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When you first hear the word GONZO, if you're American, no doubt you
think of the strange muppet who is a sort of bird-like purple thing with a long, curved
nose/beak/whatever. But, if the word is said in connection with Japanese animation, it has
another meaning entirely: a relatively new production studio dedicated to producing some
cutting-edge animation.
GONZO's history began in the early
1990's, as several people, including GONZO
President Murahama Shoji, left the famous studio GAINAX. Spurred on by
the desire to keep creating, they formed a new company and began doing some work, initially
for live-action shows. Later, however, they soon found themselves swept up in the video game
craze that had grown up in both Japan and the rest of the world, and soon
GONZO was working on such well-known titles as
LUNAR: SILVER STAR STORY
and the Sega Saturn game
MACROSS: DO YOU REMEMBER
LOVE?
Before long, however, the people at GONZO wanted to
stretch their creative wings and do an original project. This is where the idea for
BLUE SUBMARINE NO. 6
started to take shape. From this point on, although they would continue to work on video games and
other computer-related projects (like hybrid CD-ROMs),
GONZO's future seemed to be entwined in animation.
When I visited GONZO earlier this year, I found it
to be an animation studio much like any other. It's housed in an unassuming building, with only
the name on the mailbox leaving a clue as to what is housed within. Upstairs in the crowded
office, many people work to bring their products to life. In one room is the creative staffthe
animators, the inbetweeners, and of course, the desk of director and mechanical designer Maeda
Mahiro. In another small room are the computers, which have been so essential in so many of
GONZO's past and current projects. And finally, in the front room, are
all the administrative people, including the president, Murahama Shoji. Of course, Mr. Murahama
explained, they also have offices in other buildings spread around Ogikubo. In fact, the main
office for GATEKEEPERS was in one of these other locations. I managed to
visit some of these offices later in my visit, and I was impressed by the number of computers being
used in the animation process.
During my visit to GONZO, I saw a lot of interesting
things. But most importantly, I had the opportunity to speak with some of the creative forces
behind their titles, and find out what makes GONZO different from the other
anime studios out there.

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