"We are all in the gutter, but some of us..."
Taking Trash Seriously.
"...are looking at the stars."
-- Oscar Wilde
February 16, 2005
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This site is updated Thursday afternoon with a new article about an artistic pursuit generally considered to be beneath consideration. James Schellenberg probes science-fiction, Carol Borden draws out the best in comics, Chris Szego dallies with romance and Ian Driscoll stares deeply into the screen. Click here for their bios and individual takes on the gutter. Our Guest Stars shine here

While the writers have considerable enthusiasm for their subjects, they don't let it numb their critical faculties. Tossing away the shield of journalistic objectivity and refusing the shovel of fannish boosterism, they write in the hopes of starting honest and intelligent discussions about these oft-enjoyed but rarely examined artforms. Contact us here.


Recent Features


Disconnected Viewing

sita brahmin.jpegI don't have cable right now so I'm rewatching old shows and movies. A lot of them are animated. Such is my way. I'd like to have a nobler reason for rewatching them--something like when James revisited his favorite childhood books. And it's true—he did inspire me. But it's also true that I don't have cable.

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Hammering Away at the Here and Now

mapinternet-small.jpgLet's say you're the newly-sentient internet. How would you decipher the meaning of all the bits and bytes whizzing past you? And what about the real world outside your electronic realm?

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Pilgrim's Progress

Pilgrim 80.jpgFormer Comics Editor, Guy Leshinski has very kindly given us permission to reprint a prophetic interview with Bryan Lee O'Malley in 2005.  Will Bryan Lee O'Malley attain the Holy Grail of cartoonists? As Bryan says, "We'll see..."


There’s a girl sitting on the subway. She’s 16 or so, in a brown corduroy jacket and a pair of faded sneakers, her feet propped on the seat across from her. She’s absently brushing on lipstick, absorbed by Bryan Lee O’Malley’s graphic novel Scott Pilgrim’s Precious Little Life: Volume 1.

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Coding Collagers

by Jim Munroe
Pac-Mondrian's creators take him for a wokka wokka. The internet is packed with funny. A clever idea, executed well, can move quickly through the blogosphere. So when I first saw Pac-Mondrian, a videogame that juxtaposes the famous mouth against a famous painting, I wasn't bowled over. I did like the incongruous old-time jazz soundtrack, however, and the text on the website hooked me: "Each play of the game is an improvisational jazz session. Pac-Mondrian sits in as a session drummer with Ammons, Lewis and Johnson, hitting hi-hats, cymbals and snares as he eats pellets."

When I got in touch with the creators to set up an interview, I discovered I wasn't the only one hooked. I was sent press clippings of stories from the Globe, the Toronto Star and the biggest fish of all: Pac-Mondrian had made the front page of The New York Times. I headed down to Neil Hennessy's apartment at Sherbourne and Bloor to get the story of local-boys-made-good raising questions about pop culture and high art.

I join three members of The Prize Budget for Boys collective -- Neil and two Mikes (Horgan and Brown) -- in their living room and ask them how they started working together. Neil explained that The Prize Budget for Boys started out doing multimedia performances called the Spectacular Vernacular Review. Pac-Mondrian was an element of one of the shows.

"When I had the idea, I was all excited," Neil tells me. "I have a computer science degree but I hate programming, and so I was really, really hoping to find something good to steal from. Then the geek power of the internet came through for me -- I found a perfect Java implementation with beautiful documentation."

Mike Horgan brought Mike Brown, his co-worker at videogame company Digital Extremes, to one of their performances where Pac-Mondrian was being projected. Brown was so taken by it he offered to make an arcade cabinet. And it wasn't like he didn't have enough to do. "Have you heard about the Electronic Arts controversy about people working too much, burning out?" Brown asks. "It was like the epitome of that. Working on Pac-Mondrian was the only thing keeping me sane. Getting to work on art, it was fun."

"I think what we were taught is that if you love your job, you never work a day in your life," Horgan says. "But I think what we learned was that if you want to hate your hobby, start getting paid for it. The Pac-Mondrian stuff gives us a videogame outlet that isn't so rigid and inflexible."

But without deadlines and meetings, how were they able to get things done? "It's a challenge," Hennessy says. "For the longest time, the cabinet just sat there. I was unemployed, we couldn't get any grants ... but then Mike Brown got a new computer and we used that for the cabinet, and all we needed was paint. A friend was doing an art show at Antenna, and that gave us a target date to get the cabinet done."

"At one point, because I thought I might be able to get away with it," Hennesey says, "I went to the Self Employment Assistance program and I tried to pitch Pac-Mondrian as an educational CD-ROM that taught art history and videogame history to children." Though that didn't pan out, he credits this false start with helping them tighten up their game. "We had built the project up so it had a lot of different aspects," Hennessy says. "It was already a multi-faceted project when people caught [on to] it."

Pac-Mondrian's creators take him for a wokka wokka.A visit to http://pbfb.ca/pac-mondrian/ makes these many aspects of the project clear: postcard prints made at Coach House Books, new level designs with a Toronto techno theme and an array of merchandise.

"There's a rich history of that," Hennessey says. "Pac-Man was everywhere, on lunchboxes and bedspreads and wallpaper. Mondrian has a lot of merchandise too. We want to do that with Pac-Mondrian but in an art context." (The master proofs of the postcards were auctioned off on eBay for $12,100.)

"The art people love it because it's low art meets high art," Hennessy says, "but the gaming people hate it because it's not playable. That doesn't bother me, because there's a long history of really bad Pac-Man implementations -- like the Atari 2600 version."

But while the project might have focused more on the press copy than programming code, the collective is more concerned with moving on to their next project than obsessing about perfecting Pac-Mondrian. In what is to be the second in their series, Alexander Calder's mobiles are brought together with the space shooter Asteroids: it's called Calderoids. Like with Pac-Mondrian, they're adapting code that already exists, in this case a java applet that models Calder's kinetic sculptures. In the beta they showed me sans collision detection, the floating asteroids grew and shrunk as they came "closer" and went "further."

I tell them the thrust on the vector ship has a great feel, and that the physics in the game will give it a good press hook.

Hennessy grins. "If you drop science on their ass, they'll love it."

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Of Note Elsewhere
Wicked posters for Raleigh, North Carolina's Cinema Overdrive film series.
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Here are some pictures of the ladies reading comics for Read Comics in Public Day. As Gail Simone writes, "Take note everybody in comics!"  (For the record, Carol read Kurosagi Corpse Delivery Service 5 on a sidewalk bench, but there's no photo).
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48 vs. 61 in Rintaro and Katsushiro Otomo's excellent bicycle racing short where the racers look kinda like Rintaro and Otomo. Also, damn fine music and possible steampunkery.
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Klingon opera has finally happened. Get an earful at Cinematical. (The musical part begins at about 2:15).
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Makiko Itoh has translated Satoshi Kon's farewell.
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