Showing posts with label nippon sunrise. Show all posts
Showing posts with label nippon sunrise. Show all posts

Welcome To The GALATT

In a defenseless world where war has been outlawed, only one brave scientist stands between the alien hordes and our precious Earth. Can his super robot creations protect us all from destruction?



Sure, this is the basis for hundreds of Japanese cartoons. But CHORIKI ROBO GALATT (aka “Galatt The Great”) dares to take this concept and “transform” (haw haw) it into a gag comedy! Premiering on October 6 1984 and lasting until April of next year, GALATT’s 25 episodes were a humorous digression among Nippon Sunrise’s more serious mid-80s series like VIFAM, the sadly neglected PANZER WORLD GALIENT, and HEAVY METAL L.GAIM. Yet GALATT’s squat comedy robot action idiom would live on in later Sunrise series like GRANZORT and WATARU, as well as the Ashi Productions hit NG LAMUNE & 40, and something called S.D. GUNDAM, whatever the heck that could be.



Two things distinguish GALATT. One is the Yumi Murata theme song, which is fun and funky with great 80’s style techno hooks. I mean, come on, hear the song and you’ll be mumbling “G-A-L-A...T-T” to yourself for weeks. The other thing is the running gag about how our genius inventor, Dr. Kiwi, is a total child molester. Seriously, he spends the show trying to grope the female lead, 13-year old Patty Pumpkin. Hell, he spends the OPENING CREDITS of the show trying to grope Patty Pumpkin. And this is not portrayed as a serious issue, as a “very special episode” of DIFF'RENT STROKES guest-starring Gordon Jump, or as anything anybody should be particularly concerned about. It’s just joke fodder. Oh Japan, you so crazy.


Yes, even in the opening credits.

When he isn’t trying for the inappropriate touch, Dr. Kiwi is working the whole DR SLUMP comedy inventor motif pretty hard. The show as a whole owes a lot to DR SLUMP, actually; a wacky SF gag show starring a loser inventor can’t help but feel similar. Of course Dr. Slump lusts after the more age-appropriate Midori and rightfully considers 13-year old Akane a total pest.


Bad touch, Doctor. Bad touch.

Anyway, in between his “Barely Legal” subscription renewals, Dr. Kiwi invented a super metal out of stuff he had lying around the house. Just in time too, because the Universal Real Estate Syndicate has arrived to carve Earth up into subdivisions and turn it into a galactic Levittown with their legions of giant combat robot Century 21 sales representatives. This is terrible for just about everybody except Dr. Kiwi, because Dr. Kiwi has been using the threat of alien invasion to bilk cash out of people for years. Now that the aliens have finally arrived for real, it’s time for Dr. Kiwi to deliver the goods!


Michael, Patty, Camille, Dr. Kiwi

Since Dr. Kiwi spends a lot of time hanging around the local junior high (WON’T SOMEBODY THINK OF THE CHILDREN??) he knows Michael Marsh, your typical clean-cut wide-awake youth. Michael has a squat robot watchdog-buddy named Janbu, which after some retooling from Dr. Kiwi is suddenly able to transform into Galatt, a brave robot fighter with a Galatt Blaster, a Galatt Javelin, etc. Michael’s girlfriend, the aforementioned, long-suffering Patty Pumpkin, ALSO has a robot helper, and this “Patigu” also gets the power upgrade –including factory-standard Patigu Slicer and Patigu Shot. When annoying rich kid / rival Reggie Mantle – er, I mean Camille Cashmere comes to town, his robot butler “Kamigu” also gets the Galatt treatment to become an 8.8 meter robot with a green color scheme, and a bazooka.


Janbu, Patigu, Kamigu

And just when you think things were getting too linear, the show will casually toss in a cameo from the Sumo Sisters, “Dosukoi the elder and younger”, two schoolgirls whose name is a sumo wrestler exclamation and whose task in GALATT is to keep the nonsense at appropriately high levels.


Okay then.

Veteran mecha designer (you’ve seen his work in something called GUNDAM) Kunio Okawara’s substantial yet classy design work is on full display in GALATT; the cutesy Janbu robots are both functional and friendly and the Galatt-sized combat mecha satisfy both as inspirational pieces of design and as fighting machines. Guest mechanical designs were by Koichi Ohata, known for his later work on everybody’s second least favorite anime M.D. GEIST. Character designer Toyoo Ashida, credited on everything from SPACE BOY SORAN to SPACE BATTLESHIP YAMATO, from DEL POWER X to, unsurprisingly, WATARU and GRANZORT, brings his 1980s A-game to the show with headbands, sideways-mounted sun visors, and the popular “overalls with one strap down” look for ladies that has mesmerized the male gaze since overalls were invented.


LP cover art by T. Ashida

And that’s the show; Michael, Patty and Camille battle space pirates and evil plans of the Galactic Real Estate Overlords while defending Patty’s virtue from the grotesquely inappropriate advances of Dr. Kiwi. GALATT fansubs are nonexistent and even raw Japanese episodes were hard to come by, so the series didn’t get the same critical examination afforded anime from the same time period. Considered alongside contemporary shows like VIFAM, GIANT GORG, etc, it would be easy to assume GALATT has the same narrative heft. But let’s face it, VIFAM this ain’t. GALATT’s a lightweight; a gag-a-minute show with pleasant visuals and a disturbing pedo subtext that likely explains its absence from the overseas market.


Patty's super robot fighting suit by Jockey For Her

Poorly translated GALATT episode guide:
1. Galatt challenges the arrival of evil!
2. If a dog barks, a mechanical monster will appear!
3. The appearance of Camille, the beautiful rival!
4. Born with a smile – Patigu!
5. Dangerous mistake! Good weather is sometimes bad
6. Kisses are wasted on pirate children
7. Find the master thief, Janbu!
8. Eggs falling from the sky?
9. Battle! This obstacle course is murder!
10. Is it an ancient romance? The Doctor’s Abnormal Greed
11. Wandering Hero: Space I
12. Dinosaur Ranch Death Duel: Space II
13. A Stuntman Reeks Of Danger: Space III
14. The Messenger Of Justice Is A Bounty Hunter? Space IV
15. Return With A Disadvantage
16. The Customer Has Psychic Powers?
17. Remember to dance, Janbu!
18. The Doctor’s End Is Cold
19. Heart Pounding! A Corps Of Beautiful Women in the Clouds?
20. Galatt might also like love
21. What the heck? Sara Marian Dothan is kidnapped?
22. Meow of surprise! Tsu Mihi’s exclamation of love!
23. Galatt crisis – Michael’s mistake!
24. Never surrender! Battle of the fireworks counterattack!
25. Shout it out loud – DOSUKOI!


It's cool when girls hit on you but NOT LIKE THIS

We can’t fault GALATT for being merely diverting – let’s be honest, one of the characters is named “Patty Pumpkin”, and expecting it to be another XABUNGLE or L.GAIM is asking too much. Like they say in the fight game, you gotta punch your weight, and as a zany gag show involving space robots and whacked-out mad scientists GALATT holds its own with the best of this admittedly small sub-sub genre.



NAUGHTY AND ANCIENT

KUM KUM THE PREHISTORIC MENACE

I’d seen stills from this show and some of Yas’ typically excellent artwork here and there for years, but I’d never thought it was anything more than some illustrations, maybe a children’s book or two. I certainly didn’t think it was a Nippon Sunrise series produced in 1975 that ran for 26 episodes, and was not only a success in most of Europe, but was dubbed into English by Paramount and became an integral part of the TV childhoods of kids in Australia and England. America, however, was bereft of KUM KUM. We had to satisfy our prehistoric desires with LAND OF THE LOST and KORG, 70,000 BC and VALLEY OF THE DINOSAURS and CAPTAIN CAVEMAN. Okay, that last one, not so much.



WANPAKU (“naughty”) OMUKASHI (“ancient”) KUM KUM is a fun little series, a prehistoric children’s adventure show that freely mixes comedy, action, myths and facts but remains firmly grounded in the day to day lives of the Mountain Folk, a tribal people just on the cusp of civilization. Kum Kum lives while mankind transitions from being hunter-gathering wanderers to becoming a agricultural, settled, animal-domesticating language-developing society. The Mountain Folk have learned to plow and plant, but still do a lot of gathering. The Wise One has writing, but only he can read it. Occasional travelers demonstrate things like wheels, wagons, and war; but the Mountain Folk still make do with hunting and fishing. A rudimentary religion is demonstrated by Dark Eyes, the resident fortune-teller and soothsayer, who also demonstrates that this level of civilization possesses sophisticated hairpiece technology.



Our hero Kum Kum isn’t a BAD kid, just curious, mischievous, impulsive, sometimes unthinking, occasionally vindictive. Sure, those ingredients sometimes add up to “bad”, but when he crosses the line, the Wood Cave is always waiting. That’s where we find Kum Kum when the show opens, waiting out yet another stretch of hard time as a result of yet another prehistoric escapade.



Kum Kum’s world is a fun place to be a kid; plenty of forests and mountains to roam through, animals to chase, fish to catch, and friends to tease. Kum Kum’s gang – Butterfly (Chiru Chiru) , Little Rock (Aaron), and Bumbles (Mochi Mochi) run roughshod through the little Mountain Folk tribe, causing no end of headaches to Kum Kum’s dad Strongarm ((Paru-Paru), mom Flora (Malu-Malu), toddler brother Tum Tum and teenage sister Wildflower (Furu). Wildflower is smitten with the Wise One’s son Roman who lives up to his name by roaming far and wide across the unknown prehistoric landscape. Roman roams because his home life is mostly occupied by arguing with his hairy, pipe-smoking father, whose original Japanese name is “Kuropedia.” In spite of courtship attempts made by Little Rock’s enormous, slightly slow brother Jumbo (Goron) and Roman’s temptation to join the Nomad tribe and marry Rose, - not to mention opposition from both Strongarm and the Wise One - true love triumphs and Wildflower and Roman are (SPOILER!) married in the final episode.


(Wildflower & Roman, Strongarm, Jumbo on guard)

Just a few things keep KUM KUM from being an animated, archeologically approved version of one of those natural history museum dioramas; one is the dinosaur that lives in the lake, and the other are the Cheeky-Squeakies.

Saurus is the dinosaur; this old and amiable Apatosaurus is possibly the last surviving dinosaur. He’s happy to chew his cud in the lake and occasionally act as a giant playmate for the children. Sure, we all know that dinosaurs and human beings were separated by a few million years, but here at KUM KUM scientific rigor takes a back seat to cartoon fun.


(let's play Catch The Cheeky Squeakies)

However, the Cheeky-Squeakies (“Pyonki” in Japanese) have no analog in the fossil record. These bouncy, big-eyed little mascots hop all over the countryside and give the children something to chase in idle moments. Occasionally they catch some, harness them up, and go skiing over the tall grass. We learn in a very special episode that the Cheeky-Squeakies are vastly older than man, have a language and a culture, and occasionally go to war with each other underground in ritualized combat that recalls the classic Uncle Scrooge story “The Land Beneath The Ground”, though unlike the struggle between the Terries and the Fermies, the Cheeky-Squeaky war does not cause earthquakes.

(The Wise One, Dark-Eyes predicting doom)

It’s pretty clear that this prehistoric land is supposed to be Japan. We’re treated to establishing shots of blossoming cherry trees, the volcanic nature of the land is remarked upon in several episodes, and we even get to see monkeys enjoying hot springs and an instance of the Japanese folk belief that fish can predict earthquakes. But the question of whether or not Kum Kum's people represent the Jomon culture will have to be answered by more knowledgeable archeologists.

(wish I owned this cel)


The English language dub firmly presents Bumbles as a male, but I’m not convinced that Mochi Mochi isn’t a girl, a gangly, Big Ethel sort of gal. The female Japanese voice actress and the hair bow may be circumstantial evidence, but it wouldn’t be the first time a character’s gender was switched in the localization. The English voice is a hoarse goofball intonation that could go either way. And let’s face it, these are six and seven year old kids, gender is pretty much academic at this point.


KUM KUM carves its own niche between the One Million BC melodrama of Ishinomori’s ’71 Toei anime RYU THE PRIMITIVE BOY and the 1974 TMS caveman gag comedy GIATRUS THE FIRST MAN- the laughs and life lessons are parceled out in equal doses. Kum Kum’s bad behavior has consequences beyond the Wood Cave and frequently the tribe is forced to struggle for their very survival against the elements, destructive animals, or even other tribes. Parents and children fight and things don’t always wrap up neatly before the end credits. Kum Kum – and by extension the young viewing audience - are forced to come to terms with rather adult concepts like, you know, death. But the Mountain Folk’s life isn’t particulary nasty, brutish, or short – sure, there’s hard work and primitive conditions, but there are also strong family and community bonds, festivals, friends, dinosaurs, and a whole world full of wonders without any schools or homework. It’s no wonder this show was appealing to an entire generation of kids around the world, including the relatives of Argentine footballer Sergio Aguero, who thought the young future soccer star resembled Kum Kum and dubbed him a mispronounced “El Kun.”

(I now pronounce you caveman and cavewife)

KUM KUM was produced by Banjiro Uemera, who would later produce the fine Star Wars ripoff MESSAGE FROM SPACE. In his capacity as head of ITC Japan, he was responsible for 1982’s sf actioner TECHNOVOYAGER, otherwise known as THUNDERBIRDS 2086. He also produced the When Animals Attack film ROAR, starring Tippi Hedren and her animal friends (and daughter Melanie Griffith). Interestingly enough the show is an early directorial attempt by Rin “Shigeyuki Hayashi” Taro, who would go on to work for Toei and direct SPACE PIRATE CAPTAIN HARLOCK, the two GALAXY EXPRESS MOVIES, and from there to direct HARMAGEDDON, DAGGER OF KAMUI, METROPOLIS, X, DOOMED MEGALOPOLIS, PHOENIX, and other anime works. But the primary creator behind KUM KUM is obvious from even the most casual glance; the distinctive art style of Yoshikazu “Yas.” Yasuhiko. Yas.’ CV includes MOBILE SUIT GUNDAM, BRAVE RAIDEEN, DIRTY PAIR, VENUS WARS, ARION, GIANT GORG – Yasuhiko’s classy linework and graceful characters are an unmistakable hallmark of the classic era of Japanese animation. KUM KUM’s Yas. character designs are front and center; Kum Kum and his pals wouldn’t be out of place roaming the corridors of White Base as refugees from Side Whatever, and the flowing robes, bearded giants, and vital natural landscape would return in works as diverse as GORG and ARION.

(detail from a all-chara Yas. poster circa 1990)

What makes KUM KUM so fascinating, for me anyway, is that I’m a guy who spends way too much time thinking about Japanese cartoons (obviously). Have been this way for years. And yet here’s a show with a pretty impressive pedigree (Yas, Rin Taro) that not only had I never heard of, but that had been dubbed into English and shown around the world, to boot! It just goes to show, the more you know, the more you realize there’s yet to learn.

(no-pants cave kids)

Why did KUM KUM never make the transition to American television? One reason leaps to mind: prehistoric children don’t wear pants. So the next time you’re thinking darkly of American exceptionalism, remember that sometimes Uncle Sam is, like Kum Kum, still trapped in the dark of the Wood Cave, waiting to be set free.

(bye bye Kum Kum!)

Aura Battling The Blue Light Special


The great part about working for K-Mart back in 1985 - working part time after school, of course - was that you got to wander the toy department and marvel at the bewildering display of Japanese robot toys that were imported by every toy wholesaler with a couple of containers to fill on the next boat from Taiwan and a desire to cash in on the transforming robot toy craze. Okay, I'll be honest. The ACTUAL best thing about working part time for K-Mart was that you got paid every week in cash. Dirty, floppy cash money straight from the registers, handed to you in a little envelope through a barred window next to the time clock. None of this wimpy check nonsense or the effete snobbery of "direct deposit" - just a fat envelope of F. Olding Money for high-school me to blow on comic books, movies, renting a tux for the prom, and oh yeah, crazy Japanese toys. We'd make the rounds of the Toys "R" Us, the Circus World, the odd discount place at the outlet mall, the doomed aisles of the Zayres and the Richways and the Phar-Mors, hoping to blow our minimum-wage pay on toys from shows we'd never seen like Xabungle or Galactic Gale Baxingar or the enigmatically titled "Psycho Armor Govarion".




But at K-Mart I could haunt the aisles AND get paid for doing so. One of the things I picked up was this swell Dunbine toy. Aura Battler Dunbine is, of course, the 1983-84 Sunrise anime series directed by Yoshiyuki "Zanbot 3" Tomino about a regular Earth guy named Shou Zama. One day he gets magically transported to the fantasy-type world of Byston Well, where he becomes the pilot of the "Aura Battler" Dunbine and is caught up in a war that spreads across both Byston Well and Earth. More information about Aura Battler Dunbine can be found in the used DVD racks of your local retailer.



This 1:60 scale toy stands a little less than 6" tall and came in both black and the more traditional Dunbine purple. I went for black because that's how I roll. At any rate, this toy is unique, not just because it's based on a Japanese cartoon that wouldn't see an American release for nearly twenty years, but also because it's just a darn well-put together piece of fantasy super robot plastic.

The joints are all articulated with hinges set on pegs - the wrists, elbows, shoulders, hips and knees not only bend, but can rotate, giving the toy a really wide range of movement. The wings are translucent and fold underneath their canopy. The claw-like feet are metal and the ankle joints move, too. It's an amazingly posable figure.



It even comes with a tiny inch-high Shou Zama figure that looks swell, but isn't good for much besides falling over or getting lost. If you open Dunbine's cockpit you'll see another Shou already in position. Two Shous? I guess they figured you'd lose one. Actually the pegs holding the joints tend to slip out, so if you aren't careful you'll lose quite a bit of this toy when the cat knocks it off your desk.





The packaging is, as one would hope, a classic of weirdly transliterated Japanese. What did children think when they browsed the K-Mart toy aisles and wanted to know more about the mysterious "Dunbine"? Did they suspect that "Shot Weapon" was somebody's name? Were they relieved to find that the "reaction of aura is good"? Was ADV's release of Dunbine on DVD in the United States merely the final link some kind of cosmic chain of events that began in the mists of Byston Well, or Taiwan, whichever is nearer?

Only Yoshiyuki Tomino knows, and he ain't telling. We are only certain of one thing; this Dunbine toy is way better than the one I bought at Spencer's Gifts.

GIANT GORG

It never got a US release, never had any sequels or films, and only inspired a smattering of merchandise from its release 25 years ago. But the 1983 Nippon Sunrise television series GIANT GORG became a fan favorite, partly because it was in the right place at the right time, and partly because of good old fashioned quality.

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A 26-episode show created by Yoshikazu "Gundam" Yasuhiko, ostensibly it's that most generic of anime cliches, the 80s giant robot show. And yet it avoids the 'monster of the week' scenarios, the outlandish outer-space settings, the armies of super robots waiting to be sold as 6-inch diecast toys, and all the other trappings of the genre. Instead it's a thoughtful science fiction adventure that cheerfully wanders between wonder, comedy, action, horror, and occasional moments of shock, all wrapped up in great Yas artwork and surprisingly high-quality Nippon Sunrise television animation. It's the anime equivalent of all those Newberry-award winning juvenile SF books you spent library time reading in middle school.

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(Yu Tagami)

The series takes place in the future year of... 1998. There's a big secret on Austral Island, a small island in the South Pacific, that was deliberately exised from maps after an undersea volcano explosion. On the trail of this secret are several groups - the giant multinational corporation GAIL, a band of international spies led by the alluring Lady Lynx, and our heroes Yu Tagami, Dr. Wave and his sister Doris, their Great Dane Algos, and their compatriot the giant, hairy, beer-guzzling, handgun-equipped Sencho. Wishing everybody would get off Austral Island and leave them the hell alone are the Austral Islanders, and lurking mysteriously behind it all is the figure of Giant Gorg.

The adventure starts in a graffiti-splattered New York, where GAIL attempts to silence Dr. Wave by the simple expedient of knocking their entire apartment building down with a wrecking ball. There's a rollicking three-way chase across America involving Greyhound buses and a profitable Vegas side trip. GAIL and Lady Lynx shoot it out in the desert as our heroes escape in a stolen RV. Once across the Pacific, they find Austral Island is divided between GAIL's scientific/military expedition - led by GAIL heir apparant, the flashy young billionaire Rod Balboa - and the islanders, who shoot at everybody and worship their ancient god, Gorg. Between the two groups, the center of Austral Island is home to giant monsters. Separated from Dr. Wave and Doris, Yu and Algos are saved by a indigo-hued metal giant.

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(Lady Lynx)

GORG hearkens back to an earlier show, a Yoshiyuki Tomino/Yas collaboration - BRAVE RAIDEEN - in which our hero telepathically merges with a super robot left here by an ancient advanced civilization. Yu doesn't "fade in" to Gorg, but he quickly bonds with the semi-sentient mecha. Not to spoil the show, but Gorg is a castaway mecha from a race of space aliens who visited the Earth thousands of years ago, an intelligent machine with a desire to protect humans. The series is an appealing mix of Indiana Jones style jungle adventure crossed with TETSUJIIN-28/GIANT ROBO boy-robot action, grounded with solid, real-world mechanical design and a story that isn't afraid to throw some consequences around when the lead starts flying. Sencho is particular is a tremendous contrast to Yu; he's a brusque mercenary who does whatever it takes to get the job done, whether it's stealing cars from total strangers, abusing women, or shooting guys right in the head, and there's a real conflict between the two characters.

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(Lady Lynx in full Lady Lynx uniform)

Together with Islander rebels Alois, Sarah, and Dominic, our heroes brave the interior of Austral, attack GAIL's underground base, are separated, betrayed, reunited, captured, escape, and battle both GAIL-built construction mecha and giant alien tentacle robot-monsters - again, reminiscent of RAIDEEN's Dorohme - and in the end learn the secret of the aliens presence on Earth, while facing nuclear annhiliation from both the United States and Russia. Will armies of alien Gorg-type robots emerge from the caverns of Austral to wreak havoc on humanity - as shown in a great "robots invade New York" sequence - or can Yu and Gorg prevent disaster?

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(Doris and Dominic)

Watching the show, you're struck by how it makes modern anime shows look cheap in comparison. There aren't any recycled "transformation" scenes. Every episode features new backgrounds and new characters, and there's none of this business where characters talk in silhouette or with their faces turned away so mouth movements don't have to be animated. There aren't any shoddy digital zooms or pans. There's none of the painfully transparent appeals to fetishes - no maids, no harems, no DD+ cups, no Nazi uniforms or elaborate goth outfits - that make up so much of the modern anime market, at least the anime market we see here. Nope, just good old fashioned adventure anime made the old-fashioned way, by hand.

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(GORG manga)

GORG didn't inspire a lot of merchandise - really, there are just two robots, an armored personnel carrier, and some helicopters and tentacle monsters, so there isn't a lot of mecha to work with, toy-wise. Though a 1/100 scale Gorg toy was in fact produced, as well as a 1/20 scale Jumbo Machinder version. A "Kyapi Kyapi" super-deformed model kit was also released starring cutesey versions of Gorg, Yu, and Rod Balboa. A one-volume, tremendously abridged manga adaption -without Yas artwork -was also published. In Japan the show has been released on VHS, Laserdisc and DVD.

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(GORG Kyapi Kyapi kit)

For American audiences the show is a treat; New York is lovingly rendered with every decaying brownstone and graffiti-tagged subway train fully evident, in complete defiance of how Rudy Giuliani's NYC of the 90s would actually look. The later half of the series is punctuated with high-level video conferences between GAIL's Chairman Balboa and a thinly-disguised Ronald Reagan. And every episode ends with Batman-inspired text exhorting us to tune in to the next episode, same GORG time, same GORG channel.

As a mid 1980s robot anime show, GIANT GORG came at just the right time to catch the attention of American anime fans; the Yas pedigree was enough to leap the language barrier, and GORG's obvious class - as well as the fun of the early New York setting - helped to make the show palatable to 80s Ameriotaku. When Toren Smith put together the program guide for the anime room at the 1986 Baycon in San Francisco, he helpfully included a synopsis for the first two episodes, and as the "Baycon Book," as it would come to be known, became the Bible for anime fans, GIANT GORG became part of the pantheon of Anime That We Happen To Have Information About In English. But the fickle finger of anime fan fate moves rapidly, and the late 80s saw American anime fandom seduced by more current fare like the high-tech rock video world of BUBBLEGUM CRISIS or the cosmos-feeling rock'em-sock'em action of SAINT SEIYA. As the 90s rolled around, GIANT GORG was remembered as just one more 80s show, and if it wasn't GUNDAM nobody had time for it.

But what comes around goes around, and as the American anime DVD market bubble swelled, so did the fortunes of all anime, even overlooked 80s shows about giant blue robots on Pacific islands. GORG was slated for an American DVD release by Bandai along with another cult classic anime series, the stylish SF robot drama SPT LAYZNER. However, production issues - the lack of suitable masters - put the project on the back burner. It's not likely to be fast-tracked in today's post-anime-bubble market as companies scramble to stay afloat and boutique projects - even those of obvious quality and wide appeal, like Giant Gorg - are once again denied legit American release. One may posit that had the industry released more shows like Gorg, instead of fad-packed fetish dominated shows du jour that in future will only be remembered as bargain-bin filling evidence of a culture in decline, the industry wouldn't be in quite so much trouble now.

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Today things come full circle as the winds of change blow the sand of time past the rock of ages, and anime fans once again take matters into their own hands and fansub their favorite series. Diligent investigation by interested parties will no doubt reveal fan-subtitled GIANT GORG available through a variety of sources. In the meantime, the ancient gods slumber dreamlessly in their dark caverns. Will they awake again? None can say.

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