Summer's Sleepers and Keepers
What do a chicken, a dinosaur, and a hundred-foot
high wave all have in common? Filmgoers would have an easier time
with this question than any ornithologist, paleontologist or oceanographer
who might be looking for the answer: All three were premiere animated
stars of the Summer 2000 box office. Filmgoers who are also animation
aficionados, however, might be able to answer our riddle in more depth:
None of the above were produced through the method of traditional
cel animation. This fact alone makes the past year an interesting
one for animated feature films, and in this month's column we will
discover a few other facts that may hold clues as to how these films
will be animated, produced, marketed and finally received by the public
in the future. In doing so we will explore the "do's" and "dont's"
of building a successful animated film based on some of the major
offerings of the past year. Let me begin by averring that animated features will always be with
us. The tradition is a long one, and the public seems to support these
features with enough dollars to make the effort lucrative. There are
now enough skilled animators available to give any studio a decent
shot at making a feature film, and we expect to see at least two or
three quality efforts per year. In fact, it would be hard to imagine
American cinema bereft of animated features; after all, it was this
country that first exploited their mass appeal. The fact that the
vast majority of animated features tend to fade well before reaching
the $65 million mark in profits has not deterred any present or future
efforts to give us more of them, and at present, broad-banding is
not prevalent enough for Web technology to co-opt the form. Unless
one counts on audiences to spend seventy-five hours downloading an
entire feature film (or believes they will be content to view it in
endless five-minute segments), we will continue to file into our local
multiplexes to enjoy animated features, silo-sized soft drinks and
cavernous tubs of popcorn. And now, without trailers, commercials, or reminders to place trash
in the proper receptacles, let's go to the movies and see what some
recent features have to teach us. (All grosses are current through
July 21, 2000 due to my deadline structure.)
Dinosaur (Disney Studios) What they did right: Paid attention to the fact that virtually every
feature completely animated in CGI broke the hundred-mil mark. Took
their time in developing a project that originally began in 1994.
Did all the work in-house at the new TSL (The Secret Lab) digital
studio to ensure quality and continuity. Recognized the selling potential
of dinosaurs to a young audience, but shrewdly picked up on those
adults who had their appetites to see "real" dinosaurs whetted by
Jurassic Park. No Broadway numbers. Made over three million
hours of computer time show on screen without detracting from character
development. Developed tie-ins and ancillary products without the
promotional overkill typical of early-nineties Disney. What they didn't do right: Characters were fine but the script was
a rehash of common Disney themes including a misfit hero with one
or more missing parents, comic relief characters with anachronisitc
speech, a sadistic and arrogant villain who falls to his death (Is
this a prerequisite for every Disney villain of late? Do they audition
by bungee jumping?), and an all-too familiar romantic subplot. However,
one must realize that Dinosaur
is very much a product of the Disney stable and would strongly
bear its stamp. At least we'll probably be spared Dinosaurs on
Ice.
Current gross: $133,051,394
























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