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Pop Technology
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That Star Wars
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should turn out to be a kind of cultural touchstone for many people is likely
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to be mysterious to the many people for whom it is not a cultural touchstone.
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It's tempting to assume that its appeal, like the appeal of most popular
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entertainment, is simply a function of how old you were when you were first
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exposed to it. Fourteen seems to be the age of prime vulnerability for these
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things--a time of life when the clay is soft enough to take an impression and
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firm enough to retain it. If you were 14 when the Beatles flourished, you are
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probably a Beatles fan for life. If you were 14 when Star Trek was on
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television, you are (God help you) probably a Trekkie.
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No doubt some of the
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success of the re-released Star Wars is therefore owed to people born
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circa 1963. But they can't take all the credit. This is a movie that, although
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it had been available on videotape for years, grossed $36.2 million the weekend
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it was re-released. To put those dollars in perspective, Jerry Maguire ,
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the second-highest-grossing movie that weekend, took in $5.6 million.
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Gridlock'd , the former No. 1, made $2.2 million. Star Wars did
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better its first weekend in re-release than Mission: Impossible --and it
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recouped its production costs long, long ago.
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Things this profitable require explanation.
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here is the big screen/little screen thesis: Videotape is inadequate for a
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movie like Star Wars , which is famous for its epic scale and special
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effects, so that even people who know the story by heart are happy to plunk
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down $6 or $7 to get the full 70 mm experience. This seems the weakest
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explanation. The movie has been buffed up a bit--a remixed soundtrack, some new
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computer-generated images, and so forth. But as pure big-screen experience, it
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still feels light-years behind a contemporary state-of-the-art spectacular like
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Independence Day . The quaintness of the movie is probably more appealing
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than the new--and, to someone who hadn't seen the film in 20 years, practically
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imperceptible--special effects.
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The second answer, and the one preferred by the film's creator, George
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Lucas, is the myth-and-archetype explanation--timeless themes, classic
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characters, basic elements of universal human nature, etc. This argument
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probably needs to be parsed into two elements. The original Star Wars
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spun off two more movies (the third of which, The Return of the Jedi ,
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actually out-performed the original at the box office), a line of books (many
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of them best sellers), and a number of other licensed products, to the total
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tune of something like $4.3 billion. This is, in other words, a story that
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occupies a substantial amount of turf in the popular culture. Everyone in
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America knows "May the force be with you" and what a Wookiee is, just as
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everyone knows "Yabba dabba doo!" and what a Flintstone is.
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Whether this translates into myth, any more
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than The Flintstones translates into myth, is
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another matter. Star Wars is stuffed with "mythemes"--the atomic
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elements, so to speak, of mythic material. The movie reminds you of dozens of
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stories you already know, and it thus cashes in--brilliantly, it must be
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said--on the secret formula of all art, which is: If it worked once, it will
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again. But most of the elements didn't come out of The Golden Bough .
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They came out of all the other successful pseudo-mythical contrivances of
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American popular culture--Westerns, Flash Gordon , The Godfather ,
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and so on. The basic template seems to be an amalgam of The Wizard of Oz
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and Happy Days : The relationship between Luke (Mark Hamill) and Han
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(Harrison Ford) is just the relationship between Richie and the Fonz; the
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Wookiee is cloned directly from the Cowardly Lion; and the scene in which C-3PO
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is dismembered by the Sand People is completely appropriated from the scene in
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which the Scarecrow is dismembered by flying monkeys in The Wizard of
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Oz . It is true that The Wizard is a story implanted deep in the
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memory banks of the viewing public--but it is a stretch to call Star
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Wars ' appeal atavistic.
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The third explanation for the success of the Star Wars re-release
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is just that they marketed the hell out of it. In February in the entertainment
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business, the land lies fallow. The big Christmas movies have mostly played out
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their pre-Oscar runs; the television season is already old; football is
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finished, basketball is still midseason, and baseball is two months off. It is
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not a bad time to promote a product. The Star Wars re-release got play
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in almost every conceivable outlet. And when you start seeing, even before the
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movie opens, detailed press accounts of the process by which the new
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computer-generated images were designed and inserted into the picture, you know
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that the publicity wheels have already been turning on this one for a very long
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time.
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Still, the key to a successful entertainment
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phenomenon usually isn't the what or the how. It's the when. Before everything
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else that was significant about them, the Beatles were what came along after
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Elvis. Their differences from Elvis (more literate and lovable, less slick and
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racially ambiguous) were what made their similarities with Elvis (purveyors of
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courtship music for teen-agers, a scandal to grown-ups) work.
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The Star Wars Elvis was Stanley Kubrick's 2001: A Space
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Odyssey , a movie that combined cult attraction with intellectual
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pretension. 2001 is a science-fiction movie that takes science extremely
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seriously. Its message is that the advanced technological future--what we now
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call the age of digitalization--will transform the human race into a new,
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probably soulless species, just as apes once became humans by the invention of
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the tool. Computers in particular--the famous HAL, whose acronym is IBM one
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letter removed--are represented as the models of what this superior being will
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have to be like. It was all in keeping with the general pop imagery of computer
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technology: automation, a brave-new-world technocracy, white guys in white
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coats--a universe without affect and with some sort of cosmic inevitability
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about it.
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S tar Wars changed all that. It was
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spoofy and pop rather than gnomic and portentous (or, indeed, "mythic," which
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is what popular entertainment becomes when people have made too much money from
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it). And it associated technology with fun and adventure. The movie didn't just
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suggest that people who fly around in spaceships will be just as swashbuckling,
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funny, romantic, and--in a word--human as ever. It was itself an advertisement,
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through its special-effects wizardry, for the new unthreatening entertainment.
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The movie coincided with a complete makeover in the late 1970s of the imagery
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of advanced technology, the most notable examples of which were the emergence
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of the video game and the famous IBM advertisements for the PC that featured
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Charlie Chaplin's Tramp. Computers aren't soul-destroying weapons of
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technocratic efficiency, these images said. They're interactive and fun; anyone
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can use them (even the Tramp); and they should be associated not with the idea
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of labor, but with the idea of play. The computer is the toy that will keep us
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human.
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The digital age that has now arrived is almost exactly in the image that
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Star Wars prophesied, so that celebrating the movie is a way of honoring
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its prescience. (If the digital age seemed soulless and technocratic, we would
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probably be watching a re-released 2001 .) Computers got into people's
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homes when they stopped being thought of as needlessly expensive and vaguely
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inhuman ways to balance your checkbook, and started being sold as devices for
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your kids to play "educational" games on. And a computer network devised on the
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grim old Cold War technological rationale--as a Defense Department scheme--has
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become a play land for ordinary citizens with modems. High tech is now
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associated with creativity, democracy, and spending more time with your kids.
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It is because we had Star Wars that we have SLATE.
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Of course, it is because we had Star
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Wars that the movies changed, and not for the better. In making the digital
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world fun, we somehow made fun merely digital. In the biggest Hollywood movies,
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screen actors have become tiny figurines--droids, almost--manipulated in front
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of colossal computer-generated spaceships, fireballs, tornadoes, and volcanic
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eruptions. The sensual essence of the movies used to be the human face; now
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it's just light and sound. The real world has become a blue screen, and the
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human being is a prop. In last summer's blockbuster Twister , the amazing
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virtual noise of the amazing virtual tornadoes was so deafening that there were
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long stretches in which, although the characters were apparently shouting at
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one another at the top of their lungs, no dialogue was audible. If you listened
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very carefully, though, you realized that there actually was no dialogue; the
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actors were obviously aware that their voices were not going to be heard. So
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they were just repeating the same line over and over in every tornado scene.
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"Come on!" they kept yelling. "Let's get out of here!" The impulse was
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understandable. But where were they going to go?
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