GeekCast Radio
Interviews – Christy Marx

About this Episode
Hi, this is Christy Marks, the writer of Gem
and the Holograms and Beast Wars, and you're
listening to Geekcast Radio Network. I am TFG1
Mike, and I'm joined with Michael Wilson. Hello,
sir. Hey, how's it going? Pretty good, pretty
good. We are about to interview Christy Marks,
head animation writer for Gem. She wrote one
episode of Beast Wars. She's done a bunch of
video game writing as well. She actually wrote
a book about animation, comics, and video games.
Most people will remember her from being the
head writer of Gem. I really got into that show
when I was a kid for some strange reason. It
was just going to be really awesome to talk to
her, and we're going to see what she has to say
next. Would you like to say anything else before
we go into the interview, sir? Yeah, basically...
I had not actually heard of Christy until I saw
her credits on Beast Wars. But then again, I
didn't watch a whole lot of Gem when I was younger
either. No, you just watch Anna Montana now.
Well, you know, it's the same thing basically.
It's a girl with a wig becomes a rock star at
night. No, it's not the same thing. But anyways.
Anyway, no, it was very nice to hear from her.
Once we researched her, I saw what a diverse
background she had, and she was actually involved
with many things that were near and dear to my
heart at the time, as well as video games currently,
which, again, near and dear to my heart. So,
no, it was very cool that we're going to be able
to have this opportunity to chat with her. Yes,
and you're going to hear that after the Gem theme
song. Oh, yeah. Hello and welcome to this special
interview here on GeekCast Radio, ToonCast, and
the Beast Unleashed podcast. I'm your host, Mike
TFG and Blanchard, and I'm joined by Michael
Peek on Court Wilson. Hello, sir. Hey, how's
it going? It's going. How are you? Hanging in
there. Yes, and today we are going to be talking
with animation and television writer Christy
Marks. Hello, Christy. How are you? Hello there.
And don't forget game writer. Oh, yes. Yeah,
video game writer. See, I knew I was going to
screw the intro up. Nobody can keep track of
everything that I do. Yeah, I know. So what have
you been up to lately as far as upcoming projects?
What I'm working on currently is I'm writing
game dialogue for Warner Brothers Interactive.
I don't know if I'm allowed to say what the game
is or not. It has officially been announced,
but... When they put you under non -disclosure
agreements, sometimes you have to be careful
about what you say. Okay, that's cool. Are you
working on anything in cartoons or anything recently
or anything like that? Not at the moment. I've
actually been working full -time on this game
writing project. Now, is this separate from the
Slipgate Ironworks, or is that a different project?
It's something entirely different. Tragically,
Slipgate Ironworks met the demise of many game
companies and MMOs in particular. And the project,
after I was there for two and a half years and
other people were there even longer, and the
project was cancelled. Happens a lot in the games
business, I'm afraid to say. In fact, just yesterday,
I think the news broke of an MMO in... that sank
to the tune of $100 million. We didn't do anything
quite that badly, but unfortunately it's the
reality of the games business that many games
fail or just don't get made for one reason or
another. Ours was one of those that, even though
I think it was a brilliant game and I had the
opportunity to create an original IP for it,
but we ran into obstacles. They decided not to
keep funding it. Wow. That kind of stinks. It's
painful. It's painful to sink that many years
of your life into something and wholly and completely
put yourself into it, and then it just goes away.
And it's not the first time it's happened to
me. I spent a couple of years working on a Babylon
5 video game. Oh, really? That's where I met
my husband, Randy Littlejohn. He was one of the
narrative designers on the game. And I was brought
in because I have written for Babylon 5, the
TV series, and I knew Joe Straczynski. And so
I was actually originally brought in as the person
to bridge the gap between Joe and the TV world
and the game world because I can speak both languages
fluently. Then I ended up actually working as
a narrative designer on the game, and Randy and
I ended up working very closely together in the
same office, and we've been together for 13 years
since then. But we put two years of love and
hard labor into that game, and the same sort
of thing happened. Sierra Online was acquired
by Habas, which was acquired by... Universal,
Vivendi, blah, blah, blah. And the game, in the
midst of all that, somewhere the game was killed.
There was a bunch of games lost in the trials
and travails of Sierra Online, if I remember
right. Yes, there were. It was a tragic thing.
Long, involved, complex, and utterly tragic.
Getting into some background questions here,
where did you grow up? I grew up in Danville,
Illinois. I'm sorry. That makes me giggle because
Michael and I are both big Phineas and Ferb fans,
so when you say Danville, it kicks in. Danville,
Illinois? Yeah. Okay. I don't know about that
one. What got you interested in writing? I was
born telling stories. I don't know any other
way to put it. I was simply born with a desire
and an interest in telling stories and also very
much visual storytelling. From the earliest ages
that I can think of, I was fascinated by colorful
stories, fantasy stories. I would sit down and...
Even before I could write, I think, I was trying
to draw out little sequential stories. So for
whatever reason, I think I was simply born as
a storyteller. And then from there, I discovered
newspaper comic strips, became a fanatic about
newspaper comic strips, and then comic books,
and then reading. I was a voracious reader. I
just read just every kind of... fictional thing,
fantasy, science fiction, mythology, the stories
of operas. I mean, whatever it was, you know,
I would read it. I'd go through the library and
just, you know, wipe pretty, pretty quickly wiped
through everything they had. Wow. That's very
interesting. Is there a, I'm sorry to tangent
there for a bit. Did you have any formal training?
No. Other than being, A voracious reader and
absorbing everything that way and just the usual
education that you get. I went to the University
of Illinois and in liberal arts, but I ended
up moving to L .A. and working my way into being
a script writer through L .A. We kind of already
covered the Slipgate and the Slipgate Ironworks.
I know you mentioned that you have a gaming project
that you're currently working on. Is that just
the only current project you're working on? Yeah,
I'm working on this 40 hours a week, so it doesn't
really leave a lot of time to do much else. Okay.
Although we can always visit your website for
the list, please tell our listeners some of the
television credits you've been in besides Gem
and Beast Wars. Action, adventure. Are we talking
live action? Are we talking animation? Just television
in general. Animation, live action, whichever.
You know something? I've been writing for so
long and I've done so many things that... Sometimes
I actually even have trouble remembering everything.
It sounds bizarre. But in the live action arena,
I worked on Captain Power and the Soldiers of
the Future, which was the first time I worked
with Joe Straczynski, was on that. And did a
couple of episodes, Gemini Accounting and Freedom
One, for that series. And then we were going
to do a second season. I wrote a... a miniseries
five -parter for the second season, and then
it ended up never being produced, unfortunately.
And then on Twilight Zone, I worked with Joe
again, and I did an episode of The Twilight Zone
that was at the end of the 1980s, like 89, somewhere
around there. And then I worked with Joe again
on Babylon 5 and did an episode called Grail
for the first season. And then I worked on a
half hour Saturday morning live action show for
ABC called Hypernauts. And Hypernauts was sold
to ABC by Ron Thornton, who originally did the
CG effects for Babylon 5. So there's that connection.
As a matter of fact, he even reused the Nacolene
feeder from my Grail episode as a creature in
the Hypernauts series. That is pretty cool. It
really all came around in a way that was very
interesting and funny. So I was hired to develop
the series, and I was the executive story editor
and writer on that series. So that's live action.
And I've also done some feature -length stuff
in animation. I did 20 ,000 Leagues Under the
Sea adaptation for Nickelodeon movies, and Randy
and I wrote a... movie called Widowmaker for
Stan Lee for his pal, Entertainment. And in animation,
obviously we've covered Gem and the Holograms.
I started out writing for a couple of different
Spider -Man shows. Then I wrote stuff for G .I.
Joe. Gem took up a couple of years of my life.
I wrote for Teenage Mutant Ninja Turtles. Then
I developed and was story editor and writer on
Bucky O 'Hare. based on Neil Adams' comic book.
Then Conan the Adventurer, which was 65 half
hours. I've written for Darkstalkers, Reboot,
Beast Wars, Pocket Dragons, War Planets, which
is known as Shadow Raiders in Canada. X -Men
Evolution. Well, then Randy and I got together
and started writing as a team. So as a team,
we wrote for X -Men Evolution, Stargate Infinity,
He -Man. Legend of the Dragon, Zorro Generation
Z, a few other things besides. So I think I'll
stop there. That's a lot. Yeah. Plus he and I
have worked on game projects together. Right.
As far as, let's say, animated features, what
was your favorite show to work on? Oh, Gem. I
mean, I loved working on Spider -Man. I loved
working on G .I. Joe. But Gem, I had a great
deal of creative control. And that's really what
it's about. In fact, I had that pretty much also
with Conan, and to a large degree with Bucky
O 'Hare, although it was a more direct adaptation.
But what I enjoyed the most were shows where
I had some freedom and the ability to have some
creative direction on the show. That's great.
We had a whole slew of gem questions next. Yes.
We did gem already. No, no. These are like in
-depth questions. In season five, you know that
thing. No, no. Now, don't turn into a fanboy,
Michael. Besides, there was no season five. Yeah,
I know. Exactly. See? He doesn't know anything
about it. I read the Wikipedia page. Yeah, that's
all you do. All right, so although the actual
idea of Jem came from Hasbro and their doll line,
how did you get involved in creating the backstory
for these characters? What was your process?
In terms of how I became involved, it actually
happened because of the writing that I did on
G .I. Joe, believe it or not. They knew me at
Sunbow Productions from working on G .I. Joe
and they liked my work on G .I. Joe so much that
when this project came along and they wanted
it rather naturally to have a woman do the development
work, they thought of me because I was one of
the few women that was writing for animation
at the time. So they came to me to do it and
I... I remember walking out of the meeting and
really elated and thinking, you know, wow, this
is terrific. My first real development job, you
know, it was a big deal for me. But at the same
time, I was thinking, this stuff is so soft compared
to what I've been writing compared to Joe, Spider
-Man. And I'm thinking, this is so soft. Can
I write something that's this soft? And then
once I really got into it, though, I discovered
that, yeah, it's a lot of fun writing this stuff.
And I really, really enjoyed it a lot. The process
really involved taking the couple of very sketchy,
fundamental ideas that Hasbro had, and they knew
the product names of the dolls. Well, actually,
they didn't even know the product names of the
dolls because they kept changing them on me almost
constantly during the development process. Gem
was originally just called Em, and instead of
being Jerika, her name originally was Morgan.
And they kept changing all these names around.
But after begging and begging and begging them
quite a bit, I finally got some Polaroids of
what the dolls look like so that I could have
some visual inspiration. I'm a very visually
oriented storyteller, writer type of person.
And so just having the dolls to look at, it just
simply helps. It kind of gets the creative juices
going. Pretty much everything was up to me. I
had almost a completely blank slate and was able
to just do whatever I wanted to do. And so I
just went crazy and had a fantastic time. But
my process really was just thinking about the
fact that we needed to do 65 episodes because
at the time that was a pretty standard syndication
run. Right. Which meant there had to be a lot
of room. And this was not really an action show.
It was very much a character -driven show. It
was more of an action soap opera in a way. So
I really had to have the depth and the layers
and the interactions and lots of characters to
play with. I think I went a bit overboard on
the Starlight Girls. I don't think I really needed
to create quite that many, but nonetheless I
did. Just in thinking about the characters, I
had to think about the emotional hooks, the relationships,
all of the things that writers would want to
draw upon to come up with all of these stories.
And then I hit upon the notion of the romantic
triangle, this feeling that this... You know,
confusion that Rhea is in, the boyfriend who's
caught between Jerrica, who he's known for so
long and has been his girlfriend. And all of
a sudden, here's this mysterious and alluring
gem who really is Jerrica. And he finds himself
just attracted and completely torn. And that
triangle just suddenly really brought it all
together and really made it work and just provided
so many avenues to have fun with it. Yeah, it's
kind of like multiple personality problems. Yeah,
we played with that a little bit too. Bob Budiansky,
who was an editor over at Marvel Comics, wrote
most of the backstory for the early Transformers
line over a Thanksgiving weekend in 1983. And
he's still amazed at the popularity of the stuff
that he wrote way back then. How do you feel
about the ongoing wave of nostalgia for Jim?
Well, I think it's delightful. I have actually
been in close touch with a very dedicated group
of Gem fans for over a decade now through an
email list that a couple of friends of mine set
up. So I've been in ongoing contact with people
and I've heard these stories and now there's
even a GemCon. And so I've been the guest of
honor at a couple of those. And they're small
and intimate, which is wonderful. But, you know,
you have people, there are people there from
all over the world, from the Netherlands, from
Scotland. I mean, just all over the place. And
it's just wonderful. It makes me completely happy.
I love hearing from these people and hearing
their stories. And I love hearing, you know,
how Jim. inspired people or affected people.
One person wrote to tell me that he was inspired
and grew up to become a lawyer because of my
writing and talking about music and protecting
the rights of creators and things of that sort.
So there have been a lot of really, really nice
stories that have come out of that. Wow. Yes.
As we've said, you wrote the original Girl with
Ordinary Life transforming into Rockstar by putting
on a wig story. Are you ready to take credit
for Hannah Montana? And I cannot believe Michael
included that question. I thought, you know what?
Well, we watch way too much Disney Channel in
our house. And that includes the occasional Hannah
Montana episode. And it occurs to me that, you
know, Jem is kind of... You know, she has a little
magic involved, but, you know, puts the wig on
and she's somebody else. Well, she doesn't put
a wig on, though. There is no wig involved because
we're talking about holographic projections.
It's a holographic wig. It's a holographic projection.
Everything that Jim is, you know, her identity
is created by this holographic projection around
herself. So there's no wigs here. But I do have
a funny story for you, and you could be. You
might be the first people to hear this story.
I'm not sure. About probably close to a year
ago, I get a call from a lawyer at Disney. And
this lawyer says that they're dealing with a
lawsuit on Hannah Montana from someone who claimed
that he came up with the idea for Hannah Montana,
the idea of a rock star with a secret identity.
And so he's suing Disney. And so Disney says,
well, we understand that this idea has been done
before. And they were contacting me to prove
that Hannah Montana was not an original concept,
that the idea of a rock star with a secret identity
had been done before so they could invalidate
the basis of this guy's lawsuit, which I just
thought was not only ironic but completely hysterical.
Yeah. It's like, please sue us. Because we realized
that we stole your idea. And, yeah, that's funny.
Well, they were using me to protect Hannah Montana
from the lawsuit, which, I mean. See, if we could
retcon it so that Billy Ray Cyrus was actually
Jem's father, then we'd tie this all together.
No retconning. No, no, no retconning. Bad Wilson.
That's funny. So as of 2008, Hasbro owns the
distribution rights for the Gem series. As far
as I know, I think that's probably the case.
Well, again, somewhere in the wiki. They recently
put out a really nice box set. of the Transformers
series through Shout Factory. So we're thinking,
would it be outside of the realm of possibility
to get a call from Shout Factory about a DVD
bonus feature interview? I wish they would. I
think that would be fantastic. I mean, the fans
are going crazy wishing that they would put out
the rest of the series. As you know, Rhino did
the first couple of seasons on DVD. They had
the rights to do the DVDs. And so I did interviews
for them and we recorded things for them. but
they never got to finish the third season, the
stingers and the, and the last batch of shows
that had stingers. And so the fans have just
been going crazy, wanting to have full DVD sets.
And of course you can find them pirated all over
the place on eBay. So if they had any brains
at all, yes, they should be doing it. And if
they do it without me, they're nuts. I don't
think. I was going to say, Rhino managed to mess
up the Transformers series pretty well with their
overdubbing of sound effects that didn't belong
and things like that. Part of me, when I actually
thought of this question, was thinking, maybe
they already did. And she's going to say, oh
yeah, heck yeah, let me tell you about it. I
have not heard anything from Hasbro at all. That's
too bad. It would be nice to get... a big box
set for Jim just to have it all in one place.
Cause I mean, yeah, there are the Rhino DVDs,
but I don't, I've kind of, I don't actually have
the Rhino versions. So I'm kind of holding out
and waiting to see. You can't even get them now.
I mean, they're like so rare now that trying
to get them, I've heard of people spending a
hundred, $200, whatever, trying to get the damn
things. Yup. That's, that's not cool. Um, What
is the current state of Jem? How do you feel
about recent calls to bring back Jem as a live
-action movie? Do you think that you would be
involved if that were to happen? I would rather
see Gem brought back as another animation series
because I've already completely mapped out exactly
what I would want to do with it, exactly how
to bring back the series, how to update it, make
it interesting, but make it new. I know exactly
what I want to do. I've got it all worked out.
So are you going to share that secret with us?
No. But as I said, I have not heard anything
from Hasbro. I have not been able to confirm.
what appears to be just one person's story on
the net about the possibility of a live action
movie. I have absolutely no idea if there's any
truth to that. I have not been contacted by anyone.
And unfortunately, Hollywood doesn't necessarily
have a lot of respect for the original writer
or original creator of something. So there's
really no guarantee at all that they would come
to me. Yeah, that kind of stinks. Let me throw
this out real quick. You know, you may or may
not know, Hasbro has recently teamed up with
Discovery Channel to create a new channel called
The Hub. Yeah, Margaret Lesher's running it.
Okay. And I didn't know that. Yeah. They're bringing
back a lot of their older properties and putting
them on at different times during the day. And
I know that a lot of the shows from the 80s,
including like the G1 Transformers and I believe
the original G .I. Joe, they're going to show
on those channels. Boy, do I wish I would get
residuals for that. But animation writers do
not get residuals, or not for the old shows,
anyway. Right, not for back then. And not now
most of the time. There are exceptions, but mostly
not. Well, would you be considered not so much
a writer, but like a... I don't know what they
would call that, since you actually came up with
the backstory and everything. Like the... I don't
know, the Bible author, if you will. It doesn't
matter because it wasn't done under a Writers
Guild agreement. Oh. Okay. But if they were going
to bring Jem to their hub, would they even notify
you, or do you think they would? Probably not.
Why would they? I don't know. I'm not entirely
sure how the process works. Yeah. I mean, they
have no obligation to tell me anything. Hmm.
Maybe they'll rewrite a new one. Because I know
they're making a new Strawberry Shortcake and
a new G .I. Joe and a new Transformers that I
may or may not enjoy. I don't know. We'll see.
I mean, it could happen. It absolutely could
happen. And there's no guarantee that they would
have me involved at all. Speaking of Transformers,
we're going to move into some Beast Wars questions.
How did you get involved with Beast Wars? Had
you worked with Larry Dottilio in the past? Oh
yeah, Larry and I had worked on Captain Power,
and I think we probably worked on other shows
together, but we had become very good friends.
So consequently, I heard from him when Transformers
came along. Beast Wars, excuse me. Now, the episode
Transmutate is widely considered to be controversial
among fans. How did the story come about? And
were you requested to write this particular story?
Or was it something that you pitched to Larry?
Larry wanted pitches. So I had to come up with
some pitch ideas. And there were some very specific
parameters that had to be observed in writing
this show. When it comes to a CG show, one of
the most expensive things is having to create
any kind of a brand new character. Because that
involves a lot of work putting everything together.
The new character models. The rigging and the
mesh and the design. There's a lot of work involved
to that. So the basic guidelines were... You
can't create any new characters. You can only
use the existing characters. That's it. Just
the pool of Beast Wars characters we have. That's
all you've got to work with. And there were some
other limitations like that. So I was writing
my pitches and coming up with various ideas.
And having worked around CG and knowing a bit
about how CG works, I thought, well... okay,
here's a really cool idea that I think I could
fudge my way around this requirement because
they could just take pieces of the existing models
and just glom them together to create this sort
of mismatched thing. And then they wouldn't have
to create anything new, really. They just kind
of take these pieces and put them together. And
so with that in mind, I went ahead and added
it to the pitches. Well, Larry really liked the
idea. But he said, I don't know if we can do
this one. I explained to him how I thought we
could do a workaround. He said, I don't know.
I don't know. But I'm going to go ahead and pitch
it anyway. And fortunately, he did. And they
really liked it. And they liked it so much that
they actually did create the new character. They
didn't just go and kludge things together. They
actually did go to the effort of creating the
new character for Transmutate. That's very cool.
When I first saw that episode, I had been watching
the previous couple of seasons, like one marathon
watch. So when I got to it, I was like, oh, okay.
But I went back and I watched it, and to me,
and I said this in our Beast Wars review podcast
episode when we talked about it, to me, how I
saw it was it's pretty much a peer pressure episode.
Would you agree or disagree with that? Yeah,
I guess that's one way of looking at it. Because,
I mean, peer pressure to me is a little bit too
high school. You know, it's really, I think,
a deeper, more powerful conflict than that. It's
kind of like the use of an innocent for good
or evil, you know, being drawn between two forces,
the light and the dark. Yeah. So it falls into
that category. Since this was your first Transformers
script, were you familiar with the franchise
before writing the story? I think I was at least
somewhat familiar with Transformers in general,
but of course Beast Wars was its own thing. It
was quite different than the previous Transformers,
so I don't think I had any familiarity with this
particular new approach. I think I had to sit
down. I'm trying to recall. It's been a while,
but I think I had to sit down and learn it. pretty
much from the beginning. I know that the G1 Transformers
and G .I. Joe tended to trade writers back and
forth very often, writers and voice actors, so
I was surprised not to see any Transformers credits.
For me? Yeah. Yes. Oh, I think, well, at the
time, I think I was working on Gem. Yeah, you
were. And, I mean, I was working flat out on
Jim, don't forget. I mean, I was doing all the
development work. I wrote 22 out of 65 episodes.
I, at the end, did some story editing. And let
me tell you, I was putting a lot of work into
that series. I didn't have a lot of time for
anything else. Yeah, that makes sense. Oh, I'm
sorry, back to Transmutate. Did you mean for
the character to be female? Or was it too far
damaged to be considered gender specific? I think
I'm trying to remember whether that actually
was my original intention or if that's just how
it came out. I don't actually remember. I think
it must have been my intention from the beginning.
I think. But it's actually been long enough that
I don't precisely remember that. You would think
that I would, but I know. Actually, because of
the way they created the character, it seems
to me that I must have given some indication
in that direction. Yeah, and I think the other
indication in the direction is obviously that
Sue Blue voiced the character. There is that,
too, yeah. Well, to me, it kind of came across
a little androgynous. Like, you really couldn't
tell. You know, I do like to play with things
like that. There was a character I created for
Jem called Tech Rat. I don't know if you remember
Tech Rat or not. And when I first created Tech
Rat, I very specifically referred to him as a
completely androgynous character. where you couldn't
be quite sure whether this was a male or a female.
And I really wanted it to be played that way,
but that was just too daring. That was just not
something they could cope with. So Tech Rat became
very definitely male. But I was going for that
kind of boy George, but even more so kind of
an androgynous character. And I just opened up
my original script to Transmutate, and I definitely
wrote her as a female. Very cool. Yes. There
you go. Yes, she knowingly sacrificed herself.
You know, I'm tempted to just really leave it
up to an individual's idea of what they would
like it to be. However, I wrote here that in
this split second of the simultaneous exchange
of fire, the transmutate leaps from her safe
position to shield both of them, taking their
combined blast from two sides. So based on what
I wrote in the script, I would say that sounds
pretty deliberate. Okay, win then. I had actually
thought that the capacity for that type of will
wasn't there with this particular character.
So it's like, well, you can't actually sacrifice
yourself if you don't have that force of will.
At that moment, the idea was that it had been
developing in her and developing in her, and
right at that moment, The crisis just all brought
it to a head. I think her intention was not to
destroy herself. Her intention was to stop what
was happening and save two beings that she cared
about. Wow. That's great. Yeah, I hadn't thought
of it quite that way. Yeah, that's a nice explanation.
Did you get a transmutate figure from the Beast
Wars 10th Anniversary line? I did not, and I
am so disappointed. I would love to have one.
I never, ever got it. It required you to purchase
each figure in the set. Yeah, I know. And each
figure that had a chunk of it that you put together.
Yes. I've seen them on eBay. I just kind of imagine
there being a transmutate on your desk somewhere.
I wish. I had a fan who had promised me that
he was going to put one together and give it
to me, but he never did. Nice. You wrote a script
for Beast Wars Season 3 episode called Dark Glass,
which was rejected by the series distributor.
It is rumored that the episode involved Rattrap
returning to Dinobots. returning Dinobot's consciousness
to a clone of his body. What can you tell us
about that script? Did you base it on anything
like Star Trek 3? No. The search for Spock? Come
on. No, I don't quite remember the origin of
that one. I'm not sure whether that was an idea
that I pitched or whether that was an idea that
might possibly have come from Larry. I'm not
sure. Let me think. That was... What number was
that script? Number 47. Do you have it? Oh, yes,
of course I have it. Of course I have it. Okay,
this has just turned to a live script reading.
Yeah, really, because... Because the next question
is, is there a copy of the script of Darkglass
out there? We noticed that you can buy an autographed
script of Transmutate off your website, but no
Darkglass. We're interested in picking up a copy
of Darkglass and Transmutate. Well, it's weird.
There's kind of an odd history to this script.
One of the problems is that I actually don't
have a copy of my original first draft of the
script. Somehow that has been lost. I don't know
how, but it has. And I have a copy of the one
that Larry Dottilio did a rewrite on as the story
editor. And so I feel there's a bit of an ethical
conflict there because Larry was at the time,
which was a long time ago, but at the time he
was very much opposed to... having the script
out there. And in fact, there may have been legal
reasons why he had to be opposed to it being
out there. It's been a long time since then,
but it's not something I'd want to do without
probably without checking with him and making
sure he was still okay with it. Okay, cool. I
think one of the reasons why we're interested
in it is because our other, um, co -host on beast
unleashed the co -creator with me, uh, Steven
Phillips. He, um, Asked me about Dark Glass because
he does voices. He does voiceover. He doesn't
do it professionally yet, but we're trying to
get him to there. But he voices Beast Wars Megatron
almost just like David Kaye does. And he wanted
to look at that script to see if he could actually
voice out the episode. So that's why we're interested
in Dark Glass. I see. So maybe you could... Ask
Larry and get back with us maybe at a later date.
Yeah, maybe so. We'll see how that goes. That
would be very interesting to see that surface
after so long. Yeah, I mean, I thought it was
a worthwhile script. From what I recall at the
time, Hasbro felt it was too dark, whatever that
means. Something about it that they just didn't
like getting into, I don't quite know. And consequently,
it didn't get made. Well, they sure love their
Dinobot episodes because there was plenty of
them. I don't know why they wouldn't want to
do this one, quite frankly. From what little
I had read about it, it seemed like it was straightforward
enough. It would have pushed the storyline. It
looked like elements of that script actually
showed up later on in the continuity. Oh, probably.
I mean, because if they ever got around to bringing
Dinobot back. then they had to use some elements
of it. Well, they brought him back as a clone,
but they didn't actually bring him back specifically.
Yeah, that's true. The clone existed, but it
was a Predacon, and this episode had to do with
Rattrap attempting to restore his original spark
to the clone, which created an internal conflict.
so that within the battleground of the mind,
within Dinobot's mind, there was a conflict between
the two Dinobots. And at the end of the script,
the idea is that you're not supposed to be quite
sure. It looks like the Predacon won out and
that he remains a Predacon. There's just a little
element of doubt in there. And I think what Michael's
actually referring to is in the season three
finale, Nemesis, the two -parter, Death Charge
kills Rampage, thus the half of the spark of
Rampage that was in the Dinobot clone was cleansed
of Rampage, and he started feeling the original
Dinobot, so actually they did take stuff from
Dark Glass. That doesn't surprise me. Yeah. Very
interesting. It just would have made a lot more
sense if they had used that. Yeah. That would
have figured into the canon. Yep. Would have
been nice. I would have liked it. Behind the
scenes stuff? Yep. Okay. The animated series
that you wrote for usually had lots of other
writers, each doing their own episodes. Taking,
like, G .I. Joe, for example. Were there any
communications between writers in order to help
continuity or focus the characters? And what
can you tell us about that? Yeah, no, not between
writers, because that's the story editor's job.
And the story editor on G .I. Joe... when I was
working on it was, well, there were a couple
of different ones, obviously, because it was
65 half hours. But I was working closely with
Steve Gerber. So it's the story editor's job
to make sure that the continuity is correct and
to catch all of that stuff. So I worked closely
with Steve in that case. Do they just change
the script or do they consult with you first?
Or how does that, I mean, do they say, this is
what we're looking for, this is the relationship
between the characters? Well, we're talking specifically
about G .I. Joe. Well, as an example, yes. Well,
GI Joe is kind of its own thing. And the reason
it's kind of its own thing is because in order
to work on GI Joe, I had a Bible that was like
10 inches thick. I had this monstrous giant binder
because there are so many characters and there
are so many vehicles, you know, so many elements
that went into it. And the way they did GI Joe
was really kind of unique. quite different than
other series because the story editors, producers,
would sit down and figure out, okay, in this
episode we want to have these three characters
and these two vehicles. And to make sure that
it all balanced out and that all the characters
got used and so forth, they spread that out over
the episodes. And so basically the brief I got
was, okay, now pitch aside some ideas using these
characters and these vehicles. And so I had to
look at those things and then find a story for
them. So it was different, really a different
way of doing it. And in that case, you had to
have a lot of coordination, of course, between
the story editor, writers and producers and everybody
like that. But that's quite different. And it
was complex. Just the sheer volume of stuff they're
dealing with was fairly complex. That's not really
a way I've worked on any other series before.
Generally, overall, however. And as someone who
has worked as a story editor, it's very common
for a story editor to do rewrites if needed.
If it's possible, I would rather give notes to
the writer and have the writer do a second draft.
But if you're really crunched for time, if it's
a very tight schedule, you may not have a choice.
You may just need to go ahead and do it yourself.
Because you don't have the time to go back to
the writer. So it depends on the luxury of time.
It depends on scheduling. It depends on the story
editor and so on and so forth. I mean, personally,
as a story editor, I would always rather let
the writer have that option of doing it. Much
prefer to let the writer do that. Some other
story editors, they just want to put their own
gloss on it or fix it or whatever. Or their schedule
doesn't let them send it back. It just varies.
It's going to be different for every show. We
noticed that... What were you saying, Michael?
I was just saying that's very interesting because
I'm not really privy to that whole process. That's
pretty cool. I know just from watching other
DVD features like on Justice League, I know that
a lot of that crew, there was a lot of collaboration
between writers. It's not totally uncommon for
that to happen. Every show is going to be its
own unique creature because it really just depends
on who's in charge, how they like to work. The
nature of the show is just affected by a lot
of different things, a lot of different elements.
And so every show can have really its own kind
of feel to it. Right. We noticed that the legendary
Wally Burr was the voice director for Gem. Did
you have any contact with the voice actors, or
were you secluded from that arm of the show?
We love to interview voice actors. Yeah, I never
had any contact whatsoever with the voice actors.
None. I mean, writers just weren't involved in
that process. And it's funny, I didn't meet Wally
Burr until quite a bit later. It was delightful.
When I first met him, I think it was at a party
or a gathering somewhere, he paid me the highest
compliment he could think of to pay me. He said,
oh, you write like a man. And I knew what he
meant because he's of a certain generation. And
I knew he was trying to really genuinely pay
me a very high compliment. And so that was his
way of doing it. And I took it in that regard,
you know. Fantastic. Just a couple of random
questions for you. What is your favorite character
type to write for? Heroes, villains, or is there
another type of character that you like better?
And who gets the best lines? I like characters
that have multiple dimensions and layers and
depth to them. And that's why when I create characters,
I try to make sure I give them as much of that
as I can. One example is Stormer from Gem and
the Holograms. She belongs to the Misfits, but
at the same time, she's a very conflicted character
who sometimes goes behind the backs of the Misfits
in order to help the Gem or the Starlight Girls.
And so she's a great character to play with because
she had this depth. She had these other things
going on with her. So any kind of a character
like that. is going to be a character that I
love to write. And of course I love to write
really strong, interesting female characters.
So anytime I get a chance to do that, that's
fantastic. Yeah. As a writer, what is the weirdest
thing that has happened to you ever been asked
to write something that you didn't want to? Um,
asked to write something I didn't want to. Kinda.
After Sunbow stopped producing the G .I. Joe
series, Deke picked it up. If you're familiar
with the studio, Deke. But Deke tended to do
things kinda on the cheap. They weren't as well
funded as Sunbow. Right. And so a... Dear friend
of mine, a wonderful person, became the story
editor on that series. And he called me up one
day and asked me if I would write for it. And
I said, no, because they're not paying what they
should be paying on this show. And he asked and
asked. And so kind of as a favor, I went ahead
and wrote a couple of these other G .I. Joe episodes,
which had tremendous restrictions on. the number
of voices you could use and this and that kind
of a thing. So that was something I wasn't quite
as wildly enthusiastic to write for. I mean,
I still do the best I can do regardless. But
I mean, in most cases, if something doesn't feel
right to me or I don't like it or it doesn't
interest me, I don't do it. I remember back when
Smurfs was on. I got a call from Hanna -Barbera,
and they sent me the Bible, and they wanted me
to pitch for the show. And I had never watched
the Smurfs. It's just not the kind of show that
interested me at all. And I read the Bible, and
I felt my brain just start melting out of my
ears. And I said, I can't do this. This is just
not the kind of thing I can do. I just can't
write this stuff. I am not a comedy writer. I'm
not a joke writer. I'm not that kind of a writer.
Oh, that's funny. There was a funny moment a
while back. A couple of very good friends of
mine, Craig Miller and Marv Wolfman, in fact,
created, managed to sell the first animation
series that was covered by a Writers Guild contract.
It was called Pocket Dragons. And it was based
on a line of sculptures of these cute little
dragons. And they were done, they were half -hour
shows, but they were done as like two 11 -minute
segments, separate segments. And so I knew they
were doing them, and it was like, oh, it's cute.
It looks really cute, a little cutie pie kind
of show. And so they asked me if I'd write for
it, and I said, oh, no, no, no. And they asked
me again, and I said, oh, no, no, no. And finally,
one time, Craig buttonholed me at a party, and
he said, you know, I'm really hurt that you didn't
want to write for our show. Why don't you want
to write for our show? And I said, oh, well,
I just don't know how to write that kind of thing.
It's really soft. It's really young. I don't
know. I'm just not any good. I don't know how
to write that. And he goes, no, no, no. We want
your kind of writing. Don't worry about that.
Just write us a good story. So I actually ended
up writing two of them and really having a good
time at it. And I thought they came out really
well. I had a lot of fun with it. So sometimes
you can be wrong. The moral of the story is sometimes
you can be wrong about what you think you can
do. You see, the Smurfs, they really needed some
strong characters. Yeah, maybe I should have
done the Smurfs. I don't know. Oh, could you
pass on the Smurfs? I was into hard action stuff.
You know, if you choke a Smurf, it turns green.
What kills me is that the Smurfs are going to
get a live action movie. Yeah, they already have
a live action movie. I've seen the trailers for
it. They're awful. Just terrible. I have no interest.
I'm actually on the lookout for further signs
of the apocalypse. Yes, there you go. That's
one of the first signs. While I love Hank Azaria
as an actor, I'm sorry. Him as Gargamel, he looks
like a stalker and a rapist. He just does. He
just looks like a pedophile. Yeah. Okay, this
isn't Beast Unleashed. You can take the last
question, Michael. Yeah, how am I going to follow
that? We found your book on Amazon .com, Writing
for Animation, Comics, and Games. And what is
the biggest difference in writing for animation
versus writing for, let's say, video games? And
any plans to write an update? Let's see if I
can take the second question first and get that
out of the way. There are no plans to do a second
edition of that particular book just yet, but
I did get hired to edit and co -author and put
together a second book that's out called Write
Your Way Into Animation and Games, and it used
chapters from my book, and plus I had about...
five other books from other Focal Press authors,
and they wanted me to draw material from all
of these books and put it all together into a
new book. So I edited that all together into
a new book that focuses, half of it focuses on
animation, half of it focuses on game writing.
So that came out just a couple of months ago.
So I have Writing for Animation, Comics, and
Games, which is entirely mine, and then also
Write Your Way into Animation and Games, which
is a number of authors. The big difference, of
course, is that any kind of TV writing, animation
writing, comic book writing, film writing, whatever,
is linear writing. It's just straightforward
linear writing where the writer sits down and
tells a story from beginning to end, regardless
of what – it may have a different chronological
sequence. That's not so important. But nonetheless,
the writer – compiles, puts together a linear
story, even if it's told in a jumping around
in different time periods or what have you. It
still ends up being a linear story. Games, however,
is a non -passive experience. You're not just
passively sitting back and having a story fed
to you. It's an active experience where the player
is a part of building that game. They're part
of building that story. They're part of building
their character. They're a significant component.
And so everything you do has to take into account
the fact that you have an active participant
in your story. And you have to deal with that.
So it's nonlinear writing. And it's also thinking
about how you give the player. agency or some
sense of control or input or however you want
to put it whether you give them a wide open world
where they have a huge amount of agency and can
and just can impact a lot of things or whether
like many console games you you they almost are
linear in a way you kind of drive them through
a main storyline with maybe other alternatives
i mean there's all kinds of different games obviously
there's not just one kind of game and so there's
not just one kind of approach but that's just
the thing you have to be so and flexible and
adaptable working in games. It requires a certain
amount of technical knowledge. It requires understanding
games and interactivity. And it requires being
able to think of all of the variables and track
them all and keep them all in your head and deal
with all of them. The linear writer sits down
and says, okay, if I did this. then this would
happen. But if I did this, then this would happen.
And I like this better than that. So, okay, I'm
going to decide that this happens and you make
that choice and then you move forward to the
next choice. As an interactive writer, more often
you go, if this happens, then this happens and
I have to cover it and write it. And then if
this happens and then that happens, I have to
cover that too. But then this other thing can
happen. I have to cover that too. And you have
to think of all those things and you have to
actually deal with them in one way or another.
You don't have the luxury of just setting it
aside and saying, okay, I'm just going to narrow
this down to one choice. You have to deal with
those variables. So it's the difference between
linear and nonlinear, and it's the difference
between a passive experience and an active experience.
Wow. Yeah, that's very, very cool. And there's
a lot more. I mean, I have a whole book written
about it, so there's more to it. Yeah, we'll
have to check that out. Now, is that book written?
more toward people who are already writers or
is that more toward a general audience? I had
three different kinds of people in mind when
I wrote the book. One would be the person who
is a brand new or a student or whatever who wants
to learn about this stuff in order to try and
break in. So that was one big intended audience.
Another big intended audience would be someone
who's already an established professional in
another field. who wants to shift out of, say,
writing for comics into writing for games. Or
maybe they've written for comics and want to
write for animation. And they need to know about
the craft and the ins and outs of that other
field. So that was another person I had in mind.
And the third category would be someone who,
say, works in the field of games, but not as
a writer, who wants to maybe move into the writing
end and wants to learn about that. So, you know,
say, maybe someone who's... A producer wants
to know more about the writing end of games,
and so they might look at my book to get clued
in on the writing end. That's probably not the
best analogy, but that was another category of
person, someone who was within that business
but maybe wanted to know more about just the
writing end of things. So those are kind of the
three main types of people that I was thinking
about. Wow, very nice. Yes. We would like to
thank Ms. Marks for taking the time to talk with
us. If people wanted to interact with you, where
can they go on the Internet? Good question. My
website is just christymarks .com, but there's
not a lot of interacting there. I blog a little
bit on LiveJournal under Christy Marks, and so
I post things there from time to time. I do have
a Facebook page. It's Christy Marks Roman numeral
two after it. I also have a Christy Marks Clubhouse,
which is a bit more of a fan page. I just post
things there every once in a while. I just joined
that too. We're all about the Facebook now. I
spend way too much time on Facebook, I think.
I actually shared a story that you linked earlier
today before we did the interview about Facebook
suing Teachbook. Oh, yes, yes. That's a very
interesting news article. And very annoying.
Yes, very, very annoying. So thank you for joining
us here on the Geekcast Radio Network. I have
been TFG1 Mike, and I've been joined with Michael
Wilson. We'd like to wish Ms. Marks good luck
with her current work and future work, and don't
forget to get in touch with us when you get permission
to release Dark Glass. Don't hold your breath
too long. We'll see. All right, guys, you take
care. Talk to you later. Yeah, hang on the line
and we will talk to you in a bit. That was very
cool of Christy Marks to talk with us for almost
an hour. Very, very interesting stuff as well.
Yeah, it was a very cool conversation. Yes. And
we actually got the skinny on dark glass. Which
is very cool. Yeah, straight from the right author.
Yes. Yes, yes. And maybe, possibly, not saying
anything because I haven't made the contact yet,
but maybe, possibly, we could get an interview
from Larry Dottilio out of this. That would be
nice. I mean, if she still keeps in contact with
him, and you kind of implied that she does, shoot
him an email and get us in touch with him. Yes.
Very, very cool. So, yes, this interview will
be featured on Geekcast Radio Podcast, TuneCast,
and the Beast Unleashed podcast. And then also
on Beast Unleashed, coming up, we have another
interview, this time with another voice actor.
Steve got David Soboloff, voice of Death Charge.
So that will be coming up on Beast Unleashed
as well. Exciting. So I guess for now, I am TFG1
Mike with... Michael Wilson. Until next time.
Yay, we actually didn't screw that up. Woo -hoo!
So, Christy, why don't you just say some stuff
so I can see the audio levels on my program here.
Well, blither, blither, blather, blather, t 'was
brillig in the slithy toes to gyre and gimble
on the waves. oh fear the noxious Jabberwock
there that works Michael why don't you say some
stuff I don't see how I could possibly follow
that exactly yeah I wish to speak to my lawyer.
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