Dreamland Japan. Writings on Modern Manga
(by
Frederik L. Schodt)
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ENTER THE ID
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In 1995, FORMER JAPANESE PRIME MINISTER KI1CHI MIYAZAWA
began serializing a column of his opinions, not in a
newspaper or newsmagazine, but in the manga magazine
Big Comic Spirits. A respected seventy-five-year-old
politician and thinker, Miyazawa
probably rarely reads comics,
but the reason he chose a manga magazine to
air his views is clear. Big Comic
Spirits is read by nearly
1.4 million young salarymen and potential voters each week. In
today's Japan, manga magazines are one of the most effective ways to reach
a mass audience and influence
public opinion.
Japan is the first nation in the world to accord
"comic books"—originally a "humorous" form of entertainment
mainly for young people—nearly the same
social
status as novels and films. Indeed, Japan is awash
in manga. According to the Research
Institute for Publications, of
all the books and magazines actually sold in
Japan in 1995 (minus returns, in
other words), manga
comprised nearly 40 percent of the total.
Such industry statistics are indeed impressive, even
frightening, but they hardly represent the entire picture
or the true number of manga being read in Japan. There
were 2.3 billion manga books and
magazines produced in
1995, and nearly 1.9 billion actually sold, or over 15 for
every man, woman, and child in Japan. Given the wild currency fluctuations
of that year, the value of all comics
produced ranged from U.S.$7-9 billion (a sum twice the GDP
of Iceland), while those actually sold were worth
$6-7 billion—an annual expenditure of over $50 for
every person in Japan. Yet this does not include the
millions of dojinshi, or amateur manga publications, that do not
circulate in regular distribution channels. Nor does it
reflect the fact that non-manga magazines for adults,
which used to be all text and pictures, now devote more
and more pages to serialized manga stories. Finally, it
does not take into account the popular practice of
mawashi-yomi,
of one
manga being passed around and
read by many people.
Statistics also do not indicate the huge influence
manga have on Japanese society. Manga
today are a type of "meta media" at the core of a giant fantasy machine. A
production cycle typically
begins with a story serialized in a
weekly, biweekly, monthly, bimonthly,
or quarterly magazine. The story, if successful, is then compiled into a
series of paperbacks and
deluxe hardback books, then produced as an animated series for television,
and then made into a
theatrical feature. For a particularly popular or long-running
series, the cycle may be repeated several times. One
manga story thus
becomes fuel not just for the world'
largest animation industry, but for a burgeoning business
in manga-inspired music CDs, character-licensed toys, stationery,
video games, operas, television dramas, live-action
films, and even manga-inspired novels.
At Japan's largest and most prestigious publishers it
is no secret that sales of manga magazines and books
now subsidize a declining commitment to serious
literature. Indeed, since manga are read by nearly all ages and
classes of people today, references to them permeate Japanese
intellectual life at the highest levels, and they are
increasingly influencing serious art and literature. It is
no
exaggeration to say that one cannot understand modern Japan
today without having some understanding of the
role that manga play
in society.
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What Are Manga?
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What are manga, exactly, and where did they
come from?
A LITTLE
In a nutshell, the modern Japanese manga is a
synthesis:
BACKGROUND
a long Japanese tradition of art that
entertains has taken
on a physical form imported from the West.
In late 1994 I accompanied several well-known American comics artists to
Japan for discussions with their Japanese
counterparts. Will Eisner, the pioneer and reigning dean
of American comic books, was along, and he was clearly
shocked and puzzled at how popular comics are in Japan.
After all, he himself had struggled long and hard to gain
more recognition for comics in his own country. Yet
when he took a long look at a display of 19th-century
illustrated humor books in the
Edo-Tokyo Museum, his face lit up in a satori-like realization of why
Japanese so
love comics: They
always have.
Japanese people have had a long love affair with art
(especially monochrome line drawings) that is fantastic,
humorous, erotic, and sometimes violent. One of the
most famous examples is the hilarious Chojugiga, or
"Animal
Scrolls," a 12th-century satire on the clergy and nobility,
said to be by a Buddhist priest named Toba. Today's
manga magazines and books, however,
also have direct links to two types of entertaining picture books
from the 18th and early 19th centuries—toba-e
"Toba pictures," after the
author of the "Animal Scrolls") and kibyoshi, or "yellow-jacket
books." These were mass produced using
woodblock printing and a division of
labor not unlike the production system used by manga artists and their assistants
today. Often issued in a series, again like today's manga, they
were beloved by townspeople in cities such
as Osaka and Edo (today's Tokyo). In a
very real sense, they were the world's first comic books.
The physical form of modern manga—the
sequential panels with word balloons arranged on a page to tell
a story—came from the United States at the turn of the century, when
American newspaper comic strips like George
McManus's Bringing Up Father were imported. But unlike
the United States, where slim magazines called "comic
books" were first compiled in the 1930s from "comic
strips" in newspapers, in prewar Japan
the first real "comic books" for
children were hardback books compiled from "comic strips" serialized in
fat, illustrated monthly magazines for boys and girls. This pattern
continues today in Japan; individual
manga stories are usually first
serialized along with many other stories in
omnibus-style manga magazines and then
compiled into their own paperback and hardback books.
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The two predominant and most distinctive forms of
comics in the world today are those of America and Japan;
minor variations on both are found in Europe, Latin
America, and Asia. Although they have an
essentially similar format, Japanese and American comics have
developed into
two very different art forms. Other than the
fact that
manga are read "backward" because of the way
the Japanese language is written, the most striking difference is
size. American comic books are usually
between 30 and 50
pages long, contain one serialized story, and are published
monthly But manga magazines, many of which are issued
weekly,
often have 400 pages and contain twenty serialized
and concluding stories (some magazines have 1,000
pages and over forty stories); when an
individual story is compiled
into a series of paperbacks it may take up fifty or
more volumes of over 250 pages each.
Prices of manga are also extraordinarily low, even
given the dollar's gutted value versus the yen in late
1995.
Where a typical 32-page U.S. comic book (with
many ads)
cost over $2, a 400-page manga magazine rarely
cost
more than $3-4. On a per-page basis, therefore, the
manga
was six times cheaper than the U.S. comic book, a miracle made
possible by the economies of scale Japanese publishers enjoy and by the
use of low-quality recycled paper and mainly monochrome printing.
Manga magazines are not intended to last long, or
even to be kept. Most are tossed in the
trash can after a quick read, or
recycled. Stories that are popular, however, are preserved by being
compiled into paperback and hardback
editions; most of the best comics in Japan—
even those from forty years ago—are
available in such permanent
editions at a very reasonable price. As a result, Japan has largely
been free of the disease from which
American comics suffer: speculation. Collectors dominate the
American mainstream comics market, and they are
more likely to poly-bag their purchases
and place them in a drawer than read them, thus driving up the price of both old and
new comics. In 1995, one collector paid
$137,500 for a copy of Action
Comics No. 1, which first introduced Superman. As Toren Smith, a
packager of Japanese comics in
the U.S., notes, alluding to a company that produces coins
especially for the collectors market,
"many American comic book publishers have become
the equivalent of the Franklin mint."
Unlike mainstream American and European comics,
which are richly colored, most manga are monochrome,
except for the cover and a few inside
pages. But this is no handicap when it comes to artistic expression. On the contrary,
some manga artists have elevated line drawing to new aesthetic heights and
developed new conventions to
convey depth and speed with lines and shading. Using
the "less-is-more" philosophy of
traditional Japanese brush
painting, many artists have learned to convey subtle
emotions with a minimum of effort; an arched eyebrow,
a downturned face, or a hand scratching the back of
the head can all speak paragraphs. And
since manga today are
increasingly mass produced, artists can avail themselves of many new tools
for quickly detailing monochrome backgrounds. The copy machine, for
example, is often used by artists at high-contrast to incorporate
photographs into backgrounds (in recent years some photographers have
filed claims against artists for "appropriating" their images in this
fashion). Another modern-day
tool is "screen tones"—ready-to-use, commercially available
patterned sheets that can be applied on a page to instantly create
shadings and texture. Artists around the world use screen tones, but
Japanese artists have access to such a variety that their overseas counterparts can only drool
with envy. There are even screen tones for
ready-made backgrounds of city- and
seascapes. For those who prefer to draw by hand, there are special
manga "background catalogs" with
carefully rendered line drawings
(available for copying) of the interiors of school classrooms,
office rooms, train stations, restaurants, and other popular settings.
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Still, many manga are quite poorly drawn by American and European standards. At the meetings held in
1994 between several noted American and Japanese
comics artists, the Japanese boasted of the superiority
of
their form of comics—until it came to artwork,
at which point they all looked rather sheepish and unanimously
agreed that they could never match the draftsmanship of
their Western counterparts.
The real hallmark of manga is storytelling and character development. After World War II, a single artist—
Osamu Tezuka—helped revolutionize the art of comics in
Japan by decompressing story lines.
Influenced by American animation in particular, instead of
using ten or twenty pages to tell a story as had been common
before,
Tezuka began drawing novelistic manga that
were hundreds, even thousands of pages long, and he incorporated
different perspectives and visual effects—what came to
be called "cinematic techniques." Other artists in
America, such as Will Eisner, had employed cameralike effects
a decade earlier, but combining this technique with the
decompression of story lines was new.
The result was a form of comics that has far fewer
words than its American or European counterpart and
that uses far more frames and pages to depict an action
or a thought. If an American comic book might use a single panel with word balloons and narration to show how
Superman once rescued Lois Lane in the past, the Japanese version might use ten pages and no words. (Of
course,
the monochrome printing, cheap paper, and the
enormous economies of scale enjoyed by Japanese industry
also make it economically possible
for artists to do this.)
Many American artists have been heavily influenced
by Japanese manga in recent years, so that some of the
differences between the two art forms have begun to
erode. But if one were to make a gross
generalization, it
be that until recently many mainstream American
comics still resembled illustrated narratives, whereas Japanese manga were a visualized narrative with a few
words tossed in for effect.
The cinematic style enables manga artists to develop their story lines
and characters with more complexity and psychological and emotional depth.
Like good film directors, they can
focus reader attention on the minutia
of daily life—on scenes of leaves
falling from a tree, or steam rising from a bowl of hot noodles, or even the pregnant
pauses in a conversation—and evoke associations
and memories that are deeply moving. Japanese comics
are perhaps unique in the world in that
it is not unusual
to hear fans
talk about weeping over favorite scenes.
The cinematic style also allows manga to be far
more
iconographic than comics in America and Europe. Individual illustrations
don't have to be particularly well-executed
as long as they fulfill their basic role of conveying enough information
to maintain the flow of the story.
And why should they be? A young
American or European fan of
comics may spend minutes admiring the artwork
on each page of his or her favorite comic, but not the Japanese
manga fan. As I wrote in 1983, to the amazement
of many in the U.S. comics industry, a
320-page manga magazine is often read in twenty minutes, at a speed
of 3.75 seconds per page. In this context, manga are merely
another "language," and the panels and
pages are but another type of
"words" adhering to a unique grammar. Japanese say that reading
manga is almost like reading Japanese itself. This makes sense, for manga
pictures are not entirely unlike Japanese ideograms, which are themselves
sometimes a type of "cartoon," or a streamlined
visual representation of reality.
Japanese manga offer far more visual diversity than
mainstream American comics, which are still shackled by
the Greek tradition of depicting the human form and still
reveal an obsession with muscled males and full-figured females. Only in
American "underground comics" or
"independents" can one find anything approaching the eccentricity of art
styles that exists in Japan—where
humans may be depicted in both realistic and
nonrealistic styles in the same story, with both "cartoony" and
"serious" backgrounds.
The diversity of manga extends to subject matter. American and European
comics long ago began dealing
with very serious themes, thus making the word "comic book" a gross
misnomer {leading some to use the term
"graphic novel" instead). Nonetheless, despite many fine
experiments, the bulk of American material is still for
young males and of the superhero ilk.
In Japan, however,
there are
stories about nearly every imaginable subject.
There are manga that rival the best in literature. There
are
soft-core and hard-core porn tales for both men and
, women. There are stories about the problems of
hierarchical relationships in boring office jobs or about the
spiritual rewards of selling discount cameras in Tokyo's
Shinjuku district. A true mass medium, manga provide
something for both genders, for nearly every age group,
and for nearly any taste.
Ultimately, however, the real triumph of Japanese
manga lies in their celebration of the ordinary. As American
comic artist Brian Stelfreeze once commented to
me, "Comics in the United States have become such a
caricature. You have to have incredible people doing
incredible things, but in Japan it seems like the most
popular comics are the comics of normal people doing
normal
things."
Yet along with this celebration of the ordinary is the
bone-crushing reality that the vast majority of manga
border on trash. Even the good stories tend to run out of
energy after a while. The pressures of mass production on artists,
and the greed of publishers who wish to milk
their cash cows dry, often result in
watered-down stories
being serialized far too long.
In the
marketplace manga are treated almost the same as
any other medium in Japan, but
artistically they still carry the stigma of having once been an
inexpensive form of entertainment for children. They are not taken
quite as seriously. Some manga
artists embark on their creative
journeys with hopes of becoming the
Tolstoy or Kawabata of manga, but most don't. Most start out
wishing merely to entertain their
audiences, and themselves, and possibly become rich. In the process they face far less scrutiny than serious
novelists or filmmakers—"artists" in other
media. (There are manga critics in
Japan, but perhaps because the public still thinks of manga as a
disposable commodity, nearly all of the
critics support themselves with
other jobs.) Lack of scrutiny has led to relentless
pandering to the lowbrow tastes of
readers and a more than occasional glorification of sex and violence. Another
result, however, is an unselfconscious freedom of
expression and a refreshing creativity.
Manga are much easier to create than other forms
of entertainment. Writers usually need education along
with language skills. Filmmakers need social skills,
enormous amounts of money, and a small army of production
people. Successful manga artists may form a company and
hire over a dozen assistants, a manager, a photographer,
and a chauffeur, but the entry-level requirements
for the profession consist mainly of good ideas, a certain
degree of physical and intellectual stamina, and pens,
pencils, and paper. It isn't necessary to be a particularly
good artist.
As a medium of expression, manga thus exist in a niche
somewhere between film, records, novels, and television. Manga are
usually low-calorie, light entertainment—something
to read in a free moment before work
or
cracking the books to prepare for an exam, or while
riding a train home, getting a permanent
at the beauty parlor, slurping a bowl of noodles, or waiting for a friend
in a coffee shop. They are highly
portable, and—not to be
overlooked in today's crowded Japan—they provide a silent activity
that doesn't bother others.
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Why Read Manga?
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For a translator, or an interpreter, or any nonnative speaker
who aspires to true fluency in spoken Japanese, reading manga is one of
the best ways to keep up with the
many changes that are constantly occurring in the Japanese
language. The language in manga is alive and closer
to the "street" than one finds in other printed media, and
it is a source of many new expressions. Because of their
visual nature, manga can also be an excellent language-learning
resource for beginning students of Japanese. In
what is surely one of the most
interesting experiments in
American publishing in
recent years, in 1990 VaughanSimmons,
an American in Atlanta, Georgia, took this idea to its logical conclusion
and began publishing Mangajin, a
magazine that uses manga with English explanations to teach
Japanese language and culture; when readers tire of
struggling with unfamiliar kanji characters, they
can relax
and enjoy the English explanations or the pictures.
But there
is an even more important reason to read
manga. One of the most confusing aspects of Japanese
society for foreigners is the
dichotomy that exists in public
discourse between tatemae, or "surface images and
intentions," and honne, or "true feelings and intentions."
This custom of tailoring one's
statements or actions to the situation exists in nearly all
societies, but in ultra-crowded Japan,
especially, it helps people harmonize
with others and compartmentalize their public and private selves.
It is also one of the main reasons Japanese people constantly feel they
are "misunderstood" by foreigners,
and—conversely—that foreigners often find Japanese people somewhat
"inscrutable."
Reading manga does not necessarily make Japan
more "scrutable," but it definitely takes the lid off many
otherwise opaque aspects of its society. In the beginning, most
non-Japanese (and even the few Japanese who don't normally read comics)
find manga confusing. No matter
how well translated, many are still very "Japanese" in
story, visual style, and pacing. Pictures are intrinsically
linked with verbal jokes and even puns. Sometimes characters
seem to have nothing but dots in their word balloons, or to be gazing
incessantly at horizons or making
poignant gestures. Lecherous male characters suddenly develop
nosebleeds. Plots seem to proceed in a rather
roundabout way. Why don't they just
get to the point? The answer, of course, is that manga are written and drawn by artists
thinking in Japanese, not English, so it can take a
non-Japanese a little more work and a little more patience
to read them, even in translated form.
A new visual and written vocabulary must be learned. Besides, manga
are hardly a direct representation of
reality. Most stories-even if
they depict normal people doing normal things, or
impart hard information on history or
the tax code—at their core are pure, often outrageous fantasy.
But once the new "vocabulary" and "grammar" have
been learned, it soon becomes clear that manga represent
an extremely unfiltered view of the inner workings
of their
creators' minds. This is because manga are relatively
free of the massive editing and "committee"-style production used in other
media like film, magazines, and
television. Even in American mainstream comics, the
norm is to have a stable of artists,
Ietterers, inkers, and scenario writers all under the control of
the publisher. In Japan, a single
artist might employ many assistants and act as a sort of
"director," but he of she is usually at the
core of the production process and retains control over
the rights to the material created.
That artists are not necessarily highly educated and deal frequently in
plain subject matter only heightens the sense that manga offer the
reader an extremely raw and personal view of the world.
Thus, of the more than 2 billion manga produced
each year, the vast majority have a dreamlike quality.
They speak to people's hopes, and fears. They are where
stressed-out modern urbanites daily work out their neuroses
and their frustrations. Viewed in their totality, the
phenomenal number of stories produced
is like the constant chatter of the collective unconscious—an
articulation of the dream world. Reading manga is like peering
into the unvarnished, unretouched
reality of the Japanese
mind.
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Those who think that seeing beyond the surface or
tatemae
level of Japanese culture has relevance only to
Japanophiles or language students probably don't realize
just how much influence Japan is
exerting over our daily lives today, or how deep that influence
goes. Manga and anime, in particular,
have permeated into the bastion of
American civilization known as "pop
culture" and have slowly wormed their way into the collective consciousness
of the English-speaking world. Subtle
and not-so-subtle references to both manga and anime appear with increasing
frequency in major Hollywood films, in rock music
videos, and in the work
of artists. They may even be affecting
our taste in colors. As the New York Times noted in an October 3,
1995 article, prominent fashion designers such as Jean-Paul Gaultier are
increasingly incorporating new, exotic tones such as those found on manga
magazine covers.
Our children, for that matter, are growing up watching more and more of
what we think is domestically produced
TV animation but which is actually repackaged Japanese
anime with manga roots. Whether in the Americas,
Europe, Asia, or Australia, it would behoove us all. therefore,
to learn more about the thought processes behind
these works. Why was Astro Boy so different from
other
shows on television in the 1960s? What was the hidden
nationalistic theme in Star
Blazers'? Who thought up the
transforming robot idea? Why did the
female characters in the 1995 Sailor Moon series have such big
eyes? Learning about manga, and
Japanese culture through manga, can
provide the answers.
For those who love comics, there is also another
reason to read manga, and that is simply to see what can
be done with the medium. Japan is the first nation to give the
"comic book" format such legitimacy and to test its
potential on such a grand scale. Manga
are an experiment in progress, and for anyone who has the slightest
interest in comics, in new
media, in new ways of transmitting
information, and in literacy, Japan is
a fascinating case study. How
far will Japan be able to go in using manga to
transmit hard information? How easily
will this new medium, once mainly
for children, coexist with other
forms of information? Will manga
replace text-based communication? At this point, only time will tell.
Finally, the best reason of all to read manga is the
simplest, and it has nothing to do with learning about
Japan or its language or any other sociological gobbledy-gook.
Manga are fabulous entertainment!
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MODERN MANGA
AT THE END
OF THE MILLENNIUM
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IN THE LATE 19TH CENTURY IT WAS FASHIONABLE FOR
WESTERNERS
to visit Japan and remark on what an "'odd" place it
was. Percival Lowell, who later became a famous
astronomer and propagandist for the idea of life on Mars,
did just this in an 1888 book called The Soul of the Far
East,
noting that "we seem, as we gaze at
them, to be viewing our own humanity in some mirth-provoking mirror
of the mind,—a mirror that shows us our own familiar thoughts,
but all turned wrong side out." Fortunately (or unfortunately, as the
case may be), Lowell didn't have manga to examine. Like many things in Japanese culture, comics in Japan
are both utterly similar to and utterly different from their counterparts in the West. Yet it is precisely
where the vectors of "similar" and "different" intersect that
there is so much to learn.
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What's in a Word?
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Almost everyone in Japan refers to comics as "manga,"
YOU SAY
but the English-derived word
komikkusu
(and even MANGA, "comics"
itself) is frequently used in magazine titles and
I SAY by industry and media people
trying to sound sophisticat-KOMIKKUSU
ed. A representative of the Research Institute for Publications,
which tracks data on the publishing world in Japan and which always
uses komikkusu instead of "manga" in
its publications, told me that "manga" had long had a
somewhat "unrefined" or "unsophisticated" image and
had thus fallen out of favor. But in the near future, he
predicted, it would probably become popular again, for magazine
editors were already beginning to think that
perhaps
there had been nothing wrong with it after all.
So, just like their counterparts in the English-speaking
world, Japanese people have floundered about trying
to find the right term to describe the sequential picture-panels
that tell a story. In America, words used include "cartoons," "comic
books," "funny books," and "graphic
novels," but most people just say "comics"—a true misnomer
for an oft-serious medium and a word also used
for people who tell jokes for a living. In Japan, simple cartoons
have in the past variously been referred to as toba-e
("Toba pictures," named after the monk
Toba, who reportedly drew some
of the earliest humorous scrolls), giga
("playful pictures"), and ponchi-e
("punch" pictures, after the British "Punch and Judy" and after
Punch magazine). The word "manga" was coined in 1814 by the woodblock
artist Hokusai, apparently to
mean something like "whimsical sketches," but it did not come into wide use to
describe sequential art and what we now
think of as "comics" until the 20th century. Even then it seems to
have been applied quite arbitrarily. It
was originally written with
the two kanji characters man (which means
"involuntary" or "in spite of oneself," with a secondary nuance of
"morally corrupt") and ga (which means
"pictures"). Technically, "manga" can
today mean "caricature," "cartoon," "comic strip," "comic book,"
and sometimes even "animation,"
although younger generations
invariably use "anime"
for the last in the list.
In its vagueness, manga is therefore similar to the
English "cartoon." In its implication of something humorous
or less than serious, it is similar to "comics." Understandably,
many people would rather refer to their
favorite medium with a more precise
word, one that might also confer more legitimacy on it. One
substitute occasionally encountered
in Japan today is thus gekiga
("dramatic pictures," equivalent to "graphic novels"). The
other is the abovementioned
komikkusu, an example of how foreign and especially English
words are often used
in Japan in place of perfectly good native ones, if for no
other reason than that they tend to convey an air of
newness and sophistication; often their very opacity provides
an additional cachet. That the use of komikkusu
creates
an international Moebius strip of semantic confusion goes
entirely unnoticed. Worse yet, in many circles in Japan.
komikkusu
specifically means manga books, and not magazines,
which are called komikku-shi or
manga-zasshi.
Even among industry people in Japan who might
use the term komikkusu to sound sophisticated, when
talk turns to comics overseas they will frequently revert
to saying "manga" to differentiate the Japanese species from its
American counterpart. American comics are
referred
to simply as komikkusu, or ame-komi, a catchy
contraction for Amerikan komikkusu.
Meanwhile, in the English-speaking world, after a smooth
initial introduction, confusion
around the word "manga" has been amplified. In the mid-nineties,
the London-based firm Manga Entertainment was widely perceived to have
attempted to trademark the word "manga" along with its
logo, and it persisted in using
"manga" to refer to the translated Japanese animation videos it marketed
(to differentiate its animation videos from its translated
Japanese comics, it referred to the
latter in publicity brochures
using the awkward redundancy "manga comics"). As of
1995, many fans in Europe were therefore
using the word "manga" to refer to Japanese animation, while fans
in the Americas used it exclusively to
refer to Japanese
comics.
For all its flaws and imperfections, the word "manga"
will continue to offer many design benefits to illustrators
and typesetters. The beautiful complexity of the Japanese writing system
makes it possible to write it horizontally
from left to right (right to left before World War II) or
vertically.
In addition to being presented as MM using Sino-Japanese
ideograms (kanji), it can be rendered as
with
a lovely cursive phonetic script called hiragana,
as
7Vtl with an angular phonetic script called
katakana
(usually reserved for foreign words or special effects),
and
as "MANGA," using the roman alphabet.
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The Dojinshi World
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I felt like Alice going through the looking glass when I
SUPER
experienced my first manga fan convention in the spring
COMIC CITY
of 1994. The trappings of American comic book conventions
were there—hordes of fans, booths with people
selling
comics, and occasional costumes—but nearly
everything else was
topsy-turvy.
The convention was called Super Comic City 3, and
it was held at Tokyo's huge Harumi Trade Center on April
4 and 5. The Tokyo fair is the biggest of a series of Comic
City conventions that the sponsor—a for-profit event
planning and publishing firm—stages in
major Japanese cities
throughout the year. It took up five giant exhibition
halls and lasted two days. 1 might
have become lost if it hadn't
been for my able guides, Kan Miyoshi and Mary
Kennard, editors from a Japanese
publisher and experts
on the world of manga conventions.
American comic book conventions are overwhelmingly
attended by males, many middle-aged and some
potbellied and tattooed. At Super
Comic City, however, I had the slightly disorienting but by no
means unpleasant experience of being
surrounded by tens of thousands of
virginal females in their late teens and early twenties.
They appeared to make up at least 90
percent of the attendees; most were well-dressed, some even
wearing
frills and fragrances. But appearances
can be deceiving. In the recent past, some of these conventions
have been targeted by the police and the media due to the presence on
site of some rather racy material; later in 1994, for
example, a Comic City convention was
shut down after a warning by the police. Fans, understandably,
are a little sensitive. Mr. Miyoshi
cautioned me about taking close-up
photographs. "Many of the kids," he said, "don't want
their parents or teachers to know
they're here.
..."
A large American comic book convention might
have scores of dealers' booths, but inside the vast halls
of Harumi there were nearly 18,000 booths. The U.S. comic
book market is dominated by male collectors, and dealers
usually sell back issues of commercial comics of the male
superhero variety. The real buyers (who are mostly
adults) often treat their purchases as investments and,
rather than read the comics, carefully slip them into plastic
bags, hoping they will one day appreciate and be
worth thousands of dollars. At Super Comic City conventions,
however, the comics being sold are all dojinshi, or
"fanzines," created by fans for fans and designed to be
read, not collected. The creators are
usually members of what are called saakuru, or
"circles"—groups of like-minded
amateurs who collaborate to create and publish their works. There are
said to be over 50,000 manga circles
in Japan today.
The
dojinshi sold at the conventions consist of a
variety of genres, including
orijinaru (original works), ani-paro
(parodies of popular
animation shows), ju-ne mono
(serious stories of love between gay males, of the sort pioneered
by Ju-ne magazine), and ya-o-i (from the phrase
YAma-nashi, Ochi-nashi, Imi-nashi,
meaning "no climax,
no punchline, no meaning"; playful
stories of a nonsensical sort, often taking male characters from popular animation series and
depicting them in gay relationships).
For males the most popular genres are probably bishojo
("beautiful young girls") and
rorikon ("Lolita complex").
Some of the latter
material would be regarded as kiddie porn in North America. Most
dojinshi are manga, but not all. Some are
novels with manga-Iike themes. There are
also circles at conventions that
market manga-style video
games.
The level of organization at Super Comic City 3
was awe-inspiring, illustrating that the dojinshi subculture has
become an industry unto itself. Amateurs pool
their funds and issue small printruns of
their books (ranging from 100 to 6,000 copies) at a level of quality that
rivals the mainstream manga industry. Hardbound
books with lavish color covers and offset printing are not
uncommon. There are thus a wide variety of businesses present at the conventions that specifically support the
dojinshi market, including representatives of printing
companies and art supply firms. For tired fans with an armload of
purchases, delivery companies have
trucks and employees standing by outside the halls,
waiting to package up the books and
deliver them to your home.
To help fans find specific artists and their works
more easily in the vastness of Harumi's halls, the convention
sponsors issue a 380-page catalog. In addition to
maps and ads for suppliers and printers, it is filled with
postage-stamp-sized illustrations of the work done by
each of the thousands of circles. Since printruns are
limited,
dojinshi manga sell on a first come, first served basis.
Popular ones are quickly snapped
up, so fans wait
patiently in long lines to purchase books by leading
artists. If the lines are too long and
snake so far around the halls that it is difficult to see which
artist they lead to, the last person
in line is expected to hold a placard indicating where it goes,
Waiting in lines is time-consuming,
so savvy attendees like Mary Kennard—who is one of the
few Americans working in this industry
in Japan and often buys samples
of the best dojinshi for her company—go
to the show with a group of friends; before entering
the halls they formulate a plan of attack that allows
them to cover as many booths as possible
in the shortest
possible time.
As I wandered around the floors of the convention halls, I
was struck by the general mood—it seemed so feminine and genteel. But
here and there were pockets of
people of a noticeably different disposition. In front of
the booths of popular artists of the provocative
Lolita-complex genre, noisy crowds of young males rudely jostled
each other in line, their sweaty bodies steaming up
the air. Elsewhere, males roamed the halls in organized
high-tech purchasing gangs. Like packs of predators, they
coordinated their movements with wireless headsets and
microphones.
Super Comic City is but one of many large manga
conventions held throughout the year in Japan today.
A single convention may draw over 200,000 fans, making
it a sort of manga Woodstock. A world unto itself, the
manga convention has become a forum
for direct, unself-conscious communication between readers and
creators, free
from the constraints and pressures of commercialism.
|
The
mother of all manga conventions in Japan is not
KOMIKETTO
Super Comic City, but an event with
the more prosaic name of
"Komike" or "Komiketto," short for "Comic Market." Held twice a year in Tokyo in December and August,
Komiketto is a nonprofit event
organized by fans for fans. Unlike Super Comic City, which was formed in
the mid-eighties and has a heavy concentration of female fans of
the ya-o-i genre, Komiketto has been around since
December 1975 and has an attendance that
is about 40
percent male.
According to Yoshihiro Yonezawa, president of the
Komiketto organization and one of its founding fathers,
Komiketto grew out of science-fiction
fandom that for its part had been heavily influenced by sci-fi fandom and
conventions in the United States. Now a
noted manga critic, Yonezawa says that in the early seventies there
were far fewer manga magazines in Japan
and it was much harder to get anything other than very mainstream
works published. In hopes of expanding and developing the medium to its
full potential, he and some colleagues
formed a coterie magazine of manga criticism. "To carry out the
changes we wanted to see in the real world," he
notes, "we started
Komiketto."
The first Komiketto began with around 600 participants.
In 1995 the three-day summer event drew nearly
300,000 people to the Harumi Trade Center grounds and
featured over 60,000 sellers of dojinshi.
Traditionally two
days
long, in 1995 an extra day was added to cope with
demand. The first day focused on
anime-related, primarily female works; the second day featured original
works, science fiction, music, etc.; and the last day was devoted mainly
to male-oriented works and games. The so-called Planning and
Preparation Committee was made up of a
registered staff of 1,200 volunteers—among them
Christopher Swett, a manga-loving
officer in the U.S. Navy stationed in Japan. A fan of Japanese manga and animation
ever since he saw Osamu Tezuka's Astro Boy
on American television, Swett had in the past put together
his own dojinshi and sold it at Komiketto. His first book
was around 100 pages long and contained
the work of nearly twenty artist friends; he printed 300 copies,
priced
them at $5.00 each, and sold 178 copies at Komiketto in
six hours, for a loss.
Why are dojinshi and dojinshi conventions so
popular
in Japan? When I asked this of Yonezawa and his wife,
Eiko, in
the fall of 1994, she stressed, above all, that the
conventions are fun and that there is a
secret thrill of attending a
convention and knowing one's favorite
manga magazines and books are sold only
there. Mr. Yonezawa stressed the ease and the fun of creation. "Dojinshi
are something even amateurs can do," he said, "and they don't require
much in the way of professional
technique. It's maybe like rock and roll in the United
States, because it doesn't require education and it's something
young people can easily do on their own with just
paper and pens. Dojinshi also give instant
results, unlike filmmaking, or even drawing commercial manga."
Both
Yonezawa and his wife began drawing cartoons
in the first grade by imitating their favorite characters.
Today their children are following in their footsteps. So many
young Japanese are equipped to create dojinshi
these days that by third grade they
may bind their drawings into little books with staples and compete with
their friends. Manga study clubs are common in elementary
schools, as well as in junior high and high schools and universities.
One reason so many people draw manga in Japan may have to do with the
exam-oriented, academic pressure-cooker environment of modern Japan. "Manga,"
Yonezawa says, "are one of the few
things young people aren't
forced to do by their teachers, so it's a genre of
expression they
actively want to participate in."
Why are there so many more young women than
men
creating dojinshi and attending conventions? The
academic environment may again be a factor. "Most of
the males," Yonezawa says, "tend to be
older and are college
students, because in the Japanese system, after being under
extraordinary pressure for years to study for their entrance exams, this
is when they finally have some free
time." Females—apparently not under the same pressures as their male
counterparts—start participating in
the dojinshi scene as teens in
junior high and high school.
"That's when
they are the most 'free,'"
Yonezawa
explains, also noting that "Girls tend to avoid going to
the
conventions alone, and usually drag along two or three
friends, even if
the friends really aren't that into it."
One factor in dojinshi popularity is probably not
exportable. As Mary Kennard notes, "The proliferation of
dojinshi
owes a lot to the rather relaxed ideas of copyright
in Japan. In the States, some fanzines (notably those
based on the Star Wars universe) were threatened
with
extreme penalties if they continued to publish."
Chris Swett further explains: "There's something
that fans get out of reading books written by other fans
that they don't get from their regular, weekly manga.
[With parodies.] they can take their favorite characters
and put them in ridiculous situations, bend stories
around, and do things that the original artists don't have
the freedom to do. Considering how much more freedom
Japanese artists have than American artists, that's saying
something.
... In America we don't have
a gray area in our copyright laws that allows this sort of fan art. It's
not the way the copyright laws
are written, but the way
they're enforced. Copyright holders in the United States
have to protect their trademark or it
becomes public domain. That's
not the case in Japan, so artists and publishers can afford to tolerate
these homages. It doesn't mean they like it, but they don't want
to do anything to alienate their
customer base. The manga publishers benefit from happy fans, and
some even send scouts to dojin-shi
markets to
find aspiring artists."
The overwhelming size of the dojinshi market has
caused the border between it and the commercial manga
market to blur. At Komiketto, to preserve the amateur,
fan-oriented nature of the conventions,
businesses and companies are not allowed to participate, and the sponsors
are set up as a nonprofit organization. But since a
few dojinshi manga artists can
sell up to 6.000 copies of a book at over ¥600 each, there are nonetheless some "professionals
" in the so-called amateur markets. Also, several of today's
popular mainstream stars, such as Rumiko
Takahashi, Hisaichi Ishii, or the
women's group CLAMP, either
once worked in, or emerged from, the dojinshi
market.
It would
be hard for mainstream publishers—who
are businesses, after all—not to notice the dojinshi phenomenon.
The amount of money that changes hands in
two days at a convention is
awe-inspiring. In the September
3, 1991 issue of Japan's Aera magazine, reporters estimated
that at the Komiketto convention that year fans spent over ¥3
billion ($30 million) in forty-eight hours.
And that doesn't even take into account
the admission
fees of $10 paid by more than 200,000 people.
|
Otaku
|
I couldn't avoid a chuckle when I saw the word
otaku
written in Japanese with no English explanation on the
cover of the premiere issue of Wired magazine in
1993.
The English language has absorbed many Japanese words in
recent years. "Manga" and "anime" are slowly creeping
into the average American's lexicon. But otaku,
while
apparently about to join the ranks of these other esteemed
imports, has a far more complicated background.
|
Among English-speaking fans of Japanese animation
and manga, otaku has been used for some time to
mean a hardcore aficionado. At one of the early Japanese
manga and anime conventions held in America at the
beginning of the 1990s, some young Americans were walking around with
the word otaku boldly written on
black leather jackets and T-shirts as a badge of pride. By
1994 there was even an anime-related
convention held in
the U.S. called "Otakon."
Ironically, the particular usage of otaku now seen
in the United States has a short history in Japan. Otaku was
originally written as o-taku, with the honorific phonetic
character o- preceding the Chinese character for "house."
It could therefore mean "your house" or
"your home," but it was (and
still is) most commonly used as one of the
multitude of words in the Japanese honorific hierarchy
for "you," especially
when addressing someone with
whom you are not overly familiar and wish to be very
polite.
At the
beginning of the 1980s, young male manga
and anime fans started addressing each
other with this honorific.
Exactly why they did so is not altogether clear, since young
males in Japan have traditionally addressed members of their peer group
with far rougher sounding personal pronouns. But the new usage coincided
with an
explosion in the popularity of manga
and anime and with the increased visibility of hardcore fans who
until then were called mania—a
"Japlish" concoction derived from the English "maniac" (just as the
similar "fan" is a contraction
of "fanatic)"
Essayist Akio Nakamori claims to be the first person
in Japan to have begun referring to manga-anime fans as
otaku. In June 1983 he
began writing a column titled
Otaku no Kenkyu,
or "Studies in Otaku" in Manga
Burikko (a porno manga
magazine of the Lolita-complex ilk for
horny young males). In it he recounted
his impressions of his first
visit to a Komiketto convention: " [The fans] all
seemed so odd . . . the sort in every school class; the ones
hopeless at sports, who hole up in the
classroom during break . . . either so scrawny they look like
they're malnourished or like
giggling fat white pigs with silver-framed glasses with the sides
jammed into their heads ... the
friendless type . . . and ten thousand of them came
crawling out of
nowhere."
Then, after describing how the traditional term
mania,
or "enthusiastic fans," didn't really fit these young
people's image, he went on to announce, that "since there
doesn't
seem to be a proper term to address this phenomenon,
we've decided to christen them otaku, and henceforth
refer to them as such."
Nakamori's column was soon canceled (probably
because the editors felt he was insulting the readers,
many of whom might have fit the category he described),
but the appellation stuck. In fact, the mass media jumped
on it, as only the herdlike Japanese mass media can.
Nakamori later confessed to mixed feelings about the
phenomenon he had unleashed, but he needn't have felt
too guilty. He only gave the trend a name. Many otherpeople
in the media had also begun to notice what
seemed to be a new phenomenon, of a huge population
of young people obsessed with manga or anime or other
hobbies—of socially inept young males,
in particular, seeking refuge in a fantasy-world.
If it hadn't been for the Miyazaki incident in the late
MANGA MADNESS
1980s, otaku might have become just another variant
on
the term mania. It might simply have resembled
"fanboy,"
a pejorative term often heard at American pop-media
conventions that connotes a somewhat emotionally
immature male overly obsessed with his hobby—the type
that howls in protest when a publisher changes the color
of his favorite superhero's belt buckle. It might simply
have resembled "geek" or "nerd." At
worst, it would simply have been another in a long line of
derogatory terms (like shinjinrui,
or "new humans") that the Japanese
media periodically use to ridicule materialistic and
effete younger generations.
Tsutomu Miyazaki was a disturbed twenty-seven-year-old man
who kidnapped and killed four girls of preschool
age in 1988 and 1989, delivering the remains of
one of his victims to her family using the pseudonym
"Yuko Imada," reportedly the name of a favorite female
comic book or anime character. When Miyazaki was finally
apprehended, his apartment was found to contain nearly
6,000 videos, including "splatter" and "horror" films
and many
animation videos of the rorikon porno ilk, as
well as similar fanzines and manga. He
was the manifestation of the
manga and animation industries' worst nightmare: a fan incapable of
distinguishing between fantasy
and reality, obsessed with the darkest and most degenerate genre of
material—kiddie porn. Even more horrifying for
the dojinshi market, Miyazaki
had also reportedly sold
manga of his own
creation at Komiketto.
Since Miyazaki's crime was particularly horrible and
had occurred in a nation that prides itself on being almost
crime-free, the media went into a feeding frenzy,
establishing
a perfect syllogism in the public mind—that otaku are people
obsessed with manga and animation; that Miyazaki
was an otaku; and that all otaku are
therefore like Miyazaki.
A flood of reports on otaku and the otaku-zoku
("otaku
tribe")
soon appeared in the media, creating the impression of a manga and
anime fan community inhabited by socially deranged and autistic wackos.
It is
hard to imagine any single Japanese word that
has been so discussed and so mutilated in such a short
period of time. From an honorific used
in polite conversation,
otaku
soon came to also represent mostly young
males who could no longer effectively
relate to real world people (especially women) and thus bury
themselves in pornographic manga and
animation and masturbatory fantasies, and harbor dangerous sexual
proclivities and fetishes; in short, people who might be mentally
ill and
perhaps even a threat to society.
Eventually, as often happens, otaku were partially
saved by the excesses of the media itself. Some commentators
protested that otaku was a discriminatory term and
that the media were engaged in
"otaku-bashing." Otaku
became so popular and broad a term that by the mid-nineties it was
being applied to nearly anyone with an obsessive hobby, whether it was
taking photographs or collecting
stamps. Many otaku also began referring to themselves as
such, just as American hippies in the late
1960s turned an insult on its head and
proudly proclaimed
themselves "freaks." Otaku was even turned into an adjective,
otakii, used to teasingly describe any introverted, obsessive
tendencies.
The Miyazaki incident was not the only time
otaku
and manga were morbidly linked. In early 1995. Japan
was stunned by anonymous nerve gas attacks in Tokyo subways
that caused several deaths and hospitalized hundreds.
Aum Shinrikyo ("Sublime Truth" sect)—an apocalyptic
Buddhist-Hindu cult led by a charismatic but
visually unappealing character named Shoko Asahara—
became the prime suspect. As reporters for the weekly
Aera
magazine
revealed in a series of articles on the sect
in April, the sect members were
publishing and using anime and manga as a proselytizing tool;
worse, they
seemed to be lifting many of their more outrageous ideas from them, too.
Asahara was known to have been a big fan of robot
manga and animation as a child and to have dreamed of
one day building a "robot empire." Several ideas and keywords
in the group's ideology-—references to "Armageddon,"
"earthquake bombs," and "cosmo-cleaners"—had
their roots in popular anime and manga
stories like Uchu
Senkan Yamato ("Space
Battleship Yamato," also known
as Star Blazers in the U.S.), Mirai Shonen Konan ("Conan,
Future Boy"), Genma Taisen
("The Genma Wars"), and Akira. In a May 15 Aera article
trying to explain how the sect was able to attract extremely
intelligent and competent academics
and scientists and make them believers in ludicrous theories (for
example that the U.S. military had caused the 1995 Kobe
earthquake with buried nuclear bombs
or had spread sarin nerve gas over cult compounds with helicopters), sure enough, there was the
dreaded otaku word again.
Jinzaburo Takagi, a nuclear power expert explained it this way:
"Graduate school, in particular, is a period when they were totally
immersed
otaku-style in a very narrow field. If
they failed to discover the
proper path to take, they probably sought salvation
in religion."
Ultimately, any attempt to directly link manga, anime,
otaku, religion, and crimes against humanity
requires a considerable stretch of logic. More than anything,
the whole brouhaha over otaku-hood and its dangers indicates just how
much manga and anime have
become a frame of reference for nearly the entire
population; not just for traditional manga fans but for the well-adjusted
and the maladjusted, for demagogues, priests,
engineers, and social critics. In other
cultures, people might allude to movies or novels or folklore to illustrate a
point; scholars and religious people
might blame the excesses of
youth on the evil and corrupting influences of television or rock and
roll, or even—as once was the case
in America—-on comic books. In Japan,
it is increasingly manga and anime that are referred to by all
segments of the population and that, in an extreme situation, are conveniently
available to blame for an entire society's ills, and
not just those of youth culture. As for
the so-called otaku,
they are surely more
the offspring of their social environment than the product of reading
too many manga.
Beginning in the 1980s, the newly wealthy Japanese
population was encouraged by the government to work
less and spend more time at leisure and hobbies (it is
hard to imagine any other government ever making this
suggestion). Children were growing up with unprecedented
affluence and freedom of choice in a media-glutted
society. Yet they were still being put through a factory-style
educational system designed to churn out docile
citizens and obedient company employees for a mass-production,
heavy-industry-oriented society that had
ceased to exist. Males, in particular, whose-workaholic
fathers were rarely at home, were growing up spoiled by
their mothers. In the claustrophobic
confines of Japan's orderly
cities, with intense pressures from "examination
hell" at school, with physical and
spiritual horizons seemingly so limited, who could blame these children for turning
inward to a fantasy alternative, or for developing
a nijikonfetchi, a "two dimensional fetish," for manga and
animation?
As for the word otaku? In Japan, the association
first
established by the Miyazaki incident has never completely
disappeared. Only when otaku was exported to the
English-speaking world was it completely stripped of its
negative connotations. France was not so lucky. In 1994,
Jean-Jacques Beineix—the famous French director known
for Diva and Betty Blue—made an exhaustive
two-hour-and-forty-minute
documentary on the so-called otaku phenomenon in Japan, focusing
on young people with
obsessive hobbies. The many French citizens who
watched it probably still believe that Japan is filled with
an entire generation of
wackos.
|

|
Are Manga Dangerous?
|
Americans who have visited Japan ask one question
A FREQUENTLY
about manga over and over again: Why are manga so vio-ASKED
QUESTION lent and pornographic? This is a loaded question,
for it
presumes that all manga are violent and
pornographic.
Nothing
could be further from the truth. When I try to
answer the question, however, I often
find myself in the
uncomfortable position of gamely trying to defend
manga while distancing myself from the
excesses of a wide-open medium. Knowing that the cultural
perspectives of the questioners may limit their ability to understand,
I reply as follows:
There are many offensive manga. (As liberal as I am in
matters of art, even I have occasionally felt queasy over
the content of some manga stories, and if I feel that way,
I'm sure some others are ready to faint.) Fortunately, such
works remain a minority. The vast majority of manga,
even if they are basically trash with little educational
value, are harmless entertainment. That stated, however,
there are also some specific cultural
factors that affect the perception non-Japanese have of manga and
make them seem
particularly violent
and pornographic.
Every culture, whether Moslem, Christian, or Buddhist,
has different norms of acceptability in the arts.
Modern
manga, although they look like American comic books, have inherited a
centuries-old tradition of Japanese
narrative art that entertains, that is humorous and bawdy, and
that has a unique esthetic of visual violence. Manga are the direct
descendants of popular art for the masses in the late Edo period
(1600-1867), art in which
exaggerated sexuality and stylized violence—scenes of
samurai disemboweling themselves and blood spatters-were a standard feature.
Another
point to remember is that no matter how erotic and violent manga are,
they are not a direct reflection of
Japanese society. If they were, Japan would resemble a
violence-plagued 1980s Beirut or a sexually
free-wheeling 1960s San Francisco.
Despite a sexual revolution of sorts (and a huge sex industry),
an increase in downtown shootouts, and nerve gas attacks on Tokyo
subways, almost all statistics show that
Japan remains one of the earth's better-behaved societies. Not only is
the violent crime and sex crime rate far lower than that
of the United States; in Japan itself both rates have
dropped considerably during the very
period that manga and anime
were exploding in popularity. Or, in the
words of U.S. comic artist Brian
Stelfreeze on a 1994 trip
to Tokyo, "With all the crowds of people, it feels
incredibly
safe. 1 think a mother could send her daughter out
naked with a ¥100,000 bill taped to her back and know she'd
be okay."
The gap
between fantasy and reality in Japan is
enormous, and for that very reason readers of manga
may actually be better at making a distinction between the two than
readers in other nations. To a high school
student in Japan, the notion of getting hold of an AK-47 and
mowing down the teachers in his school is clearly absurd, a fantasy. But
to a high school student in Los Angeles it is a distinct possibility. He
may know someone with an automatic
weapon he can borrow, and he
probably has heard news reports of people who have
already done something similar to what
he is imagining. The point here is that the inherent stability
of modern Japanese society—in
particular the stability of family life—may give people more leeway in their fantasy lives.
And a vivid fantasy life may act to
defuse some of the more primal
impulses that occasionally come over all
of us.
Akira Fukushima, a prominent psychiatrist and
writer, has written an eloquent defense of manga titled
Manga to Nihonjin: "Yugai" Komikku Bokokuron o Kiru
("Manga and the Japanese: Dissecting the Myth of 'Harmful
Comics' Ruining the Nation"). In it, he persuasively
uses statistics and survey results to
argue that despite the barrage
of sexual material they are exposed to, and despite public
impressions to the contrary, young Japanese are highly repressed and
late to develop sexually compared to their counterparts in other
nations. He finds no evidence that
exposure to sexual material results in increased sex crimes or
activity at all. Indeed, he claims that (1) "the amount of sexual
information that a people
have access to is inversely
proportional to the number of
sex crimes in any country" and (2) "sexual information
can substitute for actual sexual activity."
It might be premature to conclude that reading
manga would in and of itself reduce the violent- and
sex-crime rate in all countries, but there is a third and
important point here. Many non-Japanese who perceive manga to
be pornographic and violent
are often
unaware of how biased their own perspective is. North
Americans, for example, are often horrified by the contents
of manga because they unconsciously compare
them with American comic books. Yet what most American
visitors to Japan fail to realize is that manga today
are no longer a medium for children alone and that
manga have become a mass medium of entertainment
as common as novels or film. They also overlook the
fact that until recently most American comic books were
heavily censored. A draconian program of
self-censorship was implemented in the United States comic book industry
in the early fifties in response to political and
social pressure. Comic books were nearly sanitized to
death (circulations plummeted and have
never recovered; precise
figures are extremely difficult to come by,
but based on information in the
Comics Buyer's Guide 1996
Annual and an estimate
from the Wall Street Journal
in 1953, today's sales are
less than a third of what they
were then. In America comics came to be stigmatized
as a shallow entertainment for children; instead of developing a
symbiotic relationship with television and
animation—as has
happened in Japan—they were
eclipsed.
It therefore makes more sense to compare manga
with videotapes or popular novels. Any video rental store
in the United States easily carries as much sex and violence
as any manga shop in Japan. Similarly, if you
could "visualize" the text in the steamy romance novels so
many English-speaking women enjoy, you would
probably produce stories strikingly similar to the racy
romance manga that grown women in Japan often read.
|
Freedom of Speech vs. Regulation
|
Having thus defended manga, some strong criticism is
also in store. Perhaps because manga began as children's
entertainment and then exploded in the
postwar period into a mass, mainstream medium for the entire population,
the borderline between adult and children's material is less
defined than in other media. It is surely a characteristic of Japanese
manga, for example, that both elementary school children and office
employees in their thirties can be
seen reading the same weekly Shorten
Jump
("Boys' Jump") on the subways, even
though the magazine is
primarily for males around junior high
school age. If one subscribes to the theory that adults
should be allowed to read whatever they choose, but that
children should not, it is from this
borderline area that some truly
disturbing trends have emerged, some of which transcend manga
altogether.
In the late eighties, in particular, many of the traditional
limits on content in manga began to collapse. Manga
had until then observed explicit prohibitions against overt
depictions of sexual intercourse and adult genitalia
(derived from an interpretation of Article 175 of Japan's
very vaguely worded obscenity laws) as well as a general,
more implicit social consensus about what was proper and
what was not. But when the guidelines disappeared, the
"me-too" syndrome so often seen in Japanese media
resulted in manga magazines vying with each other to produce
the most provocative stories possible. Works such as
Angel, Ropeman
{which seemed to condone violence
against women), and rorikon ("Lolita complex")
stories
began to appear in mainstream magazines and in magazines
designed for teenagers or younger children.
Japanese manga artists have traditionally played a
cat-and-mouse game with the authorities over the issue of
depicting nudity. For decades, the government prohibited
any depiction of adult genitalia or pubic hair in all art,
highbrow
and otherwise, resulting in the knee-jerk censorship of serious foreign
films. Playboy-type magazines, and
reproductions of several famous 19th-century Japanese
woodblock prints held by foreign
museums. The specific
prohibition against showing pubic hair, however, may have
indirectly encouraged some clever
erotic manga artists to draw prepubescent girls as sex objects, with ridiculously inflated
breasts. Whatever the original motivation, in the
1980s traditional erotic manga for
adult men (often referred to
in the industry as sanryu gekiga, or "third-rate
graphic novels") gradually gave way to erotic manga with a
rorikon flavor. Instead of adult males doing very adult
things to mature women (neighbor's wives, waitresses,office
workers, buxom foreigners, that sort of thing), the
sex objects became increasingly "cute"—and younger. That
more and more women, who tended to draw characters in a
"cuter" style anyway, were entering the erotic comic
market certainly accelerated the phenomenon.
In a
way, manga were merely reflecting a trend
throughout Japan in the go-go economic years of the
1980s—a sort of rorikon virus that infected the whole
society and still persists. "Cheeriness" and terminal
"cutesy-ness" were "in." Cynicism, reflection, pessimism,
introspection, seriousness, and
anything "heavy" or depressing all fell out of favor in films, novels, and intellectual
life. If in the West it was a madonna-whore (but nonetheless
adult woman) image that fired men's sexual
fantasies, in Japan the equivalent was a smiling junior
high school virgin, clad in her "sailor
suit" school uniform and holding a stuffed animal toy. And young women
were eager to cater to this fantasy;
many in their late twenties
could be seen around town with their cute
stuffed toy dolls and innocent looks
and high-pitched voices. Their numbers spawned the term burikko—the
sophisticated, experienced adult female who acts like an
innocent little girl.
As noted above, there is no solid evidence that images
in comic books directly affect behavior; if such a simple
cause-and-effect were at work, millions of children in the
United States would have jumped off high buildings after
reading Superman comics. But since sexual desire is
in real
life so extraordinarily wrapped up in fantasy and
irrational
urges, one wonders how young adult males in Japan raised
on rorikon material can relate to real-world adult
females—
without being terribly disappointed.
At the end of the 1980s, at the height of the
contamination of manga and anime by the rorikon virus, the Tsu-tomu
Miyazaki murders took place. Mainstream Japanese
society and establishment leaders took a hard look at
what many young Japanese youths—especially the media-saturated
otaku generation—were reading, and they were
horrified.
In the city of Tanabe, in Wakayama Prefecture, several
housewives started a movement in favor of regulating
manga
that developed into the Association to Protect
Children from Comic Books. One of the
manga the women found
particularly offensive was Ikenai! Luna-sen-sei ("Watch-out!
Luna, the Teacher"). Serialized in a mainstream boy's magazine, it was about a beautiful tutor who comes
to live in a young boy's house (its author, Junko
Uemura, was not some dirty old man, but a young
woman). In a later interview, Isako
Nakao, founder of the
children's-protection movement, described her reaction
to one of the manga paperbacks she came
across at the local bookstore
in 1990: "It had a cute picture on the
cover designed to appeal to children,
but inside it was filled with
the most blatantly sexual material—the sort of thing that should
never be shown to children."
Nakao's
movement resonated throughout Japan.
Crackdowns on sex and violence in manga by the authorities occur at fairly regular intervals in Japan, but this time a
powerful nationwide "movement to banish
harmful manga" emerged,
joined by housewives, PTAs, Japan's new
feminist groups, and politicians.
Tougher local ordinances against obscene manga material were
passed by various prefectures
throughout Japan. Arrests of publishers and
store owners found to be selling obscene material increased
dramatically. Even major publishers were targeted. Up until then,
artists had rarely been arrested and the dojinshi
or amateur market had been
left largely untouched. But on
April 15,1991, forty-five dojinshi-related publishers, editors,
and artists were arrested for possessing obscene material with the intent to sell. Extra trash bins emblazoned with
the words Minai, Yomanai, Yomasenai
("Don't look at them, Don't
read them, Don't let anyone read them") were set up
throughout Japan in public places for good citizens to
toss "harmful reading matter."
Then, on
September 4, 1990, Japan's prestigious
national paper, the Asahi Shinbun, ran an editorial titled
"There Are Too Many Impoverished
Manga." Quoting a Tokyo city
government report that claimed over 50 percent
of all manga had sex scenes and that at least 8 percent
had scenes of masturbation, the editorial appealed
to Japanese national self-respect,
noting how even foreign
visitors are shocked by Japan's manga and that "even in
America and Europe, where pornography is
legal, there are probably few areas
so blatantly deluged by 'sex' without
regard to time or place." In a consensus-minded Japanese
fashion, however, the Asahi added: "Of course, just
because there are vulgar manga doesn't mean we should
have regulation by laws and ordinances.
Even if there are particularly problematic magazines, the
problems should be solved through
discussions and self-restraint on the
part of the publishers."
The last
thing the Asahi and the rest of the media
establishment wanted to see was government censorship,
and for a very good reason. Freedom of
the press has existed in Japan only since the U.S.-authored
postwar
constitution guaranteed it in 1946.
And it has been a precarious
existence. For over 250 years during the Edo period
(1600-1868). government control over political expression was
absolute. For many artists, dabbling in
erotic expression has always been far
safer than dabbling in politics, yet still a good way to tweak the noses
of the authorities. Even
today, those engaged in producing erotic or pornographic
material—whether manga or videos—
often have a rather romantic image of themselves as
rebels working against the establishment.
Nonetheless, after the initial crackdown, publishers
recalled the most offensive works and began practicing
what
Japanese called jishuku, or "self-restraint," toning
down the erotic level of stories for
children and identifying some
manga magazines and books as being "for adults only." Finally,
after such relentless criticism, the
pendulum slowly began to swing the other way. In 1992, some of the
top artists in Japan—national heroes like
Shotar5 Ishinomori and Machiko
Satonaka—formed the Association to Protect Freedom of Expression in
Comics
to counter the pro-regulation movement.
In the dojinshi world, sponsors like the Komiketto
organization began to warn artists at conventions about
what sort of material would cause a problem. Still, events
had a certain Japanese twist to them. When local ordinances
in Chiba Prefecture finally made it impossible to hold conventions there
(the local authorities declared that
dojinshi
with more than 20 percent nudity were "harm
fill"), the conventions moved to Tokyo, where regulations
are looser. As Yonezawa, the head of the Komiketto organization
puts it, "Dojinshi should not be drawn by grownups
for children. They should be drawn by young people for
young people. Since most artists and readers are around
nineteen, at this age it's impossible
not to talk about sexual
motives and themes. The important thing is that manga
be drawn by young people for young
people; that a 'same-generational
ity' be preserved."
Ultimately, the great debate that occurred in Japan
over freedom of speech versus regulation was long overdue
and part of the natural democratic process. Manga are so
entrenched in Japanese society today that there is unlikely
to be an overreaction of the sort that occurred in the
1950s in
the United States. A balance between the interests of the
artists and the interests of the general public will probably
result, andjapan, in its own way, will muddle toward a
resolution
of the obscenity debate. But no matter what happens, in
the eyes of non-Japanese people manga will continue to
appear terribly violentand pornographic.
By the end of 1994, the controversy already appeared to
have peaked and resolved itself. Manga magazines with
"adults
only" marks were disappearing because stores
refused to handle them—just as "X" ratings nearly disappeared from
"serious" U.S. movies because they spelled
doom in the distribution
channels. The most offensiverorikon
material was dropped from mainstream magazines
for children (although if anything, erotic material in
adult
manga became even more graphic, especially with the final
crumbling in 1993 of Japan's long-time prohibition against
depicting pubic hair and sex organs). The charge of relentless
debasement of women by men in erotic manga was
offset by the fact that by 1995 some of the raciest
material was in magazines not for men but for women {and drawn by
women). Finally, live action videos and photography
books had become so blatantly eroticized that they were a
far greater concern to police and citizen's groups than
static, monochrome manga.
As one artist friend of mine commented when I
asked him about restrictions on manga, "Well, there was
a big fuss about it for a while, but now everything seems
pretty much the way it's always been."
|
Black and White Issues #1
|
In the late 19th century, writer Lafcadio Hearn went to
A SUBJECTIVE
live in Japan. Although he eventually became a Japanese
VIEW OF REALITY citizen, his amazement over cultural differences never
ceased. On March 6, 1894, he commented in a letter to a
friend that "When I show beautiful
European engravings of young
girls or children to Japanese, what do they say? I have done it fifty
times, and whenever I was able to get a
criticism, it was always the
same:—'The faces are nice, — all but the eyes: the eyes are too
big, —the eyes are monstrous.' We
judge by our conventions. The Orient judges
by its own. Who is
right?"
Times have changed dramatically. When most foreigners
look at manga for the first time today and see characters with huge
saucer eyes, lanky legs, and what appears to be blonde hair, they often
want to know why there are so many
"Caucasian" people in the stories. When told that most of these
characters are not "Caucasians,"
but "Japanese," they are flabbergasted.
Comics
are drawings, not photographs, and as such
they present a subjective view of reality. This subjective
view of reality is particularly
apparent in depictions of self,
for each culture tends to see itself in a unique, often idealized fashion
that may change over time. Just as American and European comics
do not depict people realistically
(how many people really look like Superman?), neither do manga.
Japanese people, however, may be a little more
flexible than others in
their self-perception.
Prior to the Meiji period, which began in 1868, Japanese
artists usually drew themselves with small eyes and
mouths and variable proportions; "Europeans" were
drawn as huge hairy freaks with enormous schnozzles. With
the introduction of Western art and esthetics after
the arrival of Commodore Perry in 1853, however, the
Japanese ideal began to shift toward the classic Greek
model, what Japanese artists call the "eight-head
physique": a human's height should be equivalent to
eight lengths of the head. Faces also started to change. In
popular prewar romance magazines for young women, illustrations by
Jun'ichi Nakahara, for example, showed
heroines with large dreamy eyes, in a style directly
imported from the West.
Defeat in World War II caused a national loss of confidence
that clearly extended to Japan's self-image. Western
ideals of beauty were not only accepted but pursued, often to a
ludicrous degree (operations to remove the epi-canthic
fold of skin over the eye, which creates the graceful, curved look in
Asian eyes, are still popular). Nowhere
was this
tendency more pronounced than in manga.
Early comics of the postwar period were heavily influenced
by Osamu Tezuka's style of cartooning, which
was in turn derived from American animation.
Tezuka drew large eyes, and when he began drawing
for girls" romance comics he further exaggerated this
tendency. Tezuka, and the other men and later women
artists who followed him, found that a
Caucasian look, with dewy, saucershaped eyes, was extremely
popular among young readers and that the bigger the eyes, the
easier it was to depict emotions. (The
appeal of big eyes is, of
course, not limited to Japan; look at the Keane paintings
of wistful waifs with absurdly orblike eyes—windows
on the soul—so popular in America in the sixties.)
Eventually, depicting Japanese people
with Caucasian features and large eyes became an established
convention;
readers internalized the images, and demanded them.
Since most Japanese comics are drawn in black and
white, artists have generally differentiated between Japanese
characters by shading the hair of some and not of others.
To foreigners, this has the effect of making some Japanese look blonde.
Fans know better, of course; they
know the hair is really meant to be black, even when rendered
in white. It is in girls' and women's comics, where the
adoption of Western ideals of beauty has been much more
thorough, that readers have adjusted to much more
mind-boggling changes in self-image. Not only are Japanese
females depicted like leggy New York fashion models, but
on color covers of magazines, they are sometimes presented
with clearly "blonde" hair and clearly "blue" eyes.
In the early eighties 1 commented on this phenomenon
to Machiko Satonaka, a popular girls' comic artist.
She noted that Japan has always been attracted to what it
perceives as more advanced cultures than its own, and
that in the Heian period (ca. 10th
century) it was the
Korean face that was regarded as the ideal, particularly by
the imperial court. Adoption of the Caucasian model of
beauty, she suggested, may have been a case of the grass appearing
greener (or the hair lighter) on the other side of
the fence. She added, however, that there was a trend
toward smaller eyes in girls' comics and an appreciation
of a more
"Japanese" look.
Over ten years later, while the "Western" look
remained very popular, there was indeed the growing
"realism" that Satonaka had spoken of,
especially in manga for adult women. Perhaps inspired by
superstar
Katsuhiro Otomo, who initially shocked
readers by drawing Japanese people with a distinctly "Asian" look,
many women artists such as Akimi
Yoshida were drawing smaller
eyes and more Japanese-looking faces. At
the same time, in what is certainly a
case of historical irony (if not a case of self-transformation through visualization), the
real-life proportions and even the facial
structures of young Japanese were indeed approaching the Western
"ideal," largely as a result of improved diet
and different lifestyles (ways of raising babies, increased use of
chairs, etc.). According to a 1990 survey of children conducted by the Ministry of Education, the average height
of thirteen-year-old boys had increased an
astounding 17.6
centimeters, or 6.9 inches, since 1950.
When asked about the Japanese self-image in
manga,
many artists and readers assert that they have little "racial consciousness." While this is debatable, it is
true that Japanese people have shown a
remarkable flexibility
in depicting themselves. Long before punk fashions influenced the art
world, in color manga Japanese characters were sometimes drawn not only
with blonde hair, but blue, pink, and even green hair.
This Westernized or internationalized depiction of
Japanese characters has also provided the manga and anime
industries with a distinct export advantage by
making it easier for them to win acceptance in the United
States and Europe. Many young American fans of Japanese
TV shows such as Astro Boy in the sixties or
Robotech
in the eighties never even realized that some of their
favorite characters were actually Japanese.
|
Black and White Issues #2
|
In 1990. the Association to Stop Racism against Blacks
A STEREOTYPED
initiated a campaign to stop the publishing of "racist"
VIEW OF REALITY
manga. This tiny Osaka organization—essentially consisting
of Mr. Toshiji Arita, his wife, and his son—had previously
been instrumental in getting the "Little Black
Sambo" story removed from bookstores and in discouraging
the use of racist imagery in advertising.
The Arita family took the hard-to-dispute position that
Japanese media contain too many negative stereotypes of
people of African descent. They complain that black people
are too often portrayed as grass-skirted, bones-in-their-noses
cannibals, servants, or jazz musicians, and that in
manga they are often heavily
caricatured, with rounded
faces, fat bodies, big
eyes, and thick lips.
Although the Aritas1 goals were laudable, the
family
claimed to represent the diverse opinions of all blacks
- around the world and took an approach that was dogmatic
and formulaic. First, their organization presented manga publishers with
strident demands for retraction of what it deemed offending material. Then, it enlisted
scores of religious and civil rights
groups in the United States to deluge the publishers with letters. That
the letter writers were
outraged was understandable; but most
could not read Japanese and had been shown isolated images taken
out of context from long stories, even stories with a strong
antidiscrimination theme.
To everyone's shock, one of the main targets of the
campaign was Osamu Tezuka, the "God of Comics." Tezuka
was beloved in Japan in large part because of his
humanism and his
compassion. To accuse him of being a racist was rather like accusing
Mother Theresa of being a child molester.
What kinds of images were at issue in Tezuka's
work? First, he sometimes inserted "cartoony" drawings
of African natives in his stories as a
form of "comic
relief." Second, and more problematic, he sometimes
drew Africans and African-Americans in a style lifted
from American cartoons of the thirties and forties. His
much-loved classic, Jungle Emperor (known to
Americans
as Kimba, the White Lion), is a case in point.
Created in 1950, this is a romantic saga of beleaguered wild animals
in Africa trying to learn to live in harmony (and an inspiration
for Walt Disney's The Lion King). It is a sweet story,
full of all the usual Tezuka charms, but as critics have noted, the
depiction of the native population is probably
influenced by early American Tarzan movies.
Several
targeted artists in Japan redrew the offending images in their work. In
the 1980s there was a brief boom in
"cute," African cartoon characters—drawn in the
spirit of the inflatable black Winkie
dolls once popular in America.
Akira Toriyama, who had drawn four little
"cute" African natives in this style,
obligingly went back and transformed them into "cute" cats.
If Tezuka were still alive, one suspects he would
have been horrified by the criticism and immediately
redrawn many of his illustrations. However, his publisher,
Kodansha, which issues a collection of
the late artist's work that
runs to over 300 volumes, was in no position to do this for him.
Instead, it temporarily halted reprinting
and decided, after a great deal of
internal debate, to include a message to the readers. The
message—a disclaimer—explains that
some of the illustrations were drawn in a less-enlightened age
and may be offensive to some
readers, but that Tezuka himself was adamantly opposed to racism
in all forms, as is the publisher. This
approach was unlikely to satisfy all critics, but it was
nonetheless a very progressive step, and one that U.S.
publishers of classic
novels attacked by religious and ethnic groups might do well to emulate.
The reaction of Japanese artists and fans to the campaign
against racism was confused. Citizens of a relatively
homogeneous nation (with only around 1 percent
"minorities"), Japanese until recently rarely worried
about other people's sensitivities. This did not mean that
artists maliciously exploited racist imagery, but that the
checks and balances that might exist in a multiracial society
were absent. Most Japanese artists were simplyunaware
that some of the images of blacks they had
appropriated were
developed in the social context of discrimination, exploitation, and
slavery.
In 1991 the review magazine Comic Box ran several
feature articles on the antiracism campaign along with
comments from readers and artists. Many expressed
indignation at the dogmatic nature of
the campaign and at the way
some Japanese publishers had caved in to its demands. Manga
artists particularly resented being told
what is politically correct to draw or threatened with anything
resembling censorship. In some genres of comics,
moreover, the very purpose of
cartooning is to distort, to poke fun, and to ridicule. In this
visual world, everyone, including Japanese people, is drawn in
what could be construed as an
offensive style. Also, as several respondents pointed out, works
created thirty or forty years ago are
a reflection of their times, To ban them opens a Pandora's
box. Should Shakespeare be banned for his depiction of Shylock? Should all Tarzan movies be banned? The
American media, others noted, is
itself filled with negative racial stereotypes. To make a point,
some submitted drawings of Japanese
people rendered with buckteeth,
slant eyes, and
cameras.
One of the inadvertent tragedies of the antiracism
campaign was that it made some artists afraid to draw any
black characters in their stories, even if they had been
planning to
include positive portrayals; why take the
chance? On August 4, 1993, Yoshinori Kobayashi—one of
the most outspoken and opinionated Japanese manga
artists and author of the popular Gomanizumu no Sengen
("A Declaration of
Arrogant-ism")—created a very funny
strip that reflected the unspoken
feelings of many artists. In it, he railed against the pressure artists
were receiving from editors not to draw black characters with kinky hair
or fleshy lips. Ultimately, he
said, everyone would be
forced to draw blacks that looked like Michael Jackson.
The
antiracism campaign may have sensitized the
public and contributed to a general
consciousness raising, but
its ham-fisted approach clearly exacerbated Japanese
paranoia about being unfairly
criticized. It also ignored the
many fine manga stories that oppose racism and are sympathetic
to those of African descent, and it diverted attention from the
fact that people of African descent are not
the only ones stereotyped. In the
topsy-turvy world of Japanese
manga, although Japanese characters are frequently drawn with
Caucasian features, when real Caucasians appear in manga they are
sometimes shown as big hairy brutes.
Chinese or Korean characters are frequently drawn with slant eyes
and buckteeth, in much the same stereotyped fashion that Japanese were
depicted by American
propagandists in World War II.
Ultimately, the debate over "racism" in manga is but
part of a larger discussion about balancing freedom of
expression with responsibility, and it has its parallels in
the "political correctness" controversy
in the U.S. Manga artists are under increasing pressure from the
public and from publishers to reign
in not just their depictions of foreigners
but Japanese minorities and the physically and
mentally handicapped. And they are expected to tone
down the eroticism and violence. Osamu
Tezuka used to complain of not being able to draw characters with
four ringers as American animators
often do—in Japan it signifies
"four legged beasts" and by extension the former out-caste (and
still discriminated against) class that used to
slaughter them—the eta or
burakumin. Not surprisingly,
independent-minded artists resent such
externally imposed
constraints, even if they would never dream of creating such
demeaning portrayals themselves.
To the manga industry's credit, many artists, editors,
and publishers have actively tried to learn what is acceptable
and what is not in art, and to build bridges with
offended communities. At the late Osamu Tezuka's company,
for example, management has gone out of its way to
establish a dialogue with African-American groups, such
as JAFA (the Japan-African-American Friendship Association).
As the president of Tezuka Productions, Takayuki
Matsutani, wrote in a Fall 1992 edition of the magazine
Tsukuru
("Create"), all too often the industry has merely
tried to figure out how to avoid being
criticized or attacked, rather
than determine the root cause of the problematic
depictions, whether they
be racial or sexual.
While artists debate how to depict foreigners, Japanese
society itself is undergoing major changes. The mental
horizons of young Japanese have been expanded by
foreign travel and real-time television imagery from around the
world. Over the last few years there has been
a visible increase in the number of
foreigners in Japan and
greater variety in their nationalities and occupations. At one
time most
gaijin, or "outsiders," in Japan were
tourists, businesspeople, U.S.
soldiers, or English teachers. Now, owing to the reluctance of effete
young Japanese to do hard physical labor, there are many legal
and
illegal foreign workers in Japan; it is
not unusual to encounter
Iranians, Bangladeshis, Brazilians, Vietnamese, and Chinese working in
factories, driving trucks, or washing dishes. Blacks, too, from Africa
and America, can be found in a wider variety of occupations in Japan
than ever before. There is even
a surprising amount of intermarriage
between Japanese and foreigners, including Filipinos,
Thais, and Russians.
As a result, today one can find nearly any type of
foreigner in Japanese comics. There are the occasional
negative stereotypes, bound to offend
some, but there are also sympathetic, intelligent portrayals. Basketball
has achieved explosive
popularity among young Japanese and some African-American athletes such as Magic Johnson and Michael
Jordan have achieved hero status among Japanese youth. A few
years ago. the influential boy's
manga monthly Jump ran a popular series about the
L.A.
Lakers that had been officially authorized by the NBA. In
the adult weekly Morning, Kaiji Kawaguchi's
Silent Service—an
international thriller about a renegade Japanese sub
battling the U.S. military—has had very positive
depictions of African-American officials working in the
highest ranks of American government (the author was
undoubtedly influenced by Colin Powell's frequent
appearance on television news). Many artists who create
science fiction manga, like Masamune Shirow, also
increasingly depict a future Japan that is a mixture of
different
races and cultures.
Since the mid-eighties, the Japanese government
has been heavily promoting kokusaika, or the
"internationalization" of Japan. The officials certainly never had
manga in mind, but in manga it is occurring.
|

|
Do Manga Have a Future?
|
For decades, Japan's mass media marveled over the stellar
growth rates of the Godzilla-like manga industry. But on
March 27, 1995, Japan's respected Aera newsmagazine
ran an article that took a different
tack. Provocatively titled
"The Beginning of the Twilight of the Manga Industry," it noted that while manga had ballooned into a ¥550-billion
market in the postwar period, "Even this
champion of entertainment, which has
exhibited such remarkable
growth, has proven that it has limits. The
giant industry is slowly being beset
with troubles from within and without."
The main focus of the article was on slowing growth rates
for specific genres. The Research Institute for Publications
annually releases figures on manga publishing,
and for
the previous decade and longer these have been awe-inspiring numbers. In
1993, however, it was noted that
while overall manga sales had grown 8 percent over
the previous year, two important categories had slowed—
manga for young boys,
which had declined 0.4 percent,and
manga for young adult men, which had dropped 0.7
percent two years in a row. In any other industry a performance
record of this sort—after decades of hyper-growth—would
probably be a good reason to break out
the champagne, but the Aera article's note of impending doom
showed just how conditioned the manga industry had become to its
continued success. In 1996, industry
fears practically turned to terror, for it was discovered that
while overall dollar and unit sales of
manga had increased in 1995,
dollar sales as a percentage of all books and magazines had actually
declined (0.5 percent). Most shocking,
dollar sales of the hitherto always
lucrative manga paperbacks
had dropped 0.03 percent, leading the above-mentioned, normally staid
Research Institute for Publications
to run a feature in its March report
titled "Limit Demonstrated
to the Myth of Endless Growth!"
The Aera article gave as one reason for the decline
a
paucity in good stories, for which it largely blamed
editors.
This might seem odd in a genre where the artists and writers
are supposed to be the creators, but in Japan manga
editors have a major hand in story planning and execution,
supplying ideas, shepherding authors (even acting as surrogate
parent figures for the very young artists), and occasionally
helping write the stories. Aera's article claimed that in the
larger publishing firms, editors were becoming
cowardly
organization men merely going through the
motions rather than aggressive
cocreators driven by a love of comics, as was true of many of the early,
legendary editors. In
children's manga the article noted a more disturbing
trend—competition from video games. When a boy
can get over thirty hours of enjoyment out of a video game, but
finishes reading his manga magazine and tosses it in the trash can after
twenty minutes, manga cease to have
much of a price-performance advantage, even if they do
cost ten times less than a video game.
Realistically, the areas in which manga can continue to
grow are limited. When over 40 percent of all Japanese
books and magazines are now in comic form, one has to
wonder how many new genres can be developed. Certainly
as the core generations of manga readers age there
will be more and more
manga created for older age groups;
publishers excitedly talk of their future plans to
make what they refer to as "silver"
manga—magazines specifically
for the senior citizen set. Overseas markets, of course,
represent a still largely untapped gigantic new
market. In my own 1983 book, Manga! Manga!, I wrote that "Japanese
comics, like American rock and roll music, began as a limited
form of entertainment for young people. Now both are ponderous industries in the mainstream
of society." Today, more than ever, it is clear that
the manga industry has
entered a mature phase.
And with maturity comes an entirely different set of
problems, not the least of which is quality. Most manga, as a pop-culture
medium, have always been trash. In the
early days, many artists and editors and publishers burned with the
ambition to show the skeptical world at large that their beloved medium
of expression had far greater
potential than most people were willing to recognize.
They were like young revolutionaries, boldly breaking
down barriers in their path. But now they have come
into power, and the corrupting
influences of that power
are starting to show.
The
manga industry has become a little long in the
tooth, a little plump around the waistline. Artists certainly
don't have to be starving to create good work, but the
potential earning power of artists today is staggering—in
1994 alone, Yoshihiro Togashi, author of
the popular boys' manga
Yu-Yu Hakusho ("The YG-YG Report on
Apparitions";, is estimated to have
made over $7 million. At the popular Shonen Magazine, with sales of over 4 million
copies per week, the editor-in-chief estimates that
out of twenty artists around eight
earn over a million dollars
per year. One has to question what happens to the
creative soul of a millionaire young
artist when he or she is surrounded by sycophants, rides in a
chauffeured car, and presides over an
assembly line of hierarchically ranked manga assistants who
obligingly carry out more
and more of the drawing and scripting tasks.
Caught up in their success, many mainstream
manga
production companies start to look like factories
engaged in mass production for the sake of mass production—victims
of the same disease that afflicted much of
the Japanese manufacturing economy in the late 20th
century—an obsession with volume when the world
demanded not "more," but "unique,"
"interesting," and "better."
It is a revealing moment when the talk of highly
successful manga artists at informal
gatherings quickly turns to
boasting about how many serializations they are
simultaneously in charge of, how many
copies their works are selling, and—inevitably in Japan—how they
only need four
or five hours of sleep a night.
The
results are apparent, not only in boring stories but in a visual
dissonance that afflicts many successful
manga today—the result of dividing the
labor of drawing among multiple assistants who use disparate
styles when drawing backgrounds or
even different characters. Corporatization is also a reason that many of the most interesting
trends in Japanese comics come from outside the
mainstream industry, from the
dojinshi world, from erotic
comics, and from the underground. It was no surprise
when Comic Box's annual manga roundup edition in
1995 bore the title
"Are Manga Finished?"
The
problems of the manga industry involve much
more than the struggle to produce
interesting material, or even
the growing competition from video games. Modern
manga began as a children's medium, as
a subculture, but manga are now read by adults of nearly all ages
and are part of the cultural
mainstream. Yet no matter how hard
artists try to create "grown up" material, manga still
betray their origins—in their continuing
emphasis on "cuteness" and in the way
the border between material for children and adults is still much
more blurred than in
other entertainment media.
Since Japan is the first nation on earth where
comics have become a full-fledged medium of expression,
one has to question what it means when adults get
so much
of their primary information from a medium of expression that is a form
of caricature, that deliberately
emphasizes deformation and exaggeration. Or when misguided publishers or cults or the government abuse the
essence of manga, and perhaps take
them a little too seriously. After all, the conventions for
imparting hard information in the manga medium are not as well
established as they are in film or prose; even if footnoted and done in
documentary style, manga are still
going to present reality with a greater degree of distortion. What will
it mean when entire
generations start living in a comic book reality, or when they
have formed many of their impressions of other nations and peoples from
manga?
As Japanese society itself becomes increasingly
"manganized" it may make people happier, but it may
also affect the intellectual core of the nation. In the
1980s
the expression keihaku tansho (written with the
characters for
"light-thin-short-small") was a popular phrase for
describing not only national trends in
consumer goods but what was
perceived as "lightweight" intellectual activity. Is it just a
coincidence that during this same period manga began to have a profound
impact on other arts, including
literature and film? Manga creative and production
values may indeed underlie the "low-calorie" examples
of literature and film that increasingly pass for
serious intellectual
efforts in the Japan of today.
The manga industry may fret about a slip in growth
rates, but as manga mature into the mainstream of society,
Japan itself faces much larger challenges. In the
meantime, manga continue to diversify into more and
more areas of society, and as a medium
of expression, to
continually transform....
THE MANGA
MAGAZINE SCENE
THE JAPANESE WORD FOR
"MAGAZINE" IS ZASSHI.
WRITTEN
with $i
zatsu ("rough," "rude," "coarse," and "miscellaneous"), and
&£
shi ("record," "document," or "magazine"), the word has a rather harsh sound to
Japanese ears.
Manga magazines reflect the nuances of the word
zasshi
in more ways than one. They are extremely inexpensive
and except for a few full color glossy pages at the
beginning are usually printed on rough
recycled paper (which may be tinted to hide traces of ink left over from
a former incarnation). They consist of a miscellany of seri-alized
and concluding stories. And they are eminently disposable, often
abandoned in a trash can after a cursory
read during the train ride home from
work. In 1994, writing in the media magazine Tsukuru,
manga critic Eiji Otsuka posed the question, "Why were manga able to
surpass, even overwhelm, other media in postwar Japanese
culture?" His answer: "Ultimately, the main reason must surely
have been their utterly, almost hopelessly
'cheap' quality."
This "cheapness" is an outgrowth of the explosion
in demand for inexpensive entertainment that occurred
at the end of World War II, after years of deprivation.
Children in particular craved manga, and publishers vied to
satisfy them by increasing the number of pages devoted to comics in
their magazines. In 1959, manga magazines
finally assumed their modern format when one of
Japan's largest publishers, Kodansha,
issued Shiikan Shorten
Magazine ("Weekly Boy's Magazine"). The first of
several all-manga
omnibus magazines for boys, it quickly
achieved a circulation of 1 million and a page count
of nearly 300.
Today, manga magazines can be divided into two
types: those that are folded and stapled, and those that
have glued and squared backs. Beyond that, most have at
least 200 pages, and some have 1,000. The vast majority
use paper in the B5 (7" x 10") or A5 (5.8" x 8.2") size. Almost all
target either males or females, but rarely both.
The only magazines that consistently
sell well to both genders are aimed at very small children, where
gender differences are least
emphasized in society. One of the main
differences between manga magazines for adults and
those for children is that the
children's magazines have what is a godsend for foreigners learning Japanese—the
rubi.
or little pronunciation keys next to all
the difficult kanji
characters
that children are still struggling to learn.
There
were 265 manga magazines regularly published
in 1995, in quarterly, monthly, bimonthly, biweekly,
or weekly format, with circulations ranging from a few
thousand to over 6 million per week.
Three publishers— Sh Geisha.
Kodansha, and Shogakukan control the bulk of the market; the rest
is fought over by dozens of other
companies, many of whom appear and disappear along
with their magazines.
The magazines introduced in this section have been chosen
to illustrate the variety and scope of the Japanese manga industry. Some
are typical and others are not. All,
however, reflect the grassroots power of manga as a
medium of expression, for it is in manga that artists first
create the stories that go on to become books and fuel the
giant
industries of animation and merchandising.
CoroCoro Comic
To enter popular discount electronics stores in Japan is to
experience sensory overload—neon-colored price placards hang
everywhere, dissonant music blares from every direction, and dozens of
video games play simultaneously
on scores of computers. Reading the monthly manga
magazine CoroCoro produces a similar sensation, especially
if one is a middle-aged adult.
CoroCoro,
published by the giant Shogakukan, is
designed for very young boys. It is as nearly as hyper as
they are. Covers are a psychedelic explosion of assorted
popular characters. Inside, page layouts
convey an impression of unbounded energy (although it takes
considerable energy to read them all). "Thick, inexpensive,
and interesting!" (as CoroCoro
sometimes bills itself), a typical issue retails for the bargain price of
¥400 yet contains 600-700 pages. Still, CoroCoro fits into little
hands better than most manga
magazines, for it is one of the first for boys printed in the A5
(5.8" x 8.2") "flattened
brick" (as opposed to "telephone book") format. It can
thus serve as a firm pillow or a relatively soft
projectile;
and
unlike its name—an onomatopoeic word for "rolling"—it will definitely stay wherever it is put.
According to Kazuhiko Kurokawa, the editor-in-chief of
CoroCoro when I spoke with him in 1994, readers range
from third to sixth graders, with a smattering of junior
high
school boys. There are manga-like magazines in Japan for
even younger readers, such as the popular and heavily
illustrated semi-educational gakunenshi, or "school
year magazines" (with titles like
"First Grader," "Second Grader,"
etc.), and Terebi ("TV") publications. But these are like
manga with "training wheels." Most
young boys start reading true
manga in either CoroCoro or its primary competitor, Kodansha's BonBon. And CoroCoro reflects this in far
more ways
than its hyperkinetic design.
Most manga magazines in Japan have a loose slogan
that reflects their editorial stance, and at CoroCoro
it is
yuki
("bravery"), yujo ("friendship"), and toshi
("fighting
spirit"), as well as what Kurokawa refers to as
tokoton-shugi,
which loosely translates as a "go for broke" attitude.
Like most manga magazines, CoroCoro has a mix of
serialized and
concluding stories, including many sports
stories. But as Kurokawa notes, one of the most important
themes is humor. Thus nearly 60 percent of the stories
are "gag" strips. Young elementary school boys, he also
explains, still find it difficult to
read the longer and more serious serialized manga (perhaps partly
because their attention span is too
short), and regular reader surveys
consistently show they want their comics to be funny.
One of the magazine's mainstays is
Doraemon,
Fujiko
F. Fujio's comical story of a robot cat who lives
with a bumbling young elementary school boy. Practically
an icon of Japanese popular culture at this point,
Doraemon,
a lowkey and sweet story, was the
original raison d'etre for CoroCoro. It first appeared over
twenty-five years ago in one of Shogakukan's "school-year" magazines but proved so popular that it was featured in a separate
quarterly, then bimonthly, and finally a monthly
magazine that became CoroCoro.
Anything with Doraemon
on the cover still helps
sell the magazine, especially
when the annual Doraemon animated feature film is
released each spring vacation.
Most stories in CoroCoro are far wilder than
Doraemon.
Gag stories, in particular, are filled with silly third-grader
humor. In 1994, for example, Shinbo Nomura's
Babu Akachin
(which loosely translates to "Baboo Baby
Wee-wee") starred a young tyke who could perform all
sorts of stellar feats with his little penis. But there
were also
some gag stories with bite that even adults could enjoy,
such as Obotchama-kun (roughly, "Little Lord
Fauntleroy"),
by Yoshinori Kobayashi, famous in more mature manga
circles for his biting satires on Japanese society.
The most striking aspect of CoroCoro is not the
quality of its stories; it is the number of tieins with
other
industries. As is common in the manga world, popular
stories are compiled into paperback books, made into
animated series, and heavily
merchandised. Yet in CoroCoro—an
indication of the degree to which TV and Nintendo
video-game culture has saturated young Japanese minds—perhaps
over 30 percent of the stories and characters
are not original, but derived from animation and video
games or from tie-ins with toy companies. In 1995 Capcom's popular
Street Fighter II video game appeared as a gag strip (along with ads
for the animation film) and so did
Nintendo's
Donkey Kong. Other tie-in stories
impart information on how to play the
video games. In fact, to read
CoroCoro requires considerable video game
vocabulary; Street Fighter II
and Dragon Quest are affectionately truncated as Suto II and Dora Kue respectively.
English acronyms such as RPG
("Role-Playing Games") are sprinkled liberally throughout the
text.
CoroCoro
also has far more ads than other manga
magazines. Most are for video games and toys and other
Shogakukan publications, but on the
inside back cover, reminiscent of American comic books of forty years
ago,
there are even ads for boxing
gloves, "Rambo-style knives,"
and military-style toy pellet guns. Reflecting the
boom in soccer and the heavily
commercialized J-League in Japan (which CoroCoro helps
support), in 1994 and 1995
soccer-related merchandise was also heavily
hawked. At one point the magazine even
ran gag strips starring Ruy Ramos, the Brazilian star of the Kawasaki
Verdy
soccer team.
Publishing manga magazines for the younger set is
not easy in Japan today. CoroCoro is one of the best sellers
in its category, with a circulation
many publishers would envy, but sales in 1994 were around 750,000
per month, down from a peak of 1.5
million. One of the biggest problems,
Kurokawa notes, is finding good manga artists with
staying power. Many artists feel
intimidated by the small children's genre, believing they are too
restricted in content and sophistication. Besides, few artists can
create
classics like Doraemon. Noting how high budgets in the
movie industry attract some of the
best creative minds in the
United States, Kurokawa also laments, "Manga used to
be a road to riches, but for this genre
the video game market has
become so big it is starting to siphon off the most talented
people as scenario writers and designers."
Another problem is the modern lifestyles of little
children. "Kids in today's Japan are far too busy,"
Kurokawa says, highly critical of his country's rat-race
education system. "Between the after-school cram courses
they have to attend and their other activities, it's hard
for
them to find time to read our magazine. . . . We know that
we have to do something new as we approach the 21 st century,
and that if we stay the same we'll just get old."
Like other manga magazines in Japan, CoroCoro now
fights back by adding furoku, or
"freebie-supplements," and by
occasionally boosting the number of pages. One September 1994
issue came with a writing pad with a J-league
theme and a special Doraemon insert, yielding a total
page count of
980. But such moves clearly aren't enough.
What seems like shameless commercialization—the large
number of tieins with game and toy companies—is
thus part of a survival strategy. Young children in Japan
in
the CoroCoro reader age group are spending more and
more time playing video games and
watching animation, and reportedly reading fewer manga. CoroCoro forms the
first line of defense against this
trend. What better way to combat the enemy than to join it?

Weekly Boys' Jump
Of all the manga magazines in Japan,
Shukan Shonenjump
("Weekly
Boys' Jump") is the hardest to ignore. Huge
stacks of it are piled in front of newsstands and kiosks for sale
every Tuesday, and from there they are transported
by hand to schools, offices, factories, coffeeshops, and
homes throughout the land. On crowded commuter
trains, it's not unusual to see a twelve-year-old elementary
school student standing next to a thirty-year-old salary man—both
reading their own copies. There are advertisements for Jump on
train station posters, on television,
and on full pages of major newspapers. After Tuesday, copies of
it can be found left on subway overhead racks, stuffed in trash cans, or
piled up outside houses
waiting to be collected for recycling.
Weekly Boys'Jump
is not just the best-selling manga
magazine
in Japan; with a weekly circulation between 5 and 6 million, it is one
of the best-selling weekly magazines
of any type in the world (in the United States, with a
population twice that of Japan,
Time magazine's circulation is only around 4 million). But it is not just the circulation
of Jump that is big. Jump is the size and shape of a large
city's telephone book.
Square-backed and bound with
both staples and glue, it usually has around 428 pages.
In size
and format, Jump is identical to other major
weekly boys' manga magazines such as
Shonen Magazine and Shonen Sunday. The typical cover
is a full-color explosion of popular
characters, names of artists, and
titles of stories—a design only a tad
less hyperactive and garish
in mood than that of CoroCoro magazine. Inside,
there are eight full-color slick-paper
pages devoted to the opening
section of the lead story and to ads for video
games and muscle-building equipment.
Then there are around thirty-two pages of the lead story and more
ads, printed on rough recycled white
paper with black and red ink to create an illusion of color. The rest of the magazine,
which contains between seventeen and
eighteen serialized or concluding stories, is all recycled rough
paper printed in monochrome, with
stories visually distinguished
by different colored inks and paper tinted in different shades.
Until
recently Jump put its competitors to shame: it
vastly outsold them and had a return rate of around only
2 percent. Designed originally for
late elementary and junior
high school boys, Jump achieved a publishing miracle
by selling to children as well as middle-aged businessmen,
thus becoming the
Godzilla of Japan's publishing world.
What was the secret of Jump's success? The fat,
weekly boys' manga format was pioneered by
Shonen
Magazine
and Shonen Sunday in 1959; Jump did not
appear until 1968. Shueisha, however, became Japan's
largest magazine publisher (issuing over 50 million
manga and non-manga magazines per month, or more
than one for every Japanese family), so it seems to have
known what it was doing. Unable to attract some of the most
popular manga artists, the company instead located
newer, younger ones, helped them
develop their own identity, and contracted with them so they
would continue with the magazine,
even if they later became successful.
In effect, the magazine became their agent, also handling their
licensing and merchandising.
In addition,Weekly Boys' Jump established a firm
editorial policy that continues to this day. First, it conducted a survey of young readers, asking them to name
(1) the word that warmed their hearts
most. (2) the thing they felt
most important, and (3) the thing that made
them the happiest. The answers were
yujo (friendship).
doryoku (effort, or perseverance), and short (winning, or
victory). These three
words then became the criteria for
selecting the stories, whether adventures or gags. As the
editor-in-chief, Hiroyuki Got5,
commented in a June 12, 1990 article in the newsmagazine Aera,
"Children know they're equal in terms of rights, but not ability. Out of
ten children, perhaps one will excel in both sports and study,
and one will have no interest in either.
The remaining eight just want to do better in study or sports. . . .
They
are the ones we're targeting,
and the three words reflect their positive, optimistic outlook.
At
Shorten Jump we
don't believe in the esthetics of defeat."
This has proved a phenomenally successful formula.
A steady stream of hits—such as Dr. Slump,
Cat's Eye.
Kinnikuman
("Muscle Man"), Slam Dunk, and
Dragon
Ball—has
poured forth from the magazine over the years, triggering national fads
and generating millions of dollars in profit. The weekly Jump
retails for an inexpensive ¥190
and
probably just breaks even; the real profits are made from sales of
paperback compilations of the serialized
stories, animation rights, licensing of toys, and so on.
ARTISTS
AND THEIR WORK
JUST AS THERE
ARE HUNDREDS OF MANGA MAGAZINES, SO
TOO
are there thousands of manga artists. Not all become
full-time professionals, and of those that do even
fewer become commercial or artistic successes. Ultimately
the most important quality required is originality and a unique personal
vision.
Hinako Sugiura
Most
manga artists never think of themselves as inheritors of a
centuries-long Japanese tradition of cartooning.
Before their professional debut, in fact, most spend time copying
and tracing over their favorite modern manga
artists (which is why so many drawing
styles look the same). The artist who has most consciously drawn on
native traditions, both for story inspiration and art style,
is Hinako Sugiura. In her manga as
well as in real life, she has
been an apostle of the aesthetics of the Edo period,
the years from 1600 to 1867 when Japan
was isolated from the outside world.
In
Japan's early feudal period, most art was created
in a superficially religious context, even when it was primarily
for entertainment. In addition to painted scrolls, humorous, cartoonlike
art included monochrome Zenga
(Zen pictures),
originally executed as a meditative aid, and Otsu-e, or "Otsu
pictures," color print-drawings that
were originally designed near Kyoto as Buddhist amulets for
travelers. During the Edo period (when there was an
unprecedented 250 years of peace), the feudal system
began to change, a money economy emerged among the
urban merchant class, and inexpensive
art as pure entertainment came into full bloom, aided by mass
production based on woodblock
printing technology In the
1800s the great artist Hokusai
Katsushika produced Hokusai Manga, a
fifteen-volume collection of drawings
and sketches (from which the modern
word for Japanese comics derives). Erotic prints, violent and fantastic
warrior prints, and Kabuki actor bromides flourished.
Museums around the world today are filled with
serious Japanese art, but so much of the material from
the Edo period is humorous, entertaining, and fantastic
that one occasionally wonders if overly image conscious
museum directors haven't formed a worldwide conspiracy
to ignore it. Townspeople in the Edo period were crazy
about humorous woodblock illustrations and trashy
illustrated storybooks. Many of these, although they lacked
sequential picture panels or word "balloons," bore a striking
resemblance to modern comics. They usually had
twenty or more pages, with or without text, and were
bound with thread or opened accordion-style. In the Osaka
area, toba-e books featuring pictures of long
spindly
limbed characters in amusing antics were all the rage. In the early 19th
century, kibyoshi, "yellow-cover"
booklets, were produced by the thousands. Like modern comics,
kibyoshi evolved from illustrated tales for children and
gradually encompassed more and more sophisticated
adult material. Most pages consisted of a drawing
combined with the text in a block above
it to form an illustrated,
running story. Like comics today, kibyoshi
were frequently
published as a series.
Hinako
Sugiura studied visual communication and
design in university and dreamed of one day becoming
an art director for commercials. But she became increasingly fascinated
by feudal Japan and dropped out of college to study with Shisei
Inagaki, the author of over a
hundred books and perhaps the top consultant for theatrical and television films set in the Edo period. In 1980
Sugiura made her debut in the
experimental manga magazine
Garo with a short story titled Tsugen Muro no Ume (roughly,
"Trends and Artificial Beauty"). It was set in the
Edo period and although somewhat roughly
executed had a novel retro-yet-new style. The story established
Sugiura as a chronicler of life in old
Tokyo, especially in the colorful and wildly popular red-light district of Yoshi-wara.
In her subsequent work as well, Sugiura made the
Edo period seem very much alive.
Sugiura is one of the few manga artists who occasionally
draws in the ukiyo-e style practiced by woodblock
masters over a hundred years ago. Sometimes she
dips so deep into
tradition that the pages truly look likethe
kibyoshi of old, which she acknowledges to be a powerful
influence. Her short story, Hanageshiki Kitsune
Kodan
("Tales of Foxes at Flower-Viewing Time"), published
in the early 1980s, is an example. It is a simple tale
about a
samurai warrior in springtime who wades into a
rice paddy, hoping the leeches in the field will cure his
foot fungus; the local people all
gather to watch, thinking he has been possessed by a fox-deity. Sugiura
not only draws the story with careful attention to period clothing
and tradition, but executes it in kibyoshi format. She abandons the
drawing pens, sequential panels, word balloons, and typeset text of
modern manga for a brush and
a traditional narrative layout. Text is hand-lettered in calligraphic
style. Sugiura's main concession to modern times is to adapt the
language—few Japanese would be
able to read Edo-period Japanese without a dictionary.
A thoroughly modern person who once listed her
hobbies as assembling plastic model kits and playing
with computers, Sugiura comes from a family of kimono
makers in Tokyo, and she grew up with a rich sense of
tradition. She has often been called a "modern ukiyo-e
artist," but she is really a bridge between two eras separated
by the chasm created by Japan's rapid modernization. As she wrote in the afterword to Gasso ("Co-burial"),
one of her paperback collections:
To most people, the "Edo era" seems like another
dimension, something from the world of science fiction. It's hard to
imagine that our forefathers once wore topknots and strolled around
streets that
look like
...
[a movie set], but the Edo period and
"today" exist in the same continuous flow of time;
we now live on the same land that our top-knotted
ancestors once lived upon.
In the late eighties and early nineties Sugiura spent more
and more time writing and speaking about the Edo period, frequently on
television as a talk-show celebrity, dressed in a kimono. She won the
Japan Cartoonists' Association Award of Excellence in 1984 and the Bun-shun
Manga Award in 1988. Unfortunately for manga
lovers, in 1993 she decided she was
ill-suited to the life of a manga artist. At the age of thirty-five, claiming to be dissatisfied
with her artwork and unwilling to keep up with the brutal pace of
commercial manga publishing, she
announced her retirement. She intended, she said, to
become a scholar of the customs of
the Edo period
King Terry
Japanese manga are a wellspring of ideas for illustrators,
graphic designers, and not surprisingly, for more than a
few fine artists, many of whom once dabbled in manga themselves.
The one artist/illustrator whose work exists in a continually symbiotic
relationship with manga is Teruhiko
Yumura, aka King Terry, Terry Johnson, and
Flamina Terrino
Gonzalez.
King Terry is a man who can make the rare boast of
having used his own esthetic to redesign the cosmos . Born
in 1942 and educated at Tama University of Arts, he burst
into prominence in Japan in the late seventies and early
eighties, drawing a series of covers for Garo and
creating
short pieces with crazed-penguin themes in collaboration
with the famous copywriter Shigesato
Itoi. Terry's influence vastly exceeded his actual output as a
cartoonist, for he appeared in Japan when formalism and realism
were under attack, not only in comics, but society at large (deliberately
amateurish comedy and music shows, for example,
were wildly popular on television).
Terry became the guru
of a revolutionary art movement known in Japan as
heta-uma, or "bad-good," which invigorated the comics world and
subverted that of commercial illustration.
Of his early experiments with Shigesato Itoi, creating
works such as Penguin Shuffle andfonetsu
Penguin Gohan
("Passionate Penguin Dinner"), he said in a 1989 interview,
"I wanted to draw the pictures / wanted in the space provided,
rather than tell a story. I started drawing whatever 1 wanted in
each panel, and because I can't draw the same
face twice, the character faces all
changed." The result was manga with a weird mix of primitivism, energy,
and dada-ist storylines—comics
where the art, the text, and the
entire concept fused together in an
elegant bad-good style, where
in one episode an existential penguin floating on an iceberg dreams of
dinner and suddenly romps through the Wild West, a boudoir, the
Amazon jungle, and flying saucers, finally returning to contemplate the ocean with
the lines, "Oh, Ocean/Not Sky/Only
Ocean/ You are a parking
lot for tears." Then, with a "Yum" he sits down to dinner on his
iceberg.
At first glance Terry's cartoons and illustrations
appear to be bad art, but on closer inspection, they are
also good. Hence they are heta-uma, or bad-good.
Terry believes that everyone starts
as a "bad" artist and tries to
become good. But simply becoming "good" is not
enough. Artists who try too hard to
become "good" begin to emphasize technique over soul, and then
the life goes
out of their drawings; their spirit fails to keep up with their
technique. Terry's philosophy in art, therefore, has
been to avoid becoming too good, and to preserve a graffiti-like
soul. He believes that there are essentially four
types of art:
(1)
Heta-uma
[Bad-good]—a high level of achieve
ment, requiring great practice. The goal to be
attained.
(2)
Uma-uma
[Good-good]—the truly amazing "pro
fessionals," those who can astound everyone with
their works. The creme de la creme.
(3)
Heta-heta
[Bad-bad]—the truly bad amateur,
who has neither technique nor sensibility. The
average person.
(4)
Uma-heta
[good-bad]—the professional whose
technique is good but whose work lacks life. No
soul.
In case anyone fails to understand the concept, in 1986 the
publisher Seibundo Shinkosha released Heta-uma
Ryakuga Zuanjiten
("A Bad-Good Sketch and Design
Dictionary"), a 285-page manual in which Terry teaches
aspiring "bad-good" artists how to draw nearly everything—vehicles,
animals, faces, fight scenes, and sex
scenes—in his unique style. In 1995 the book was out of print but so in
demand by fans that Terry was working on a new 600-page expanded
edition titled (in translation)
"The Decisive
Bad-Good Sketch and Design Dictionary."
Terry spawned a host of imitators in Japan, both in
the comics and illustration world. One distinguishing
feature of Terry's heta-uma art, however, is its
"American"
mood. Many of Terry's non-penguin, human characters
in his comics are Westerners who speak fractured
English. Terry has even been accused of being "more
American than Americans." Where did Terry's weird All-American
sensibility come from? He grew up in a period
when Japanese infatuation with America was at its peak.
But instead of high-brow culture, Terry was especially
attracted to the trashy layouts and graphic designs of sixties
and seventies pulp magazines and comic books. In
the early 1990s he visited the mainland U.S. several times.
But when I interviewed him in 1989 he hadn't
been to America for sixteen years. Commenting on his
first trip, he said, "I had a strong, romantic image of the
U.S. before actually going there, but
seeing the real thing sort of destroys the dream. People often think
I've lived a long time in the U.S., but if you live there the influence
is
diluted.
When 1 do go, I want to notice interesting things."
In Japan, Terry can enjoy his own version of America.
A soul music aficionado, he claims to have nearly
40,000 LPs and CDs. And his company. Flamingo Studios,
has undertaken graphic design work that subtly transforms
mundane American packaging and advertising
concepts into works of art with Terry's
own brand of humor. "I like the beauty of English," he says, "Especially the
graphic design element."
Perhaps because of the "American"
element of
Terry's work, he has received some attention in the United
States. In 1985, Terry created "The Shogun Tofu" for
the New York avant-garde comic magazine Raw. An all-English
masterpiece, it had typical Terry titles such as
"Filled with Krazzzzzzzy Confusions" and "New Shock,
New Violence, and Great
Satisfaction." Samurai dialog ran
along the lines of "Ancient time
samurai was very great. So he killed every time, everybody . . . (THWAKKK) (This
page is over but this cartoon keeps
alive!! See next page!)." In
1990, Terry was written up in Elle magazine. In
Japan, in 1995, Terry was creating the covers to the very
hip annual manga
magazine Comic CUE.
Z-Chan
(Shingo Iguchi)
In 1989 I discovered a Japanese manga unlike any other I
had seen. Titled Z-Chan ("Zed-chan," or "Little Z"),
and
created by Shingo Iguchi, it appeared sporadically in
Garo.
I was intrigued.
Most young cartoonists in Japan develop their technique
by imitating established artists or working as their
assistants, so it is usually possible to tell the "lineage" of
an artist just by his art style. But
not so with Iguchi. Unlike the wild abandon that characterizes
many Japanese manga, he has made the
world of Z-Chan rigid and controlled; lines are sparse, white space abounds, and
there is almost no complex detailing or
shading. The result is a streamlined, almost inorganic look, and
a fantasy setting devoid of any
Japanese context. Surreal English
words are often used for graphic effect. Sometimes, however, orderly
images suddenly disintegrate into geometric patterns and rough
sketches.
When I first read Z-Chan, I couldn't detect any plot
at
all. But the more I read, the more I realized its
characters
existed in a self-contained universe, one that operated
under its own unique set of rules and logic. The hero of Z-Chan
is a little boy of the same name who wears a dunce
cap and a black mask. His sidekick is Richard Sex, a blue
mouse who lives in another dimension on the other side of
a wall but who appears regularly through a mouse hole.
They live in a little house on top of a hill, in Z-zone and
the
garden of nothingness, in Lotus Heaven, beyond hope and
despair. They both like to take Z powder, which makes
them first forget everything, and then remember everything. One of the blue mouse's jobs is to water tulips. Often
the two engage
in absurd, riddle-like dialogue:
Z-Chan: "I can't tell the
difference between myself
and a cup."
Richard Sex: "What? Did you say
something?"
I was fascinated, and 1 resolved to meet the artist.
We met at a coffee shop in Tokyo. Iguchi was tall and
thin, with heavy frame glasses, a frowzled mop of hair, and
a slightly anemic complexion. Except for the color of his
hair, he bore a striking resemblance to Andy Warhol.
He was born, he said, in Hiroshima in 1957 and
came to Tokyo in 1982. While working as a part-time
dishwasher he became involved in Tokyo Funky Stuff, a
group of young artists that included Teruhiko Yumura,
aka King Terry, and who were then staging events and
happenings in the area. Iguchi had previously dabbled in
both drawing and writing and his affiliation with the
other artists made him feel as though he, too, should do
something "interesting." He began drawing manga and
fused both of his interests. When he
submitted a work to Garo,
it was
accepted.
The hero of Z-Chan was originally a female character
that Iguchi had created earlier, but he turned it into a
boy by
adding the dunce cap and the mask. "I can only
draw one face," he says with a
self-deprecating smile. After
creating Z-Chan, he had to think of what the boy
should represent. Since "Z" was the last letter of the
alphabet, he decided it could also be
equated with the last year in the millennium, 2000, and that
Z-Chan should be a child who lives to
the year 2000 as part of a total "Z-plan
factory" that would grant all wishes by then. As
Iguchi drew more and
more, he began holding exhibits
related to Z-Chan here and there, and he found
himself
forced to develop a more complete context for his character.
A comic strip that had started almost as an accident
gradually became a universe. Preserving this "accidental"
approach to developing the universe became part of
Iguchi's methodology.
Iguchi is a man in the process of constructing his
own reality. The more I questioned him, the more animated
he became. Every element in Z-Chan has Iguchi-mean-ing,
and every element fits into a larger Iguchi-context.
Soon the words began flowing from him in a torrent- Z-Chan,
he told me, is simultaneously a child of total despair
and total happiness. He is a zero-child, with no past memory,
who knows no history and thinks only inside his dunce
cap. As for "Z," he comes from a long line of ancestors,
going back all the way to "A." For my benefit, Iguchi then
launched into an awesomely detailed explanation of each
ancestor's complicated personal history. I began to imagine
that it would take him several days to reach "Z," but out
of consideration for me he jumped a few ancestors, and to
my surprise said that they actually only went to "N." "N,"
in
total despair, had fallen over, thus becoming "Z" (in case
you have trouble following this, try turning the capital letter
"N" on its side).
As
Iguchi's alternate reality developed, it became
more than complex; it became a total commitment, one that Iguchi plans to
stick to until at least the year 2000. "My entire life," he
lamented in 1989, "has become the
world of Z-Chan." At the end of 1995, nearly ten years after
starting his series, Iguchi was still going strong. Z-Chan
was still appearing in
Garo, and Iguchi had ever managed to publish it in a
beautifully bound hardcovei edition.
Not content with manga alone, he had also launched a Z-Chan project to
distribute tulip bulbs by
mail around the world. He had written
Z-Chan stories anc Z-Chan
music and put on Z-Chan art exhibits and public
performances, including a Z-Chan
parade of seventy-five friends wearing dunce caps in downtown Tokyo. As for
the near future, while not yet
possessing a computer Iguchi
spoke passionately of getting a Z-Chan site up and running on the
Internet. As he said once with a sigh, "It";
getting harder and harder to explain
what I'm doing to the outside world. It's the sort of thing
I'd feel a little
uneasy having my parents know too much
about. I'rr
afraid they'd worry about me."
Yoshikazu Ebisu
Anyone who watched Japanese television in the late eight
ies and early nineties has seen Yoshikazu Ebisu. He is ar
omnipresent personality on talk shows and commercials
where he projects an aura of reassuring mediocrity; a Japanese
"everyman" with clothing slightly rumpled, hair ou of place, and a
disarmingly crooked grin.
In reality, Ebisu is one of Japan's more eccentric and
intelligent manga artists, a "prince of
ultra-nonsens
manga" who delights in dissecting the neuroses in
human nature and in modern Japanese society. But don't
look for his work in the highly commercialized manga
magazines for children. He has a cult following, and his
humor is
definitely outside the mainstream.
Ebisu's unique skills as a manga satirist are a
product
of his unusual background and personality. Many
manga
artists in Japan debut in their late teens, become
"stars" in their early twenties, and
fade from public view before reaching thirty. Ebisu began to
reach notoriety in his forties—and he has not taken the normal
commercial
route. He had an early interest in
drawing, graphic design, and scenario writing, but after high
school held a variety of jobs,
including working as a sign painter for six years
and working for a year and a half with
a Tokyo chirigami-kokan
(paper recycling) firm. In 1973 he did what many
maverick aspiring manga artists of his
generation did and submitted
a piece to Garo. When it was accepted, he says,
"It was the happiest time of my life.
They told me they
couldn't pay me, but I didn't care."
Convinced that he could turn professional, Ebisu
quickly quit his job, only to come up against the hard
crunch of reality and the need to support a family. He
went back to work and for years was employed as a
Duskin salesman (Japan's version of the Fuller Brush
Man). Eventually, however, he found sidework drawing for
erotic manga magazines and for Garo, and several of
his stories sold well when compiled into paperback.
The freewheeling policies of these publications let him
experiment visually and hone his own style. Unlike
most artists, who first work for long years as apprentices
to famous mentors and thus have highly derivative
art styles, Ebisu emerged into the world as a one-of-a-kind.
Ebisu draws in a stark, almost primitive style with no
shading. His characters, alter egos with average names like "Tanaka,"
are average citizens whose averageness cloaks a
paranoid psyche. When disturbed, beads of sweat form on
their brows. Their faces cloud over during fits of
brooding.
And they live in an utterly normal world—the world of
modern Japanese cities, drab office buildings, businesssuited
men, mahjong parlors, bill collectors, trains, and nightclubs. But the
normalcy here can crumble at any moment. To create a sense of ominous
absurdity, Ebisu
often
has flying saucers, "bullet" trains, and horses suddenly materialize
out of nowhere. "I like to tell ordinary
stories that
self-destruct for shock effect," he says.
Many of Ebisu's ideas come from his own life experience
and his struggle to survive. And many of his best
works
revolve around "salarymen," the faceless white-collar
denizens of Japan's corporate landscape. His series
like Sarariiman Kiki Ippatsu
("The Salaryman Had a Narrow Escape") and Sarariiman Kyoshitsu
("Salaryman
Classroom") are classics.
Black-humor survival guides to
working in the neurotic hierarchy of Japanese company
organizations, these works tear at the heart of Japanese
social structure, depicting average
employees tying themselves
in intellectual knots trying to conform to their
bosses" whims, engaging in backstabbing conspiracies,
and lapsing into
fits of paranoia and delusion.
Ebisu's stories are also a direct reflection of his idiosyncratic
personality. A gambler, he is a risk taker, in
comics and in life. His three favorite hobbies are mahjong,
pachinko, and professional boat racing-favorite
pastimes of the Japanese working class. He draws
and writes about gambling for gambling magazines
(including mahjong and pachinko manga magazines) and
clearly gets ideas for both characters and absurd situations
from the gambling scene. Losing money may even be good for him. "When I
have no money," he says, "I
begin wondering why others have it, and wondering how to
get some. It helps stimulate my imagination."
Ebisu also prides himself on a lack of what many
Japanese cherish above all else—joshiki, or the common
sense knowledge of the complex codes of social behavior
that rule Japan. Actually, he knows the
rules backward
and forward, but he is intellectually capable of freeing
himself from them. "I have no joshiki," he says, "so when I draw
it often seems like great satire to other people."
Kazuichi Hanawa
On a trip through the northern island of Hokkaido in
1992, I stopped briefly in the city of Sapporo and finally
met Kazuichi Hanawa in a local coffee shop. I had interviewed
him on the phone a few years earlier, and found
him both shy and open, sharing his
views on art as well
as his personal problems. In a society that places a high
premium on conformity, I suspected that Hanawa was so
inherently unorthodox that he couldn't conform, even if
he tried. A small gentle man, he wore a cloth cap over a
nearly shaved head and walked awkwardly. Only later, when I
looked at a photograph I had taken of him, did I
notice that he seemed to be holding his hands in a
mudra,
a symbolic gesture often used in tantric Buddhism.
A. self-taught artist completely outside the manga
mainstream, Hanawa over the years has enjoyed a steadily
growing cult following. Born in 1942, he says he first
wanted to be an illustrator, but after encountering the
work of Yoshiharu Tsuge—one of the first serious surrealist
manga artists to appear in the sixties—he realized that
comics did not always have to be cute and lovable and
that he, too, could draw them. His first work,
Kan no
Mushi
("Irascible") appeared in Garo in 1971 and was a
short story of an incorrigibly bad boy whose mother
takes him to a sadistic acupuncturist for a "cure." With
detailed backgrounds somewhat reminiscent of Tsuge and a
cast of characters drawn in both realistic and
deformed styles, it had an eerie, surreal quality to it.
But that was just the beginning.
Soon
after, Hanawa began drawing stories in an
entirely unique style best described
as Japanese retro-kitsch-horror. Akai Yoru ("Red Night"), one of his first forays
in this area, established the
tone. It is a lurid story of a
deranged samurai thrill-killer who forgets his original vow
of revenge and is tricked into
committing suicide by his disappointed
wife. Such a plot alone isn't particularly exceptional
in the world of manga; what is striking is the art style.
While still adhering to the basic
comics format of illustrated sequential panels, Akai Yoru evokes
the atmosphere of trashy
illustrated tales from the early Meiji period. Pages are
heavily detailed and dark. Faces have
an elongated ukiyo-e look.
OSAMU TEZUKA:
A TRIBUTE TO THE
GOD OF COMICS
THE DEATH OF OSAMU TEZUKA FROM STOMACH CANCER ON
February 9, 1989, received only brief mention in a
few newspapers outside of Japan. But in his own
land he was mourned like a fallen
monarch. Tezuka had lived sixty years, almost exactly the length of the
Showa Emperor's reign, but many
people seemed far more
shocked by his death than that of the emperor, which had occurred only a
few weeks earlier. The emperor had lingered
on so long, and was so old. that when his death
finally came it was almost anticlimactic. Tezuka's took
everyone by surprise. Many young people
wept unabashedly, and the
media ran seemingly endless retrospectives
on his life.
The Human Dream Factory
Who was Osamu Tezuka, and why was he so famous? In
Japan, Tezuka was referred to as the "God of Comics"
and even the "God of Animation." When introduced to
ignorant foreigners, the appellation the "Walt Disney of
Japan" was often tacked on, as if this somehow
explained everything. In reality Tezuka was entirely different
from Disney. He was largely a failure as a businessman
and manager. He was first and foremost a
storyteller, a man who generated ideas and plots as easily
as some people breathe. And he was a gifted artist.
With these talents he helped pioneer the "story
comic"—the long (often thousands of pages), intricate novelistic format
that is the mainstay of Japanese manga
today and that relies heavily on so-called cinematic
techniques. Tezuka was, in a very real sense, the father of Japan's huge
contemporary comics and animation
culture. As the prestigious Asahi newspaper put it in an
emotional editorial the day after he died:
Foreign visitors to Japan often find it difficult to
understand why Japanese people like comics so
much. Reportedly, they often find it odd to see grown men and women
engrossed in weekly comic magazines on the trains during commute hours.
. . .
One explanation for the popularity of comics in
Japan, however, is that Japan had Osamu Tezuka, whereas other nations did
not. Without Dr. Tezuka,
the postwar explosion in comics in Japan would
have been inconceivable.
Tezuka was born in Toyonaka City, in Osaka, on
November 3, 1928, but he grew up in nearby Takarazuka,
famous for its hot springs, theater, and then-abundant
natural beauty. Until World War II intensified, he led what
must have been an idyllic childhood. His parents were
progressive and upper middle class, with a strong interest
in the arts. His mother loved drama. His father, although a
"salaryman," was a film buff and even had a projector
with which he showed early American animated shorts
and Chaplin films. Young Osamu soon exhibited a
remarkable ability to draw, and as a schoolboy he doodled
profusely. One of his hobbies was collecting insects,
and he carefully cataloged them, often
painstakingly drawing each
one in full-color, photolike detail. Because
of his love of insects—particularly a
beetle called the "osamushi"—he began adding the character for
"insect" or mushi to his given
name, Osamu Jn, writing it with a cartoon-like flourish of two
dots in the character to
represent "eyes."
Right after the war, at the age of seventeen, Tezuka
FIRST SUCCESS
debuted as a cartoonist in a Mainichi newspaper with
a
serialized cartoon strip titled Md-chan no Nikki
("Ma-chan's Diary." It was a simple four-panel cartoon, similar
to others of the time. A year later he
created Shintakaraji-ma
("New Treasure Island"),
based on a story by Shichima
Sakai. New Treasure Island was a sensation, a manga book
nearly two hundred pages long and drawn in a style that
made it fast-paced, exciting reading.
Tezuka, an avid fan of American
animation, had incorporated many of that
art form's techniques, using different
"camera angles" and creating a
sense of motion with his page layouts. New
Treasure Island
was so visually oriented that some
later said reading it was
almost like watching a movie. At a
time when many people
scarcely had enough money for food, and when manga were still a very
minor industry, Tezuka's creation reportedly sold over 400,000 copies.Drawing
in the same style, Tezuka began producing
story
after story, driving entertainment-starved young
readers wild. He created science
fiction tales with exotic
English titles like Lost World and
Metropolis,
and he
adapted foreign classics such as Faust and
Crime and Punishment
into the comic format.
After Tezuka moved to Tokyo in 1952 and began
drawing for major children's magazines, his fame grew
exponentially. The rundown apartment building where
he lived, named Tokiwaso, became a magnet for young artists
who idolized Tezuka and wanted to work as his
assistant. Tokiwaso has subsequently become the subject
of books and TV documentaries. Many of Tezuka's former
assistants are today the reigning veterans of the manga
world. (See, for example, the duo Fujiko Fujio discussed
in chapter 4.)
In 1951 Tezuka began serializing Jungle Taitei
("Jungle
Emperor"), a story of animals in Africa learning to live
together, and the next year he began drawing
Tetsuwan
Atom
("Mighty Atom"), a story of a robot-child who "fought
for peace." Both of these became instant classics and
today are among the most beloved of Tezuka's tales; one
of the lions of Jungle Emperor is currently the
mascot for
the Seibu Lions baseball team, while Atom advertises
securities and telecommunications.
No matter what genre of manga Tezuka dabbled in, he
always seemed to discover new possibilities for it. A mas-
ter of boys' comics, he also pioneered comics for girls. In
1954, he used his "story comic" techniques to create
Ribon no Kishi
(literally, "A Knight in Ribbons," but usually
translated as "Princess Knight"). Its enormous popularity
helped jumpstart what is now the huge genre of
manga exclusively for girls and women. Starting in the
sixties, Tezuka also began developing stories with increasingly
sophisticated themes for an older audience, trying
to do
with comics what others have done with literature. In the process he
created numerous classic works, many of them thousands of pages long, with intricate plots and
characterizations.
Tezuka infused nearly all his stories with what came to be
known as "Tezuka humanism." Tezuka respected all people and the sanctity
of life. He had an ability to look beyond the superficial actions of
people and to view them
in their totality, to assess them in the context of their
environment,
history, and even (occasionally) their karma. As a
result, Tezuka's heroes were not two-dimensional but
complex and flawed: sometimes they did the wrong, not
right, thing; sometimes they died. Conversely, Tezuka's
villains often had a spark of good in them. Many of his works,
like Hi no Tori ("Phoenix") and Buddha, dealt
with religious
and philosophical issues like the meaning of life, reincarnation,
and the "one-ness" of all things. And because of the
destruction he witnessed first hand in World War II,
Tezuka
was also a passionate believer in peace.
By the early sixties, Tezuka had become so successful
TEZUKA THE
that he could afford to indulge in his other passion—ani-ANIMAT0R
mation. With his own animation company, Mushi Productions,
in 1963 he turned Tetsuwan Atom into Japan's first
black-and-white television animation series; in 1965
he made Jungle Taitei into Japan's first color
series. Both
series were exported to the United States, where they
were dubbed and shown on syndicated television under
the titles Astro Boy and Kimha, the White Lion,
respectively. Most young American fans had no idea they had originated
in Japan.
Tezuka went on to make scores of other animated TV series
and theatrical features, including some with
adult, erotic themes, such as Cleopatra and
Sen'ichiya no
Yoru
("A Thousand and One Nights"). Tezuka was nominally
a Buddhist, but at the time of his death his company
was creating a series of animated Bible stories for the
Vatican
and Italian television (initial scripts had highly animistic,
almost Shinto-like scenes that had to be edited
out). Animation was more than a commercial venture for
Tezuka, though. As he often joked, manga were his wife;
animation was his mistress. The money he made from
manga he often lost on animation
projects, which contributed to the bankruptcy of Mushi Productions in
1973. Many of his animated
films that won awards were experimental
and non-commercial, such as the serious Mori no
Densetsu
("Legend of the Forest"), with its ecological
theme, and the humorous shorts
Broken Down Film and Jumping, which were given wide exposure at
animation
screenings in the U.S.
On top of all this Tezuka was a skilled pianist and
a film critic with a regular column on movies in
Kine-ma
Junpo,
a screen magazine. And he was a national
celebrity. Somehow, no matter how busy, he always seemed to find time to
make an appearance at a comic-or
animation-related event. He even advertised word
processors on television.
It is easy to list Tezuka's accomplishments as an artist
and creator, but what was he like as a man? I had the opportunity
to get to know him quite well, and he became my mentor, encouraging and
helping me considerably in my career as a writer. Over the years, I also
had the honor of working as his interpreter during several trips he made
to
the United States and Canada. In this position I was with
him nearly twenty-four hours a day for extended periods,
and thus had ample opportunity to separate the man
from the myth.
I was probably one of the few people, other than
Tezuka's wife and closest employees, to see him without a
beret. He always wore it. Berets were almost
de rigueur
for artists in early postwar Japan, and as Tezuka became
more and more famous, and as he began to lose more of his
hair, the beret became not only a trademark but a
semi-permanent wig-like fixture on his
head. It was a little vanity of his, and one of his many endearing, childlike
qualities. He
only took it off when he went to sleep.
Tezuka was one of the best conversationalists I ever
met. He was fascinated by life and learning, and as a
comic artist and an animator he was an anomaly; not
only was he an intellectual, but a licensed physician (he
obtained his medical degree from Osaka University's College
of Medicine; his research had been on the sperm of pond snails). Tezuka
thus found it easy to hold a discussion on nearly any subject with
nearly anyone. And if listening
is the art of being a good conversationalist, he perfected it. An
information sponge, he constantly asked
questions. After all. he was constantly writing three or
four stories in his head, and he needed as much information
as possible to Keep them going. Remarkably, Tezuka
not only absorbed information, but retained it- He could
quote me things I had casually mentioned years earlier,
almost verbatim. And his memory wasn't all aural, either.
What he saw, he recorded
with a near photographic
memory. Often, these remembered scenes would be adapted
later in his comics.
Tezuka had a remarkable way of communicating
with people, whether they were five years old, or fifty,
whether they were construction workers or intellectuals.
He threw temper tantrums regularly
with his staff and probably
with his family, but in public he was always kind and gentle,
with an engaging manner and a ready
smile. He never talked down to anyone, and if words
didn't work, he could always
communicate by drawing a picture. In fact, he was such a pushover
for fans that he was constantly
abused by them. After a public talk or
appearance, he was deluged with requests for autographs,
and, much to the irritation of those in charge of his
schedule, he would
oblige, usually drawing a detailed picture
of one of his characters as "a special service for the
fans." Tezuka might privately grumble and complain
when things didn't go right, but he could also be remarkably
forgiving. Once, on the way to a film festival in Canada,
when I was in charge of his schedule, I became so
engrossed in a conversation with him that I didn't notice
our airplane had left the gate. Tezuka took it all in
stride. He was a Buddhist and a humanist at heart, well aware of
the imperfections of his fellow man.
Tezuka's dynamism was legendary. In fact, given his typical
schedule, it is remarkable that he lived as long as he
did. Doubtless, as a physician he was able to monitor his
own health. He slept only four hours a night and still had
enough energy and enthusiasm during the day to wear
much younger people into the ground. Tezuka did use
assistants to help fill in backgrounds and details, but he
relied on them far less than many of his peers in the
industry.
Once, when in Florida for the filming of a TV special, I
watched him retreat after an exhaustingly long day to his
hotel room with paper, pencils, and ink. Sure enough, early
in the morning, he was up and smiling. He probably hadn't
slept a wink, but his quota of pages was done—beautifully
penciled and inked and ready for shipping to Japan for a
final touch-up at his company before going to the printer.
In his life, Tezuka is said to have drawn over 150,000 pages of
manga and produced over 500 separate works.
Tezuka had such energy and enthusiasm that he tended
TEZUKA AT WORK
to take on far more work than he should
have, and as a result he was probably the manga artist in Japan
that editors feared, or hated, the
most. He often neglected deadlines
until the last minute, and like many famous
Japanese comic artists he came to depend
on his own staff and editors to hound him; scrambling to meet the
deadline became an essential part of
his daily routine. Once, when
visiting San Francisco, he began enjoying himself too much, so an editor
was flown out from Japan to apply pressure on him. Protocol
required that the editor use great
tact with an older, famous artist/writer. But
the deadline grew nearer
and nearer, and the editor
became so visibly agitated he looked as though he might
hemorrhage internally. Only at the very last minute was
he able to corral Tezuka, force him to
retreat to his hotel room,
and get him to complete the minimum number of pages required to save the
magazine from disaster Sure enough, the editor finally flew back
to Tokyo with the
work, cursing, but relieved.
For all his humanism and gentleness, Tezuka was an
extraordinarily competitive person. Although he rarely
faced serious intellectual competition
in the manga world, fads in art styles changed regularly, and he constantly had to
struggle to remain current. When gekiga
("dramatic pictures," equivalent to "graphic novels" in America) became
popular among increasingly older readers, and when Tezuka's
traditionally rounded, Disney-esque
style fell out of favor, he began drawing more realistically. When young
artists, such as the French-influenced
Katsuhiro Otomo (author of Akira and other
works), became the darling of manga
critics in the eighties,
Tezuka had a hard time hiding his jealousy, for he had a
burning desire to be at the top of the
popularity list in all genres
for all age groups at all times. It was certainly this
competitive spirit, in
addition to his talents, that allowed him to so dominate the manga
industry for so long.
It was thus no wonder that Tezuka's death sent shock waves
through nearly everyone under fifty in
Japan. Most had been raised on his comics or animation
and many were still enjoying his latest creations for
adults. People in their twenties had probably competed at
athletic meets in elementary school to the accompaniment
of the theme song to the Astro Boy animation series
(and knew all the words by heart). And Tezuka had always
seemed so superhuman and indestructible. Following
Japanese medical custom, there was never any public
acknowledgement of the gravity of his illness. Of course,
as a physician, Tezuka himself was fully aware of what
was happening to his body. But he kept
up the charade to the end. When he died he was still working on several
serialized manga stories, including a semibiographical
work about Ludwig van Beethoven and his
third adaptation
of Goethe's Faust, which he had titled
Neo-Faust
Given his fame in Japan, why is Tezuka so unknown in
other countries? Although his TV animation was widely
shown in the United States in the sixties, Tezuka's name
was rarely associated with it. Until the end of 1995, when
his Adolf series was finally published in America,
the only
original Tezuka manga work to appear in English was a
1990 translation of his 1953 manga version of Dostoyevski's
Crime and Punishment—but it was issued in Japan
for students of English and it came with footnotes.
One problem with publishing some of the best
Tezuka
material is its length. American and European comics publishers
generally balk at the idea of committing
to a multivolume manga series that may be thousands
of pages long. Another problem is that Tezuka's
work was a subculture unto itself. Having drawn for so
many years, Tezuka established a
dialogue with his readers that
made some of his stories seem awkward or
unfamiliar to new readers not used to
his conventions. His early
stories relied on a kind of "star system" wherein the same
characters would appear in different roles in different stories. He also
had an exasperating habit of
inserting gags into his stories at the most serious
moments. Finally, some of his stories
are rendered in a far more
"cartoony" style than is common for serious stories in other
countries.
In Japan, Tezuka's popularity and prestige has
waxed
rather than waned since his death. In 1990 the
prestigious National Museum of Modern
Art in Tokyo held an extravagant retrospective exhibit of his work—the first
such honor granted any cartoonist. In
1994, when the city of
Takarazuka opened the Osamu Tezuka Manga
Museum, over 400,000 people came in the
first six months. And Tezuka's
manga books have sold extraordinarily well, especially in reissued deluxe editions. In
1995, his company, Tezuka Productions,
estimated that around 50
million copies of his books had been sold in
the seven years since
his death.
Tezuka was engaged in a lifelong quest to discover the
meaning of life. Quite by accident, comics and animation happened to be
his medium of expression. The result
was an
enormous gift to postwar Japan and to an often-overlooked
popular art form. He helped increase the number of readers of manga, to raise their expectations, and to
set a new standard for quality. By
inspiring younger artists and challenging them to surpass him, he
in effect set in motion a chain
reaction that continues to this day and that
has made Japan the comics capital of
the world. Still, when Tezuka died it was impossible not to speculate on what he could have
produced with a little more time. Until the very
end, his mind must have been filled with wonderful stories,
just waiting to be put to paper.

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