuck all this pretending it is not a personal choice and you can just separate art and artist is avoiding responsibility
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farenmaddox · 22 days
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currently reading an article about the fact that the first time Roland Barthes' "Death of the Author" was published, it was in this particular special issue of Aspen magazine focused on materialism and minimalism, and that the essay was intended be to read in conjunction with this variety of multimedia experiences in the magazine, and THEREFORE that we've been understanding Barthes' point incorrectly all this time because we failed to take the special circumstances of its publication into account.
and that's just. screamingly funny to me. y'know. considering what the essay is about.
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macabremachinery · 1 year
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The Harlan Ellison Multimedia Literary Project & The Original IHNMAIMS Game Site
Yep, this was the 90's relic I was teasing about earlier last week. Behold, in GeoCities-esque glory:
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Information about the site is discussed under the cut.
The Harlan Ellison Multimeda Literary Project was a student-run site that thoroughly discussed IHNMAIMS with academic analysis. Many of the links, when I first discovered this hidden gem, appeared to be broken. However when I accessed earlier snapshots of this site via the Wayback Machine, I was able to experience the site as it had been so lovingly cherished in 1998.
Unfortunately, like so many sites of its era, the formatting is horrendous. The gaudy white and tie-die tiled backgrounds clash with the pitch-black Time New Roman paragraphs, making many of the pages rather difficult to read. I recommend copying and pasting the text onto a document so that it's easier on the eyes.
Much of the "core" of the site is accessed through the Enter the World of AM link. From here you will taken to the main page.
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Pretty straightforward. The 9 nodes listed in fuchsia are essentially pages breaking down separate bits of the I Have No Mouth and I Must Scream short story.
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Yeah, I warned you about the gaudy formatting. I would post all 9 of my screenshots here as a backup to this site, however since the screenshots make the text difficult to read on a page already troublesome enough to decipher, I will simply link the project's main archived hypertext here.
Though many of the pages discussing IHNMAIMS do so with some academic jargon, the level of dedication and thought put into this project is commedable, and I cannot recommend this page enough for fans of Ellison, IHNMAIMS, and scouters of long-abandoned internet webpages.
While scouring this page, I cam upon a link at the bottom that caught my eye:
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Curious, I clicked the highlighted text, and was redirected to this:
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Yes folks, this is the official Cyberdreams website for I Have No Mouth and I Must Scream.
It's one of the more in-depth video games sites I've encountered, the creatives behind this game were so obviously passionate about what they were making. That era of the mid-90's for video games was perfect for such a product like this to be made. I don't think it could have been made 5 years earlier or 5 years later. It was released at the right time by the right developer who obviously cared about making art, and here, in full glory, you can read over the process regarding how this project even came to be.
I cannot recommend enough checking both these sites out and taking the time to explore them. They are absolutely worth a scavenge!
I apologize for releasing this post so late, I've had to comb through several links to get screenshots/viewable webpages.
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rainbow-neko-artblog · 10 months
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Though I know Clown will never see this I just have to get it off my chest! Like! Too many Butterflies in a jar! Explosions explosions!
As someone who had been following welcome homes creation for a bit BEFORE it even blew up big n crazy, I say this with my whole heart and soul and every part of my being.
Thank you so much to Clown and their team for making such a wonderful update and story.
The multimedia aspect of it- the way that the story can go any way right now- how INVESTED I am to learn what's happening. It is not somthing I think I have felt in a long long time for a horror project. It's perfect, amazing, SENSATIONAL SENSATIONAL SENSATIONAL!
it's a truely one of a kind experience and I am so wordlessly happy to be alive and well to experience it- wordlessly in that I truely cannot capture how I feel in words but I hope you understand- it is like a million puppies in a box ready to tip over from their excitement and joy and love.
So again, thank you Clown for creating something that has revitalized my inspiration as a creator. Thank you to the VAs and the Writers and the whole team for everything. You're all AMAZING.
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callmearcturus · 2 years
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==> You have three doors
DOOR ONE: Reading Homestuck using the Unofficial Collection
Pro: Everything is immaculately preserved at the highest quality. Official HS took beautiful animations and turned them into 360p fuzzy horseshit. UHSC has everything in HQ.
Pro: Navigation controls. I set everything to "auto open pesterlogs" and then use arrow keys to go to the next page when I'm done. Very smooth experience.
Pro: You can fucking mod out the worst slurs from early Homestuck, which is a relief.
Pro: It maintains the browser games as well as the incredible formatting tricks of Cascade, A6A6I1 and others.
Pro: It's literally officially endorsed by the creator as The Way to read HS.
Con: Windows and Mac only, not mobile, unfortunately.
Con: No matter how many times I read the explanation for First Time Reader Mode, I'm always still a bit confused.
Con: The Troll quirks.
DOOR TWO: Experiencing Homestuck with Lets Read Homestuck
Pro: The entire comic read to you, with matching visuals, is really a fucking treat and probably the most low effort way to experience it.
Pro: CANNOT OVERSTATE HOW FUCKING GOOD THE ACTING IS SOMETIMES. OFTENTIMES. Duckum's Rose performance is more deserving of oscars than most shit I've seen get awards. Karkat's performance is always a delight but the emotional rollercoaster of Murderstuck? Holy shit. Also I did not like Terezi until LRHS, now I love her.
Pro: Sometimes, Homestuck is hard to read. Making sure you find every secret in every walkaround? Trying to figure out what the trolls are saying through their quirks? Oh my god the fucking SBaHJ interludes? There are parts of the Meenah walkaround I totally missed bc I could not parse the quirks. LRHS makes it a complete and total non-issue.
Con: In my opinion, it takes them a while to find their footing. Act One is just kinda rough. Act Two is better, but things become fantastic pretty much as soon as Duckums takes over as Rose.
Con: It's not complete. LRHS is up to the Trickster Arc deep deep deep in Act 6, so they're nearly there, but the last 15% of the comic, you have to read yourself.
Arc, what the fuck: I have all of LRHS ripped as MP3 so I can listen to it like an audiobook. Lemme know if you want the files.
DOOR THREE: Official Homestuck Website
Pro: It does work on phone and tablet.
Pro: You can pair it with the HQ upload of all HS Flashes and have an okay time.
Con: The walkarounds are removed. The entire game of Jane's land is a fucking YOUTUBE VIDEO. The special effects for Cascade and A6A6I1 and even the stupid horse segments are gone. The entire gravity of the Retcon is removed. They couldn't even fucking preserve Gamzee's dumb potion shop bit. What the absolute fuck.
Con: EVEN THE FUCKING UPLOADS THEY DID LOOK LIKE HORSESHIT. Compare the official intro of Rose's world to a reupload of the original flash. How the FUCK was this allowed?! Who OKAYED this?!
This is garbage. Homestuck is a multimedia experience of prose, text, music, animation, interactive storytelling, and Viz Media fucked it.
The choice is yours. I suggest Door Two, but I'm a podcast person before everything else. Door One is a very very good door once you get going. Door Three is if you HAVE to use mobile. but please, fuck, use the All Flashes video, I'm begging you.
OH BUT WHATEVER OPTION YOU CHOOSE: stop at Act 7 or Credits. Do not read the Epilogues or the post canon stuff.
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lanymme · 5 months
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On the eve of Lonetrail ending, I have some sad thoughts about preservation of media in this game.
The event is amazing. The effort and love put in to this story and all the little details is beyond me. I’m really glad that it’s gonna go straight into the Intermezzi so that anyone who picks up this game or missed the event gets to experience it.
But a big part of this event is going to be missing. The lobby, for one thing, is a huge part of the story’s lingering emotional power. The narrative touched my heart. It made me cry.
But what made me break down, what destroyed me, was finishing that final story segment and seeing this
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Turn into this:
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And just sitting there, full of pain and wonder and real, actual grief, reflecting on what had just happened as I sat there in the dark with my headphones on, totally immersed in the lonely and hopeful and Ad Astra, reframed by this new context into something that was also terribly and beautifully sad.
It didn’t fully comfort me. But it gave me the refuge to feel the things I needed to feel, drifting and alone.
Throughout the rest of the week, the little missions from the Investigation section helped me return to and slowly process my feelings, with little bits of additional story and context.
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And each time I opened the event, that devastating splash of Kristen dunked me back into my emotions, to give them another go.
This is the only piece of art I’ve consumed that comes with its own aftercare and damn if I didn’t appreciate it.
I probably don’t need to explain this whole experience to you in detail, because y’all reading this have (hopefully) already played the event and experienced that for yourselves.
But people in the future playing this event are not gonna experience that aspect of this multimedia piece of art, because these parts of an event do not show up in the archive.
They won’t experience the guy saying “*A new age is upon us!*” getting replaced by the empty billows of space as Kristen’s pod drifts outside terra’s starpod.
You can probably find it, in recordings. But searching down something on the Internet to see what used to show up does not hit the same as getting greeted by the new intro and splash whenever you return to the event. You’ll be like “oh yeah I bet that was cool” and not “Oh, I’m not okay.” Or whatever your reaction to that piece of the art in its proper place would be.
I don’t really have much else to say on the matter.
I just think that’s sad.
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prince-liest · 23 days
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Can u explain like I’m 5 what homestuck is? Google is not being very helpful and I think the best person to ask is someone familiar with the.. game? Web comic? How did u get into it?
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Homestuck is a webcomic that started out as a "choose your own adventure" forum game where people could vote on what the main character should do next, and eventually was turned into a proper author-written story with a multimedia experience (because being on the web allowed some "pages" to be things like animated videos or Flash games, etc). The most famous example is probably [S] Cascade, which is a 14 minute long Flash animation that plays at the end of Act V and upon release crashed not only the website and its forums, but also megaupload, Newgrounds, Livestream, and even fucking Twitter due to how many people were trying to watch and stream it.
Homestuck is about a boy named John Egbert and his three friends that, on his birthday, receive and play a video game that ends the world—and subsequently challenges them to create a new one. It's incredibly long, emotional, and the cast of characters is very large with a lot of time travel, multiple dimensions, and (my favorite) aliens, so this description is very much just the initial premise, but explaining more than that right off the bat is an exercise in sadomasochism, I think. That said, I think the pacing at which the story expands is appropriate.
And I discovered Homestuck in either 2010 or possibly 2011! It's been a while. I vaguely recall a friend introducing me to it, but I don't remember who.
If you do decide to get into Homestuck, I recommend the Homestuck Complete Collection, which has included all of the old dead links/jokes, gif animations, videos, and flash games that were in the original, many of which have been dead on the actual mspaintadventures website that Homestuck was originally on for a long time.
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fanhackers · 5 months
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Vidding’s Grandchildren? Edits, corecore, and other video feels
Thinking about the descendants of vidding, since I was quoted in this recent article on fan edits, “Why Do Fan-Made Trailers Rule the Internet?” by Cat Zhang. The edits of the article, like the fanvids of old, are scenes from television shows and movies set to music.  But while these edits are typically much shorter and more feels-focused than vids, they seem to me clearly a descendant of the form. In my book, Vidding: A History (2018), I talk about the ways in which YouTube and the algorithms of the internet were already affecting the aesthetics of vids back in the 2010s (spoiler alert: they’ve became shorter & more intense) and we can clearly see this trend in the 2020s now that fans are firmly on short-form platforms like Insta and Tiktok.  The edits in Zhang’s article are all about the feels, and a sub-class of edits, corecore (as explained in this Mashable article by Chance Townsend, “Explaining corecore: How TikTok’s newest trend may be a genuine Gen-Z art form”) is often used to express chaotic or overwhelmed feels.  Townsend says that what makes corecore so interesting is that “one’s feelings that couldn't be expressed through words are instead presented through images. Whether that emotion is happiness, a fear of the future, or the excitement of falling in love, corecore edits, through the use of multimedia, speak to our common experience.”  The idea of expressing emotion by the artistic act of combining disparate clips with music–well, it sounds like vidding, but at the same time it seems a long way away, too. That said, a work like this hip-hop based edit of The Bear, made by an artist at the X/Twitter account “black boy cinematic universe,” seems to be doing the kind of reparative fannish media work vis a vis race that older vids did for gender and sexuality. Zhang quotes the artist as saying: “There’s an energy to the show where it’s being carried by the people of color. So in my edit, I want to make sure there’s a song that represents that.”  That’s a very similar (and familiar) vibe: that urge to make the thing that will Get. It. Right.
–Francesca Coppa, Fanhackers volunteer
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tuesday again 4/2/2024
in which i try to clean two different boxes with varying success
new people: hello! the tuesdaypost is a weekly roundup of stuff i've been listening, reading, watching, playing, and making. it is NOT a recommendation series, although i sometimes dabble in critique. when im firing on all cylinders i ask "what is the core concept of this? does it succeed in what i think it's trying to do and what it says it's doing?is it well-made but i dislike it/beautiful but not for me? why? what parts Really Work?"
if you are into purity culture, yelling at other people about the problematic media they consume, or are under 18 i am going to have very little patience for you.
listening
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now that i live in houston i am legally obliged to loop the new beyonce album 24/7. there is absolutely truly nobody fucking doing it like her. every song is a multimedia art piece. goddamn do i miss the album as a tool to convey a specific concept/listening order/flow. sometimes (chappell roan most recently comes to mind, although it does feel unfair to compare anyone to beyonce) every individual song is pretty good but the listening experience if you sit down and listen all the way through the album is unpleasant and choppy. not so here. NEVER here.
my favorite like Dance Number is YA YA (it samples nancy sinatra's boots! and the beach boys' good vibrations! wildly different tones despite coming out a year apart!)
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the one that goes on four different character/tone playlists is BODYGUARD.
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great early roundup of influences, samples, and collaborators. delighted to see five fingers for marseilles listed, a rocky but underrated south african neo-western free on tubi rn for americans
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reading
also very texas-relevant with the recent pornhub lawsuits! pornhub and sex tech (among other things) have been samantha cole's beat for almost ten years. i trust her to report sensitively and not for like. shock clicks
this site has a free paywall (sign up with your email for a link to the full article) so bots have a harder time scraping articles: this is a journalist-founded site with only the four founders running it and writing articles. while annoying i do think this is a reasonable measure
The platform still has problems, but after years of critical reporting and a litany of legal and reputational consequences, Pornhub is now more heavily moderated than any other porn platform, and most major social media platforms, for that matter. A growing list of age verification laws has put Pornhub in a position where it is compelled to block access to its site in seven states and counting. In theory, these laws are designed to prevent children from being able to access pornography online. In reality, what is going to happen is that children are going to end up on pornographic sites that don’t care what the law says, and where some of the most harmful content that exists online is actively promoted to them.
she's also got a new limited series podcast with CBC about the rise and fall of pornhub, which was fascinating and kept me company during an extremely early morning drive
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watching
i'm lukewarm about this one but i spend a lot of time getting there, much like this movie
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ive been watching a lot of frankly dogshit thrillers, which has made me wonder: what's the deal with supervillans? where did they come from? and thence arrived at the prototypical film Dr Mabuse the Gambler (1922, dir. Lang). the four and a half hour cut on Kanopy is two normal-length movies superglued together, which makes sense as a streaming product but it is sort of a terrifying runtime and took me three days to get through.
sometimes, as we know, i get a real bee in my bonnet about visiting the early versions of things. dr mabuse is the blueprint for every james bond and mission impossible villain, or really any shadowy supervillain with power over [INDUSTRY] or [THE MARKET]. it is a four and a half hour long cat and mouse game through lavish, eccentric sets between mabuse and prosecutor wenk. it has some trouble sustaining itself bc it is four and a half hours long but does deliver on the cat and mouse aspects. this letterboxed review has interesting things to say about the political climate of 1922 germany and how lang subverts the formula of the pulp serial.
really the film opens with mabuse yelling at his cocaine-addicted assistant, but the film properly gets going with mabuse's henchmen stealing a trade agreement (nothing really carbon dates a movie more than a missing trade agreement. vanishingly few post-early-30s movies have missing trade agreements as plot points) and then he crashes the stock market. for fun and profit.
however. i think every time you see an evil man who is a banker or stockbroker or generally uses money as power you have to interrogate whether it's antisemitic. the answer here is "maybe" but i'm not sure if intent matters when contemporary nazi critics were eager to hold mabuse up as "this is the typical jewish criminal". (sorry about the link directly to wikipedia, it's been touch finding online sources for this section). mabuse is not specifically jewish, but there are certainly elements of stereotype. i am still not good at being presented with "this movie has a shadowy behind the scenes figure manipulating the government and all the money ever" and going "hey wait a minute".
after that tremendous glaring caveat, for which i read more contemporary reviews and reviews in general than i ever read for movies in these posts, is it good? eh. a contemporary VARIETY review remarked (and i largely agree)
The direction of Fritz Lang has moments – but Lang somewhat negates his good technical effects by twenty forty-word captions of a ludicrous unconciseness.
the night scenes are particularly well done, and imo are better than many modern night scenes--other contemporary reviews remarked
In this film the techniques of the film camera (Carl Hoffmann’s brilliant photography) are brought to perfection. The problem of how to film lit-up streets at night has been solved for the first time. It is unbelievably impressive to see the glaring lights of speeding cars flash through the night or the rapid passing of an elevated train of the initially blurred, then gradually focussed glimpse through a pair of opera glasses on to the variety stage, the nuances of light and shade—these things alone prove the value of film documentary.
look at this shit! filmed from within the cars! in 1922!!!
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this film asks you to believe hypnotism is real and really effective, so i don't think it's that big of a leap when it asks you to believe in ghosts. i don't understand that quibble from contemporary viewers. there are several on screen suicides with like. specific methods. which is not currently regarded as good filmmaking practice. im curious to know what contemporary audiences thought but couldn't immediately turn anything up, and wading through masters’ theses on cinematic suicide is a little beyond my current mental health.
if i were a more content-minded woman this would turn into a clickbait video essay about the antisemitic origins of every supervillan. however i am unqualified and untalented at video editing and i'm sure there are forty theses on this already. this movie is a hard sell to anyone jewish or employed. it is also a stunning example of cutting-edge film technology and part of the genesis of the modern supervillan. Fritz Lang films tend to fall in the category of “movies i am happy to see once and feel no need to revisit”.
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playing
playing what is effectively the same game three times back to back (breath of the wild, tears of the kingdom, genshin impact) has sort of burned me out on open world games with a focus on battle skill progression and stumbling across little puzzles in the overworld. i have to get itch.io up and running on this pc and find the most linear jankiest possible one-sitting indie thing. or several of them. i might try the solo ttrpg Gentleman Bandit i seem to have acquired in one of the giant charity bundles
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brief breath of the wild update bc i don't want to pull screenshots off my switch: i have gotten to the boss fight for the gerudo and goron regions, have not completed them bc my focus in this game is NOT hearts, and am in the middle of the zora temple. despite the quality of life improvements and new regions in totk i think i prefer botw: progression is a bit easier, there are fewer mmo-style hub quests and repeatable quests. things like the stable photos are cute but very repetitive, so are the sign bracing puzzles, and the sky crystal quests for sky shrines feel VERY samey. also dislike how the CLEAR OUT: [REGION] quests with the monster suppression squads reset at the blood moon.
anyway! to genshin! there was an exceptionally fun little event with a surprisingly involved management sim tacked onto the game??? you make and sell potions fulfilling different requirements, and can eventually stock travelling merchants all over the continent. the actual act of making the potions was this block-filling 1010! style thing (screenshot from polygon)
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the new region, a port town and tea-growing area called Chenyu Vale, is maybe the prettiest one in the game so far? it's the one that feels the most picturesque and Designed, like this is one huge mansion garden studded with follies. they also added background chatter and noise in the cities and towns, which really startled me and makes them feels much more lived in! this is a fun trick to avoid putting in a thousand NPCs and making everyone's framerate crash. the less stuff in your game, the less shit can go wrong.
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also pulled for and got chiyori, a geo-aligned seamstress (and sometime spy???) swordswoman who has what i can only call domme voice
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making
ok now we'll talk about boxes. i was rearranging my kitchen, as unemployed women are known to do, and noticed this recipe box i picked up back in mass was disgusting. the finish is starting to fail but it was genuinely grody and last summer i packed my kitchen in a blind panic inside an hour and did not have time to address it. i have never seen a recipe box at an estate sale before or since and it made me desperately sad.
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it was full of a lot of stuff.
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i went at it with a somewhat inadvisable combination of things: wood soap didn't budge it, so i dampened a paper towel in vinegar and wiped it down in the vain hope it would do something. the thing that worked, and would be inadvisable for anything veneered or less densely textured, was baking soda paste and the scrubby side of a sponge. it still smells Very musty even after 48h of loose baking soda inside with several changes, but that might be partly the recipe cards' fault. i would like to refinish this at some point but i don't have polyurethane on hand and the fun little project budget is empty until further notice/i get a job.
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the hinge did rust a bit despite my best efforts but that has since been lightly steel wooled and oiled. a well loved object! it's possible the lady who died just fucking sucked and that's why literally her entire estate including many other things families usually keep was on sale, but i would like to think perhaps she simply had no other family? a well loved/used object even if all the recipes are for semi-horrifying fifties new england recipes.
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the other box, pre-acids but post-washing: this topp trading card box with seven episode one packets of cards was intact with the original seal. i have verified it was not worth much more than the $5 i paid for it with the trading card obsessed man in my best friend's husband's friendgroup. i bought this three months ago but the man was unavailable to open it until uhhh last week. some sort of liquid got inside it at some point and it was super corroded. i was going to store embroidery floss in here but even with all my powers (barkeepers friend. brasso.) i cannot completely remove the corrosion. it's not corroded Through but it looks bad and feels rough. so it goes. it'll probably hold the tiedown straps in my car bc that plastic bucket is rapidly failing
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osharenippon · 5 months
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Shoujo Manga’s Golden Decade (Part 1)
Shoujo manga, comics for girls, played a pivotal role in shaping Japanese girls' culture, and its dynamic evolution mirrors the prevailing trends and aspirations of the era. For many, this genre peaked in the 1970s. But why?
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Manga stands as one of Japan's primary cultural exports, deeply ingrained in the local culture and enjoyed by individuals of all ages and genders across various genres. Conventionally, manga is divided into two editorial segments: shonen (targeted at boys) and shoujo (targeted at girls). While shonen manga, propelled by hits like "Dragon Ball," "Slam Dunk," "Naruto," and "One Piece," has achieved global popularity, girls' comics, with their own international sensations such as "Sailor Moon," hold a crucial position in the market. The evolving landscape of girls' manga serves as a fascinating lens through which to observe the shifting fashionable aspirations and beauty ideals within Japanese society.
Shoujo manga has a rich history, dating back to the early 20th century. However, it truly gained recognition in its modern form in the late '50s and early '60s when prominent Japanese publishers introduced shoujo manga anthologies such as Kodansha's Nakayoshi and Shoujo Friend, as well as Shueisha's Ribon and Margaret. The acclaimed "godfather of manga," Osamu Tezuka, is often credited with creating the first modern shoujo, "The Princess Knight," in 1954, and the first shonen, "Astro Boy," in 1952.
A distinguishing feature of shoujo manga is that it is created by and for girls. But, in the '50s, this wasn't the case, and male artists dominated the shoujo field, which was considered an entryway to the manga business. By the 1960s, that would change as publishers recognized that women creators possessed a unique proficiency in crafting narratives centered around female experiences. Female manga-kas resonated with readers in a way that many male artists couldn't, marking a crucial shift in the landscape of shoujo manga.
The Volleyball Craze
A notable display of how shoujo could mirror societal trends unfolded in the '60s. In 1964, the Tokyo Olympics marked a new beginning for post-war Japan, and the female volleyball team, known as Toyo no Majou (the Oriental Witches), achieved stardom by clinching victory in the finals against the Soviet Republic. This triumph triggered a nationwide "volleyball boom," resonating particularly within the shoujo manga realm.
Shueisha's Ribon, historically the leader in the shoujo manga field, started publication in 1955. Still, the editorial house would only begin to make its series available in standalone tankobon format almost 15 years later through the now iconic Ribon Mascot Comics imprint. The first series to be made available by the imprint was Chikako Ide's "Viva Volleyball."
Simultaneously, over at Kodansha, Shoujo Friend was also eager to capitalize on the boom. Editors commissioned a title about the sport from illustrator Akira Mochizuki and novelist Shiro Jimbo. The final project, "Sign wa V," became a multimedia success, being quickly adapted into a live-action TV drama that achieved very high ratings.
While "Viva! Volleyball" and "Sign wa V" enjoyed success in their time, they did not etch themselves into the collective memory. The true shoujo sports manga blockbuster, a cross-generational classic universally known in Japan, is Chikako Urano's "Attack No. 1," serialized from 1968 to 1970 in Weekly Margaret.
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It became the first shoujo manga title to surpass ten tankobon volumes (it had a total of 12 volumes), and it was forever immortalized thanks to its 1970 anime adaptation, which reached huge ratings on Japanese TV. Everything about "Attack No. 1" -- from the original manga to the cartoon adaptation to the anime's theme song, which sold over 700k copies as a single -- was a success.
The story of a high school girl trying to become the best player in her school, in Japan, and, eventually, in the world became a phenomenon setting the stage for the '70s "golden era of shoujo."
The Shoujo Lost Years
Until the '70s, manga carried the stigma of being a guilty pleasure, often viewed as a "poison" meant to dumb down young readers. Despite a few discerning individuals recognizing the medium's potential, manga critics, enthusiasts, and tastemakers — predominantly men — largely disregarded female-centric comics. Shoujo manga, despite its immense popularity, faced the harshest criticism.
Because society and critics downplayed shoujo, influential shoujo manga-kas from the '50s and '60s, such as Hideko Mizuno, do not enjoy the same level of recognition as their shonen counterparts from that era.
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Hideko Mizuno and a page of one of her most celebrated works, "Fire."
Mizuno was one of the first women to create manga, worked as an assistant to Osamu Tezuka, and was behind several massive hits that had a significant impact on women in the '50s, '60s, and '70s. In fact, the most iconic shoujo manga-kas from the '70s golden period directly mention her as an influence. She fought to include romance -- now the essential element in girls' manga -- in her works back when such topics were deemed inappropriate by male editors.
Mizuno's repertoire was vast: she wrote mangas about little girls and their poneys, magic adventures, and romcoms based on Audrey Hepburn's movies, and she drew the first sex scene in a shoujo manga. The manga in question was "Fire," a teen-targeted manga featuring a rebellious American rocker, which broke new ground by having a male character as its focal point. Alongside other notable female artists from the '60s, Mizuno laid the groundwork for the '70s shoujo explosion, during which girls' comics took center stage.
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In 1960's "Hoshi no Tategoto" (left,) Hideko Mizuno created the first shoujo love story. Serialized in Weekly Margaret between 1964 and 65, "Shiroi Troika," set during the Russian Revolution, was the first historical shoujo manga.
A contributing factor to this "golden period" was the emergence of several shoujo mangas as unstoppable hits, selling millions of copies and becoming cultural phenomena. These titles, considered masterpieces, continue to be read and known by multiple generations.
The BeruBara Boom
"Attack No. 1"'s success spread far and wide, forcing Japanese society to take note of the potential of the shoujo segment. Right after this historic success, Shueisha's Weekly Margaret hit the jackpot once again with another epoch-defining manga hit, Ryoko Ikeda's "The Rose of Versailles," which debuted in 1972. Set in the years preceding and during the French Revolution, it weaved together historical figures like Marie Antoinette and fictional ones, like the iconic Lady Oscar, a handsome noblewoman raised as a boy to succeed her father as the commander of the Royal Guard at the Palace of Versailles.
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The first volume of the original comic had Marie Antoinette on the cover as Margaret's editors believed she'd be the favorite character. However, the androgynous Lady Oscar turned into a fan fave and the absolute star of the series, which is reflected on the cover of most rereleases since then, including the 2013 bunko version seen above.
When talking about shoujo manga classics from the '70s recognized by literally everyone in Japan, "Rose of Versailles" is probably the first name that comes to mind. It was a hit that really defined the era and impacted the country as a whole. While Marie Antoinette is seen around the world as a tragic, out-of-touch figure, in Japan, many women and girls see her as an aspirational historical fashion icon. While Sofia Coppola's 2006 film "Marie Antoinette" solidified this among younger generations, it was Ikeda's gentle portrait that made her a character loved by so many across all age groups.
When conceptualizing the story, Ikeda was heavily inspired by Stefan Zweig's "Marie Antoinette: The Portrait of an Average Woman," which she read while in high school. Once in college, in the late '60s, she, like millions of others, was heavily involved with the Marxist student movements. These references led to a historical romance that touched on heavy and revolutionary themes, which was atypical for a shoujo manga, a segment that, back then, was primarily catered to elementary school-aged girls.
Because of its unorthodox concept, Margaret's editors were unsure about the series. But right from the start, "BeruBara" (derived from the original Japanese title, "Berusaiyu no Bara"), serialized between 1972 and 1973, was an explosive hit, quickly turning into Weekly Margaret's most popular series. It was compiled in 10 tankobon volumes published, which sold tens of millions of copies.
In 1974, after the original manga had finished its serialization, Takarazuka Revue, an all-female theatrical troupe, announced a stage adaptation of the story.
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Posters of the first three Takarazuka adaptations, from between 1974 and 1975. Since then, the Revue has adapted the manga 11 times, with a new run scheduled for 2024.
The Revue was established in 1913 by the owner of Kansai's leading railway company, Hankyu, to boost tourism to the city of Takarazuka, his line's last stop. It was a huge success, and soon, the group had its own luxurious theater as well as its very exclusive academy where young ladies underwent an arduous audition process to become Takaraziennes. In 1934, a second Takarazuka theater opened in Tokyo. 
However, in the early 1970s, Takarazuka faced stagnation, with declining ticket sales attributed to the growing popularity of alternative entertainment forms such as cinema and television.
In 1973, Shinji Ueda, who had risen through the Takarazuka ranks as a director, made his debut as a playwriter in the company with a musical based on ancient Japanese history. While thinking about his next project, he decided to check out a manga popular with some Takarazuka fans, "Rose of Versailles," and he quickly realized it was the perfect theme for an adaptation. Lady Oscar, who had lady-like features but was also as handsome as a man, was the embodiment of the male role-playing Takaraziennes. Ueda reached out to Ryoko Ikeda, who, as an admirer of the troupe, quickly granted the rights.
But Ikeda and Ueda's excitement wasn't shared by many. Most of the Takarazuka team were skeptical about a play inspired by something as vulgar as a manga. Fans of the original were also highly protective of its characters and entirely against a live adaptation.
Amid this climate of distrust, the play opened at the end of August 1974 at the Takarazuka Grand Theater. The reaction after the first night was extremely positive. Soon, Takarazuka's "Rose of Versailles" was the hottest ticket in all of Japan, with the press breathlessly covering the "BeruBara boom" that led thousands of people to stand hours in line to get tickets to the coveted performances in Kansai and Tokyo. Ikeda herself was shocked by the media phenomenon when she returned from an overseas trip and had hundreds of reporters awaiting her at the airport.
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A statue of Lady Oscar and Andre surrounded by rose bushes sits outside the Takarazuka Grand Theater in Hyogo, Japan.
The "BeruBara" phenomenon single-handedly reversed Takarazuka's fortunes, leading to record-shattering ticket sales for the company. The Takarazuka Academy, which had seen declining applicants, suddenly became highly sought-after again, originating the saying "Todai in the East, Takarazuka in the West," comparing it to Tokyo University, the most prestigious university in Japan. The phrase underscored the desirability and prestige associated with a position at the troupe. 
Ultimately, the success of "The Rose of Versailles" propelled Takarazuka back to the pinnacle of the entertainment industry, a position it maintains to this day. The brand continues to hold great esteem among women of all ages in Japan, with Takarazuka's stage adaptations, derived from Broadway musicals, movies, novels, and shoujo manga, consistently selling out. Notably, various adaptations of "BeruBara" have collectively sold over 5 million tickets since 1974.
Following the manga and Takarazuka adaptation's explosive success, the anime debuted in 1979. While the anime received acclaim, Ikeda herself was not entirely satisfied, mainly due to the treatment of her favorite character, Andre, who played a significant role in the manga but had a minor presence in the animated version, which focused almost entirely on the manga's most popular character, Lady Oscar.
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In 2013, celebrating Margaret's 50th anniversary, new special chapters of "BeruBara" were published. The first new story in 40 years resulted in Margaret magazine selling out across the country.
"BeruBara" remains a prominent franchise in Japan, spawning numerous licensed products, sequels, and spin-offs. Ryoko Ikeda, known for other successful series, continues to garner widespread respect and media attention. However, while almost everything related to "The Rose of Versailles" turned into a hit, there was an exception.
In March 1979, a few months before the anime premiere, a live-action film adaptation debuted with great fanfare. Fittingly for such a hot property, the movie was one of the most ambitious productions in Japanese cinema, with a substantial 1 billion yen budget. 
The Palace of Versailles granted permission to shoot in its interior. The film was filmed in English, with a European cast. The project was helmed by France's hottest movie director, Jacques Demy. Demy wasn't respected only in the West but also in Japan, where his two most important films, "The Umbrellas of Cherbourg" (1964) and "The Young Girls of Rochefort (1967)," were also hits. In fact, to this day, both flicks remain popular among trend-conscious Japanese as examples of stylish oshare movies that fully capture aspirational girls' culture (alongside, among others, Sofia Coppola's "Marie Antoinette"). Demy, the mind behind dreamy, girly movies, seemed like the perfect choice to turn this blockbuster shoujo classic into a live-action film.
The movie had the backing of three gigantic domestic corporations: Toho, the leading Japanese movie distributor; Nihon Terebi (NTV), one of the main TV stations; and cosmetic giant Shiseido. NTV and Shiseido made sure the movie had one of the most extensive marketing campaigns Japan had ever witnessed. The TV station aired specials and segments on this grand production. Meanwhile, Shiseido made the star of the movie -- British actress Catriona McCall, who played Oscar -- the face of its spring campaign, promoting its new Red Rose lipstick. Catriona was plastered on billboards across the country, made media and department store appearances, and starred in luxurious TV spots.
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On the left, Lady Oscar and Marie Antoinette adorn the cover of Margaret in 2016, over 40 years after the end of the original serialization. On the right, Oscar models Dolce & Gabanna new collection for high-end fashion magazine Spur in 2014, celebrating 40 years of the conclusion of the original manga.
Back then, Kanebo, the second biggest local cosmetic company, was in fierce competition with Shiseido. TV ads from both companies had a tremendous impact, propelling singles to the top of the charts, and there was a battle on which commercial would feature the biggest hit. But, in the spring of 79, the focus of the fight changed. As a response to the Catriona "Rose of Versailles" campaign, Kanebo also hired a British beauty, actress Olivia Hussey, and launched a "Super Rose lipstick" with the tagline "You are more beautiful than a rose." The cosmetics war was another proof of the chokehold "The Rose of Versailles" had in the decade.
But, when the movie finally premiered, it was a flop. Critics hated it. Japanese fans thought the adaptation was weak and lacked impact. Catriona, in particular, was very criticized for not conveying Oscar's androgynous charm, which perfectly balanced masculinity and femininity. With the well-received anime premiering just a few months later, the expensive movie adaptation ended up being outshined and forgotten. It became only a costly footnote in its history.
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An exhibition in Tokyo celebrates 50 years of BeruBara in 2022.
(It's worth noting that Kanebo clearly won the CM war. The "You Are More Beautiful than a Rose" song they commissioned from singer Akira Fuse became a considerable hit).
Movie aside, "The Rose of Versailles" is one of Japan's most beloved comics. From its debut in 1971 to its film and anime adaptation in 1979, it remained front and center in the country's mind throughout the whole decade. Its impact was felt in different fields, from the cosmetic business to the publishing business, from live theater to TV. It also forever changed how shoujo manga was perceived and remains one of the country's most beloved properties.
Ace-Scoring Manga
The 1970s marked a turning point for shoujo manga, as it began to gain recognition beyond its traditional audience, propelled not just by critical acclaim but by commercial success. The era witnessed the emergence of several blockbusters that captured the public's imagination. Notable among them were Yoko Shoji's "Seito Shokun," a tale centered on the daily exploits of a mischievous high-schooler, and Waki Yamato's "Haikara-san ga Toru," a love story set in the Meiji period featuring a tomboy with a lady-like demeanor. These manga were significant hits during their publication in Shoujo Friends, becoming best-selling titles.
Some shoujo classics from the '70s are still in publication today, appealing to a diverse readership spanning multiple generations. Suzue Michi's "Glass Mask," serialized in Hana to Yume since 1976, remains a cultural phenomenon with 49 tankobon volumes, over 55 million copies sold, an anime adaptation, a live-action drama, and a stage play. Similarly, Chieko Hosokawa's "Crest of the Royal Family," chronicling the adventures of a young American girl transported to ancient Egypt, has been a consistent presence in Princess magazine since 1976, boasting 69 volumes and over 45 million copies sold to date.
But, when talking about definitive shoujo classics from the '70s, titles that were historical successes, influenced everything going forward, and are known by everyone, three titles come to mind. We already explored one of these, "The Rose of Versailles." One of the other three is "Ace wo Nerae."
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Following the monumental success of "Attack No. 1," the prospects of another shoujo sports manga achieving similar heights of popularity seemed improbable. However, Weekly Margaret defied expectations once more in 1973 with the release of Suzumika Yamamoto's "Ace wo Nerae" ("Aim for the Ace"), a compelling narrative focused on tennis that swiftly captured the nation's attention.
Japan and tennis already had some prior history. The first Japanese Olympic medalist was a tennis player, Ichy Kumagae, in 1920. Emperor Akihito met his commoner wife, Michiko, at a tennis match, and they initially bonded over their love for the sport. But, in the 70s, the country was taken over by an unprecedented tennis boom. At high schools across the nation, tennis became the most popular after-school activity. Fashion magazines like JJ and Popeye dedicated pages and pages to "tennis fashion." At the same time, trendy young adults decked in clothes from sports brands populated Shibuya and other stylish districts in Tokyo.
There were several contributors to the tennis boom. But the remarkable success of "Ace wo Nerae," which first conquered girls before dominating the nation, played a part in it.
The manga follows the journey of Hiromi Oka, a high school student initially plagued by insecurities but propelled into the world of tennis through the encouragement of her coach. "Ace wo Nerae" portrays her growth from a hesitant newcomer to a world-class tennis player, navigating challenges and discovering hidden potential along the way.
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From left to right: Madame Butterfly, lead character Hiromi Oka and coach Jin Murakata as depicted in the anime. Madame Butterfly, a rich wealthy student who was gentle and a world-class tennis player, is a fan favorite character.
In 1973, "Ace wo Nerae" was adapted into an anime. Despite initial modest ratings, the anime gained popularity through reruns. Encouraged by this, NTV decided to remake the cartoon. The second adaptation, which debuted in 1978, was an immediate hit. Concurrently, Weekly Margaret revived the manga series, which, after being first finalized in 1975, ran again from 1978 to 1980, spanning a total of 18 volumes.
Since "Ace wo Nerae," several hit mangas focused on tennis -- both shoujo and shonen -- were published. But, thanks to the success of its anime and the intragenerational support for the manga, the original work by Suzumika Yamamoto is still considered one of the defining and most beloved works about the sport. Its role in propelling tennis culture as part of the oshare youth culture of the '70s also defines its impact.
Japan Wants Candy
Following the monumental multimedia success of "The Rose of Versailles" and "Ace wo Nerae," the third shoujo sensation of the '70s is "Candy Candy."
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Initially published in Nakayoshi, the story started taking shape when editors at the magazine sought a work of literary excellence akin to beloved classics popular among girls, like "Heidi" and "Anne of Green Gables." They enlisted Keiko Nagita, writing under the pen name Kyoko Mizuki, and paired her with one of the magazine's most famous artists, Yumiko Igarashi. The collaborative effort resulted in the creation of "Candy Candy," centered around an American, blond, blue-eyed orphan named Candice "Candy" White Ardlay.
"Candy Candy" epitomized various shoujo directions prevalent in the '70s. The protagonist, a white girl with lustrous blonde hair, embodied the fascination with Western culture during a time when Japanese youth held a keen interest in Europe and the United States. The manga's narrative style, characterized by its dramatic tone and intricate plot twists, also aligned with the prevalent storytelling preferences of the era.
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Candy Candy was such a resounding success that it became the first manga to achieve an initial print run of over 1 million copies of one of its paperback compilations.
Debuting in 1975, "Candy Candy" swiftly captured the hearts of Nakayoshi's readers, leading to unprecedented success. The subsequent anime adaptation by Toei in the following year propelled the franchise into the realm of a cultural phenomenon, sending manga tankobon sales skyrocketing. The seventh volume of the "Candy Candy" compiled paperback reportedly became the first Japanese manga to achieve an initial print run of over 1 million copies. Additionally, Nakayoshi's sales surged, surpassing those of Shueisha's Ribon for the first (and only) time.
The adventures of young Candy were also licensing gold. With over 100 licensed products, the "Candy Candy" doll alone sold 2 million units, solidifying Bandai's position as Japan's premier toymaker, a status it continues to uphold to this day. The resounding success of "Candy Candy" forged a lasting alliance between Kodansha's Nakayoshi, Toei Animation, and toymaker Bandai, which led to the iconic "Sailor Moon" franchise in the 1990s.
While "Candy Candy" concluded its run in 1979, its appeal extended far beyond its original target demographic, captivating kids, teenagers, and adults alike, thus contributing significantly to the manga and anime's widespread acclaim and enduring popularity.
However, a protracted legal dispute between Igarashi and Nagita has prevented the commercialization of any "Candy Candy" related products since the late 1990s, including reprints of the manga and re-broadcasting of the anime. The lawsuit arose from Igarashi's unauthorized licensing of merchandise based on the franchise, falsely asserting sole ownership of the copyright. Although Igarashi was initially credited as the lead artist in Nakayoshi during the manga's publication, the court ultimately ruled in Nagita's favor, emphasizing that Igarashi's artistic foundation was built upon Nagita's written work.
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A collection of "Candy Candy" freebies offered by Nakayoshi magazine in the '70s. During the publication of the series, Nakayoshi would eclipse Ribon's sales for the one and only time in its history, (image credit)
Consequently, any commercial exploitation of Yumiko Igarashi's "Candy Candy" artwork necessitates the approval of both Igarashi and Nagita, a challenging prospect given the existing feud. Nagita, on the other hand, can profit from "Candy Candy" as long as she doesn't include any illustrations, which allowed her to release a book sequel in 2010. However, due to the dispute, one of the most beloved works in Japanese manga history is currently out of print. The lawsuit also blocks the anime from being aired or distributed. But, despite the almost two-decades-long media ban, "Candy Candy" remains widely known and beloved across Japan, a testament to its staying power.
While smash hits like "Candy Candy," "Ace wo Nerae," "Rose of Versailles," "Seito Shokun," "Hikara-san ga Tooru," and "Glass Mask," among others were key pieces into shoujo finally earning the respect it deserved, the rise of a revolutionary group of artists during the '70s was another critical element in shoujo's rise: the Year of 24 Group.
Part 2
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meruz · 1 year
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hello! i'm a big fan of your work! i noticed youre a risd alumnus, and i just wanted to ask: as someone currently working in the animation industry, how was your experience with risd? i'm having to choose between risd and a school that's popular specifically for animation, and was wondering if you might have any info that could help.
thank you, i hope this ask isn't any bother!
ooh I actually love this question because theres SO MUCH I wish I knew about the RISD animation program ahead of time and I'd love to give people a better idea than the one I had going in LOL. disclaimer that because I went a while ago (a whole class of college students have come and gone since I've graduated!) some of this info may be outdated. also this is purely my personal experience. BUT hopefully it helps
I want to say upfront that I loved my experience at RISD. I attended from the years 2013-2017. Like all private art colleges it was way too expensive (worth noting I had a significant need-based scholarship) but I worked my ass off and I learned a lot about art and I made friends there that I wouldn't trade for the world. As far as an art school experience goes I would tentatively say it was "worth it". However, I went in as a freshman hoping to major in animation and I came out with a BFA in illustration and this is a large part of why: RISD doesn’t have a good animation program for those looking to go into commercial animation. And I don’t think this is a grand statement like I think most of my fellow alum and teachers would agree. The thing is it’s kind of intentional LOL?? And the keyword here of course is “commercial”. Culturally, RISD is kind of a fine arts school first and I wouldn’t say they’re hostile towards industry work but it’s more often treated as secondary or like something unfortunate/dirty you have to do to make money so you can focus more on your “true art”. I have a tweet about this that went semi-viral a while ago actually…
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I’m not gonna say everyone at RISD thinks this but it’s pretty prevalent. I'm honestly not outside the opinion lol. You can call it integrity or pretentiousness or whatever but without going into whether this is good or bad it really orients the curriculum and priorities of the school. It’s hearsay so take it with a grain of salt but I’ve heard that on occasions where RISD has been offered opportunities or partnerships to make the school into a pipeline for big studios (like making work specifically to cater to those places and funnel students through the door right after school) they’ve always stuck to their guns and said no to preserve their independence. 
The animation program at RISD is actually called FAV (sometimes stylized as F/A/V) for Film Animation Video and is… as one would guess..a mishmash of animation, film, and experimental video. Multimedia, experimental work is highly encouraged and overall the work and structure is a lot more geared towards submitting independent short films to film and animation festivals than it is towards building a portfolio to secure industry or client work. I didn’t major in FAV but I was on the FAV thesis track for about 3 years and I’d say the amount of help I had making an animation industry portfolio from my experience with FAV classes is close to none. At least for the thesis program we were never required or even asked to do anything such as design character turnarounds, bg designs or paint, even storyboards. And to be fair a lot of that pre-prod work that fills industry portfolios is a necessity of large commercial crews that need to coordinate over disparate departments and studios, not so much for independent single-animator projects. 
But as a result, a lot of RISD students with ambitions to go into animation/video games/ entertainment industry art in general actually major in illustration. Myself included. It’s not a perfect 1:1 match and even within the department there’s conflict as to whether there should be more of a focus on traditional editorial illustration or otherwise but it’s one of the broadest majors at RISD because past sophomore year it’s 100% electives and there’s more classes oriented towards technical drawing and painting skill, concept, story, and communication for client work in a very all of which funnel rather neatly into commercial animation. It’s also a good route for exploring your options like if you’re stuck between wanting to do children’s books, TCG paintings, and comic books you can explore all those at more or less the same time. The downside to this is that in order to get what you want you really have to build your own curriculum. I definitely think it rewards the proactive.
So while nothing at RISD got me to build an animation portfolio I took a lot of classes that I think were fundamental to developing those skills. Ie I did actually take a storyboarding elective, painting classes that focused on color, illustration concepts classes that formed critical thinking and seeing, a sculpting class that trained anatomy and 3d construction skills, Barbara Meier teaches a 3D animation class at Brown that RISD students can cross-enroll at that’s pretty good? None of these are substitutes for a holistic animation curriculum but I think the education I did get was a lot broader and just as personally fulfilling. At the end of the day, I'm glad I wasn't so focused on animation that I was still able to explore illustration, comics, painting and sculpture. I led a student club that coordinated Brown and RISD students to work together and make video games every semester! I take the skills I picked up from these things into my animation career all the time.
Also the nice thing about animation jobs in the U.S. is that you don’t actually need to have animated a whole kickass industry-standard short film to be hireable. The pipeline is so compartmentalized and jobs so specialized that bg designers really just need to be good at environmental perspective and linework, and bg painters don’t even need to worry about that they can just be good at color and light. And almost no one at least in the U.S. animation industry actually needs to know how to animate LOL. Am I being reductive? Am I downing a heavy dose of copium for going to the school that I did? Who knows. Midway through my freshman year I was seriously considering transferring to a school with a better animation curriculum but I never completed those applications because I took a class during the winter semester called Science-Fiction Fantasy Illustration and midway between designing shitty aliens and my new best friends falling asleep on me during a 2001 Space Odyssey screening I was like. This isn’t so bad. Anyways, it turned out ok, we all have jobs now. 
All that aside, Providence is a beautiful little city. There’s an arts and alternative culture there that feels completely different from those in places like NYC and LA. Chris Van Allsburg the writer/illustrator of Jumanji and The Polar Express was a RISD illustration alum and he based a lot of the imagery of Santa's Village off of Providence. This drawing I did is literally a view from Benefit st that I would walk from my off-campus housing to campus everyday:
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There’s a lot of stuff that goes into whether a school, or any school, is the right fit for you. Sorry for rambling but I tried to answer this quick because ik college decisions can be time sensitive. Good luck with your decision making!
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satoshi-mochida · 2 months
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System Shock remake for PS5, Xbox Series, PS4, and Xbox One launches May 21
From Gematsu
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The System Shock remake will launch for PlayStation 5, Xbox Series, PlayStation 4, and Xbox One on May 21, publisher Prime Matter and developer Nightdive Studios announced.
The remake first launched for PC via Steam, Epic Games Store, and GOG on May 30, 2023.
Here is an overview of the game, via Prime Matter:
About
“Look at you, Hacker. A pth-pth… pathetic creature of meat and bone.” You awaken from a six month healing coma aboard Citadel Station, TriOptimum’s premier research facility. Mutants feast on their former crew mates, nightmares of flesh bound to metal roam the dark hallways, and the station’s A.I., SHODAN, is aiming Citadel’s mining laser… at Earth! Your military grade neural interface is all that stands between humanity and the silicon god coming to remake Earth in their vision. System Shock is a remake of the beloved PC classic. Updating mechanics, graphics, and enemy A.I.—System Shock is here to offer a new generation of players a chance to go toe-to-toe with one of gaming’s iconic enemies: SHODAN. Fight, hack, and save humanity from a fate worse than death itself.
Weapons and Tools at Your Disposal
“How can you challenge a perfect, immortal machine?” Weapons have been completely overhauled to form a new deadly arsenal featuring the MK 2100 Magnum, SK-27 Shotgun, LG-XX Plasma Rifle, ND-12 Rail Gun, the Laser Rapier, and many more. Plug-in the Mapping Unit implant to chart your way through all nine levels of Citadel Station, hook-up the Biological Systems Monitor to monitor your health and energy consumption, and install the Multimedia Data Reader to experience the last horrifying moments of Citadel’s crew.
New Threats and Horrors
“My children, a human infection continues to thrive inside of me…” SHODAN’s twisted mind has remade the crew into her image of perfection. Poisoning their DNA, she mutated their flesh. Clouding their minds, she grafted together steel and bone to make them cyborgs. Around every corner lurks a new and horrible way to die.
Explore Citadel Station for the First Time
“You are an interloper, a blight on my domain.” Citadel Station has been renovated to include new areas to explore, traps to evade, puzzles to solve and secrets to discover. Hack your way through Cyberspace, a 6 Degrees of Freedom (6DoF) hacking simulator rebuilt to be more dangerous with new enemies and challenges.
Watch a new trailer below.
Consoles Release Date Trailer
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