Author: Scott Delahunt

 

Posted on by Scott Delahunt

First created in 1939, Batman has become a popular character throughout the 20th and 21st Centuries.  His origin story tells of a young orphan, Bruce Wayne, who fights crime using an object of fear to strike at the hearts of criminals in Gotham City.  Over time, Batman’s rogues’ gallery has grown, featuring criminals who are a reflection of the character, culminating in the Joker, the yin to Batman’s yang.  However, the Caped Crusader doesn’t fight for justice alone; at his side are his young assistants, Robin and Batgirl.

Batman appeared in a number of media since his first appearance, from cartoons to movie serials to television to feature film and even to tabletop games.  Each iteration has its own take on the character and on the franchise.  The 1966 Batman TV series starring Adam West took a camp look at the character while most* movies made after the 1989 Tim Burton Batman film take a more serious tone.

While the transition from comic to both television and film can be relatively straightforward, though difficult, the further away from a story-based medium one gets, the more difficult it can get to keep the tone.  Looney Labs took a further step, adapting the franchise to its card game, FluxxBatman Fluxx isn’t the first time a game publisher adapted a work to a game, as the various specialty versions of Monopoly can attest to.  The goal, though, is to keep the feel of both games intact.

Fluxx is a deceptively simple game.  Each player  gets a hand of three cards, and the basic rules, draw a card then play a card, placed out on the table.  There are several different types of card; Actions, giving a player instructions on what to do; Keepers, elements that may be needed to win the game; Goals, showing what Keepers are needed to win; and Rules, which change the game away from the basic set.  Some published sets,** including Batman Fluxx, also have Creepers, which prevent a player from winning unless a Goal says otherwise, and Surprises, which allow a player to act outside his or her turn.

What makes Batman Fluxx related to Batman is how the Keepers, Creepers, and Goals related to the franchise.  The Keepers focus on characters, equipment, and locations from the comics.  There is both a Bruce Wayne Keeper and a Batman Keeper; if Bruce Wayne is out when Batman is played, the former gets discarded.  After all, no one ever sees Batman and Bruce Wayne out together.  The Creepers are the villains and include the classics like the Joker, the Riddler, the Penguin, and Catwoman among the ne’er-do-wells that can appear.  In a change from a regular game of Fluxx, where Creepers prevent the players who received them from winning, no one can win while the villains are about unless the Goal requires a Creeper.  As the rule pamphlet says, “[Y]ou are on Batman’s side and must first clean up crime in Gotham City”.  Even some of the new the rule cards reflect the game’s focus; the Arkham Asylum Rule forces all discarded Creepers to be placed under it instead.  If the Arkham Asylum Rule is discarded, the villains are dealt back out to the players, reflecting the revolving door the institute has in the comics.

The game pulls from several sources.  The artwork on the Keeper and Creeper cards is inspired by Batman: The Animated Series, which took some of its tone and direction from both the Tim Burton films and the comics being published at the time.  Some of the Goals reflect the darker version of the Dark Knight, including “I Am the Night”, requiring Batman and the Bat-Signal.  Others, though, come from the Adam West TV series and the older, pre-Dennis O’Neil comics; for example, “Stately Wayne Manor”, requiring Bruce Wayne and Wayne Manor.  Even the variant lyrics for “Jingle Bells” come up, with “The Joker Got Away!”, requiring the Joker and the Batmobile.

The proof, though, comes through playing the game.  Fluxx is a fast paced card game, with the stated time on the box being five to thirty minutes.  It’s possible to go through the deck several times, especially with rules like “Draw 5” in play.  The new cards do reinforce the feel of a Batman comic, though.  While there are villains out, no one can win as crime continues in Gotham City.  The Keepers Batman, Batgirl, and Robin allow a player to remove a Creeper from play, but the Commission Gordon card does not.  The Bank Keeper card provides a bonus to the player with it in front of him or her, a bonus that makes the card worth taking.  The Batcomputer provides bonuses to its owner.  The Batcave prevents Surprise cards from being played on its owner.  Players can start getting the feel of being Batman as the game progresses, at first stymied by villains before getting ahead of them.

Batman Fluxx combines two franchises well, keeping the flavour of both without either being overwhelmed by the other.  The game holds up to replays thanks to the randomness of the cards while not getting dull.

* The exception being the Joel Schumacher helmed 1997 film, Batman & Robin.
** Cthulhu Fluxx includes Ungoals, which, if the conditions are met and the signs are right, end the game as the world is unmade and everyone loses.

Posted on by Scott Delahunt

Last week, Lost in Translation looked at Night of the Demon, an adaptation of the MR James short story, “Casting the Runes“.  The 95-minute movie wound up adding scenes and details to the story to fill the runtime.  While “Casting the Runes” may be too short for a theatrical release, that still leaves a television adaptation open.  Television schedules are set for 30-60 minute episodes, with TV movies running 90-120 minutes, ads included.  Can television’s shorter time slots work in favour of adapting the short story?

A quick recap of the short story:  Mr. Edward Dunning is cursed by Mr, Karswell after being given a piece of paper with runes enscribed on it.  Dunning works with the brother of one of Karswell’s previous victims to turn the tables on the cultist.  The movie adaptation, Night of the Demon moved the story from the Edwardian era to then-modern 1950s London, expanding on how the curse works and changing some of the characters.  Notably, Dunning became Dr. John Holden, an American parapsychologist who debunks the claims of cultists.

In 1979, the anthology TV series ITV Playhouse adapted the short story, keeping the name “Casting the Runes”.  There are some changes.  The adaptation brought the story into the then-current year.  Edward Dunning becomes Prudence Dunning, the host of a television series dedicated to debunking the claims of supernatural.  Pru, played by Jan Francis, comes to the notice of Karswell, the “Abbot” of Lufford and occultist, after mentioning him on her show.  Friends and co-workers make mention of Karswell, played by Iain Cuthbertson, trying to remember where they’ve heard the name before.  After some digging, Pru hears that he wrote History of Witchcraft and sent it to a publisher.  The staff gave the manuscript to John Harrington, whose death is shown at the beginning of the show.

The episode follows the story closely despite the changes above.  The message that appeared on the tram’s window in the short story appears on a television as Pru watches the last episode of an older TV show that featured John Harrington.  Pru meets Harrington’s brother, played by Edward Petherbridge, and realizes that she is cursed to die unless she can reverse it back on Karswell.  The tone of the episode plays up the suspense, using mood music to add to the eerie nature of the story.  Less is shown; the nature of the curse is left to the audience after seeing Harrington’s death.  Karswell’s demise is off-screen, unlike in Night of the Demon, but the news of what happened is far more chilling.

“Casting the Runes” is a short story.  The running time of a feature film forced the production staff to add to the story to get a movie long enough to be shown.  The adaptation by ITV Playhouse keeps to the orignal short story more, though adding elements such as Harrington’s death to show instead of tell the audience.  The shorter format of the TV episode works in favour of MR James’ work.

Posted on by Scott Delahunt

Short stories appear to have an advantage when it comes to being adapted as movies; their length lends themsevles to the needs of a film.  Not only is the action kept concise, the number of characters needed is limited to just who is needed.  This allows filmmakers to keep the budget under control.  However, as seen in Lost in Translation, conciseness doesn’t necessarily lead to an accurate adaptation.  Studios often take the core concept and expand it in a different direction.  The movie Real Steel is a good example.  In this two-part review, Lost in Translation looks at two adaptations of one short story, MR James’ “Casting the Runes” to see how the conciseness of a short story affects how the adaptation turns out.

Casting the Runes” was first published in 1911 and is set in an unspecified year during the Edwardian era (1900-1909).  The story opens with correspondence from the Secretary of an unnamed Association rejecting the submission of The Truth of Alchemy written by Mr. Karswell, a cultist.  Mr. Karswell doesn’t take rejection well, though, having written several letters to convince the Association to reconsider and finally asking who reviewed it.  The Secretary doesn’t reveal who the reviewer was to Karwsell, but Mrs. Secretary is curious about the author.  She discovers that Karswell also wrote History of Witchcraft a decade prior, and that the reviewer of that book, John Harrington, had died under unusual circumstances.

The reviewer of The Truth of Alchemy, Mr. Edward Dunning, though, is one of the foremost experts in the field.  On one of his trips home from doing research at the British Museum, he spies an unusual ad on the window of his tram car.  Investigating, he discovers that the ad is an obituary for John Harrington, with a note that “three months were allowed.”  Dunning points out the ad to the conductor, who discovers that the ad is etched on the window instead of being plastered to it.  The following evening, the conductor and his supervisor pay a visit to Dunning.  The supervisor looked into the ad and found it wasn’t on the car at all.  The conductor wanted Dunning to explain to the supervisor what was there.

Unusual happenings follow Dunning.  He receives a pamphlet from a man that is the same colour as the missing ad with Harrington’s name on it the flyer.  The next day, he has an encounter with Karswell, who hands him some papers.  That evening, Dunning’s staff – two women working as his maids – take ill with ptomaine poisoning, caused by shellfish bought from a street vendor who only stopped at Dunning’s home.  With the odd happenings, Dunning looks up Harrington’s brother, Henry.  Together, they work out what happened to Harrington and what is happening to Dunning, and devise a plan to turn the tables on Karswell.

Night of the Demon was released in 1957 in the United Kingdom; with edits, the movie appeared in the US the following year as Curse of the Demon.  Dana Andrews stars as Dr. John Holden with Peggy Cummins as Joanna Harrington.  The movie begins with Professor Henry Harrington pleading with Karswell (Niall MacGinnis) to call off his curse.  However, it’s too late for Karswell to end the curse; the runes on the parchment he gave to the professor have burned.  Harrington races home, where a demon appears.  While trying to escape, Harrington crashes into a electric post and dies when the wires fall on him.

On board a red-eye flight to London, Dr. Holden, a noted parapsychologist is en route to a convention about the supernatural.  Holden does not believe in the supernatural, having debunked witchcraft and demonology in a book he authored.  Also on board the flight is Joanna Harrington, the late professor’s niece.  Holden arrives at his hotel, where a colleague confronts him and his beliefs with the account of Hobart, a farmer convicted of murder who was able to draw a fiery demon who he says was the actual killer has that appeared in many ancient civilizations.  Holden then gets a call from Karswell trying to convince the good doctor to change his mind about his book.  The doctor is a stubborn man.

Holden heads to the library to continue his research.  While there, Karswell finds him and tries again to convince Holden to refute his previous writings.  Holden stays his ground, though.  Karswell hands Holden a business card and bids him a good day.  Holden reads the card.  Mysterious writing appears, announcing Harrington’s death and “allowed two weeks.”  Holden shows the card to someone else; the writing has disappeared.

At Harrington’s funeral, Holden and Joanna meet again, and arrange to talk in private later.  Once alone, Joanna reads a letter her uncle sent to her, where he believes that Karswell placed him under a curse.  Holden is skeptical; death by witchcraft is something he feels he has debunked.  The next day, Holden and Joanna go to Lufford Abbey, Karswell’s home, and see him performing stage magic tricks for children.  Karswell shows Holden around; the two men trade barbs while discussing an ancient book and magic.  The cultist also explains that Holden has until the 28th, three days hence, to live unless he refutes his findings.

Odd happenings begin.  Holden’s calendar has everything after the 28th torn out.  Holden finds the temperature warm when it’s chilly and cool when it’s hot.  An ominous storm causes the power to fail.  While discussing the situation with Joanna, Holden realizes he had received something from Karswell.  In his briefcase, Holden finds a strip of paper with runes drawn on it mixed in with his documents.  The strip flies out of his hand; Holden blames the wind but even after he closes the window, the strip keeps trying to fly into the roaring fireplace.

Holden’s investigations lead him to Stonehenge, where he discovered the runes on the strip of paper also on one of the henges.  The evidence builds, and even Holden starts believing when he is chased by a ball of fire through the woods near Karswell’s manor.  Holden discovers the means to cancel the curse, through reversing it back to Karswell, and chases after the cultist.

The movie uses key points from the original story, such as the runes used for the curse and the warning to reconsider.  However, the movie goes in its own direction, starting with moving the story to a contemporary period.  The change in the era does have an effect; the supernatural isn’t taken as the default explanation as much in 1957 as it was in the Aughts.  The new technologies discovered since “Casting the Runes” was first written also changes how the story can go.  Psychology and parapsychology took over from the occultist, changing the tenor of the lead character from Dunning to Holden.  Even the advent of the car has an effect; in the short story, Dunning uses the electric tram to get around while the characters in the movie drive everywhere except for the climax.

As an adaptation, Night of the Demon pads the story to fill the 95-minute run time.  The point of view changes from Dunning’s in “Casting the Runes” to a broader angle, including Holden’s and Karswell’s.  Again, this comes from the needs of film; the camera acts as a fourth wall, and sees everything in front of it.  The demon is far more explicit in the movie; the short story has hints of the demonic around but nothing seen, while the demon has a grand entrance in the opening act as it chases Prof. Harrington.

“Casting the Runes” may be too short to adapt properly, even for a 95-minute film.  The movie shows more interaction between Karswell and his victims that the short story had.  Night of the Demon keeps the core of “Casting the Runes”, the key beats are hit, but the needs of a film required changes and expansion.

Next week, Part II looks at the 1979 ITV Playhouse adaptation of “Casting the Runes”.

Posted on by Scott Delahunt

It is surprising that a ground-breaking movie hasn’t been remade, 1984’s The Last Starfighter doesn’t have a remake even in pre-production.  Turns out, the rights holder refuses to let the movie be remade.  That still allows some speculation on how the film could be re-done today.

The plot of The Last Starfighter wasn’t complex.  Alex Rogan, played by Lance Guest, is a young man living in a trailer park managed by his mother, helping her out.  His responsibilities hold him back from having as full a social life with his friends, so he passes what free time he has by playing Starfighter, an arcade video game at the park’s tuck shop where players defend the Frontier from the Ko-Dan armada.  To give an idea of how isolated the trailer park is, when Alex breaks the high score, the entire park is there cheering him on.

Turns out, though, that Starfighter isn’t just a video game.  Starfighter is a recruiting tool, used by the Rylan Star League to find potential Starfighter recruits.  Centauri, played by Robert Preston, placed the video game on Earth much like he placed a sword in a stone on the planet.  Alex is contacted and taken to the Star League’s headquarters, where he meets, among others, Grig, played by Dan O’Herlihy.  Alex turns down the offer, citing his responsibilities to his mother, and is returned home.  While Alex gets back to his life on Earth, a traitor destroys the Star League’s HQ and most of the Gunstars and their crews.  One ship remains, a prototype.  Word gets to Alex, who leaves Earth to take up the mantle of the Last Starfighter to defend the Frontier from the Ko-Dan armada.

The first question when remaking or adapting is “Why?”  Why remake?  The Last Starfighter was one of the first movies to use computer graphics for special effects and the first to have CG effects interact with real objects, including actors.  The Gunstar was solely a computer generated effect.  The Death Blossom, while possible using a physical model and camera effects, is far easier to create using a computer model.  The effects are showing their age, though they don’t look as old they should.  A remake could use current CG effects, taking advantage of the improvements in technology and technique over the past thirty-two years.

The next thing to look at is how life, culture, and technology has changed over time.  Video arcades, while still around, aren’t common.  The home console has come a long way since the Atari 2600, with far better graphics and far games available.  Alex is more likely to have a current generation game console in his home, reducing the need to go to the tuck shop and spend quarters on just one game.  However, modern consoles connect to the Internet, allowing scores to be shared.  A video game with code to call home, even a home that’s outside the solar system, isn’t far-fetched.  This change doesn’t have an effect on the plot, just how it appears on screen.  The only issue is that there are still areas in North America that don’t have high speed Internet access, mostly rural or isolated areas.  Satellite Internet does exist, and could be a sell for a trailer park in the sticks, so, with some explanation on screen, the problem can be handwaved away.

The plot itself can stand by itself.  The remake may be tempted to expand the cast a bit, add other Starfighters from Earth, turning the remake into The Last Starfighters.  The core of the plot is the refusal of the call followed by answering after a disaster, and having two characters turn back on the call isn’t a problem.  In the original, though, Alex realizes the scope of the danger from Grig and his willingness to die to save his family.  Grig is needed as a mentor figure.  Surviving the traitor’s destruction is possible, though.  Adding a second Starfighter from  Earth gives the remake room for diversity, with additional drama as Alex and the other Starfighter learn to work together.

If the rights were available, it wouldn’t be difficult to remake The Last Starfighter and keep the core of the movie intact.  It’ll take an effort by the hypothetical filmmaker, but the simplicity of the original story will help.

Posted on by Scott Delahunt

There’s a known issue when making a photocopy of a copy.  The resolution drops; the further generations of copying from the original, the worse the resolution gets.  A second season Star Trek: The Next Generation episode, “Up the Long Ladder”, uses the term “replicative fading”, applying it to the fading of DNA in clones.  While the problem doesn’t appear when copying digital media – ones and zeroes don’t degrade – the idea is still key to examining adaptations.  Ideally, an adaptation begins with the original work, not another adaptation.  Hollywood is nowhere near ideal.  There have been works that have been based on adaptations of adaptations; the Frankenstein movie is a good example, coming from stage adaptations instead of from the original Mary Shelley novel.  Another good example is today’s subject, The Green Hornet.

The Green Hornet began as a radio series in 1936.  Britt Reid, a millionaire playboy* and newspaper publisher, and his sidekick Kato fought crime.  The twist, though, was that the Green Hornet and Kato were seen as villains by criminals and the press alike.  Reid, as the Hornet, used a gas gun to subdue his foes while Kato used martial arts.  The pair got around the city in Black Beauty, a heavily modified sedan.  Helping the duo was Lenore Case, who provided information to Reid to help him fight crime.

The Green Hornet has since been adapted in other forms, including movie serials, comics, and a TV series.  The 1966 series introduced Bruce Lee to North American audiences in the role of Kato.  Van Williams played Reid.  The series lasted one season, but did crossover with the 1966 Adam West Batman series.  Al Hirt provided the theme music, a jazz version of “The Flight of the Bumblebee” used by the radio series.  The TV series, while considered to be camp, did take itself seriously.

In 2011, Seth Rogan co-wrote and starred in a film adaptation of The Green Hornet, playing millionaire playboy Britt Reid.  Jay Chou and Cameron Diaz co-starred as Kato and Lenore, respectively.  The movie acts as an origin story for the Green Hornet.  Britt Reid begins the film as a layabout, living off his father’s wealth.  When his father dies from a bee sting, Britt inherits his publishing empire.  He discovers his father’s car collection and the mechanic who maintains it, Kato.  Together, they get drunk and go to cut the head of the stature of Britt’s father.  During their task, they hear calls for help from a couple being mugged and go to render assistance.  The police mistake them for the actual criminals, though, and the pair escape without being seen.

Back at Britt’s manor, he gets the idea to fight crime by posing as criminals, making sure that innocents couldn’t be used against them.  Kato modifies one of the cars in the collection, adding weapons and gadgets to it, calling the car the Black Beauty.  Britt uses the files his father had on Chudnofsky, a Russian mobster that Britt believes his father was trying to expose.  Using his newspaper, the Daily Sentinel, Britt begins to publish articles about the new criminal in town, the Green Hornet.  Britt uses the criminology knowledge of his new secretary, Lenore, to plan the Green Hornet’s every move, taking out a number of Chudnovsky’s operations.

Chudnovsky, however, isn’t about to let a new criminal take over any piece of his empire, and has an ace up his sleeve.  After a failed attempt on the lives of the Green Hornet and Kato, though, he offers them half the city if the Green Hornet kills Britt Reid.  Meanwhile, Britt discovers that his father’s death wasn’t an accident but murder.  The DA tried to bribe Britt’s father into downplaying the levels of crime in the city but was refused.  He offers Britt the same bribe and, when rebuffed, tries to kill the millionaire playboy using the same bee venom that killed his father.  Kato arrives at the restaurant, nominally to kill Britt, but rescues him while disrupting the meet.

Britt thought ahead, though.  He had made a recording of the DA’s bribe, saving it to a USB memory stick.  He and Kato escape the restaurant and race to the Daily Sentinel to get it on the paper’s website.  The DA and Chudnovsky chase the pair, leading to the climactic fight in the paper’s offices.

The movie stays more or less faithful to both the original radio series and the 1966 TV series.  However, there is a change in tone.  The radio series was a serious crime drama.  The TV series, while camp, was also serious and played straight, more melodrama than crime drama, but not intentionally a comedy.  The movie, though, was a straight up action-comedy.  The action portion would fit in with the TV series.  The comedy, though, creates a situation where the uncanny valley effect comes into play.  The movie feels off, but not in any way that’s obvious, much like a too human-looking robot or animated character feels off because it doesn’t quite have the proper responses expected.  If the movie were less like the TV series while still using comedy, the problem would be obvious.  Likewise, if the comedy was toned down, it’d feel closer to the original and the TV adaptation.  The movie, though, hits a not-quite-right tone; it gets most of the details near-perfect, but the comedy becomes dissonant**.  Thus, the movie isn’t a bad adaptation, in fact, it comes close to being ideal, except for the dissonance.

The movie adaptation of The Green Hornet shows some of the problems of copying a copy.  The introduction of the comedy aspects threw off an otherwise near-perfect adaptation.  Ignoring the comedy portions, though, the movie does adapt the TV series well.

* It seems that the best superpower to have is incredible wealth.  While Bruce Wayne, aka Batman, is the best known millionaire playboy, other mystery men with the same background include Oliver Queen (aka the Green Arrow), Lamont Cranston (the Shadow), and, Tony Stark (Iron Man).
** It took several viewings and chatting with other members of Crossroads Alpha to figure out why the movie didn’t feel right despite hitting all the right notes, thus causing last week’s hiatus.

Posted on by Scott Delahunt

Ran into a problem with the next review.  It should be up next week.  Apologies for not having anything ready this week.

Posted on by Scott Delahunt

The animated adaptation is an odd duck.  The requirements of a cartoon can be at odds with the original work.  Sometimes, the results can be head-scratching, such as the Rambo animated series*.  However, not every decision comes from left field.  In 1991, Universal Studios wanted to break into family entertainment, and decided to create an educational series based on Back to the Future, the third movie of the series having been released the previous year.

Back to the Future starred Michael J. Fox as Marty McFly and Christopher Lloyd as Doc Emmett Brown.  Set in Hill Valley, the movie starts with showing the trouble that Marty’s father has with his employer, Biff Tannen, played by Thomas F. Wilson.  His mother isn’t faring much better, being depressed.  Marty meets up with his friend, Doc Brown, who is either a crackpot or a brilliant mad scientist.  Doc has a new invention, a flux capacitor built into a DeLorean, turning the car into a time machine.  To achieve the 1.21 gigawatts** needed to power the flux capacitor, Doc had stolen plutonium from Libyan terrorists, who arrive to retrieve the material.  Doc and Marty get in the DeLorean to escape the Libyans and achieve 88 miles per hour, triggering the flux capacitor.

Doc and Marty arrive in Hill Valley of 1955.  Without spare plutonium, they need to find the Doc’s younger self to get his help to produce the energy needed to activate the flux capacitor.  Time travel can be tricky, though.  Marty meets his mother’s younger self, and accidentally changes history and risks his own existance as his mother becomes infatuated with him.  The energy is easy to find; the town’s clock stopped working when it was struck by lightning.  Restoring Marty, though, requires making sure his parents meet and fall in love.  Biff unwittingly provides the circumstances, and after Marty’s father decks him, Marty’s own existance is saved.  Doc takes Marty back to 1985 before taking the DeLorean to the distance future of 2015.  The movie ends with Doc returning, needing the help of Marty and his girlfriend, Jennifer, to fix a problem with their children.

Back to the Future Part II picks up where the first movie left off.  Marty’s son is being pressured into crime by Biff’s grandson, Griff.  Marty poses as his own son, preventing his arrest and resulting in Griff being taken into custody instead.  Afterwards, Marty picks up a sports almanac that includes the results of matches after 1985.  Jennifer, though, discovers that her future marriage isn’t as wonderful as she’d want.  The future Marty is being goaded, much like his son was, into a shady deal.  The future Biff notices the time machine and steals both it and the almanac and travels back in time to give the book to his younger self before returning with Doc and Marty none the wiser.

When Doc and Marty return to 1985, Hill Valley is not like it was when they left.  Marty’s father died in 1973 and Marty’s mother was forced to re-marry, this time to Biff, who is the wealthiest and most corrupt person in the town.  Marty and Doc escape, using the DeLorean to go back to 1955.  Realizing what happened, Marty retrieves the almanac from Biff while avoiding being seen in the middle of the events of the first movie.  Before Marty can join Doc in the DeLorean, the car is hit by lightning and disappears.  Moments later, a courier arrives with a letter from Doc in 1885.

Back to the Future Part III, filmed with Part II, continues right where the previous movie left off.  Doc’s letter details where the DeLorean can be found and, with the help of 1955’s Doc, the car is repaired.  However, Marty notices Doc’s tombstone dated six days after the letter; Doc was killed by Buford “Mad Dog” Tannen, Biff’s ancestor.  Marty travels back to 1885, arriving in the middle of a cavalry charge.  The fuel line is damaged, so Marty hides the car in a cave and walks into Hill Valley.  Marty runs into Buford, but is rescued by Doc.  With the knowledge of his fate, Doc agrees to leave 1885, but he needs a way to get the DeLorean up to 88mph, since gas isn’t available yet.

The solution is to have a locomotive push the car to the needed speed.  While exploring a rail spur that could be used, Doc and Marty see a runaway wagon.  Doc rescues the passenger, Clara, played by Mary Steenburgen.  They fall in love.  During a town festival, Buford tries to kill Doc, but Marty intervenes.  The name on the tombstone disappears, but the date doesn’t.  Someone is fated to die, but who it is unknown.  Doc tries to explain to Clara that he’s from the future, but she doesn’t believe him.  He goes to the saloon to binge, has one shot of whiskey and passes out.  Buford arrives, but Marty, having learned his lesson from the previous two movies, refuses the duel.  Buford has his gang kidnap Doc, forcing Marty to fight him.  During the fight, the tombstone is broken and Buford is defeated.

Clara, heartbroken, leaves town.  On the train, she hears about Doc in the saloon and how sad he was.  She heads back to town to Doc’s home and sees the model of the time machine.  Realizing that he was telling the truth, Clara chases after him.  Meanwhile, Doc and Marty have acquired a locomotive and are getting it in position.  Doc has created explosives to give the locomotive the boost it needs to reach 88mph.  Clara catches up and boards the locomotive just as Doc climbs into the DeLorean.  Doc goes back to help her, but the DeLorean reaches 88mph, sending Marty back to 1985.  Doc and Clara, though, escape the locomotive’s demise thanks to the hoverboard Marty picked up in 2015.

Back in 1985, the DeLorean arrives in front of a diesel locomotive.  Marty escapes the car, but the DeLorean is destroyed.  He returns home to discover that the timeline has been restored to the way it was after the second movie.  The next day, he and Jennifer return to the wreckage of the DeLorean.  The warning signals start, though no train can be seen.  Moments later, a steam locomotive appears, with Doc, Clara, and their sons, Jules and Verne.  Marty’s future has changed, and the future remains unwritten.  Doc leaves with his family in the train to an unknown time.

The Back to the Future cartoon continues the adventures of the Brown Family, with Marty tagging along.  Doc and his family have returned to Hill Valley of, well, if not 1985, shortly afterwards.  The DeLorean has been rebuilt, and the locomotive is also around.  Both vehicles are used to get the Browns and Marty to the adventure.  Christopher Lloyd returns as Doc Brown for the live action segments, and Mary Steenburgen and Thomas F. Wilson reprise their characters in the cartoon.  Playing Marty is David Kaufman, who also took over another Michael J. Fox role, that of Stuart Little in the TV series of the movie of the book of the same name.  While Lloyd was in the live action segments, Dan Castellaneta played the voice of the animated Doc, sounding so much like Lloyd that one episode had a jump cut from the animated Doc speaking to Lloyd as Doc commenting without being jarring.

The change of focus from Marty to the Brown Family takes advantage of Doc being a mad scientist.  Educational content is easier to introduce when the starring character is a scientist.  The episodes aren’t just educational, though.  Over the two seasons of thirteen episodes each, the Brown Family uses the time machines to visit different eras.  The eye to detail for the different years helps with the series.  The episode “Swing Low Sweet Chariot Race” features dialogue in Latin that sounds authentic***.  Fashion is appropriate for the years featured.

Characterization, critical for an adaptation of any stripe, is kept.  The characters are recognizable by their actions.  Even the character designs are decent.  Marty looks like Marty, and, given the live action segments, Doc looks right.  Even the various Tannens, from Biff to his ancestor, Lord Biffington of Tannenshire, are recognizable.  The animators put in an effort to create designs that could be animated without losing who each person was.

Each episode stands alone, unlike the movies.  This is more from the nature of an educational animated series that could be rerun out of order than from anything else.  However, the series avoids using time travel as a deus ex machina.  Time travel is just as often the cause of problems as anything else, and only once is a time machine, in this case, the locomotive, used to fix a problem.  Even then, the solution needed the locomotive more than it needed the flux capacitor.  Do the episodes feel like watching the movies?  Not really, but that’s a function of the time available.  Thirty minutes, including commercials and science segments, isn’t enough to delve into complex temporal mechanics.  The format works against the adaptation, even taking into account that the Brown Family is scientifically minded to begin with.  There isn’t enough time to delve into the use and abuse of temporal mechanics and deliver a physics lesson while still working in a bit of adventure.  The writers did make the effort, though.

The live action segments feature Lloyd as Doc Brown, either introducing the episode or setting up the science experiment.  Lloyd remains in character through the segments, even while narrating the experiment.  The experiments themselves were created by and starred Bill Nye the Science Guy, and were based on an aspect introduced in the episode proper.  While temporal physics weren’t touched, possibly because of difficulty recreating temporal experiments in a kitchen safely, the sciences involved were physics and chemistry.  The experiments could stand alone as part of a lesson.

The Back to the Future cartoon was ambitious for its time.  Universals first foray into family entertainment and educational cartoons worked, thanks to the core characters from the movies.  The result was entertaining, though time travel wasn’t used as thoroughly as the movies.  The animated series had some rough spots, but it did make the effort to keep the feel of Back to the Future.

* A cartoon aimed at the pre-teen crowd based on two R-rated movies.
** Or possibly jiggawatts.
*** Though someone more familiar with Latin should weigh in.

Posted on by Scott Delahunt

Technology is constantly changing, updating and upgrading as new techniques are discovered.  As has been mentioned before, new technology has been the motivation behind remakes and adaptations.  The advent of computer animation has made some expensive or time-consuming effects of the past easier to do today.  Stop-motion animation has given way to CG animation.  Practical effects, though, still exist.  It can be easier to film a practical effect and enhance it with CG than to start from scratch with computer animation.  That said, the use of CG animation can sometimes lose the charm of a work.  The temptation to tinker can be great, but too much tinkering can lose the audience.  It’s a fine line.

In 1964, Gerry and Sylvia Anderson, the minds behind Supermarionation, created Thunderbirds.  The series featured the Tracy family and International Rescue, an organization dedicated to helping people in danger.  Jeff Tracy, the family patriarch, funded the organization and its vehicles, piloted by his five sons.  Aiding the Tracies were Kyrano, his daughter Tin-Tin, the engineer, Brains, and International Rescue’s London Agent, Lady Penelope and her butler, Parker.  Together, International Rescue performed daring rescues and battled the nefarious Hood.

The Thunderbirds themselves were the stars.  Each vehicle had a dedicated purpose.  Thunderbird 1, piloted by Scott Tracy, was a hypersonic rocket plane, capable of reaching any place on Earth quickly.  Thunderbird 2, piloted by Virgil, was the heavy lifter, ferrying rescue equipment and modular pods where needed.  Thunderbird 3, piloted by Alan, was a re-usable rocket used for space rescue.  Thunderbird 4, piloted by Gordon, was a submarine, typically carried by Thunderbird 2 to where it’s needed.  Thunderbird 5, manned by John, was a space station used for monitoring communications for calls for help.  Lady Penelope had FAB-1, a pink six-wheeled Rolls-Royce as kitted out as anything 007 would drive.

The series was filmed using Supermarionation, using marionettes as the cast, with the sets built to scale.  For close-ups of hands, real hands were used, allowing characters to manipulate objects as needed.  The special effects were scaled down for the miniatures in use, looking very much like effects used in films.  Thunderbirds ran for thirty-two episodes, each running, with ads, for an hour, and has been referenced by other works, including RebootThunderbirds has been remade a few times, including the anime Thunderbirds 2086 and the 2004 live action movie.  A new CG series, Thunderbirds Are Go is the latest adaptation.

Thunderbirds Are Go first aired in ITV in April 2015.  The series brings back International Rescue, updating the show’s concept to reflect the changes in technology since Thunderbirds first aired.  The two-part pilot episode, “Ring of Fire”, introduces the characters to a new audience while showing what each Thunderbird can do.  There have been some changes; Jeff Tracy has gone missing, leaving Grandma Tracy as the head of the household.  Brains is now Indian, and his stutter is less pronounced.  Tin-Tin is now Kayo and the head of security for International Rescue, but her family secret is still kept.  The vehicles have been updated as well, though still recognizable.  FAB-1 reflects today’s car stylings, but still has the gadgets to keep Lady Penelope safe.  Thunderbird 5 shows the greatest change in design, reflecting developments in space stations and featuring a rotating ring to simulate gravity and a stationary control area that lets John float around while monitoring communications.  The Thunderbirds, though, aren’t CG; instead, they are miniatures, as are the sets.  The mix isn’t jarring; the use of both CG and miniatures harkens back to the use of marionettes and models in the original.

“Ring of Fire” starts with a runaway hot air balloon caught in a storm, its passengers, a father and his son, calling for help.  Out of the storm clouds, Thunderbird 2 appears, matching course with balloon.  Virgin comes up topside and helps the son into Thunderbird 2.  Before he can get the father, though, a gust of wind up ends the balloon.  Virgil calls John up in Thunderbird 5 to get the father’s vector, and has Thunderbird 2 dive to get beneath.  He’s able to grab the father and bring him inside before reaching the ground.  Meanwhile, Thunderbird 3, with Alan and Kayo, are working on correcting the orbit of a satellite, allowing John to relax while watching his favourite TV series*.

After a breather, International Rescue gets a call from an undersea lab that has suffered damage after a seaquake.  Virgil and Gordon respond with Thunderbirds 2 and 4.  While approaching the lab, Gordon discovers the source of the quakes, a device that creates the seismic disruption.  Worse, several more quakes occur, caused by similar devices.  Lady Penelope and Parker investigate and find a warehouse with a note and a button.  On pushing the button, a mysterious figure hijacks the airwaves and makes his demands; the Hood will end the quakes upon being given the Thunderbirds.  International Rescue ignores the demands.  With the sealab’s scientists rescued, IR work on finding the Hood.  Alan and Kayo head to the satellite to try to track the Hood’s location.  On the ground, Scott and Virgil rush to Taiwan to prevent a solar reflector, misaligned because of the quakes, from frying Taipei when the sun rises.  Alan and Kayo discover the frequency the Hood is using, allowing Brains to trace the villain’s signal.  Kayo performs a high-altitude, low-opening, or HALO, jump from Thunderbird 3 to land at the Hood’s hideout.  The Hood summons his men to deal with Kayo, but she also has backup, having alerted the Global Defense Force to the Hood’s location.

The production team is making an effort to be faithful to the original’s feel while still updating the series for modern sensibilities.  There are nods to the original Thunderbirds, including the episode “Fireflash”, a remake of the first original episode, “Trapped in the Sky”.  Both episodes feature a supersonic jet that is in trouble and needs the assistance of International Rescue to land safely.  The sealab from “Ring of Fire” resembles a damaged Eagle from Anderon’s live action series, Space: 1999.  The series even has David Graham returning in the role of Parker.  Thunderbirds Are Go runs thirty minutes, including ads, or half as long as the original, but the writing is kept tight, not letting up on the tension until the rescue is complete.

Thunderbirds Are Go makes use of new technology, but doesn’t let it take over the core of the series.  There are changes, mostly to reflect the realities of today, but the heart of Thunderbirds has been kept.

* The show John watches is Stingray, another Supermarionation series, with a clip of the opening credits being shown.  In a clever touch, the slip is shown in reverse to the audience, meaning that John is watching it the correct way.

Posted on by Scott Delahunt

A few weeks back, Lost in Translation looked at adaptations of tabletop RPGs.  While there haven’t been many RPGs adapted to other media, the reverse is far more likely.  Many popular franchises have been adapted for gaming, from Star Trek to Supernatural.  The result is a licensed property created by game designers who are also fans.  With The Force Awakens turning into a powerhouse beyond expectations, now is as good a time as any to look at the Star Wars roleplaying games past and present.

Role-playing in an established universe is more than just letting the players take the roles of existing characters.  With a setting as vast as the Galaxy Far, Far Away, there’s room for any number of characters, from scruffy rogues to naive farmboys to dashing conmen to dangerous bounty hunters.  Adding to the complexity, Jedi and Sith lurk, depending on the era.  The goal of the games is to provide an experience that would fit in the Star Wars setting but still giving players the flexibility to play what they want.  There have been three published RPGs for /Star Wars/, detailed below.

Star Wars: The Role-Playing Game, West End Games
The first Star Wars RPG, released in 1987, used WEG’s Ghostbusters: The Role-Playing Game‘s core mechanic, modified for the new setting.  Determining success or failure was based on rolling a number of six-sided* dice based on the rating of a character’s skill, with a differently coloured die designated the wild die.  The wild die could allow for amazing successes or crushing failures, depending on its value.  Players could use character points to add dice to the roll.  To account for the Force in Star Wars, players also had Force points.  Spending a Force point allowed players to double the number of dice they could roll for a skill, allowing feats such as firing a proton torpedo into a two metre exhaust port without the aid of a targeting computer.

Because it was released three years after Return of the Jedi, there was little information about Jedi, beyond that they were rare after the Emperor destroyed the Order.  At the time, Star Wars wasn’t the big franchise that it is now.  The Expanded Universe consisted of the Han Solo and Lando Calrissian trilogies; Timothy Zahn’s Heir to the Empire would be published in 1991, a year before the RPG’s second edition.  Jedi were limited to what was shown on screen and what the WEG writers could extrapolate and get approved by Lucasfilm.  However, the more earthier characters, like Han, were supported, with all starships, from starfighters to Star Destroyers, being written up.  The Revised and Expanded edition, released in 1996, became the definitive version of the RPG.

The game played fast; the mechanics loose enough to let players swoop through space in a transport modified for smuggling while out running a flight of TIE fighters and maintain the feel of the Galaxy Far, Far Away.  WEG’s RPG still has an impact even today; Dave Filoni, showrunner for both CGI-animated series, The Clone Wars and Rebels has stated in commentary that he and his crew have refered to WEG’s Imperial Sourcebook and Star Wars Sourcebook for details on vehicles and droids used in the series.

WEG lost the license in 1999 after having to declare bankruptcy when its parent company, West End Shoes, drained the game publisher to stay afloat.  Speculation on the Internet on who would get the license next grew as the prequel movies were announced.

Star Wars Roleplaying Game, Wizards of the Coast
Wizards of the Coast, who also owned Dungeons & Dragons, picked up the license in 2000, a year after The Phantom Menace was released.  Wizards used a modified version of the d20 System, as used in D&D 3rd edition.  The result was a class-based system that covered not just the original trilogy, like WEG’s game had, but also the prequels and the Expanded Universe.  A second edition was released in 2002, a year before D&D 3.5, cleaning up some problematic rules.  The Saga edition came out in 2007, streamlining the d20 system more to keep the gameplay flowing.

As mentioned, the d20 System is class-based, meaning that every character falls into one of a number of character classes that define their abilities.  Instead of using the D&D classes like Fighter and Wizard, the d20 Star Wars games used classes like Scoundrel, Fringer, and Jedi.  The result was playable, but the sweet spot was between levels 7 and 12, where characters had the skills needed to pull off difficult but in-setting plausible stunts without becoming impossible to challenge without throwing a Star Destroyer at them.  Thanks to the prequels and the Expanded Universe, Jedi had more options than in WEG’s RPG.  Sourcebooks detailed the different eras of the Galaxy Far, Far Away, giving gamemasters (GMs) and players flexibility in play styles.

Wizards let the license lapse in 2010, after not just a large number of detailed sourcebooks but also a miniatures game that could tie into the RPG or be played as a stand-alone.

Edge of the Empire, Age of Rebellion, and Force and Destiny, Fantasy Flight Games
Fantasy Flight Games picked up the Star Wars license with an eye to create both a miniatures and a role-playing game.  The first of the RPGs, Edge of the Empire, came out in 2013, followed by Age of Rebellion in 2014 and Force and Destiny in 2015.  Each of the games, while using the same mechanics, have a different focus.  Edge deals with characters on the edge of polite society; smugglers, bounty hunters, colonists.  Rebellion allows for characters in the Rebel Alliance, fighting against the Galactic Empire’s evil.  Force focuses on Jedi and other Force-sensitives.  The three games are set during the original trilogy, but can be adapted, with work, to other eras.

The FFG games need to use specialty dice marked for use in play.  It is possible to use regular dice** and convert the numbers to the special markings, but it is easier with the specialty dice.  The dice provide for more than just success and failure; they also add advantages and threats.  A failure could come with an advantage and success could come with complications.  Scenes from the movies, like Han stepping on a twig when right behind a stormtrooper in Return of the Jedi, can come from the mechanic, ensuring that the feel of the movies is kept.

Each game moves the timeline through the movies.  Edge is set shortly after the destruction of the Death Star in A New HopeRebellion is set just after the events in The Empire Strikes BackForce is set after Return of the Jedi.  However, players and GMs aren’t limited to those eras.  /Force/ can easily be used for a group of Jedi padawans during the prequel era.  All three could be used for a campaign set during The Force Awakens.  Work would need to be done, such as re-skinning existing vehicles for the new ones seen in the new movie, but the amount of work needed is minimal.

Each of the above games had a different approach to the Galaxy Far, Far Away.  While each one had some areas that needed work, overall, the games remained faithful to the source.  Players could feel like they were part of Star Wars, which is the most important part of adapting to a game.

* Role-playing games use more regular polyhedrons than just the standard cube dice.
** Regular meaning six-, eight-, and twelve-sided, as used in other games such as D&D.

Posted on by Scott Delahunt

After three and a half years, Lost in Translation has built up a number of terms that haven’t been well defined.  The History of Adaptations forced the issue, running into works that were both sequels and adaptations and were sequels of adaptations.  What follows is a working set of terms defined as used so far, complete with examples.  The definitions may be a bit fluid; as more reviews are done, the better an idea I get of the breadth of adaptations there are.

Adaptations – A catch-all covering any form of media that is based on another work.  Adaptations include remakes and reboots, and can be in the same medium or taken from one medium to another.  The better known adaptation is the movie based on a novel or, especially lately, comic.  Also possible is the movie to TV series adaptation, such as M*A*S*H, and the international adaptation, such as Three’s Company, based on the British series, Man About the House.

Remakes – A work that re-tells the story from the original.  Typically done with movies, the remake takes advantage in advances in film technology, whether it’s the advent of sound, colour, or special effects.  The 1956 The Ten Commandments is a prime example, remaking the 1923 silent film of the same name.  The upcoming The Jungle Book from Disney appears to be a live-action remake of the animated feature based on the Rudyard Kipling stories.

Reboots – A form of remake that is typically found in series, whether a movie franchise or a TV series.  The reboot creates a new baseline for plots to work from and can feature a new cast.  Star Trek: The Next Generation is a prime example, as is the 2004 Battlestar Galactica series.  A sequel can be considered a reboot depending on how much time has passed between the original work and the new.

Sequels/Prequels – Works that continue, in the case of sequels, or set up, in the case of prequels, an original work.  Sequels and prequels are generally out of scope for Lost in Translation unless they are also adaptations.  Star Wars: The Empire Strikes Back is a sequel.  The movie The Hunger Games: Catching Fire is both a sequel to the film version of The Hunger Games and an adaptation of the novel, Catching Fire.

Sequel of an Adaptation – A work that follows up to an adaptation without itself being based on an original work.  This is different from a sequel that is also an adaptation in that there is no original work the sequel is based on.  The 2004 movie Spider-Man 2 follows from events in the 2002 Spider-Man, but isn’t based on a specific storyline from the Marvel comics.

Partial Adapatation – Any adaptation that takes just a portion of an original work, whether due to time limitations or sake of comprehensibility.  Blade Runner is the best example; the movie takes just the android hunting from Do Androids Dream of Electric Sheep while dropping the religious subplots.

Loose Adaptation – A work that takes the premise of an original work and goes in a different direction.  Such a work is often said to be loosely based on an original.  Real Steel was such an adaptation of the short story, “Steel”, taking the idea of the robot boxing league but changing the story to one about a man and his son.  Often, the title is changed, emphasizing the difference, as seen with Alien from L.A.

In Name Only – A loose adaptation that doesn’t change the name.  Often happens when the adaptation fails to understand the appeal of the original.  The 1998 Godzilla is often called GINO, for “Godzilla In Name Only”, reflecting the adaptations failure to understand what Godzilla is.

Shot for Shot Remake – A remake of a film that duplicates the original.  While such a remake can work, especially when there has been improvements in film technology, the new film could just have audiences wondering why the new film was made, especially when the original is considered a masterpiece.  Gus van Sant’s shot-for-shot remake of Psycho did use new technology plus colour, but the changes were subtle, and Hitchcock’s use of black and white was an artistic choice.  A shot-for-shot remake of The Last Starfighter today may be better received, taking into account the capabilities of CGI that the movie broke ground on when it was first released.

Tie-in – Derivative works that are licensed from a franchise.  Best known are the Star Trek tie-in novels, featuring original casts of each Trek series plus new casts, and the Star Wars expanded universe.  Tie-ins are out of scope for Lost in Translation, though there are exceptions.  The Nikki Heat novels by Richard Castle are Castle metafiction; the novels that the fictional writer is researching in the TV series, and do count as adaptations.

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