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

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


Recent Features


SHAMELESS AND GREEDY PEOPLE OF DISMAL TASTE

Tax_80.jpgInterviewed about the legacy of Canadian tax shelter films in Cinema Canada in 1985, Mordecai Richler said,

"I think they squandered a grand opportunity and it's largely the fault of producers who were shameless and greedy, people of dismal taste, who were more interested in making deals than films and who made a lot of money for themselves. And so Canadian films do not enjoy a larger reputation anywhere and it's a pity... a lot of damage has been done."

Well, Mordecai, I couldn’t disagree more.

Continue reading...


Perfect Candidates for Costumed Aggression

mallah with mask 80.jpgAlienated, ranting about how the world could be perfected if only the fools would listen, plotting intricate schemes, focusing great minds on tiny slights, losing their beloved and scarred by experiments gone awry, revenging themselves on the world, supervillains are where it's at. Here are some of my favorite villains--in alphabetical order to avoid retribution.

Continue reading...


Old Reliable?

odd2.jpgDean Koontz has been on the bestseller list with his books for quite a few decades now; one of his current series started with a book called Odd Thomas in 2003. Odd (that’s his first name) sees dead people. I see an old idea in new clothes. Continue reading...


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Coding Collagers

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Of Note Elsewhere
"Giant Intelligent Commie Apes!" Just what it says.
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All Star Batman in nine goddamn panels. Courtesy of the ironically-named I Love Rob Liefeld blog
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Bully for The League of Paranatural Persons, aka, "Old Timey X-Men!" 
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With issue 82, Catwoman's time as a title is done.  At least for now.  Devon at Rack Raids has a nice little testimonial
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John explains it all in his podcast, "You Will Not Make It In Hollywood." He also talks about geekery, fan films and reminsces about a crappy movie. (And Carol warning: two segments are from "Godzilla vs. MechaRealism" and "Frank Miller's Hot Gates").
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