Without any aim to be comprehensive, this article will follow these developments and focus on two shows: 1974’s Hurricane Polymar and 1976’s Gowapper 5 Godam. Although very different, both works are good examples of Tatsunoko’s development in the middle of the 70s: in terms of staff, the studio increasingly opened itself to the rest of the industry, but in terms of inventivity, it was rather closing. This contributed to the formation of an instantly-recognizable Tatsunoko aesthetic and brand, but also entailed a diminishing creativity, further decreased by the series of exodus that went on in those years.
If one single work were to sum up Tatsunoko’s entire production, it would probably be Science Ninja Team Gatchaman. By far the studio’s most iconic series, it was already one of its most popular when it came out. It started airing in 1972, 10 years after the creation of the studio, and 5 years before the death of its creator and leader, Tatsuo Yoshida. Due to this special position, Gatchaman easily stands as an exceptional high point in Tatsunoko’s early history. Moreover, because of its length (105 episodes!) and the changes that occurred within Tatsunoko during its production, it symbolizes the end of an era for the studio: it is, in a sense, the last work from its “early years”. Indeed, it would be so hard to replicate Gatchaman’s success that most of Tatsunoko’s following works are more-or-less simple copies or parodies of it. It would not be until Yoshida’s death and the production of a new Gatchaman series, in 1978, that the studio would find again the creativity and originality of its first years.
hern stands out among studio Tatsunoko’s productions for its unusually dark worldbuilding and dramatic intensity. It was also perhaps one of the studio’s most difficult productions - a direct result of the difficult context it was made in. In earlier articles, I highlighted Tatsunoko’s position in regards to industry-wide aesthetical shifts, such as gekiga anime or mecha animation. This time, it’s time to focus on changes in business practices, staff policy, merchandising and politics - all things that were triggered by one of the most important crises faced by the anime industry throughout its history.
The “realist” aesthetic and approach of the show was possible thanks to its director, who in fact debuted as chief director: the second of the three Yoshida brothers, Ippei Kuri. Largely overshadowed by the other two rising anime directors of the time that were Isao Takahata (in Tôei) and Osamu Dezaki (in Mushi), Kuri was easily on par with them in terms of artistic vision; one may even argue that him and Tatsunoko’s artists and technicians largely laid the ground that would make Dezaki’s expressionist style possible. In that regard, Sanshirô can be read as a site for formal and technical experimentation, wherein “realism” was but one of the many aspects that were explored.
anese animation studios whose origins go back directly to the so-called “first anime boom” - that is, the development of TV animation. For that reason, Tatsunoko’s first years are chronologically distant and the stuff of some legend: after all, wasn’t the studio one of the pioneers? Didn’t they contribute to forever change the way animation would be made, first in Japan and then in the entire world?