Lights... Camera... ACTION!!: A Hollywood Quest

Video Game Pitch: Their Finest Hour

Video Game Pitch: Their Finest Hour
Game Developer: LucasArts Entertainment
Platform: Sega Arcade
Director: Lawrence Holland
Genre: Action, Combat Flight Simulator​

Premise: The sequel to Battlehawks 1942, Their Finest Hour is an arcade game that takes players to the Battle of Britain where they shall play as either the Royal Air Force or the Luffwafte. There are three missions to the game. Air Supremacy, where each side tries to kill 50 planes which grants them victory. English Channel Raid, where the Luffwafte tries to bomb a British convoy with the Royal Air Force defending. Then there is Bombing Run where the Luffwafte try to destroy an RAF Air Field. In the latter two missions, the goal of the British is to prevent total destruction and have a 20 minute timer run out.
 
Video Game Pitch: Tron F01

Video Game Pitch: Tron F01
Game Developer: LucasArts Entertainment
Platform: Sega Arcade
Director: Bill Adams
Genre: Racing​

Premise: Tron F01 is an arcade racing game that takes place after the first film in the Grid. The broad story premise is that Flynn has designed a new racing game called Formula 01 and wishes to test it out on the Grid. Programs are invited to take part with the lucrative offer of Flynn creating whatever the winning program desires.

The protagonist is Megan, a program dedicated to Light Tanks who wishes to become a light cyclist and enters to prove herself. Megan takes control of a purple Light Cycle and races against 12 others in a tournament.

There are five tracks in the game that take place in the Grid. The key feature to F01 that sets it apart from other games is that the game is in 3D and is meant to mirror the graphics from the film. The race tracks are:

  • An arena designed to mirror a Formula one track with many levels and tight turns
  • A course through the Grid's city with tight streets and many splitting branches
  • A mountain-like course with lots of jumps and a lack of railings
  • A course set with many "Digital Lakes" to navigate through.
  • An obstacle course with many hazards that mirror Space Paranoids.

Gameplay mechanics are mostly those of a standard race system with a few notable features. One is the Light Nitro mechanic that players and other programs can use to either boost speed or create jetwalls that last for five seconds and can cause temporary barriers. Light Nitro slowly refills overtime with 1% per second, but there are Light Nitro canisters throughout the track that the player can access to boost the Light Nitro filling.

The other feature is the structure of the tracks which are not as strictly linear or flat as other games and can move to different elevations along with branching paths and hazards typical of something like Mario Kart.

Players can either invest a quarter to play one of the race tracks, or play full quarters to play through the story mode of the "Grid Prix" and go through all five race tracks. Progression is based off of points placement like Mario Kart. If the player gets to a points where they are unable to win the Grid Prix, then the game is over. If Megan wins, then a cutscene takes place of Flynn meeting with Megan, congratulating her for her win and admiring how Megan's victory has shown that programs can be more than just their directives. He asks Megan what she desires, to which she replies that she wants a dog like what users have in the real world. A request that Flynn happily grants with Megan naming her dog Spot.
 
Title: "Undertale (1984): The Musical Masterpiece That Redefined Film Scores | A Deep Dive Into Lucasfilm's Timeless Soundtrack"
Title: "Undertale (1984): The Musical Masterpiece That Redefined Film Scores | A Deep Dive Into Lucasfilm's Timeless Soundtrack"

[🎵 Opening music: an orchestral swell that transitions into an iconic chiptune melody, blending retro and modern sounds 🎵]

Narrator (on camera, surrounded by vinyl records and vintage synthesizers):
"Welcome back, cinephiles and music lovers! Today, we're diving into what many consider to be one of the greatest film scores of all time: the breathtaking soundtrack of Undertale (1984).

Imagine this: It's the mid-1980s. Lucasfilm has just brought us an animated movie like no other—a blend of quirky humor, heart-wrenching emotion, and moral complexity. But as brilliant as the animation and storytelling were, it was the music of Undertale that etched the movie into cinematic history.

From orchestral grandeur to intimate piano pieces, from experimental synth work to groundbreaking leitmotifs, Undertale's score wasn't just a backdrop for the movie—it was a character in its own right. Today, we're breaking down why this score remains an enduring masterpiece, nearly four decades after it first graced theaters. So grab your headphones, crank up the volume, and let's explore the genius behind the music of Undertale!"


1. The Vision: A Musical Story Like No Other

[🎥 Clip of Frisk standing at the edge of the Underground, the haunting opening notes of "Once Upon a Time" playing in the background.]

Let's start with the vision behind the music. According to internal Lucasfilm memos, the score's goal was to reflect the film's emotional range: equal parts quirky, heartbreaking, and triumphant. Samuel D. Orchestrus, head of music development, described it as a "one-of-a-kind soundtrack." He wasn't kidding.

At its core, the score aimed to make you feel. From the first note to the last, it had to immerse audiences in Frisk's journey through the Underground—a world of quirky monsters, ancient ruins, and moral dilemmas. And to achieve this, Lucasfilm assembled a dream team: Koji Kondo, the rising star of video game music; Shirley Kingsley, a veteran orchestral composer; and Wendy Carlos, the queen of synthesizers.


2. The Main Theme: "Undertale" and the Power of Leitmotifs

[🎥 Clip of the iconic scene where Frisk walks through the Ruins, with the main theme swelling.]

Every great film score has a main theme—a piece that not only anchors the story but lingers in your mind long after the credits roll. For Undertale, that theme was, fittingly, titled Undertale.

The piece opens with a gentle acoustic guitar, mirroring Frisk's innocence and vulnerability. Soon, reflective piano notes join in, followed by an emotional orchestral swell that evokes nostalgia and hope. But the genius of the theme lies in its leitmotif, Once Upon a Time.

This melody weaves its way through the entire score, subtly transforming to reflect the narrative. When Frisk is exploring, it's playful. When they face moral dilemmas, it's melancholic. And during the climactic moments? It becomes a triumphant symphony. By tying the entire soundtrack together, the leitmotif creates a sense of cohesion that few other scores have achieved.

Fun fact: Samuel D. Orchestrus revealed that Kondo and Kingsley intentionally designed Once Upon a Time to feel timeless, drawing inspiration from classical compositions like Pachelbel's Canon in D while infusing it with a distinctly modern sensibility.


3. Blending the Old and the New: Orchestral Grandeur Meets Synthwave Magic

[🎥 Clip of a montage showing both serene Underground landscapes and action-packed moments, underscored by the synth-heavy track "Core."]

What made Undertale's score so groundbreaking was its blend of traditional orchestral elements with cutting-edge synthesizer work. Wendy Carlos, fresh off her success with Tron, brought her signature style to the project.

Take the track "Core," for example. It's a pulsating, hypnotic piece that perfectly captures the eerie, high-tech vibe of the CORE area. Carlos used modular synthesizers to create sounds that felt alien yet deeply emotional.

But this wasn't just about sounding cool—it was about storytelling. The orchestral elements represented the ancient, mythical side of the Underground, while the synths symbolized the quirky and otherworldly aspects of its inhabitants. The combination created a soundscape that was both timeless and futuristic.

One of the most famous examples of this fusion is "Heartache," Toriel's battle theme. The piece starts with a melancholy piano melody before exploding into a flurry of violins and synth arpeggios, mirroring Toriel's inner conflict as she tries to protect Frisk while hiding her own pain.


4. Character Themes: Giving Every Monster a Voice

[🎥 Clip of Sans and Papyrus's comedic antics, set to the upbeat tune of "Bonetrousle."]

In Undertale, every major character has a unique musical theme that captures their essence. These weren't just background tracks—they were integral to understanding the characters.

Let's start with Sans and Papyrus. Their themes, "Megalovania" and "Bonetrousle," couldn't be more different, yet they complement each other perfectly. "Bonetrousle" is a jaunty, whimsical track that mirrors Papyrus's over-the-top personality, while "Megalovania" is intense and rebellious, reflecting Sans's hidden depth.

Then there's "Dummy!"—a chaotic, percussion-heavy piece that accompanies Frisk's bizarre encounter with the Mad Dummy. The track's erratic shifts between playful and sinister tones perfectly encapsulate the Dummy's unhinged nature.

And who could forget "Asgore"? This track, with its mournful piano intro and epic orchestral crescendo, captures the heartbreaking nobility of the Underground's king. Listening to it, you can feel the weight of his decisions and the tragedy of his situation.

Each theme doesn't just enhance the characters—it is the characters. By the end of the movie, you could hum a melody and instantly know who it belongs to.


5. The Emotional Core: "Hopes and Dreams" and "Save the World"

[🎥 Clip of Frisk's final battle, as the triumphant strains of "Hopes and Dreams" echo through the theater.]

If there's one part of the score that stands out above all others, it's the climactic battle music. "Hopes and Dreams" and its follow-up, "Save the World," are nothing short of iconic.

"Hopes and Dreams" starts with a soft piano motif, echoing the main theme, before building into a full-blown symphony of hope and determination. It's a piece that represents Frisk's unwavering resolve to fight for a better future.

And then there's "Save the World." This track takes the emotional highs of "Hopes and Dreams" and cranks them up to eleven, layering in choir vocals and dramatic key changes. When combined with the stunning visuals of Frisk battling for the fate of the Underground, it's an unforgettable cinematic moment.

Fun fact: Composer Shirley Kingsley once said that she cried while recording "Save the World" because it perfectly encapsulated the movie's message of hope and perseverance.


6. Experimentation and Risk: The Quirky Genius of "Spider Dance" and "Death by Glamour"

[🎥 Clip of Mettaton's over-the-top performance, complete with pyrotechnics, accompanied by "Death by Glamour."]

Not every track in Undertale was emotional or epic—some were just plain fun. "Spider Dance," the theme for Muffet's battle, is a jazzy, toe-tapping piece with harpsichord flourishes that make it feel like a demented tea party.

And then there's "Death by Glamour," Mettaton's show-stopping theme. This track is pure 1980s glam, blending funky basslines with synth-pop melodies. It's flashy, flamboyant, and utterly Mettaton.

These tracks added levity to the movie while showcasing the composers' willingness to take risks. After all, who else but Lucasfilm would put a harpsichord battle theme and a synth-pop dance track in the same movie?


7. Legacy: A Soundtrack for the Ages

[🎥 Clip of fans at a 2020 symphony concert, cheering as the orchestra begins "Megalovania."]

Even decades later, the Undertale soundtrack continues to captivate audiences. It's been performed by symphony orchestras around the world, remixed by countless artists, and even used in video games and commercials.

The score's timeless quality lies in its emotional depth and versatility. Whether you're listening to the gentle strains of "Home" or the adrenaline-pumping beats of "Battle Against a True Hero," there's something for everyone.


Narrator (smiling):
"So, what makes the music of Undertale (1984) so special? It's more than just great melodies. It's the way the music tells a story, captures emotions, and immerses you in the world of the Underground.

Whether you're a die-hard fan or a newcomer, one thing's for sure: Undertale's score is a masterpiece that will continue to inspire for generations to come.

Until next time, keep listening, keep feeling, and keep exploring the magic of music!"

[🎵 Closing music: the main theme of "Undertale," fading into applause. 🎵]
 
American Televised Animation 1978-1984
American Televised Animation 1978-1984

As distasteful as the language may be considering the context, Mobile Suit Gundam was truly the equivalent of dropping an atomic bomb on the world of television animation. While the medium had potential in its humble beginnings, by the late 70s it had fallen hard as just Kiddy TV that the big studios put to keep the kids glued to the sets in the mornings, and then just not give a damn beyond doing the bare minimum. Nevermind how creatively stiffling cartoons were as either comic adaptations or just kids solve mysteries with mascot. Of this, Hanna-Barbera was unfortunately a culprit, though there was little else they could do when they weren't given such respect and Scooby-Doo was their only money printer.

In came Gundam which changed everything. Peak animation and true living art instead of limited and stilted motion. A mature and gripping epic of a storyline that captured an audience of all ages instead of just being for kids. A rich and iconic setting that became a giant of fiction. And a toy empire that was a peer to Star Wars. For the first time, animation could not only be mainstream, but dominate everything else and be incredibly popular. While 0079 wasn't quite the powerhouse that Zeta or ZZ were, it started a revolution that marked the beginning of the Silver Age of Animation.

However, as much as you would like to dream that the animation world was just you and Disney, success does not lie in a vacuum. Even if you had the best of animation, its an industry with intelligent people, artists with ambition and vision who want to match and succeed you. Overtime people would learn and grow, and by now it was becoming apparent that animation was no longer a Disney-Dreamworks Duopoly.

1978

When Mobile Suit Gundam was on the air, the animation world got obliterated. Many cartoon fans turned away from existing shows as Gundam presented a new standard and they were no longer content with just mediocrity and playing it safe. Ironically, Hanna-Barbera suffered the worst of all with dramatic drops in their viewership of more than half and the studios kept on complaining of why they couldn't be more like Gundam. In the end, this all worked out as it got Hanna-Barbera so weak that Taft considered them deadweight and were happy to sell them to you. Thankfully, neither William nor Joseph held a grudge, instead embracing change and looking forward to joining the Lucasfilms Empire in the new decade, where its wealth gave them a safety net to explore whatever they wanted and go as far as they could in animation.

1979

1979 according to William and Joseph, was a year of hell for the world of animation television. Dreamworks had flipped the table and set it on fire with Gundam, Miraculous and Classical Tale and the rest of the studios were struggling to find some way to get into this new game. However, any efforts to improve floundered thanks to shrinking viewership meaning less funding meaning less opportunities for improvement.

The route they choose to compensate and compete was with superhero shows. No one was comfortable to try and attempt a Star Wars or Gundam type show as much as they wanted to. No one knew how to replicate Tomino's storytelling or just what kind of universe they could build. Thus, it was easier to build off the next best trend thanks to Superman's success and how it became the second billion dollar movie, along with Miraculous dominating Saturday Morning. There were 10 superhero shows to air in the Fall of 1979 and heavy investment from DC and Marvel with Plastic Man, Super Best Friends, The Thing, Spider-Woman. However, more than half of them were merely a sketch of a greater comedy show. Unlike Miraculous which told serialized stories that challenged their young audience and kept them engaged with a character-driven narrative, they were just silly adventures. Mary personally loved the World's Greatest SuperFriends, but that was only thanks to Superman and Batman and if they weren't on there then she would switch to something else.

However, in the midst of this mediocrity, one studio rose above the rest and met the new standard set by Dreamworks and Sunrise, Filmation. In many respects, they and Hanna-Barbera were two sides of the same coin. Both pioneers of television animation that had perfected mass production to a T. However, Filmation had its own differences in philosophy from Hanna-Barbera. They loved to experiment and while they previously never achieved a similar level of quality to Dreamworks, they took any opportunity they could in a show to introduce a new form of animation, though at the cost of severe repetition of stock footage that a quarter of their episodes were recycled animation. They were also incredibly reliant on adapting animated versions of existing properties like Archie, the Brady Bunch, DC Comics and most famously Star Trek.

When Filmation witnessed Star Wars, they were filled with a spark of inspiration like Tomino. Here came a newly explosively popular genre which they could explore and use to make animation mainstream and push for a return to their glory days. However, instead of making something original like Gundam, Filmation opted to recreate what gave birth to Star Wars, Flash Gordon. So, going into heavy debt, Filmation focused everything from '77 and '78 into making the Flash Gordon cartoon their comeback story. Perhaps in another world it would have been merely decent, but Gundam's success had unknowingly provided Filmation salvation. Paramount, eager for another prime time animation and having worked well with Filmation before for Star Trek, became their new patrons and thus The New Adventures of Flash Gordon followed Gundam as PTVS' prime time cartoon.


And damnit, it was actually pretty great. The series was a completely faithful homage to the original comic strip and film serials and if it wasn't for the Flash Gordon film that you and George backed, it would probably be the best work of material to date. Filmation had gone out and completely dropped their usual standards of cheapness. It wasn't the Dreamworks Cinematic touch, but if Gundam hadn't existed it would have been the best looking on TV with lots of unique designs, fast paced action and constant usage of rotoscope and other innovative techniques for animation. Not to mention excellent writing that kept the core spirit and fun of the originals while providing a modern brush of storytelling and strong serialization. The series had been strong enough on its own, but thanks to both Star Wars and the Flash Gordon movie, it catapulted in popularity.

The New Adventures of Flash Gordon became one of PTVS' most popular series and frequently breached the Top 30 of the Nielsen charts, though for better or worse never managing to break into the Top 15. It wasn't quite Gundam levels of popularity and cultural power, but it had a large and dedicated fanbase and played a part in creating a Flash Gordon rennasaince with the franchise having a new surge in multia-media presence with Bantam novels, new comic strips, an RPG created by Fantasy Games Unlimited and a regular presence in toy aisles.

New Adventures of Flash Gordon would start its sixth and final season this year and following such was stated to have an feature film in production by Filmation that would release in either '85 or '86. You honestly love that Flash is getting the recognition and support he deserves, though in the process it saw Filmation stabilize and reach new forms of success, cementing themselves as Hanna-Barbera's rival in the world of television. Moreover, Filmation has become a second party of sorts to PTVS who with Gundam and Miraculous' defection to LucasTV, have relied on the studio to help keep the channel competitive against the Big Three. The only good news here is that Filmation is still independent largely due to not wanting to being "Lucas'd" (as if its a bad thing) but also wanting to keep its independence for future animated forms of other popular properties.

1980

You didn't mean to kill the Animation Guild. Contrary to what much of America thought of you as a diehard Reaganist, you knew Unions were necessary to prevent corporate abuse as no industry was perfect, and even if you made sure first and foremost that Lucasfilms' workers were treated like Kings that didn't mean the rest of Hollywood was along for the ride. Unfortunately, the Animation Guild had forced your hand when they targeted Lucasfilms prejudicially for its success and were almost outright bigoted with their aim to remove Sunrise from television, not to mention wanting to kill Pixar in the cradle.

While you were grateful to win the battle, it had its consequences as the Animation Guild disbanded, only having recently been reformed last year ironically due to Dreamworks' activism to protect the industry, being reformed as The Animation Guild proper and independent of the IATSE. However, the immediate fallout was immense with many struggling independent studios going out of business and lots of old timers jumping what they saw as a sinking ship due to many reasons and retiring.

As such, the planned content for the year was cut in half and almost all of it was just packaged skit shows. This put the final nail in the coffin for Hanna-Barbera and pushed them to be purchased by you. Until LucasTV aired, they remained committed to closing off the rest of their concurrent shows to start on a fresh slate, leading to some higher than usual quality animation, but no standouts for the likes of Scrappy-Doo, Richie Rich and The Fonz and the Happy Days Gang.

Filmation received a second mega hit that year with an old IP, The New Fat Albert Show. A continuation of Fat Albert, The new show saw Fat Albert and the gang go on more adventures, often more ambitious in storytelling and featuring recurring character storylines for the cast and supporting characters as Fat Albert and friends faced new challenges of growing up and being in a changing world. Once again, Filmation saw new success because of you, more specifically John Henry. John Henry's blockbuster run had lead to a spike in interest in black-dominated shows, and the kids who loved John Henry switched to the next best thing of sorts in Fat Albert, thus having millions of kids who missed out on the original run grow up with the chubby hero. Until LucasTV launched, The New Fat Albert Show had been the number one Saturday morning cartoon for three years in a row and had more than 100 episodes, ready for a triumphant finish in '85 so Bill could be free to focus on the Cosby Show.


Fat Albert overtime has become an icon of animation on a similar level to Scooby-Doo, the Flintstones, Yogi Bear, Looney Tunes and Mickey Mouse, even being part of the Macy's Parade last Thanksgiving and comedically being the largest balloon. Having watched the show with the kids on occasion, you can easily say the success is deserved and you really like Albert as a character and role model. Bill Cosby though...you don't know why but that man just gives you the worst vibes and a strong sense of alarm whenever you see him.

Another studio that saw success was Ruby-Spears Productions. A studio created by the creators of Scooby-Doo, Joe Ruby and Ken Spears, they had left Hanna-Barbera due to disagreements of leadership, and unfortunately all your attempts at having them come back were rejected no matter the offered price tag as they strongly valued their independence. Just barely hanging on after the Strike due to their industry reputation, Ruby-Spears managed to produce a single show, Thundarr the Barbarian. A strange fusion of Star Wars and Conan, Thundarr took place in a post-apocalyptic Earth in the year 3994 where technology and magic mixed and Thundarr and his companions traveled throughout the lands of what was once America to fight injustice and aid anyone who needed it. A decent show, but animation was not close to Dreamworks and Sunrise quality, though it made up for it with fun characters and a unique setting. Not one of the greatest shows ever, especially with the lack of serialization, but it found an audience and lasted four seasons until its recent conclusion, finding a healthy life outside the show with a strong Kenner line and a ongoing series of Charlton Comics.


From what you saw, Thundarr was a decent adventure story and Mary loved how it combined her two favorite genres. Although admittedly the main character was basically you but with Blonde hair and brown eyes in appearance. However, while it was a fun addition to animation, it unfortunately pushed the world of tv animation to continue trend chasing instead of constantly innovating. Gone were the days of children solving mysteries with mascots, now science fiction, superhero and adventure shows were the norm.

1981

If there was one thing you loved about Reagan being President, its that his Reaganomics had cut an ocean of red tape for the FCC and allowed not only for more bold, daring and mature stories to be told on the air within reason, but also eliminated most regulations pertaining to television commercialization. It's not like you wanted to make shows just to sell toys, but you barely got away with airing Gundam and Miraculous as the toys came after the show and not before, and it paved the way for adaptations like GI Joe. However, it did admittedly prompt a new wave of commercialization as Sunset Toys' competitors now saw a golden opportunity to repeat Gundam's toy success by directly adapting their own products. Joy.

Of all the new shows, they were pretty much superheroes as the more ambitious space series were still in planning development, everyone wanting to get things just right and get the next Gundam or Star Wars instead of just a seasonal piece. Filmation was hard at work producing an impressive six new animated shows to take advantage of Hanna-Barbera's rebuild as much as possible. Alongside Flash Gordon, they produced a second primetime animated show for PTVS, The Case Files of Dick Tracy. A straight adaptation of the classic comic, it was like Flash Gordon very faithful and high quality with fun spoofs on modern police procedurals with a comedic if not adult Noir twist. It never quite reached Flash Gordon's dominance, but it was a reliable spot in the Nielsen Top 30-50.


As for the rest of the Filmation lineup, they were all decidedly meh to above average, most likely a consequence of stretched resources. Nowhere was this more apparent than Blackstar, another Conan-Star Wars cash-in, though unlike Thundarr it only lasted two seasons as it was really generic fantasy and Science Fiction with Thundarr doing everything literally just better. The one exception to this was Hero High, a show about superheroes in training at a titular hero high school who had to balance traditional school stuff with saving the day. It was an admittedly fun and original take on the genre and felt like a neat fusion of Happy Days and the Justice League. With good comedy and great characters, Hero High would last four seasons and while limited in legacy, would go down as one of the quintessential 80s cartoons.

Ruby-Spears' sole contribution for the year would be Goldie Gold and Action Jack. It was a quirky adventure/romantic comedy of sorts where heiress Goldie Gold finds herself in ownership of the "Gold Street Journal" left by her parents. Goldie, wanting to prove herself and honor her parents becomes a reporter and goes on adventurous with Pulitzer prize winner "Action" Jack Travis and her cocker Spaniel nugget. It was a weird cross between Scooby-Doo, Superman and Miraculous. The latter two because of Jack being like a male Lois Lane and leading Goldie on journalistic adventures, and Miraculous because the relationship between the two deuteragonists was what basically sold the show. Taking notes from Miraculous, Ruby and Spears made sure to have Goldie and Jack have a sort of Ladybug and Cat Noir type chemistry and for most viewers, it was enough to pull them in and have them fall in love with the pairing, helped by the Season 1 finale seeing them become a couple with them remaining one throughout the rest of the show, something Miraculous fans were happy to point out in letters venting why Adrien and Marinette haven't gotten together. The show would last three seasons, and while it's not the most commercially dominant like Scooby-Doo, it had a very dedicated fanbase, thus marking potential for a franchise.


Lastly, another studio would bite the dust with the closure of DePatie-Freleng. The animation strike had hit them hard and their last show had been a hard flop, forcing the studio to shut down. David Depatie would leave to join Hanna-Barbera as a producer while Fritz Freleng oversaw the sell of the studio to Disney, where he rejoined his old Looney Tunes coworkers and helped to make some shorts and Duck Dodgers. DePatie-Freleng did create The New Fantastic Four and Spider-Woman, though thankfully Disney sold all rights to you for a return of $3 million. This did mean unfortunately that the Pink Panther was now a Disney property.

1982

With the creation of both LucasTV and the Disney Channel for the 82-83 season, the independent animation studios did everything they could to survive in a post Lucas-Disney landscape on television with high quality hits for both prime time and Saturday Morning. This turned out in a very mixed way, but in the end a few would remain and television animation would remain a very diverse industry. All the while, Lucas and Disney's massive success had spurred a panic to fund whatever animated shows they could to remain competitive among the Big Three.

Filmation was a weird division of half bad, half good. In what you feel is like the swan song for sitcom adaptations, they posted Gilligan's Planet (Gilligan's Island but IN SPACE!) and the Mork & Minday/Laverne & Shirley/Fonz power hour which was a cartoon version of their Happy Days verse. Both were very safe and cheesy, reliant on tropes of the 70s and were quickly cancelled after one season, their only redeeming quality being Robin's voice acting. On the other hand, they did release two decent superhero shows. Green Lantern Corps, a Prime time adventure serial and also a buddy cop show with Guy Gardner and John Stewart fighting evil across the galaxy, occasionally with the help of Hal Jordan. While it was pretty good, it didn't quite surpass Spiderman mainly because it felt less like a superhero show, and more like a copy show in space starring superheroes, though plenty of fans loved it. There was also a Justice Society of America show, starring the classic characters and essentially being a higher quality verison of Super Friends. Apparently, Sid wanted for Hanna-Barbera to do JSA, but DC strongly opposed such in deference to giving the competition more glory and Stan was also against the idea, at least until the MAU was firmly established


Ruby-Spears was better generally with its two shows. It would make its first prime time animated series with Roxie's Raiders on ABC, essentially being an Indiana Jones spoof named Roxie Robinson who had a colorful cast of adventurers from around the world that aided her in uncovering lost civilizations and battling crime syndicates. Like other Indy spoofs, it was a ratings darling though it had personally yet to reach a cultural hold. Ruby-Spears also made a more traditional Saturday morning show with Gargoids, about a team of scientists who gain super powers and become superheroes. It did its best but it was more of a poor man's Fantastic Four and was set to be cancelled later this year after two seasons.

Lastly were the weird ass independent outliers of Pandamonium and Meatballs and Spaghetti. The former was made by MGM animation in their first television show in years, and by the Lord do you wish Kirk would just sell the damn studio to you because it was awful seeing the most generic and cheesy adventure cartoon on the air which represented the worst cliches of Hanna-Barbera. As for Meatballs and Spaghetti, a Sonny and Cher clone that had shit music, enough said.

1983

1983 would see the true dawn of a new age of programming, Commercial Shows. Shows adapting the story of a toy or product with its storyline and structure primarily designed around selling said toy to children of the masses. Admittedly, you may have started this whole affair with Gundam and GI Joe, but for the latter storytelling always came first and Hanna-Barbera firmly prioritized character and plot over commercial opportunism. Though in the end, you can't exactly blame either the toy companies or the studios. The companies needed some boost to stay competitive in a post-Star Wars world and what better way to do so then to turn their existing products into fun shows? As for the studios who even with their recent successes had nowhere near as much capitol as you or Disney, every dollar mattered and when their independence could be guarnateed by a corporate check, why not cash-in?

Ruby-Spears seemed to be the biggest culprit of this. They would create three new shows based on existing properties. Mr. T, Alvin and the Chipmunks, and Rubik the Amaz-what? Rubik....the Rubik Cube. Ruby-Spears made a cartoon based off of the Rubik's cube.

Live Bruce Reaction:

View: https://www.youtube.com/watch?v=sGtY1aPrOMQ

Yeah, that was not your proudest deposit into the Swear Jar and Carrie had been quite cross when you cussed like that in front of the kids, but COME ON! A Rubik's Cube cartoon?! Thank the Lord that piece of shit got cancelled in one season, what the hell were they thinking? The most mindless baby show ever. Thankfully it was uphill from there. Mr. T was often said to be a domestic GI Joe and you can see the similarities. Nowhere near as good, but Mr. T's personality and character made it at least some silly fun. Ruby-Spears did have a genuine hit with Alvin and the Chipmunks. It was an overall cute show of talking chipmunks in a band which drew in kids from Alvin's antics and the personality of him and his brothers and had them stay for the hip music. Though the Goslings didn't seem too interested. After all, why listen to squeaky chipmunks when they had the greatest Rockergal as their mom?


Filmation continued to lead the pack with He-Man and Star Trek: Polaris. He-Man was probably the pulpiest show on the air besides Flash Gordon and Dick Tracy, and it embraced it to the fullest and was a fun action packed sci-fi fantasy adventure with lots of iconic charaters. Frustratingly, this did mean that it carved out its own niche in the busy holiday season and will likely be a strong competitor the rest of the decade. On the other end of the sci-fi spectrum is Star Trek: Polaris, a wholly original Star Trek show covering the USS Polaris with Decker, Rand and Chapel serving as senior officers along with a new and colorful expanded cast. Polaris seemed to embody the best of the original animated series in spirit, but had even better animation and the new characters seemed to break the mold in diverging from the old Enterprise tropes and explore new storylines. The show really took advantage of it being an animated show with lots of exotic and beautiful new worlds and strange species which would be hard to pull in live action, in fact some Trekkies seemed to prefer it when Trek was animated as it gave no limits on creativity. Polaris was just as accepted into the Trekkie fandom as Phase II and would comfortably bring in around 10 million viewers, with more expected for the next year thanks to Gundam's conclusion and the return to the moon.


A newcomer in the world of animation was DIC Animation. It was a French studio who sought to have France be known in animation for more than Miraculous, a Japanese anime and leave their own mark in America. They would debut in the states with two shows. The first was The Littles, a show of tiny people living in the home of a normal family and navigating the human world. The second was Inspector Gadget, a bionic detective who fought crime with his niece and the help of his many built-in gadgets. Both shows were fine, but were simple though entertaining children's shows that didn't innovate or push the medium, and thus they got lost in the competition. Both faced moderate success in syndication, Inspector Gadget more so where it had a modestly profitable toy line, but they were just overwhelmed with the competition and likely wouldn't last more than another season.

Making his debut into a formal series was Charlie Brown with The Charlie Brown and Snoopy Show. Unlike the specials, these were more half hour skit shows that both adapted the comics and did original story ideas as a way to show the Peanuts in different situations and just show more of the characters. Since Charlie Brown came out, you loved the Peanuts and all the Goslings, even Little George had fallen in love with it so it was a must watch for Saturday mornings and reruns. Thankfully, that same quality from the Specials translated well and each episode was hillarious with witty dialogue and the characters being themselves. In a cartoon landscape filled with very high concept shows along with anime pushing for more serious stories, having Charlie Brown and the gang just be themselves was a welcome respite for older audiences and kids, and thus it had fairly strong ratings in its first season. You just really hope that one day Charles Schultz would be open to working together with Lucasfilms, if not a movie then perhaps some Genesis games. Sarah and Joseph would most definitely love such a development.


Lastly was HBO's first attempt at a cartoon, Braingames. A show that strived to be quality edutainment, it was an interesting skit show where each episode had two skits, either in traditional animation or stop motion that presented a question to young viewers and prompted them to think about how to solve it with answers being provided over the course of the episode, leading to the true answer in the solution. It was essentially an interactive riddle, not too difficult yet not an easy baby's game, it was fun if you were into brain teasers and Mary having stumbled upon it in December fell in love with the premise, though Joseph and Sarah thought it was rather boring. Unfortunately, it only lasted a single season since HBO wasn't really a family channel and those who did have premium channels watched Lucas or Disney. However, it may not be dead yet as word was Disney was in talks to transfer it to their channel as a replacement for that failed gameshow.

1984

Heading into 1984, it was now clear that television animation was divided into two types of shows, commercial shows that sell toys and high quality artistic programs...that sell toys really well. LucasTV is still leading the pack between its trans-Pacific duo of Hanna-Barbera and Sunrise, especially with no one coming close to its prime time success. But Disney was a really strong and close second with its lineup, and it's undeniable that for every stinker from the rest there was genuine gold to be found. You needn't look no further than your own household where the Goslings while loving LucasTV first, didn't mind channel surfing and seeing what the other channels had to offer.

Still, as successful as the Commercial Shows have been, there is a rising movement turning against it, proclaiming that television is not providing their children with the educational content they need to become upstanding people and its rotting their brains in a thirst for consumerism. Various Democratic primary candidates have said that once they are in the White House they'll reempower the FCC to be a stricter watch dog. Although perhaps it's not as popular as they may believe as Reubin Askew made an infamous gaffe in a townhall where he said, "We're gonna restore class to television. We'll cancel the toy garbage like GI Joe, He-Man, Rubik and all those superhero shows". Cue a flood of concerned kids across the nation who were panicking that someone wanted to be President and kill all the cartoons, leading to protests from parents, Askew in total freefall in the polls and the DNC telling their candidates to shut up about cartoons.

Both Filmation and Ruby Spears are hoping to increase production of prime time cartoons to achieve a similar level of success as Zeta Gundam, though they'll still produce saturday morning stuff. A newcomer is walking onto the scene with Sunbow Entertainment, a creation of Hasbro who while happy with GI Joe, wants to advertise as much of their products as possible independently to get the most profits. They've been really doing their best to recruit Carrie for some show called Jem. A train show called Thomas and Friends was dominating in the UK and the channels were having a bidding war for the show. Mattel is also trying to start its own bidding war by offering a carrot to all the studios in the form of the rights to adapt Barbie, even Hanna-Barbera as they want a guaranteed hit. Nintendo is also beginning its own networking around Hollywood, wanting to see if anyone would be interested in adapting their properties to boost NES sales in North America.

Dreamworks may be the biggest fish on television and the creme de la creme of cartoons and anime, but it's becoming an ever crowded pond and the rest of the 80s are sure to be a legendary content war for the ages.

At the same time, you would be wise to keep an eye on Japan. Just what the hell was Voltron and Fist of the North Star and why was Sunrise warning you about them?
 
Animated Series Pitch: Alternate Histories


Animated Series Pitch: Alternate Histories
Director/s: Various, leaning more on rookie/up and coming individuals
Writer/s: Various, same with the writers
Animation Team: again, focusing on new blood

Plot: The series is actually an anthology of different historical flashpoints and individuals with each episode exploring potentials ways said events or individuals could possibly have played out or acted differently. In turn, new potential futures and outcomes are envisioned as well. Overall each plot is explored with the medium of Multiversity, a fictional learning tool that seeks to educate viewers on history and the importance of the variables and factors that influenced the events and people. The episodes are also brought to life in various animation styles, starring new amateur voice actors seeking to pursue a career in the field.

Note: What do you guys think? Is there anything you guys think I should change?​

About the original work: Alternate Histories is an episode in Netflix's animation anthology Love, Death and Robots. The focus was Hitler. Despite him being one of the most controversial historical figures to exist, whose ideology and personal beliefs harmed and murdered countless lives, the episode successfully proved to be lighthearted and comical, albeit still being more for mature audiences.
 
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What is a Sega Genesis?
What is a Sega Genesis?

"We're home." Bruce announced, coming in with a bouncing Mary from work and school, the father and daughter greeted by the pets and other Goslings.

Carrie approached Bruce, the two sharing a deep kiss with Carrie handing off a laughing George to Bruce, "Hey George, did you have a good day?" Bruce kindly asked, with George yawning and snuggling into Bruce's shoulders.

At that Carrie threw her hands up in frustration, "Of course when I get to tag you in, Mr. Needy starts to get sleepy!" She said tiredly, making George giggle from her mood.

"You're a needy little stinker, George." Bruce said playfully. The three then settled on the couch while Sarah and Joseph enticed Mary to play Bomberman with them, causing Bruce to wince.

"I know that look, what happened at work today?" Carrie whispered.

Bruce knew better than to question, so he simply answered, "I was having a meeting with the Sega people to plan for a commercial and they were really gunho that I do a commercial with Mary."

"Why?" Carrie asked.

"Well, they explained that if I just make a commercial on my own then it'll just come off as a celebrity trying to sell a product." Bruce explained as he was bouncing a happy George.

"We're actors that's what we do for a living." Carrie said in a deadpan.

"Yeah, but still there's not really much to drive people to buy a Genesis unless they're a fan of me, and they probably already bought one already then. But apparently if I do it with Mary, I show that the Genesis is an excellent and must have product for families, that if I can have fun with my family then they will have one with theirs."

"And you're against doing something like that because-?" Carrie asked.

Bruce sighed, "I just don't want to use the kids as props for our success or to have them feel like they have to be part of show business, just let them be themselves with no pressure."

"They were with us for Killer Queen." Carrie pointed out.

"Yeah but that's a personal project for us, not a literal commercial." Bruce said, with Carrie adopting a guilty look, "What?"

"I...may have filmed a commercial with Mary and the Twins for the Lakers while you were away." Carrie confessed, with Bruce dropping his jaw in shock, which made George giggle again, copying his dad.

"What?" Bruce asked in confusion. "Why didn't you tell me about this?"

"It happened when you were moving to Yugoslavia so I didn't have the time and I guess I just forgot. It's not like much happened, it was just the kids having fun at a game, that's all. I'm honestly shocked you haven't seen it by now." Carrie explained. Truthfully, Bruce didn't pay much attention to Cable TV as he mostly watched Lucas in his spare time which had no commercials.

"You're not mad are you?" Carrie asked with concern.

Bruce shook his head, "No, I trust you and you would have said something by now if it went badly." It also made a lot of sense in context why the Sega executives were so completely shocked about him refusing to use Mary.

"Bruce, I think by now we've both established we're not gonna force any of the kids to become actors or big Hollywood people and if they don't want to then that's fine. But if something comes up that we can do for fun, why not share it with them if they're willing? Mary's gonna do some big things someday, so might as well make some memories together while she doesn't have any responsibility. And if she's not having a good time, then you can just stop and move on, you're the boss." Carrie suggested.

You looked over to your eldest who was locked in on a game with Joseph, Sarah cheering for her twin to win. You held Mary from doing anything crazy right now like that NASA camp, but 12 years from now the sky was the limit for her and she'd likely be away doing great things. You missed out on so much thanks to Conan, so if you have to work, why not make it something fun with the kids?" She already had a blast with Killer Queen and enjoyed doing a few voice acting parts with Cat, would this really hurt.

Bruce sighed with a smile, "Well, I guess if she's okay then there's nothing wrong. I love you." Bruce said, reaching in for a kiss.

"I-" Carrie said, only to be interrupted by a series of babbles and pats, so the two would pay attention to George first.

"I love you both, though someone doesn't know no matter how much we tell him." Carrie said, playfully pinching George's cheeks, who simply smiled from another mission accomplished.

"Something tells me Mr. Needy here is gonna be the most fit for acting one day." Bruce commented, with Carrie nodding her head in agreement.

"George! Don't spoil Mommy-Daddy romance moments, that's rude." Mary walked in with a lecture, only to make George giggle some more.

"Hey Mary, we were just talking about you?" Carrie said.

"What about?"

Bruce sighed, deciding to trust Carrie on this, "Well, the ad people at Sega were thinking of having a commercial for the Genesis with you and me. Though only if you want to though." Bruce stressed.

"Sure! When we start?!" Mary said in excitement.

"Someone's eager." Carrie commented.

"If more people buy Genesis, then more people play Final Fantasy, and more people play tabletop. It's win-win-win." Mary declared.

Bruce smiled, "Alright, do you have any ideas?"

Mary hummed, "Well..."

The commercial opens with Bruce stepping into his home, dressed like a stereotypical office worker with an accompanying briefcase.

"Daddy!" Shouts his daughter Mary running up to him with something in her hand, Bruce greeting her with a hug and lifting her affectionately. He then sets Mary down, with her showing him a copy of Final Fantasy for the Sega Genesis in her hand with a smile.

"What is a Sega Genesis?" Bruce says in narration. The father and daughter are then seen walking over to the Genesis and pushing in the cartridge with the tv starting up with the Sega screen.

"It's home to the greatest stories ever told."

A small sequence plays of Mary exploring the world of Final Fantasy, her and Bruce enraptured with Bruce giving her tips as she defeats a monster with her party.

"It's a gateway to a new world of wonder and adventure."

Bruce is seen exploring in Eidolon, Mary laying down and eyes glued to the TV in wonder with swinging legs.

"It's a cinematic experience that you control."

Bruce is swerving and engaged with laser focus while Mary is locked on and guiding him, Bruce playing Rescue on Fractalus and gliding his way through the alien world.

"It's a hobby you can play at anytime."

The camera moves from a rainy window onto Bruce and Mary with the two dressed in Lakers uniforms, playing Showtime with Bruce as the Knicks and Mary as the Lakers. Her winning with a slam dunk with Mary cheering and Bruce groaning playfully.

"It's the ultimate competition between friends and family."

Bruce and Mary are hard at focus employing combo after combo for a close fight on Karateka. Mary tries to playfully block Bruce's view, who then proceeds to tickle her for the interference.

"It's a platform for challenges like no other."

The cutscene of Grey Bomberman's introduction applies with Mary trying to have him escape, Bruce panicking and trying to guide her on how to defeat Grey, though Mary smiles confidently.

"It's a place for making memories."

Bruce and Mary are working together to reach the top of the mountain as the Ice Climbers, the two just managing to make it to the top. A celebratory cutscene of Popo and Nana plays, Bruce smiles at the sight and is then surprised, cutting down to Mary wrapping her arms around her Dad with a wide and happy smile.

"It's fun."

Bruce reciprocates with a loving fatherly hug.

The Sega logo then appears.

"Sega Genesis. Bring the fun home."
 
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SOUL Music
SOUL Music

Standing in front of the main Lucasfilm offices, Koji Kondo couldn't help but think to himself that America was a strange and dirty place compared to his home nation of Japan.

Being shoved onto a plane and sent halfway around the world for an interview while he was a mere temp at the company was ridiculous and expensive, yet he couldn't do anything but grasp the opportunity with both hands.

It was rumored that Mike Eisner, the man who ran Lucasfilm from day-to-day, was personally looking for a composer and sound designer to work alongside an extremely talented writer on one of their films and he was prepared to scour Lucasfilm and beyond to find the right person.

Koji fit the bill and so, on recommendation from Hideo Kojima, he was sent to America, all expenses paid. On the surface, it was ridiculous, unthinkable American excess. Koji did not intend to stay with Lucasfilm beyond his temporary work, just long enough to get some experience and a few contacts for his CV, but he had his pride as an artist, leaving him with a duty as a (temporary) employee of Lucasfilm. Although, the significant benefits that the position came with certainly didn't hurt.

Koji pushed open the door, took in the scene before him, and smiled. Very impressive benefits.

One of the most alluring things about working for Lucasfilm, even temporarily, was the access to their cutting-edge technology. Technology that was actively changing the definition of what was possible, being able to create things that simply weren't possible in the years and decades before.

Of course, the most obvious and talked-about changes were visual. It was easy to see, or rather, not see the impact of things like motion control cameras and yellow screens, making once impossible shots possible, or computer generation and assistance, creating backdrops that couldn't be replicated with more "practical" effects.

Much fewer overtly noted how much better Lucasfilm productions sounded until it was pointed out to them. Even so, if you were to show them a film from Universal followed by one from Lucasfilm and ask which one they prefer, most people would say Lucasfilm's film was "better," but be unable to state why.

Some of that "better" was due to THX, Lucasfilm's sound teams, and the possibilities opened by actively working to ensure the actual movie theatres had the technology to transmit that enhanced sound to theatergoers. Some could also be attributed to the ridiculously high-quality work of Skywalker Sound during filming and post-production, chasing the edge of what was possible, like all of Lucasfilm.

In their quest for that edge, Skywalker Sound mastered and made available every form of tool and instrument that could be found or conceived, even if they had to invent it themselves.

Especially If they invented it themselves.

Enter Apple, a semi-associate of Lucasfilm, separate in that the company's focus was not movies or anything film-adjacent, but treated computers with the same passion that Lucasfilm displayed in the art of filmmaking. Apple sometimes produced successes, other times failures, and sometimes an entirely new dimension of possibility was formed. Most relevantly, it ensured that Lucasfilm, or someone from the company, knew when new things became possible through the digital. Something that Lucasfilm took full advantage of.

The room before him was a room that had clearly been built by those who had no idea of what a soundstage needed to be, or even what the room was going to be used for, and so another, smaller room had been refitted inside by those who understood.

It wasn't that surprising when he thought about it.

For all of its impact, Lucasfilm was still a recent startup that was, even now, rapidly expanding. There simply had not been the time for custom buildings or for the site to mature, so many of the preexisting buildings now belonging to Lucasfilm were like this, mixed retrofits based on the past and present needs of the mad artists that Lucasfilm employed and Mike Eisner sorting things out when he could.

Weird things like an experimental instrument in a custom soundstage got installed in a building usually reserved for writers because "there was room in there." It made finding anything a greater challenge than it needed to be, like the meeting room he was looking for in this very building. Still, it also encouraged creative mixing, so it was technically a success.

Koji arrived at the meeting hall nearly an hour early and was told the others he was meant to be meeting were not ready yet and that this room was available if he wanted to use it for a bit.

What could he say but yes?

The inner room was dominated by several levels of a piano-like keyboard built into a machine that blinked with selection after selection of somewhat mysterious electronics. The room's smell hit him as Koji took a deep breath; it smelled like lightning, copper, and possibility.

As he walked toward the desk, he reflected on his surroundings, noticing countless banks of electronic equipment as he passed by. Once upon a time, a pipe organ was the only machine with comparable capability and complexity. Monstrous machines of music and power built into cathedrals or castles with hundreds of different pipes powered by giant bellows, each pipe in the organ cunningly made to replicate a sound made by another instrument, and a few were unique only to that pipe organ, all put in the hands of the man at the keyboard. Man is temporarily elevated to a god of music, capable of matching whole orchestras by his will alone, and yet, it wasn't enough.

Man desired to recreate all possible sounds. New sounds required new tubes, bellows, and keys added to the ever-growing keyboard, man desperate for even one more sound, for one more possibility.

Then along came Lucasfilm, Apple, computers and custom sound synthesizers.

A computer could be instructed to record and then precisely play back any sound it could hold in its metallic brain. Initially, crude musical movements were improved by installing better microphones, speakers, and storage. Music once thought impossible or too difficult to create to be worth the effort were now achievable through silicon and the will of man. Simply press a key to play the sound back, then another to save the exact notation so it can be played again and again just as perfectly as the composer intended. It still doesn't sound right? Go back and adjust the notation or timing slightly on the machine's digital score and try again. Perfection was now as much about patience and effort as luck to get that one perfect recording. Technological advancement created a digital pipe organ that rivalled any cathedral. All possible sounds a pipe organ could make the digital one could match and so, so much more.

But, what if that wasn't enough for the new breed of digital musicians pushing the envelope of possibility at Lucasfilm? Change the settings on the silicon-souled beast, and a new library could be loaded. Now, the pipe organ sounded like a guitar, like drums, like a full orchestra. Choosing which instrument or combination of instruments was output was as simple as swapping disks or adding more data banks to hold more disks and sound became an issue of input samples. Guitar? Easy. Piano, no difficulty. Raindrops falling onto a metal roof? No real challenge. The machine could play anything that could be recorded and defined as a note. Cars backfiring, steps taken, and even gunfire. Anything that could be recorded could be played back on command.

To the artists at Lucasfilm, that was a good first step, but what about those sounds that could not be recorded, sounds that no ear had yet heard?

That was what box after box of knobs and lever, sliders, and dials built into the machine were for. Adjust the waveform of the note itself and create a sound from scratch if needed. New, never-before-heard sounds were created. Tracks that took advantage of the machine's ability to seemingly alter the rules of sound itself.

When he was first given access to this room, one of the ILM Magicians gave Koji a small demonstration. Sound diminishes as it echoes, but with the machine, it was trivial to make it echo louder each time for a sound that no one had heard before. This sound effect existed exactly nowhere in nature. A talented musician with one of these could seemingly break the rules of sound itself, and a new genre of music was born: Synth.

As Koji sat down, he had to take a moment to steady himself as the possibilities ran through his mind. The infinite possibility of music, constrained only by his imagination and skill, was in the palm of his hand, and he was going to start with an idea he had just to calm himself down before he met his prospective project manager, just writing a tune for a picture he found.

As he moved into position, a crinkling sound caught his attention, and he put his hand in his pocket and pulled out a crumpled picture of some kind of large goat creature wearing royal regalia. As Koji was passing through earlier, a piece of rubbish had fallen out of an overfull bin. It would have been ignored if it weren't for Koji's very Japanese disgust at the mess, so he reached down to put it back in. It was then he saw what was on the paper, and he was entranced.

One the paper were sketches of a character simply labeled Asgore. Childish in a way, and yet, somehow inexplicably captivating all the same. They took him on a journey in his mind he had not expected, so he smoothed it out, rather than disposing of the paper, and took it with him.

Koji had half an hour with the machine and no demand on his time, so as a purely intellectual exercise, he would put together what he could in that time to create something to truly convey Asgore as he understood him. It was unlikely that it would lead to anything serious though, seeing as how it was just a bit of fun. Picture in place, propped up onto the music stand, his fingers came down on the keys as the king seemed to stare down at him.



Sound leaks and sound travels, and for someone who doesn't feel as though they can take the best, most sound insulated spots of the writing rooms, sound infiltrates the thoughts of writers. Perhaps it was chance, perhaps luck, but Mavis found herself staring at a few sketches of the character Asgore as sound leaked through the wall. The notes would change, adjust, and play again as the unknown player uses the new device in the next room.

It was distracting that the piece, with its tones, kept pushing her to think of that lonely King Of the Mountain that she so embarrassingly based off of herself. It was a picture in sound that was close but not quite right.

She tried to forget the music. She was scheduled to meet the next person Mr. Eisner had found for her in order to discuss sound design and their possible role leading composition for the Undertale.

The man who practically ran Lucasfilm more or less gave her free reign to do whatever she wanted with the movie and encouraged her when he felt she was not being ambitious or assertive enough. A stuttered comment about the candidates she had already met being talented but having not quite gotten "it," and what does he do? He turns Lucasfilm upside down and starts pulling people from all across the world, just to see if they would fit.

She sighed, knowing in her heart of hearts that it was more on her and her perfectionism than them. Lucasfilm was full of incredibly talented people, and that she wasn't able to communicate her intentions clearly enough and couldn't make them understand was her fault—just like it was her fault she got coerced into being a corporate spy in the first place.

She shook her head. It wouldn't do her any good to think about that right now.

The music had changed slightly, the shape of the notes itself different. It was still not right, but much closer to what she envisioned for Asgore than what anyone else had produced.

The meeting with the new potential sound designer would begin shortly. Mr. Eisner would be there already and she knew how much he disliked delays… but if she moved quickly and got whoever was playing the piece to record it, she could use it as an example for the new sound designer!

But that would mean confronting someone.

She stood hesitating for a second as the notes changed slightly once again—closer to what she envisioned. She wanted that music, but it would mean interrupting and pushing forward in ways that still hurt to do so.

As she waffled back and forth about what to do, the notes changed again, but this time away from what she knew was right.

She had no more time to dawdle before the piece was lost.

With her heart hammering in her chest at the boldness of her actions, she set off rapidly down the hallway to the building sounds of what would become Bergentrückung and ASGORE.



Koji sat entranced, reviewing the piece he had put together. It was close, but it wasn't quite right. The tones, the beat, and the shifts and changes were almost right, but there was still much that he felt was missing from the piece.

"Microtones."

"What?" He asked, as he was suddenly pulled from his contemplation. A woman's voice cut through his thoughts, and seeing his hesitation, she repeated herself.

"De-tune the piano and use microtones here," she declared, as she pointed to a section of music displayed on a screen with a shaking hand.

He didn't know who this woman was, but the look on her face compelled him to listen. It was apprehensive, sure, but underlying that was an absolute certainty.

He reached out and made the change.

"Then here, and again here," her hand beginning to steady as he followed her instructions.

The changes were made, and he pressed the button to repeat the track.

"Um… also, drums. Here, here—"

"And here," they both tried to say simultaneously. A glance at each other and a connection was made. She got what he was trying to do. She understood.

Change after change followed, sometimes from him, sometimes from her, but slowly building to match the music to the picture of the tragic King in his head.

Time disappeared in a blaze of creativity. The initial sketch fell to the floor, Koji unsure and uncaring if it had, then suddenly, they were left with a track, a track Koji was certain was right.

"May I have a copy?" The young woman asked almost shyly, no trace of the fire that had been in her eyes as they worked together just moments ago.

Koji happily pressed the button that would save the finished track to a disk, about to ask for her name before he noticed the time.

Twenty minutes late to his meeting.

"Thank you! Thank you, Senpai, but I must go," Koji quickly said as he retrieved the disk from the machine and noted the picture on the floor, automatically picking it up before wrapping it around the disk. He had pressed the disk and picture into the woman's hands and made it halfway out the door before he had even realized what he had done.

"I apologize, but I must go now; I am late, but I hope to create art with you again," he called back, and he flew out the door, vaguely noting that she was also startled by the time.

It seems that he wasn't the only one who was late.



It took another fifteen minutes just to find the meeting room he was supposed to be interviewing in.

This building was indeed a labyrinth.

His tardiness had almost certainly cost him any chance at the job being offered. A long shot anyway, but he had an opportunity to create true art, which more than made the trip worthwhile in his eyes. It was not to be forgotten, but still, he wished he could have gotten the name of that woman and another chance to create with her.

One of Eisner-san's assistants ushered him inside, clearly annoyed by his tardiness. Inside, several clearly important people from Lucasfilm fussed over various pieces of concept art and listened to an… eerily familiar track on headphones. Did he...

Before he could finish his thought, it was then that someone moved and he could now see the person commanding the chaos in the room. The impossible was made possible as he stood across the woman from the recording booth. That same nervousness from before, still seemingly unsure of something, but holding up another picture, just like the one that had so captivated him before.

"Do… you want to do it again?" she asked shyly, holding up a picture of a flamboyant robot in pink.

A.N: Hey y'all, it's been quite some time, huh? I think it was before Christmas when I was last regularly active in the thread, although I've begun picking up again. Thing is, I've been super busy with IRL shit. Mostly university and finances, though not just that. Another thing I've been busy with was actually Arcane. I've mentioned it before, but I'm a huge fan of Arcane. I adored the first season and I expressed excitement for Season 2 when I made my Arcane pitches. Well, I watched it and... I was not impressed. This isn't the place for it, so I'm not gonna get into it, but Season 2 was not just "not as good" as Season 1, but it is actively bad. I often say to people, Season 1 is a masterpiece and Season 2 is a disasterpiece, and whereas Season 1 would get better and better the more you dug into the details, Season 2 gets worse and worse the more you dig into it. That being said, I'm still a really big fan of Arcane and I'm still very passionate about the series, so I got together with a couple of other likeminded pals of mine and we've been working on a rewrite of Season 2, along with a wholly original Season 3 and a special "3-part finale," for which I'll be doing the writing for. I've already finished fully outlining the first few episodes of Season 2 and I'll be officially (I've already begun doing it unofficially) starting on writing my first drafts just as soon as I resolve my current situation with my university(I lost my financial aid, so I've gotta figure out how I'm gonna manage to keep attending). Regardless, that's not why y'all are here. This here is an omake that was made by the very lovely and talented @Xsplora for me on request, for which I did some editing and touch-ups to, and who was gracious enough to allow me to upload it on my end. I decided that since my own Undertale omake was still gonna take some time while this one was complete, I'd rather simply get this omake out and then save my omake to help boost Undertale's Oscar chances. I'm pretty sure that I had more that I wanted to say... but of course, I forgot what it was as I was typing it up, so I'll just leave it here. I hope you all enjoyed the omake!
 
A New Phantasy
A New Phantasy

"In our developing story, Honda Vice President Ryuji Sawamura has been charged by Tokyo Metropolitan police for insider trading-"

'What a loser.' Thought one Yuji Naka paying attention to a nearby broadcast of NHK while he was in line for coffee on his way to work. It was stupid to him why someone with a comfortable high paying position would throw away his career for a slightly greater increase of wealth. It was one that Yuji Naka couldn't see himself doing so long as he was with Lucasarts.

It was amazing how just months after graduating high school, Yuji had already obtained a job with a level of income and benefits that many of his former classmates and senpai would struggle to achieve for years after graduating college. Fortunately for Yuji, his mastery of coding after spending his high school years learning the process made him an extremely rare and valuable catch in an industry that had nearly died with so much talent quitting to other careers that Lucasarts had snatched him up on the spot. Even better, their embrace of the American model under the greater Lucasfilms umbrella gave them a lot of freedoms and benefits that even with such a "lax" schedule allowed them to match Nintendo in quality.

In short, Yuji Naka was living the good life and without a college degree at that. Though he did make sure to earn his spot, having already developed his own game called "Girl's Garden" where a young girl would collect flowers for her love. Sadly, not only would it not see time on the Genesis, being meant for the Arcades, but it was unlikely to make much of a distribution in America, if at all. Management had wanted him to make a Shoujo game to draw in female customers, but he went perhaps too feminine and it was predicted to be a dud in America's Sega Saloons where "Girl Power" was all the rage in the West following Miraculous.

'What do I have to do to surpass you?' Yuji thought as he entered into the Lucasarts offices and stared at one of the many newly erected posters of Bomberman, apparently to be Lucasarts' and Sega's first mascot based off of sales in America.

Yuji didn't just want to be another programmer at Lucasarts, he wanted to make it big, to be a legendary name in the medium on a similar level to Shigeru Miyamoto and how he was held as the golden standard. It may have been a bit silly to dream so high after only two months working on the job, but he couldn't help but want to reach high. It was frustrating to Yuji to only get his foot in the door and already so many talented people across both sides of the Pacific had been releasing iconic games.

Bomberman's rise was especially frustrating because while Yuji could admit it was a good game, it didn't fit his vision for gaming with vast and open worlds to explore, dynamic mechanics and fast paced gameplay, yet Bomberman was what was driving forward the sales and Team Bomber were the golden children who management threw blank checks at.

Having just taken a three day weekend to relax after the release of Girl's Garden, Yuji had spent much of it playing Sega and Nintendo games to brainstorm just what he could do on his own. From playing Mario and Penguin Adventure, he had some vague ideas of a platformer where the player character would move fast and spin through tunnels, but it didn't existed beyond more than drawings for the moment. Even if he had a complete framework, it's not like Yuji could get management's support to create such an ambitious game. He didn't have the fortune to work in Los Angeles where rookie directors could boldly pitch their ideas directly to Bruce O'Brian and receive a Han Solo seal of approval.

So, just what could Yuji do to start and leave his mark on the gaming industry?

"Naka-san!" Yuji turned to his right as he was about to sit down in his cubicle and found himself being met by a man his age with a smiling and friendly visage. Yuji panicked, trying to remember just who he was conversing with, "Hayato-?"

"Hayashida Kotaro, though close enough." The man waved, with Yuji bowing to his senpai. He then briefly recalled that Hayashida had been one of the programmers for Bomberman, which made him a minor celebrity in the company hierarchy.

"Ohayo Hayashida-san. What may I help you with today?" Yuji asked demurely.

"You're not assigned to any games right now are you Naka-san?" Hayashida asked.

"I just returned from a day off and completed Girl's Garden before the weekend. I was going to seek my assignment right now." Yuji was quick to defend.

Fortunately it was less of a beratement and more of curiosity as the answer made Hayashida smile more, "Good, that's good. I was hoping then that perhaps you could join my team for the game I'm going to make."

Yuji jerked his head back in surprise. Hayashida was only a year older than him and hadn't been a leader on Team Bomber. Girl's Garden had been more of a school project to test his skill's as a programmer, but here was Hayashida already leading his own project?

"What game is that?" Yuji asked.

Hayashida's infectious smile grew, "Phantasy Star. It's like Final Fantasy, but with Star Wars elements from being set in space, and we'll make it better than Final Fantasy."

Yuji blinked and could only sit there in shock at the boldness on display. Final Fantasy even after Bomberman's release was regarded by many as the best video game ever made and a pinnacle point of the industry for how it revolutionized storytelling. Even Yuji with his ambitions didn't think he could possibly surpass it off of his true first game.

"How did you manage to get support for such a game?" Yuji asked.

"I have a friend who works in the America offices. He managed to pitch the idea on my behalf to O'Brian-sama. His eldest daughter loves space and roleplaying so he was in full support." Hayashida answered.

That should have been obvious in hindsight. There was a lot of envy within the Japanese branch that their American cousins had direct access to Bruce who liked to go in at least once a week and converse with the developers. Even at a young age, it still confounded Yuji on why the company was so willing to foster such a blase social hierarchy.

"With all due respect Hayashida-san, why are you seeking me and for what position?"

"Lead programmer." Hayashida said simply, once more stunning Yuji. Even if he wasn't going to be the Director, it was still such a prestigious position and usually regarded as the second in command of a project.

"Everyone from Team Fantasy is committed to the sequel and many of our older co-workers wouldn't give me the time of day." Hayashida said bashfully, "I asked around and it's said that you're pretty talented with coding and creating original Genesis software. With Phantasy Star, I don't just want to recreate Final Fantasy but in space, but I want to create a whole new way of roleplaying games and introduce mechanics that no one else has thought of before. I have most of the game planned out, we just need to finalize the art and create the software. What do you say Naka-san?"

It was a very intriguing offer. Since Final Fantasy's release, there had been dozens of concepts thrown around Lucasarts of new RPG franchises or adaptations of existing ones such as Cyberpunk or Dungeons and Dragons. Nothing came out of this however and the expectation was to simply support Final Fantasy II, yet here came a game that was bolder and promised a greater scope and new ways of playing. With Bruce O'Brian's support, the ongoing science fiction craze and Star Wars mania, not to mention the Artemis return to the moon next year, it was likely the game would be a commercial success off of premise alone.

Yuji Naka may not share the lion's share of public credit as the lead programmer, but he would be instrumental to this game's success and share a lot of accolades within the company. If Yuji was able to take leadership of such a major project and redesign RPG's as to surpass Final Fantasy, then not only would he gain a lot of influence, but he would develop the tools and experience necessary to become a master of his own game series, and maybe that idea of a hedgehog racing across the screen would be more than high school drawings.

"When do we start?"





Video Game Pitch: Phantasy Star
Game Developer: LucasArts Entertainment
Platform: Sega Genesis
Director: Kotaro Hayashida
Genre: RPG, Science Fiction​

Premise: Phantasy Star is an RPG which unlike many traditional settings for the genre, is a science fiction one with heavy influence from Star Wars. Phantasy Star is set in the Algol star system which consists of three planets: the lush and green Palma, the arid and barren Motavia, and the icy and desolate Dezoris. Algol is ruled by King Lassic, who while originally benevolent, becomes a cruel, sociopathic tyrant. Additionally, the story has an existing central protagonist with Alyssa Landale, a young woman on her journey to defeat the evil ruler of her star system, King Lassic, after her brother dies at his hands. She traverses between planets, gathering a party of fighters and collecting the items she needs to avenge her brother's death and return peace to the star system.


Alyssa Landale: The protagonist and main heroine of Phantasy Star, Alyssa grew up in tragedy as her parents disappeared early in her childhood, largely suspected to be due to their father stumbling on Lassic's corruption schemes and becoming a victim. Her older brother Nathan became a Rebel to seek justice for their parents, but he was caught and executed publicly by Lassic's robotcops. Nathan's dying wish was for his sister to expose Lassic's corruption, with Alyssa swearing to get revenge and kill Lassic

Alyssa starts out determined and headstrong, heavily focused and singleminded on revenge and destroying the Kingdom. Overtime as she goes on the adventure and meets other people, she starts to open up more to others and continuously displays a compassionate and caring heart. Alyssa's mission then changes to one of justice and saving the Algo system. Alyssa's hero journey is one of self-betterment and healing from her grief, being inspired by her brother's memory to become a hero and stand up for those in need.

Odin Jensen: A legendary wandering warrior of great renown, Odin takes the role of a tank in the team. He is the most experienced at combat and can master all sorts of bladed and ranged weapons. Odin is a very stoic and simple individual, often misreading social cues or taking things in a literal sense. He has a strong sense of honor and helps guide Alyssa to a better path.

Myau: A cat-like feline companion to Odin, Myau is a support fighter for the group in combat. He is very loyal to Odin and the rest of the party and has a strong sense of devotion. His dialogue contains very playful and sassy conversation, making him a comedic relief of sorts, though he knows when to be serious.

Noah Lutz: A powerful esper, Noah is both wise and self-centered, strongly sure and somewhat haughty of his abilities. He is a bookish and reserved man which helps him to master many fields of magic. Over the course of the adventure, he learns to appreciate life and enjoy time spent with others along with developing a sense of altruism.

King Lassic: The King of the Algol system. When he first began his reign, Lassic was widely revered as a kind and benevolent King said to lead Algol into its golden age. However, Lassic had a strong lust for power and was very self-centered in private, most especially wanting to achieve immortality so he would be the only monarch to rule Algol for eternity. His ambitions lead him to make a contract with Dark Force, gaining ultimate power and becoming a brutal tyrant in the process. The narrative at first presents Lassic as being a victim of Dark Force, though it is later revealed that Dark Force merely amplified his already existing and worst tendencies.

Dark Force: The avatar of evil, Dark Force is a malevolent entity whose purpose is to spread misery and suffering until all of the known universe exists in a state of perpetual sorrow and hope no longer exists. It can possess people and greatly amplify power through dark magic. Dark Force prefers to spread evil through seducing others with power and amplifying their existing sins and worst traits, preferring for others to fall by their own will as that is the greatest evil.
Phantasy Star is a traditional Japanese role-playing game. It alters between a top-down perspective when the player is exploring the overworld, and changes to a first-person view when engaged in battle or exploring dungeons. The dungeons are long and twisted, and require the player to map most of them on paper. When exploring the overworld, the player can venture into a town to buy items and weapons. Outside the towns, monsters may randomly engage the player in battle. The player controls the main character Alyssa, and as the game progresses, other characters are recruited to her party: a wizard named Noah, a warrior Odin, and a talking cat-like creature named Myau. Each character has different strengths, weaknesses, and abilities. The party has a shared inventory of items and equipment.

When encountering enemies, all party members enter into battle. Battles are handled using a menu system which allows the player to fight or attempt to talk and negotiate with an enemy.When an enemy is defeated, party members gain experience points and are rewarded with a treasure chest that may contain money or a booby trap. As the characters gain experience points, they increase in level, gaining access to new magic spells and raising their offensive and defensive statistics. The setting is a fusion of science fiction and traditional fantasy, thus high technological weapons and gear are used in tandem with magic and fantasy aesthetics.

Exploration in dungeons differ from Final Fantasy in that it is seen through a first person 3D dungeon perspective similar to Eidolon. Combat sequences are usually done forward facing against enemy NPCs rather than side to side like in Final Fantasy.
 
Undertale Legacy
Undertale Legacy

"(...) Undertale's production would make history for how seamless and smooth it was. Unlike different productions where the creator needed to wheel and deal with the overall leadership for a studio, Mavis Kingsley instead only needed a single meeting with her patron, Michael Eisner, to convince him of the validity of her idea and the values it could add to the studio. Eisner himself did not skimp on his support, making sure that both the animation studio and the marketing department were in perfect sync to take advantage of each other's strengths. It was one of the main reasons why Undertale became one of the first DreamWorks films that had deals, art, merchandise, and even a trailer nearly a year before it was released..."

"(...) Finding the right director became one of the most difficult decisions as nearly all of them at DreamWorks wanted to be a part of it; John Lasseter went as far as to ask some time off from his current project to be able to work in it. Brian Bird created concept art of Snowdin, The Lab, New Home and Mt. Ebott to show he should be the director. Don Bluth went with his traditional hand drawn style and managed to create gorgeous landscapes that would be later used in his 'Secret of NIMH' film. Even Tomino, Ishiguro and Kawamori tried their hand at it, only for everyone to be dismissed for the more traditional pair of John Musker and Ron Clements.

"(...) The animation itself was a work of art, literally with the concept art made, and the frameworks for the film being given gallery tours for everyone to appreciate. Cels of the animation, those who are not being preserved inside the DreamWorks chambers, usually sell in the range of millions of dollars among collectors, with Princess Gabriella (Countess of Carladès) being the largest owner of both memorabilia and animation cels currently."

-
Extracted from 'The Magical Production of Undertale', YouTube Channel 'Matt Draper'

Stephen Robinson: From what I understand, becoming the Director for one of the most acclaimed animated films in history had its own share of troubles.

Ron Clements: You don't know the half of it. Back then, John [Musker] and I were not aware of how much it was going to change the landscape or even our careers. I mean, we knew it was something special, but we went for it because the story got to us, and the chance to work on something so... Epic as it was not something that it was going to come again, or so we thought then, so we decided in for a penny, you know?

SR: So, what did you do so that Mrs. [Mavis] Kingsley selected you as the directors?

RC: Well, Mavis [Kingsley] already explained her reasoning awhile a go, and you never argue with the Boss [Both laugh]. But, at the time, we were giving a try to not only the Disney style that has defined our career, but also taking some of the more "anime" type that has become well known. We were pushing our boundaries and thanks to the "Deep Canvas" techniques that were being pioneered by [John] Lasseter, we were able to work in some of our wildest ideas there without wasting the Cel animation as well.

SR: So, you'd say you did it by innovating?

RC: I'd say we did it because we were the ones who had the most time to innovate. At the time all the other directors had other projects to deal with, whereas me and John [Musker] were the ones who could put in the most effort at the time. I sometimes wonder how it would have been if Brian [Bird] had managed to do it though... his designs were something else I tell you, some of the most striking and beautiful animation I've seen for sure.

SR: So, going back to the beginning, from what I understand, most of the troubles began after, not before or during the production, is that right?

RC: It all comes back to the bane of everyone at Lucasfilm...Critics.

[Audience laughs along with the Interviewer]

SR: Critics? [Still laughing]

RC: Critics. [Trying to look solemn, yet also laughing]

SR: Okay, okay. Can you elaborate?

RC: The movie was just too good. I think everyone here can agree to it [Audience Cheers]. Well, it just so happened that, by the end of its run, both me and John [Musker] went back to working on our next projects, but by then we had been singled out as the ones who directed one of the greatest animated films ever, and we were suddenly expected to do it again and again for the rest of our careers. Every time the critics would be like 'it's no Undertale', 'it lacks the charm of Undertale', 'For all their work, it was no Undertale'. Audiences loved our films, but critics were just looking for another Undertale from us.

SR: I'm surprised you kept on going

RC: It was not that difficult. For every critic that rambled on, we had at least 10 fans who wrote to us about how great our movies were. Not to mention that we had Lucasfilms and DreamWorks support with us for our projects. Being told that our careers peaked with Undertale tends to lose its power by then.

SR: But, and I'm not trying to poke at anything here, is it not possible that you could try and do another movie like Undertale again.

RC: Everything is possible, but likely? No, I don't think so. Undertale was lightning- no, a storm in a bottle. Not only the animation, work, music, voice acting and marketing were perfect, but the time and context was just right for the movie to deploy and blow everyone's minds away. I'm sure that at some point there are going to be movies that at the very least will match Undertale, but I don't think it's going to happen anytime soon.

-Interview with Ron Clements, December 1, 1994.

(...) Among the different films to be added to the National Film Registry, the announcement of the 1985 Classic "Undertale" has raised the greatest amount of notice, as well as impromptu parades in cities like Chicago, New York, and Miami from fans everywhere. From adults to young children, different costumes were seen as each tried their best to look as close as their favorite character.

[Image of a couple dressed as Toriel and Asgore] [Images of Happy children dressed as Frisk and Asriel waving] [Image of a young teen dressed as Mettaton giving an impromptu Karaoke Concert] [Image of a woman dressed as Undine arm in arm with another dressed as Alphis]

"Dr. James H. Billington, Librarian of Congress, has mentioned how Undertale, aside from being his grandchildren's favorite film, is one of those films that have managed to influence the Zeitgeist of not only an entire generation, but also of those forward. A movie which remains immutable in the minds of adults and children alike, bringing to mind the nostalgia of childhood in the former, and the joy of life in the latter.

'It is rare to find a movie that is so relevant now as it was back then. A film that manages to impart such important lessons as the meaning of friendship and forgiveness, dealing with prejudice and anger, yet not insulting the intelligence of those watching it, but respecting it instead.'
"Dr. Billings was not available for comments however when questioned about the inclusion of over 10 Lucasfilms movies in the last 2 years..."

-Los Angeles Time, December 15, 2005


"Today was the inauguration of the newest Statue in the city, where throngs of both adults and children were treated to a small fair while they waited for the grand reveal. The Statue, which is the third to be made in the state of Wyoming, was inaugurated to great applause and cheers, depicting the characters of Frisk, Toriel, Asgore, Sans and Papyrus all looking in the direction of the Rocky mountains with excitement in the faces of Papyrus, a smirk on Sans, a small smile in Frisk and a melancholy smile on both Asgore and Toriel.

"Undertale, the movie which has captured the hearts and minds for over two generations, has received a greater boost in popularity in the West Side Coast and the Rocky mountains states as the fans of the film put in theories, and arguments, for the existence of Mt. Ebott in the Rocky Mountains themselves, bringing in many to explore them, and raising a new tourist attraction as cities all over rush to take advantage of it.

"The cities in the states of Washington, Idaho, Utah, Montana, Colorado and New Mexico have made sure to build not only statues, but at time small parks with rides, as well as offering tour guides through some of the smaller mountains to all who wish to see the inside of Mt. Ebott. Canada has not remained idle as well, as both Alberta and British Columbia have built new Theme Parks with Snowdin as the center.

"Attempts to talk with Lucasfilms' owners George Lucas and Bruce O'Brian about whether they plan to make a statement or do anything regarding this new wave of popularity for their film were met with silence..."

-Casper Star-Tribune, September 28, 2013


American McGee (and yeah that was his real name) was transfixed on the scene in front of him. Nothing mattered to him at this moment, not the disaster that was his school life where he had to avoid the bullies that chased him the moment he stepped foot in it. Not his mother and her constant search for "her reason of living" and her constant parade of step-fathers through their home. Not even his goddammed father and his disastrous, and on hindsight, stupid idea to try and meet him.

His ribs still hurt.

Yet at this moment, it was like he could forget each and every one of the unwelcome elements of his life. Where the fight in front of the screen mattered more, as he saw a child like himself go through one of the most harrowing experiences of his life, with danger, fear and apprehension, all in clear images and not being hidden nor being put as something childish as one would think. But instead told in a manner that resonated with him so much.

He had not even planned to see this movie, thinking it just another children's tale. but when everyone at school, even his regular bullies, began talking about it, and even saying outright how this actually made them cry and not being mocked for it... he grew interested, enough for him to at least try and avoid his "home" and go for the later movie showings.

He was not disappointed.

The fight in front had ended, Frisk forgave Asriel...and the heavy feeling in his chest would not stop, as he could actually feel tears trying to break out from his eyes. He Fought though, he pushed them back as much as he could. He did not want to miss the rest of the movie, so he tried ignoring it, even as he told himself that it did not matter, that he was still a big boy, and that big boys did not cry, he could not stop the heavy feeling in his chest.

And after a while, he did not want to.

After seeing the final goodbye between enemies now turned friends, the tale finally ended in a happy note, with the monsters and the humans now friends as they built a new life together. So many scenes showing Frisk now with a happy family life, with Asgore redeeming himself, with Sans and Papyrus being their usual goofy selves. It was bright, cheery, and it brought a full applause of the entire hall as they began filling out.

He was the only one he remained behind though.

It was one of the most cheesy and sentimental endings he'd seen, with unrealistic goals, and with some of the more out there elements that he'd seen. Overall, he could not say that the movie was bad, instead he would call it one of the best movies he'd ever seen (not that it was much) and at the very least, he could go to school tomorrow and say with head held high how he at least didn't cry during the entire-

The credits ended, and a final scene showed.

It was a simple scene. Frisk was asleep in his room, Toriel was entering with a smile on her face, and a piece of pie that she left near his bed before leaving him to rest.

The floods broke, and he could not stop the tears dropping from his eyes.

It was ridiculous. He went through the entirety of Frisk going against Toriel, the story of Asriel, Asgore and his tragedy, the sadness of having to face his best friend. He'd felt the emotions through his body and managed to stop them from flowing out, recognizing that it would not do him any good to just let them out.

But this scene alone, had broken his barriers.

"Hmph. You win. You fucking win."

What else could he say, the movie had been just as everyone at school had said; it was an epic, it was beautiful, it was happy, sad, tragic, hopeful, and all so human. At the end of the day, for all that he cried, he could also not help but smile and laugh as well. It just made him so happy to be alive, to exist, to have a chance to have his own tale as well.

And this movie even gave him the inkling of an idea for it.

Laurence Olivier: And the Oscar goes to...! [Looks at envelope] Uhhh. [Chuckles, then looks at it again, squinting] Undertale? [He says almost incredulously as the music begins playing as he looks behind him, arguing with whoever is behind the curtain. Crowd cheers as the team behind the movie comes forward to receive its statuette]

John Musker: Thank you, thank you. This has been a grand night, and I don't think that it's something we expected [Laughs nervously] Now, I better be quick since there's a lot of people behind me waiting for their turn. I'd like to thank...

-Taken from the 57th Academy Awards, Laurence Olivier presenting the winner for the Best Picture Award, March 25, 1985.

A.N.: I don't know if this Omake is going to do anything, but this came to me all of a sudden and I just had the need to write it down. The idea that the film would have a greater impact is something that we've mentioned, but I wanted to explore it somewhat, showing some of the effects and what else may influence later on. The section with American McGee came near the end when I remembered that he'd be 13 around the time when the movie debuted... and it would be that year when he met his father for the first, last and only time. I thought he could use something good in his life to at least push that experience back.
 
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Conrad's Bad Hair Day
Conrad's Bad Hair Day

Conrad Bach was not amused.

It had been an entire year where Lucasfilms acquisition department had been left to, well, not to rot exactly, but at the very least in a bit of a hiatus. Many of the members put to work on different projects or to assist on the legal procedures and discussions for the marketing department. After all, Lucasfilms Unlimited may be as generous a company as it can be, but it nonetheless is not going to pay for its employees to be lazy or just let them waste their time as they wait for something that is not going to happen.

And frankly speaking, Conrad preferred it that way. For a while now he'd been the one who was usually sent in order to try and negotiate a deal to acquire the rights for different franchises, trying to get owners to sell their clearly out-of-date and crumbling companies for a greater price than what they were worth, and not to mention the difficulty of having to deal with the artistic types that took one look at his suit and decided that they were not going to sell their souls to a corporation, leaving him with weeks to months of discussions before they finally allowed him a chance to state his case.

For the first time in a long while Conrad was finally living the life he had expected when joining Lucasfilms; working for Mr. Eisner in Marketing, dealing with mostly local to national issues, and brokering deal between the different departments of the company, or with different ones to promote the new developments to come. Already the Bomberman campaign was gathering steam, while the Undertale deals required his attention.

All perfectly ready for another day in Lucasfilms.

So, when he heard that once more the acquisition department was needed in order to broker a new deal with another filming Company, his back felt a chill. When he heard that it was with a company that was in the Federal Republic in Germany, the chill became a stomachache. And when he heard that once more he was called to broker said deal, which would take him to one of the places where the Cold War, despite what many thought, was still very hot between all kinds of different agents from both sides of the Iron Curtain...

Yeah, he was not amused at all.

He sighed as he once more checked on his papers as he waited for his flight to be called, his luggage at his side ready to grab and take the moment he was called. He had made sure that everything was just in the right place so as to not suffer from what he'd heard many of his colleagues had when travelling through Europe. He shivered as he recalled some really nasty rumors about the experiences of having to travel through Italy, and the many issues that it involved.

However, he was nothing if not adaptable; he'd made sure to bring a backpack with him with all his documents and necessities, as well as making sure to keep it always hooked around his arms. He'd brought enough money as well to last for his stay, as well as the cards and travelling cheques to pay for his stay at the Hotel and the travel to Frankfurt. He had his documents, and he had the number to call a well renowned transport agency that could take him to Neue Constantin Films.

He might feel apprehensive at this trip and trying to once more convince another company to work with Lucasfims, but no one will say that he is not prepared or willing to take on the risk. He was a veteran in acquisitions, and a veteran in dealing with both men and companies alike. He'd spoken to both irascible individuals and those who were on the fence. He'd had to make deals and think on his feet to get to where he is today.

He was sure that he could handle whatever was coming.

2 Days Later

Conrad Bach was equal parts not amused, scared, hurt all over his body, and sick... more of the latter than the others at the moment. Ever since he awoke, just a few minutes ago, he'd felt like a platoon of very angry giraffes was trying to do the conga line in his head. It did not help that he did not know where he currently was, except that it was certainly not the room of his hotel.

The location he was currently in was not helping either; a sterile white room with a mirror on the side, a single table and a chair where he was currently sitting, and another opposite to him with no one on sight. The light from the lamp was shining bright enough to hurt his eyes, and that combined with his killer headache it was making the entire situation near unbearable.

What the fuck happened yesterday?

He recalled having arrived in Frankfurt, he recalled having made it tohis hotel (with his entire luggage, and not a single piece lost nor stolen), he'd made a call back to the office to let them know of his arrival and whether there have been any last-minute changes. He recalled going downstairs to the Bar and have a small nightcap before going to bed, and then...

Hisss...

God, that was a strong one. He did not think that he'd ever had a hangover as strong as this one. Yet, at the same time, there did not seem to be the usual symptoms either. He may be wrong, it had been a long time since the last time he'd ever drank so much, but he should still be able to recollect what he felt back then. Even so, how the heck did he get so drunk from just a single drink?! He'd heard about German beer being stronger, but this was just ridiculou-

"{Mr. Bach?}"

The deep voice hid the sound of the door opening, as a couple of men in sharp suits entered the room, the one in the front speaking while the one on the back remained looking at him, the room, at nearly every place, making sure that there was no danger nor anything hidden within. Just what the heck did he expect to find here? He'd just woken up himself!

"Yes, that's my name."

"{Very well. I am Agent Klein. The man behind me is Agent Hoffman, both of us work with the Bundesnachrichtendienst (BND), and we just need to ask you a few questions}"

The Bunde- Fuck, they worked with the Federal Intelligence Service?! What the fuck?! What did you do!?

"{Mr. Bach? Are you with us}"

"Oh, right yes. I'm sorry, it's just been a weird... morning? Is it morning? And can any of you speak in English? Just because I know the language doesn't mean I can speak German."

The pair spoke among themselves for a moment before once more facing Conrad, Agent Klein speaking now with a thick German accent, but at least it was understandable English.

"Very well Mr. Bach. Now, as we were saying, we work with the BND, and normally we would not have crossed paths with you... had it not been for the meeting you found yourself at last night."

"Yes, I keep on noticing that. Look, I'm a lawyer, I work for Lucasfilms, I'm just here for a couple of weeks while I try to get the latest whim from my boss into his hands. I don't even remember what happened last night or... wait, you said meeting? I don't recall meeting anyone, heck my meeting with Constantin Films was supposed to be in a couple of days!"

"Mr. Bach, There's no easy way of saying this, so we'll just say it. You were nearly abducted by an East German Agent that, from what we've been able to...'find', was under no orders but his own belief that striking against you would be a blow against the 'O'Brian Supported Capitalist Empire' as he called it."

What.

No seriously. What.

"What? Waitwaitwait. That... how... when... just what happened that night?!"

"We managed to interview some of the witnesses who gave us an accurate blow by blow account. What is the last thing you recall?"
"I was going downstairs to take a small nightcap before going to bed, that's about it."

"I see... so you don't recall the man slipping a pill inside your drink?"

"Wha- no! I think I'd remember that!"

"Alright, what about you suddenly awakening as you're being carried through the door, and demanding a Lager?"

"...What?"

"Alright. How about punching said Soviet Agent with the glass for trying to stop you, while yelling, and I quote 'Fuck your ass, I earned this'"

"...What!?"

"Uh-huh. And you surely don't remember grabbing a chair as both of you started fighting each other while yelling how you were going to nail him like Jesus the Carpenter?"

"...WHAT!?!"

"And you certainly don't recall-"

"Stop!! Just...Stop, please. I just. Oh man, I can't deal with this..."

"Mr. Bach, we would usually suggest a drink might help you. IN your case however, don't"

"I- I understand... Look, i get it, something bad happened, I somehow managed to avoid being abducted, and apparently there is some weird reaction I have whenever I take...whatever it was they gave me when i drink alcohol-"

"Let's not even get into the part about threatening him about making the Eastern Front look like patty cake when you're done with him-"

"OKAY I get it!!! Urggh. Look, just... let me know how long I'm going to be here. I still need to meet with those Constantin Film fellows to finish my job here. I really need to know if I'll be late."

"Wait...Neue Constantin Films? And you're coming here to make the deal?"

"...Yeah."

Both agents shared a look, before the one sitting down spoke again. "Sir, Constantin Films has not worked here in over five years."

"...wait, what?! Nonono. I checked, Frankfurt is where they're supposed to have their headquarters in Germany!

"Yes. About five years ago before they went bankrupt. Nowadays they're situated in Munich."

Munich. In Bavaria. An entire state away. Closer to the border with East Germany if that's even possible...

"SONOFABITCH!!!!" He yelled as he flipped the table, causing the alarm to sound as droves of agents tackled onto him to contain him.

No one wanted to see a reproduction of whatever destroyed an entire bar by himself.

Needless to say, Conrad Bach was late, in pain, hangover, and very much not amused.

A.N.: I came up with this idea about having Conrad Bach, from my previous Omakes, perhaps find a measure of peace and quiet what with Bruce not having any new order for acquisition lately, only to now being given new orders to once more have to deal with troublesome people all over the world. The name for the Omake came from the N64 game. You know which I'm talking about.
 
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