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Neptune, King of the Sea, advises a conniving manager in THE EMPEROR
OF DENVER.

The Tooth
Fairy visits her wisdom tooth garden in THE EXTRACTOR.

Sibling strife from the soap opera ICE PASSIONS.

A worker takes one for the team in the safety video WHINE OF THE
PUSSY.

Robby Happysnapper and friends share a special moment in Super Fantastic
Land from FUN TIMES WITH ROBBY HAPPYSNAPPER.

Final
showdown between The Extractor and The Tooth Fairy from THE EXTRACTOR.
(The Tooth Fairy's headdress is the arm-sleeve from a couch.)
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On Wednesdays, We Make Movies
by
Nicholas Johnson
Making
a movie where each scene is the perfect length and contributes to
the piece as a whole, leaving echoes of images that stay in the
brain like aroma, is a colossal pain in the ass. I tried to make
that movie once, and it was not only painful for myself but for
my friends as well. I had a pool of about eight friends whom I
begged mercilessly each week, trying to get at least three of them
to show up to film. I thrust liquor at them to keep them patient
while I futzed with my camera to assure perfect shots. Inevitably
problems would arise: a wind would kick up and wobble the camera
on its spindly tripod, a cloud would pass over and change the tone
of the daylight, or I would fuck up the pan. I duplicated shots
just to be safe, I took a thousand close-ups in case I needed them
during editing, and few of the actors escaped without injury — in
one case a knee injury requiring medical treatment, the result of
quite unnecessary horseplay.
There
are many things I could have done to improve the movie, but neither
a better camera nor a more precise storyboard would have made the
movie less of a pain in the ass. It may seem like I’m stating the
obvious, but a quality movie generally requires quality attention,
and quality attention usually means more time rather than less time.
If making a decent movie, then, requires effort and discipline and
time and attention, then shouldn’t one wait until one has the time
to make that effort, buckle down, and throw all one’s attention
at that movie to assure a quality final product?
This is the
steel trap that has apprehended thousands who have confused “making
a really good movie when I have the time” with not making a movie
at all. Nine out of ten movies that exist on the face of the planet
are plain awful, and there’s no reason one shouldn’t
muscle in on the excitement. The time to make movies is now. While
poor quality and sloppiness are not a desirable
end product, there is no reason the end product should always be
pampered like a spoiled child in the first place.
While your standard
90-minute bad video takes 90 minutes to watch, it took hundreds,
even thousands, of hours to make. What was the result? A bad movie.
If the end product was 90 minutes of bad movie, then what happened
to all those thousands of hours they spent making the movie? Were
they fun? Were they instructive? Were they miserable hours full
of dismal tedium that would be unbearable but for the paychecks?
The plight of the sweatshop key grip is not our present concern,
but it becomes obvious on a quick hike through the aisles of your
average video store that our holy reverence for the End Product
is not all it's cracked up to be.
There are two
opposing ways to approach the discrepancy between the time spent
on movies and the quality of the final product. One way is to take
every necessary step and as much time as needed to make a quality
movie. Another way is to get rid of all the hours it takes to make
a bad movie. As Jim put it, "instead of interminably long drawn
out projects with huge flaws you get short and quick projects with
huge flaws." It does not follow that huge flaws are something
to shoot for, but that flaws are a trivial concern if you decide
to do the occasional project where the means justify the end.
For years friends
and I have made bad videos. Though we worked together differently
depending on who was around, here are some methods the loosely organized,
multi-celled, and not officially named Fast and Trashy Film Group
has found useful in the past:
Organizing
At
first I tried to set dates, and round people up by the survey-and-remind
method, which involved scheduling random dates like Thursday the
28th and Saturday the 12th scrawled and handed
out on the back of bank receipts, but once we got more than two
people involved it became an unspeakable nightmare of logistics,
so we finally decided to make movies every Wednesday night at my
place. After a month or so, Wednesday movie nights became an automatic
occurrence where people just began showing up. One of the benefits
of this was that there was no pressure on anyone to show up, because
they had not scheduled two weeks ago that they would be there on
Monday the 6th, and everyone was free to decide at the
last minute whether they wanted to come. It was easy to remember
Wednesdays. Every week. Tell your friends.
Sometimes the neighbor would drop by on Wednesday to hang out and
play a cameo as Evil Ivan the Drunken Proletariat before returning
home. Most people didn’t show up every week, but every week people
showed up. One problem was that if I had to cancel for some reason,
there were too many people to contact. In that case I would put
a note on the door or something.
Story/Theme
Once
a jovial bunch of movie enthusiasts were congregated, the hardest
part had been accomplished and the rest was easy. At this point
we generally faced two scenarios:
1)
We either had a story already prepared from all our gabbing at work,
or 2) We didn’t have a story yet.
In
either case, we began drinking from a half-case of beer and running
over ideas until we were fairly certain that anyone who was going
to show had shown. The ideas were either very general (“Elves.”)
or very specific scenes (“A guy gets upset that his shoe comes untied.”)
that were not necessarily exclusive, and often if we liked someone’s
very specific scene, we would devise a story just to accommodate
that scene.
Sometimes
we would decide on a genre such as detective, sci-fi, or horror,
but seldom did the pictures follow their intended conventions for
more than a few scenes. For example, The Extractor—about
an agency that sends a robot-monster to steal people’s wisdom teeth—started
with overtones of Terminator and Dune but gradually
drew more from He-Man cartoons and Fitzcarraldo as
the picture progressed.
As
often as not, the stories were determined by props. Cape Hades was the result of a devil
mask. Fun Times with Robby Happysnapper was made after I
found a stuffed alligator in the garbage. Dying to Be Born
was the result of having a shriveled rubber fetus lying around the
apartment. Etc.
People
are props too. One night Dylan and I saw a local newscaster in
the grocery store. Dylan asked the newscaster, whom we had seen
on TV since we were children, to autograph the baguette he had just
purchased, and I asked him for his thoughts on North Korea. He signed the baguette and said things were getting pretty bad over
there and waved to us when he walked away and said, “All right,
take it easy guys.” Our next couple pictures had the newscaster
as the hero or the villain. Because he was famous, it was easy
to find pictures of him, and we blew up photos of his face and made
masks. During this time, a baseball stadium was being constructed
across the street from my apartment. We used the construction site
to shoot the Tower of Babel story from the bible, but in our picture
everyone working on the tower was a newscaster working together
to build a mighty transmitter that would broadcast to heaven, until
God thwarted the media upstarts by turning some of the newscasters
into producers and others into television viewers, which confused
everyone and halted the progress of the Tower.
Location
is a good jumpstart for story. One Mayday some of us went to a
faux-Bavarian tourist town where even the gas station had a shoddy
German facade. Since Mayday is an important socialist holiday,
we made a picture about Kim Il Sung, the
great North Korean dictator, coming to Germany to check up
on the workers. Over the course of the day we became hated by tourists
who were hated by waitresses who brought us free beer because we
jeered at our fellow tourists. We made friends with the kids who
were working in their parents’ shops and invited them to play bit
parts. For one particular scene we needed a flower, so I tried
to purchase one flower from a flower shop, but the nice couple at
the flower shop gave me a whole bouquet when the woman asked what
the flower was for and I told her I needed it for a movie. By the
time I rejoined the group, Nathan had recruited a few dozen cheerleaders
who were in town for a pep jamboree, and they played the role of
the applauding proletariat as I smashed the flowers with a hammer
in the town square. One can hardly make heads or tails of the movie
that we made in one afternoon, but neither does that concern us.
Scenes
Once
we had the story or a theme or something to get us started, the
rest was cake. All we had to do was work out the particular scenes
themselves. For example, The Temple of the Unholy Nest is
about a cabal of dark sorcerers who pride themselves on the sinister
acts they perpetrate on the unwary from their omnipotent computer
bank (played by a wall). This might not sound like a good story.
It isn’t. But their first act of evil treachery is making a guy’s
shoe come untied, so it served our purposes well enough.
Before
we shot a scene we determined what basic requirements the scene
needed in order to move the story along, stated them as simply as
possible, then turned on the camera and improvised. The camera
would be cut when the basic requirements had been met, or when the
scene ran too long, or was far too terrible for the camera hand
to suffer through any longer. A basic requirement in a scene might
be that Honolulu Harry must convince an innocent lackey to join
him at the luau so the lackey can get murdered, or it might be simply
that the insurance salesman must convince Angry Bunny to let him
in the house.
We
did not have time to get fancy, so by instinct we culled from our
collective saturation by Hollywood and put its cheap hack devices
back in their proper low-budget place.
We
always shot the scenes in order from beginning to end. We never
procrastinated a difficulty by saying we would edit it later, because
we knew we would never get around to it. So we either excised the difficulty and thought of something simpler,
or we took the time to shoot it immediately. For example, there
were times when we wanted to shoot a scene on the street, go back
up to the 4th floor apartment to shoot a scene, go back
down to the street, back up to the apartment, etc. It was amazing
how quickly we came up with a new technique to progress the story
when we became sick of walking up and down the stairs.
Sometimes
we backed up and reshot a scene if it wasn’t too much trouble.
Ending
Once
we began ripping through scenes, the worst was behind us. No matter
what happened, the picture had to be finished by the end of the
evening. This formality was the most useful one we devised. We
tried several times to shoot the first half of a picture one week,
and finish it the next week, but what happened was this: no one
showed up the next week. Why? Starting a picture is fun and full
of possibilities, finishing a picture is like sweeping up a garage.
The first week we didn’t know what was going to happen, but by the
second week the outcome was more or less inevitable, the potential
had been depleted, and we were then grinding away once again at
The Product. People seemed to be more enthusiastic about playing
than working. The swift process of applying ideas to immediate
action was desirable (as indicated by attendance), and the rote
cleaning up of previous ideas was undesirable (as indicated by attendance.)
We liked to go from idea to end in one evening and have fun doing
it, without worrying about making it better with editing or extending
the shooting time. Because we knew we would get tired of shooting,
and that the picture had to be finished that night, there was an urgency during times we didn’t know what to do with a plot
or character. So we ripped off stagnant Hollywood devices to get
back up to speed. If one of our directors needed to be somewhere,
we killed off his character. If we got tired and everyone
was fed up with making movies, we just threw an ending on it. If
we had four minutes of tape left, we did what we needed to do to
conclude the story in four minutes. We often found that catastrophic
violence was an appropriate ending for this quality of movie, or
some vague evil uncertainty that would allow a sequel at a later
date.
Collaboration
We
generally collaborated as a group of dictators, with each participant
a director. Indecision was settled by the persistence of one director’s
will. We certainly did not take consensus votes on each and every
decision that was brought up. We mashed together flavors of ego,
so to speak, rather than diluting the flavors by coaxing unanimity.
If someone had an idea, they said so, and unless someone else protested
that’s what we did. In general, the results of dynamic conflict
seemed to fare better than those of chronic compromise. At some
point we all agreed that if we needed a quick resolution, the person
who was presently running the camera had the final say. That worked
well, but was only necessary a few times.
Most
of our arguments lasted less time than it took to read this paragraph.
The clock was ticking. We had to finish the picture before we got
tired of making it which was usually between 3-5 hours. At the
rate we made these shitty pictures, there was plenty of room for
everyone at some point to dictate their pet scenes with their own
flourishes and inside jokes. We have all managed to get irrationally
persistent at different times about different things and it has
been rare that any of us has felt strongly enough about something
at the same time to argue for too long about it. Though arguing
is fun, we were more interested in plowing through a movie.
Here
are some of the things we were not interested in doing: We did
not worry whether inside jokes or local references would make our
movies watchable by some remote audience. We did not write down
lines or plot out anything on paper. We did not spend a lot of money.
We did not promise to mail a copy to every cameo player. We did
not suggest our methods would remain the same tomorrow. We did
not confuse our passionately made bad movies with precious gems.
Our
movies are terrible. There are dozens of shots of mistiming, camera-learning
errors, questionable sound, scenes that don’t make any sense, and
scenes that one of us demanded vehemently due to some fleeting personal
mirth. Our rapid production does not fare well for producing a controlled
end product. But there are brief moments of brilliance, and we
like to watch the movies because we liked making them. Whatever
their crippling flaws, making movies this way does foster rapid-fire
experimentation, flexibility, improvisation, and a tendency to strive
for simplicity and clarity. These are not the right traits for
every situation, but they are traits nonetheless, and they can be
useful if one decides to later put some time in on a movie.
Nicholas Johnson
is currently in New Zealand working on a book concerning his years
in Antarctica. He is also a contributor
to Novel Amusements and has recently changed his name (no
connection). |