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Quarterly Review of Film and Video, 27: 290–298, 2010 Copyright © Taylor & Francis Group, LLC ISSN: 1050-9208 print / 1543-5326 online DOI: 10.1080/10509200802433020 Man and Superman: The Fleischer Studio Negotiates the Real J. P. TELOTTE It is inescapable that every culture must negotiate with technology, whether it does so intelligently or not. A bargain is struck in which technology giveth and technology taketh away.—Neil Postman While the Fleischer Studio has figured prominently in most histories of American animation thanks to its creation of such enduring characters as Popeye, Betty Boop, and KoKo the Clown, it is also renowned, if less positively so, for developing several key animation technologies: its early multiplane camera or “stereoptical apparatus” and the rotoscope. Although these technologies advanced the possibilities of early animation, they also opened the Fleischer cartoons to some of the same charges that would, in the late 1930s and early 1940s, be leveled at Disney animation, due to what Paul Wells has termed a “technological determinism” (38). (As symptomatic of this sort of attitude, we might note the rather surprising comments from one of the most important theorists of cinematic realism, Siegfried Kracauer. Responding specifically to Disney’s Dumbo but also to a general trend he observed in American animation, Kracauer pronounced that cartoons should not “draw a reality that can better be photographed” [463]). Wells suggests that the reliance on various new animation technologies helped foster a style that imitated the conventional realism of Hollywood cinema, while moving away from the sort of “fundamental questioning and interrogation of the representational apparatus” that is implicit in all cartoons (Wells 12). Yet the Fleischer brothers, as their numerous pioneering efforts should attest, were constantly exploring the implications of such new media technologies, weighing what those developments might add to their cartoons against the limits they might impose. The result is a rather dynamic aesthetic that has gone unac- knowledged and perhaps shows to best effect in what is often seen as the culmination of that realist thrust, the Superman cartoons of 1941–43, which were the final efforts of their own studio. In addition to the obvious aesthetic consequences, there were also economic and production difficulties that attended the stereoptical process. Creating the three-dimensional props and sets was certainly time consuming and costly, but even shooting the stereoptical shots involved additional delays; as Mark Langer has noted, it “was very time-consuming due to the remarkably long camera exposures required” to produce such images (344). J. P. Telotte is a Professor of Film Studies and Director of Undergraduate Studies in Georgia Tech’s School of Literature, Communication, and Culture. Co-editor of the journal Post Script, he is the author of numerous articles on film history and film genres. His most recent book is The Essential Science Fiction Television Reader (editor and contributor, University Press of Kentucky, 2008). 290

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Page 1: Man and Superman: The Fleischer Studio Negotiates the Real

Quarterly Review of Film and Video, 27: 290–298, 2010Copyright © Taylor & Francis Group, LLCISSN: 1050-9208 print / 1543-5326 onlineDOI: 10.1080/10509200802433020

Man and Superman: The Fleischer StudioNegotiates the Real

J. P. TELOTTE

It is inescapable that every culture must negotiate with technology, whether itdoes so intelligently or not. A bargain is struck in which technology giveth andtechnology taketh away.—Neil Postman

While the Fleischer Studio has figured prominently in most histories of Americananimation thanks to its creation of such enduring characters as Popeye, Betty Boop, andKoKo the Clown, it is also renowned, if less positively so, for developing several keyanimation technologies: its early multiplane camera or “stereoptical apparatus” and therotoscope. Although these technologies advanced the possibilities of early animation, theyalso opened the Fleischer cartoons to some of the same charges that would, in the late1930s and early 1940s, be leveled at Disney animation, due to what Paul Wells has termeda “technological determinism” (38). (As symptomatic of this sort of attitude, we mightnote the rather surprising comments from one of the most important theorists of cinematicrealism, Siegfried Kracauer. Responding specifically to Disney’s Dumbo but also to ageneral trend he observed in American animation, Kracauer pronounced that cartoonsshould not “draw a reality that can better be photographed” [463]).

Wells suggests that the reliance on various new animation technologies helped foster astyle that imitated the conventional realism of Hollywood cinema, while moving away fromthe sort of “fundamental questioning and interrogation of the representational apparatus”that is implicit in all cartoons (Wells 12). Yet the Fleischer brothers, as their numerouspioneering efforts should attest, were constantly exploring the implications of such newmedia technologies, weighing what those developments might add to their cartoons againstthe limits they might impose. The result is a rather dynamic aesthetic that has gone unac-knowledged and perhaps shows to best effect in what is often seen as the culmination of thatrealist thrust, the Superman cartoons of 1941–43, which were the final efforts of their ownstudio. In addition to the obvious aesthetic consequences, there were also economic andproduction difficulties that attended the stereoptical process. Creating the three-dimensionalprops and sets was certainly time consuming and costly, but even shooting the stereopticalshots involved additional delays; as Mark Langer has noted, it “was very time-consumingdue to the remarkably long camera exposures required” to produce such images (344).

J. P. Telotte is a Professor of Film Studies and Director of Undergraduate Studies in GeorgiaTech’s School of Literature, Communication, and Culture. Co-editor of the journal Post Script, he isthe author of numerous articles on film history and film genres. His most recent book is The EssentialScience Fiction Television Reader (editor and contributor, University Press of Kentucky, 2008).

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While both their Betty Boop and Popeye cartoons occasionally employed these tech-nologies, their abiding aesthetic in the 1930s could hardly be described as realist, althoughneither does it quite merit the label of “perverse surreality” that Paul Wells offers (55).Certainly, the Fleischers had come a long way since their early Out of the Inkwell series,some examples of which, because of a reliance on the rotoscope, which allowed for thetracing of live-action film, earned Michael Barrier’s criticism that “its animation was notreally animation at all” (22). By the 1930s their cartoons were certainly showing evidenceof a kind of compromise vision, as they situated their caricatured human figures–figuresgenerally bound to laws of probability and propriety–within pointedly abnormal contexts,what Stefan Kanfer describes as “a cascade of visual and musical astonishments” (71).

However, while the seventeen Superman cartoons produced in 1941–43 also offermany such “visual . . . astonishments,” they seem to make a much stronger claim onthe real, thanks to their real-world settings, character styles, and frequent grounding incurrent events, all of which would seem consistent with a more elaborate application of theFleischer technologies. Yet that claim would ultimately prove rather illusory and insteadmight help us make out the kind of double vision at work in these films as the FleischerStudio–and later Famous Studios–grappled with the difficulties of doing realistic fantasy.

As this sense of a double vision might begin to explain, there is some disagreementabout the achievement of the Superman cartoons. In assessing his father’s contributionsto animation, Max Fleischer’s son and noted director Richard Fleischer boasts that theyare “among the best cartoons ever put on screen” (105). Tempering that praise, LeonardMaltin focuses precisely on the Superman films’ technical accomplishment, terming them“the most cinematically sophisticated the studio ever produced” (117). Barrier’s standardhistory of American animation, which tends to prize realistic styling, gives reason tothat qualification, noting that despite the cartoons’ expense, whatever “pains taken” withthe animation “did not extend to striving for realistic movement” and that character wasgenerally subordinated “to extraordinarily plentiful explosions and robots” (304).

Meanwhile, Wells’ study of American animation, like Kanfer’s history, simply omitsthem from discussion. Part of the problem may trace to their problematic authorship,since nine of them were done under the auspices of the Fleischer brothers—with Davedirecting—while the remaining eight were produced after Paramount took over the studio,renamed it Famous Studios, and split the cartoons’ supervision between Max Fleischer’sson-in-law Seymour Kneitel and several remaining Fleischer animators. Thus the Supermanfilms do not easily fit the sort of studio vision on which animation studies have typically fo-cused. But the greater difficulty, as Barrier’s comment hints, probably traces to how they areperceived as serving a supposed realistic imperative, especially since so much critical assess-ment of animation has turned on this issue of adherence to or subversion of a realist aesthetic.

Actually, most accounts of the Superman shorts suggest that the main challenge theyfaced was financial, since if the cartoons emulated the detailed style of the comic books,they would be too expensive to produce under the Fleischer Studio’s normal procedures.However, Paramount as distributor readily agreed to underwrite those increased costs. Intheir 1941 agreement with Paramount, the Fleischer Studio agreed to produce the Supermanseries at a budget allotting $50,000 for each film, a figure far in excess of the $16,500 thatwas allowed for each Popeye cartoon at that time (Barrier 604–05). While the first episodedid indeed cost $50,000, subsequent films were budgeted at approximately $30,000 each.Still, as Bruce Scivally has chronicled, the total cost for the series was $530,000, making it“one of the most expensive cartoon series ever produced” (25).

A more substantial challenge came from what was implicit in the cost estimates. Forin agreeing to adapt the Jerry Siegel and Joe Schuster comic book character, the Fleischers

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found that the real-world settings, characters, and contemporary events anchored the filmsin a very different context than the Popeye, Gabby, or Betty Boop cartoons that had beenthe studio’s stock-in-trade, practically forcing them to take a more elaborate–and morerealistic–approach similar to the comics.

As Richard Fleischer notes, they recognized that the comics “had a distinctive style.The characters were very realistically drawn human beings, and the compositions in eachpanel were well designed and dramatically composed” (104). As a result, Barrier suggests,these cartoons were initially “produced with care like that given to the Fleischer features”(304), that is, to the more ambitious and costly works like Gulliver’s Travels (1939) andMr. Bug Goes to Town (aka Hoppity Goes To Town, 1941) that were intended to competewith the new Disney features. Another was that the studio deployed the full variety ofits technological effects to help meet that realistic challenge. So besides being shot inTechnicolor, the entire series of Superman cartoons would use to some extent both theFleischer stereoptical process and rotoscoping, all of which could have pushed them evencloser to the conventionalized realism of classical Hollywood narrative than to the ratherrough but highly imaginative style of their usual shorts.

That technological effort would thus become a site of what Neil Postman terms “nego-tiation,” particularly since, despite its realistic styling and concerns, the Superman sourceremained a fantasy. While in their previous shorts the Fleischers had felt free to use one ofthose technological embellishments as part of a menu of various “astonishments,” here theyhad to find ways of striking a balance between the imperatives of an animated realism anda cartoon fantasy. One element of that negotiation can immediately be seen in the cartoons’technologically enhanced mise-en-scene.

Every Superman title includes a credit for the Fleischers’ patented “stereoptical processand apparatus,” an early version of a multiplane camera that they introduced at roughly thesame time—1934—that Ub Iwerks developed his version of this mechanism and long beforeDisney introduced its multiplane camera in 1937. Sometimes referred to as a turntable orsetback camera, it was initially developed as a way to enhance the animated image’s appealby suggesting its three-dimensionality. As Max Fleischer noted in his patent application,it was designed to make the cartoon “appear more natural and realistic” by fosteringthe “illusion of distance” and producing a more natural “change in perspective” (Patent2,054,414), as the relation between the image components and camera could be altered byslightly turning the table on which both were mounted.

First employed in the Betty Boop cartoon Poor Cinderella (1934), the stereopticalprocess was simply used to emphasize the spatial spectacle of the Prince’s castle and tounderscore character movement therein, as if in a real world. But because in these instancesit mainly combined three-dimensional miniatures with two-dimensional drawings, the resultwas not realistic but rather a strangely compromised sense of the real. As Mark Langerdescribes the Betty Boop efforts, the stereoptical effect actually produced “a rupture ofthe films’ visual continuity” (357), rendering such scenes systemically self-conscious and,ultimately, astonishingly unreal. And since this process was both time-consuming andcostly, it was only used sparingly, further calling attention to the few scenes in whichit is employed. Maltin too notes the limited use of the stereoptical process and suggeststhat “economic feasibility took a back seat to mechanical innovation in Max Fleischer’sbook of priorities” (110). The Superman series, however, also raises the possibility that theFleischers were only gradually coming to understand how they might best employ suchtechnologies.

Trying to avoid quite that sense of “rupture,” the Superman cartoons typically use theprocess in conventional ways, such as in establishing shots, as at the beginning of The

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Bulleteers (1942) and Electronic Earthquake (1942). Both films open with an extreme longshot of the city, seen through animated foreground clouds. In the former film, a tracking shotthen takes us into the city in the background and ends with a shot of the Police Headquartersbuilding, which is soon attacked by the flying bullet car on which the narrative focuses. Inthe latter a similar contextual shot leads into the Daily Planet building, where a dissolveshows an American Indian scientist threatening destruction if Manhattan is not returned tohis people.

Having established this three-dimensional context, though, both narratives then largelyabandon it, resorting to heavy shading and varying color saturation–made possible by theuse of Technicolor stock–to suggest their worlds’ dimensionality. In fact, they similarly shiftfrom the almost conventional sense of three-dimensionality produced by the stereopticaland tracking shots to highly stylized renderings of the city, presented with a noir-ish low-keylighting scheme and in a great many canted or “Dutch-angle” images, offered in a quick-cutmontage fashion that projects a nightmarish sense of instability or disorder–that, in effect,underscores the fantasy aspect of the narratives.

Of course, that visual style well suits the subjects, particularly when the Bulleteergangsters launch their various assaults on the city and its institutions or the Indian scientistunleashes his electronic earthquake machine that sends structures toppling. Both providea threat to normalcy—or as the introductory narration idealistically styles it, “to truth andjustice”—that Superman has to vanquish. Moreover, that style approaches the convention-alized dynamism and almost expressionistic style of the comic books’ panels. However,it markedly contrasts with the sort of visual realism initially produced by the stereopticalscenes and hints of a desire to provide more than just a simple depth illusion for thesefilms.

To that end, we find the stereoptical process used in a number of the cartoons, such as theearly The Mechanical Monsters (1941) and one of the last efforts, The Underground World(1943), not simply to suggest a dimensional realism for the mise-en-scene, but to contributeto that larger atmospheric styling, even to help measure out the menacing and subversivepowers at work in the “normal” world of these films. In The Mechanical Monsters, forexample, while chasing one of the film’s robotic “monsters,” Superman is thrown into highvoltage wires. We then see him in a process shot, framed by intertwined trees and craggyrocks in the foreground plane that effectively replicate the tangle of electrical cables withwhich he struggles in mid-frame, while providing visual continuity with the forest in thescene’s deep background and suggesting how the natural and unnatural elements of thisworld seem to conspire against Superman.

The following scene introduces the underground lair of the robots’ inventor withan elaborate tracking shot along a cavern path that lets us glimpse, through intermittentopenings in the rocky foreground, a dungeon-like background, containing machinery forconstructing his robots, vats of molten metal for forging their bodies, and a torture devicewith which he intends to pry information from Lois Lane. The dark foreground and partialglimpses of his activities help build the sense of mystery and menace, while also recallingthe manner in which Superman, like Lois in this scene, seems to be swallowed up by thisworld and by the dangers constructed by this unnamed villain.

Similarly, The Underground World offers a series of tracking shots as first Lois andProfessor Henderson and later Clark make their way down an underground river, theirmovements all framed and partially obscured by dark stalagmites and stalactites that crowdin from the foreground. Those ominous images, darkening the foreground while seemingphysically to close in around the characters, forecast impending danger, as Lois and Hen-derson are effectively swallowed up by this world–trapped and captured by its fantastic

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denizens. These creatures are pointedly fantastic hybrids, birdmen whose ability to flyserves no real function in the narrative and would seem ill suited to their undergroundworld. While the peculiar illogic of their character has a kind of nightmarish effectiveness,it clearly strikes at narrative realism, suggesting another level of compromise or negotiationat work here.

As in several other Superman films, both cartoons ultimately cue us to see theirstereoptical effects not as coded signs of the real, as demonstrations of this world’s three-dimensionality, but rather as atmospheric and even thematic tropes, even as another voicethrough which the narrative might speak of the dark and subversive forces at work in thisworld. It is an effective compromise on the studio’s customary use of that stereopticalprocess and one that suggests how these cartoons had begun to prompt a more imaginativeapplication of that technology–translating the conventional signs of realism into other terms.

Another dimension of negotiation can be seen in the fact that the studio approachedthe drawing of the Superman character differently than it had its previous major figures.While some accounts, such as that of Skerry and Lambert, suggest that Joe Shuster actuallysupplied model sheets to the Fleischers as they prepared the series (64), Leslie Cabargacredits Dave Fleischer with recognizing that Superman, because he was such a thoroughlymodern and realistic character, would pose a “drawing problem,” one that he claimedto have solved “by substituting blocks and wedges for the usual circles and ovals that allcomical cartoon characters were composed of” (136) and that had been used for the studio’sother “human” stars, Betty Boop and Popeye.

In fact, a surviving model sheet for Superman contains notations, presumably byDave Fleischer who signed it, emphasizing how the use of blocks for “roughing out [the]figure” should be employed to “help keep proportions and perspective” (Cabarga 137–38),in effect, to maintain a realistic sense of character, proportion, and scene design, even ifsuch hard geometrics would make it more difficult to incorporate some of the naturalisticmethods Disney had pioneered, such as “squash-and-stretch” or “follow through”; theprimary account of the various techniques bound up in the Disney “illusion of life” styleis that offered by two of Disney’s “nine old men,” the animators Frank Thomas and OllieJohnston, in the text Disney Animation: The Illusion of Life.

That strategy was certainly partially successful, since the more angular, hard-edgedstylistic approach clearly distanced the Fleischers’ version of the superhero from the morerounded and pliable cartoon characters of the era, while approximating the comics’ dynamicand hard-edged aesthetic. For as Scott Bukatman nicely describes him, the comics’ “manof steel” was from the start dawn as a figure of steel-like stability and visual authority, thatis, a character whose deliberate styling emphasized the fact that he stands for the forces of“transparency, control, and knowledge” (198) often associated with the real world. Carryingthat characterization beyond dynamic poses and into motion, however, would prove moredifficult precisely because that stylization got in the way of any efforts at employingDisney-like “illusion of life” techniques.

Thus the intermittent motions of the crudely drawn evil scientist of Superman (1941),the awkward action of Clark Kent as he exits a phone booth in The Mechanical Monsters,or the jerky motions of the Japanese spy in the opening of Japoteurs (1942) all supportBarrier’s simple observation about a lack of “realistic movement” in the cartoons. And thefrequent loss of scale in films like Terror on the Midway (1942), The Arctic Giant (1942), andJapoteurs–all of which place Superman in the context of outsized figures or “astonishments”(a giant ape, a re-animated Tyrannosaurus, the “World’s Largest Bomber”)–demonstrateanother way in which realism posed a stylistic problem here, particularly when Supermanis combined in the same shots with figures like the giant ape or dinosaur that are not drawn

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in the same angular, hard-edged style. The result is a world that seems strangely conceived,pointedly a fantasy realm.

Some of those difficulties were disguised by two rather obvious stylistic moves, both ofwhich suggest the impact of the comics. One was to emphasize human detail, as when theopening scene of Japoteurs cuts from a medium shot of the awkwardly moving spy boss toa close-up of his hand holding a cigarette which, in a slight move, touches the photographof a new bomber on the Daily Planet’s front page, thereby shifting focus to a key butstatic image and prompting a scene change. Such dramatic detail and static shots aboundin the Superman films: a hand holding a threatening letter, reaction shots of Clark’s face inSuperman; hands throwing levers and fingers pushing buttons in The Mechanical Monsters,The Magnetic Telescope (1943), and, indeed, in most of the films; a fist pounding a desk,a hand holding a poster, Lois Lane’s legs poised against a wall in Eleventh Hour (1942);native hands pounding drums, fingers turning a radio dial in Jungle Drums (1943). Suchan emphasis on close-up or detail shots does suggest the conventional practice of the era’sfeature films, but it also prompted another sort of compromise, in this case a rather unusualediting pattern for cartoons. As animator Myron Waldman notes, “there were many morescene cuts” than in other Fleischer cartoons (qtd. in Maltin 117). However, the result was afaster pace overall, and one that better accommodated the comics’ emphasis on individualpanels of action.

A second strategy was to use tableaux in order to minimize the need for realisticmovement. Thus as a robot in The Mechanical Monsters attacks the city, we see a lineof police officers all in the same pose, firing machine guns. Terror on the Midway simplyoffers crowds of people, standing still, watching the circus sideshows. When the Bulleteersattack in the film of that title, long shots show panic-stricken crowds in the streets, as isalso the case when The Arctic Giant’s revived Tyrannosaurus goes on a rampage.

While hardly unusual, such shots point to the sort of restricted animation style thatwould become popular a decade later, as the animation industry shifted into televisionproduction and sought to lessen the time and cost of production. Here they effectivelysubmerge movement into mass spectacle, thereby minimizing or rendering it unnecessary,while also balancing off the quick-cut montages noted above. But of more importance wasthe studio’s pointedly technological solution for dealing with realistic movement, one thattraced to the Fleischers’ first animation efforts. By photographing his brother Dave in aclown suit and tracing the results, Max Fleischer had found that he could relatively quicklyand with minimal resources produce highly lifelike character movement, or as he describesthe result, accurately “get the perspective and related motions of reality” (qtd. in Crafton167).

Thus with the patent on the rotoscope that was issued in 1917, the Fleischers’ firstmajor cartoon character, KoKo the Clown, was born. And while the realistic movements ofthat character and his frequent combination with actual photographed backgrounds in theOut of the Inkwell series moved the Fleischers’ early cartoons in a different direction fromthe amazing transformative world that marked popular cartoons like Felix the Cat, theysoon managed to combine the two impulses. As a result, the Inkwell films would ultimatelypresent audiences with a world in which, as Barrier allows, “appearances are simultaneouslytrue and false” (27), in which realistic (or photographic) effects and astonishments orspectacle become complementary–an accomplishment that forecasts the sort of negotiationthat the Superman films would aim for.

For these reasons it is often supposed that the Fleischers freely employed the rotoscopeto cope with the Superman project’s realistic thrust, including the different stylistic approachneeded for the character. Yet curiously, there is no consensus about how much or in what

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way the rotoscope was actually used. Philip Skerry and Chris Lambert, for example, suggestthat most of the series’ animation was produced by rotoscoping and stress its importancefor animation history, as they credit the Fleischers’ use of the technique with successfully“integrating the human body with cartoon adventures” (65) at a time when Hollywood waspreoccupied with cute cartoon animals.

Leonard Maltin qualifies this judgment. Drawing on first-hand accounts, he notes that“rotoscoping was used to a degree, but the animators had to rely on their own sense ofproportion and perspective to make these human characters work” (117), and SeymourKneitel’s daughter, Ginny Mahoney, has told me that “there was some minor rotoscopingdone,” but suggests that it was “probably more to study things like the motion of thefigure.” It might also be worth noting that the “Overview” section of the Superman: TheLost Episodes DVD (Fox Lorber Associates, Inc., 1999) describes how Fleischer/FamousStudios “furthered” the “development and technique” of rotoscoping with its use in the Su-perman series. In contrast, Michael Barrier cites former Fleischer animator Bob Bemiller’srecollection that “there was no rotoscoping, just animating from sketches” of live actors(304).

Meanwhile, Cabarga’s otherwise detailed history of the Fleischer operation is silent onthe matter. Close observation shows that in some instances the human characters seem fullyhand-drawn, notably in the case of the crudely conceived evil scientist of the first entry,Superman. In other instances, jerky movement and inconsistent proportions–often the casewith Lois Lane–also seem to support Bemiller’s remembrance. However, there are alsonumerous scenes that differ so markedly from these examples that they seem the obviousresult of rotoscope technology and point to a kind of technical and narrative negotiation atwork.

Such scenes hardly need cataloguing, but we might note the main types of scenes inwhich the process seems to occur. Practically every one of the films offers rather mundanescenes, bringing together Clark Kent, Lois Lane, and their editor Perry White. Whengathered around a desk, observing something off-screen, or in simple conversation, as, forexample, at the start of The Underground World when Perry hands out an assignment, thefigures often seem fully rotoscoped, perhaps simply because the scenes were so routinethat they posed no challenge for–or evoked little interest from–the animators, yet they alsoinvolve highly detailed arm, hand, and head motions. Other seemingly obvious instancesof rotoscoping involve Lois Lane, for example, in Japoteurs as she sneaks into the giantbomber’s cockpit, and in The Mechanical Monsters when she hides inside a robot monster.

These scenes involve very complex and carefully coordinated human movements, as isalso the case when we see Lois, Clark, and Dr. Henderson loading their expedition boats inThe Underground World. Then too, they involve a character, Lois, who seems to have posedsome animation problems, as shifts in the general look of her figure throughout the seriessuggest. Yet another sort of scene is that which involves highly dramatic or exaggeratedhuman actions. Here a prime example is the scientist/inventor of The Magnetic Telescope,particularly as he defies the police and, with a series of elaborate gestures, warns againstany interference with his machinery. By rotoscoping such dramatic actions, of course, theanimators could keep them within a normal human register, even when more exaggeratedevents–Barrier’s “plentiful explosions and robots”–are occurring all around the centralcharacters.

Yet as with the stereoptical process, such uses of rotoscoping ultimately serve notsimply to produce a realistic-seeming world as to fashion a compromise vision, one in whichthe real and the fantastic can be interwoven, much as the comic books themselves soughtto do. Ultimately, it seems that the studio (both Fleischer and Famous) used rotoscoping

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sparingly at best–as one aid in producing some of the realist styling that the comics seemedto call for–while readily mixing such treatments with restricted animation and more stylizedrenderings, such as that of the cartoonishly comic office boy or the fake Superman figure inShowdown (1942). In fact, that film pointedly mines this stylistic difference as a key supportfor the narrative, which is about public confusion between the true Superman, renderedin a highly realistic style, and a criminal masquerading as superman who is drawn as aslack-jawed grotesque.

The studio’s approach, in any case, represents a major shift from its early use of thetechnology and seems to echo the experience of Disney animators with rotoscoping, asFrank Thomas and Ollie Johnston recall. They note how, “whenever we stayed too close tothe Photostats [produced by the rotoscope], or directly copied even a tiny piece of humanaction, the results looked very strange. The moves appeared real enough, but the figure lostthe illusion of life . . . . The actor’s movements had to be reinterpreted in the world of ourdesigns and shapes and forms” (323). In effect, a compromise to full rotoscoping seems tohave been necessary, as both how the technique should be used and just what its effect wasprove open to debate.

While the Superman series’ relatively short lifespan–seventeen cartoons in all–certainlyowed something to the cost and difficulty involved in applying such technologies, then,it also seems to speak to some of the aesthetic difficulties that mix produced. While theissue of realism is prominent in most mentions of these cartoons, we might be cautiousabout simply tying it to a “technological determinism.” Perhaps we might recall John Ellis’caveat about the very slipperiness of the “realism” label, how it typically refers to “a wholeseries of principles of artistic construction and of audience expectation alike” (6) that donot always coincide–a series of “realisms” (8).

In this case, the Fleischer Studio was trying to meld the techniques and technologiesit had developed for an earlier sort of animation to a very different type of material, whilealso trying to meet the expectations of both a cartoon and a comics audience. And aswe have noted, some of those effects tend to call attention to themselves, resulting notsimply in sequences that evoke the world of a conventionally realist cinema, but ones thatalso threaten to puncture its conventional vision, that seem to shift valence between therealistic and the astonishing–that always seem to be part of a negotiation between different“realisms.”

Of course, we should not forget the key role the Superman figure played here, as a trulyastonishing figure constantly trying to find a place in everyday reality. In effect, he embodiesthe very “problem” the Fleischers faced. Forced to negotiate a rather precarious identity, todisguise the points of juncture between the astonishments of his superhuman powers andthe limits of his conventional identity–through convenient phone booths, supply closets,and other handy enclosures–he would invariably be forced by narrative circumstance intoasserting his fantastic nature, into pushing beyond the boundaries that a conventionallyrealist cinema allowed its characters.

Hardly the sort of character that would typically drive classical narrative, Supermanis always revealed as a fantastic figure, embodying what Rosemary Jackson describes asone of the fundamental effects of the fantastic text, its “assault upon the ‘sign’ of unifiedcharacter” (87). And the Superman cartoons typically conclude on this note, drawingtheir narrative closure out of an ironic assertion, usually from Lois Lane, about the “real”difference between her milquetoast colleague Clark Kent and the fantastic hero Supermanby whom she has often just been rescued.

Of course, the truth is otherwise–that the real and the fantastic exist in the same figure.And that narrative point dovetails with the stylistic problem on which we have focused,

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not only because Superman constantly finds himself battling with or attempting to tame athreatening technology–much as did the Fleischers–but also because of the way this fantasyfigure who moved through a world that was supposed to be as real, as fully dimensional, asour own, had to be both the real Superman and a kind of tracing–or what we might think ofas a rotoscope–of that reality, Clark Kent. For just as Superman’s essential story remains oneof constant and difficult negotiation between the dictates of his adopted human identity andthe powerful, machine-like nature that is part of his Krypton heritage, the cartoons featuringhim also had to find ways of bargaining between the astonishments and transformationsof animation and the conventions of realist cinema, between a fantasy figure conceived inrealistic terms and the realistic technologies being used to convey a fantastic vision.

Friedrich Kittler reminds us of how early filmmakers and theorists, in their own sort ofnegotiation, frequently “turned the handicaps of contemporary technology into aesthetics”(172), drawing out of the new medium’s emerging technologies new discursive practices. Inthe Superman series we might well see traces of the Fleischers working in this vein, trying toflesh out a still developing, even conflicted animation aesthetic in which “astonishments”and the real could have equal play. It is, I would suggest, one of their key legacies toanimation history. That the place of this series in our histories remains unsettled and inmany cases even ignored only attests to the difficulties involved in such negotiations, andindeed in many of our ongoing efforts to sort out animation’s relationship to a realistic orlive-action cinema.

Works Cited

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