Limited Control

A Companion to the Jim Jarmusch Resource Page 
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Unrevealing art – artist revealed

In the trailer to The Limits of Control, there's a shot of Isaach de Bankolé sitting in an art gallery, in front of a painting of a white veil covering the white canvas (the veil might be an actual sheet, whether it's painted or not is next to impossible to tell; it's slightly reminiscent of the 17th century painter Domenico Fetti's early trompe-l'œil "Veil of Veronica", or rather like a minimalist, conceptual – secular? – version of it.)

Thanks to a friendly contact in Spain, who's also a Jim Jarmusch scholar, I've found out that the painting in question is called "Gran sábana" (roughly Grand Sheet, or Great Veil), and was made in 1968 by the Catalan artist Antoni Tàpies. The gallery holding the painting (and many others by Tàpies) is the Museo Nacional Centro de arte Reina, Sofìa in Madrid, Spain, where, of course, some of the film was shot.

More on Tàpies (in Spanish):
http://www.artelista.com/biografia/9055383618353783-Antoni-Tapies.html

     

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Paper Train

Mystery Train: Japanese subtitles to a film by Jim Jarmusch, 2002, wax transfer paper mounted on rag, 7.5 x 9.75 inches

"They say that a picture is worth a thousand words, but when a movie travels from one country to another, the first thing it accumulates is a bunch of them. Words. They appear at the bottom of the picture like mold on cheese, and although they open the world of foreign film to a vastly wider audience, their presence is a constant reminder of our differences, the accent that an expatriate can't seem to shake. 
For the past decade, New York-based artist Stefana McClure has been inspired by that very text to create what she calls "films on paper," a seemingly obsessive art project in which she laboriously traces all of the subtitles that appear in a film, on top of each other in layers, and then transfers them to a piece of plain, colored paper. The result is an abstract work, roughly the size of a computer monitor, that captures not the story or cinematography of a film but the shape and placement of its text, the part of the picture you're normally supposed to see right through.  
Along the bottom of one of her pieces—a tracing from a film with English subtitles—is an indecipherable, blurry white smear that, when examined closely, shows fragments of letters leaking through. In a piece that's based on a film with Japanese subtitles, the white marks appear not as a stripe across the bottom but as two rows of squares, like the tire tread of a BMX bike, revealing the invisible grid used for Kanji characters.
/---/
She doesn't say exactly how she selects the films to work with, but her choices often seem to echo her apparent fascination with language and culture. In Mystery Train, Jim Jarmusch tells three stories set in Memphis, one of which involves a young Japanese couple visiting the legendary hometown of Elvis Presley and Carl Perkins. Even those of us who don't speak the couple's language understand the gist of their constant argument about which musician is better, but for the rest of their story, we need the subtitles. For her transfer of Mystery Train, however, McClure playfully used a version intended for a Japanese audience, a version with Japanese subtitles in every story but that one, reversing everything."

From PasteMagazine.com, "Life Camera Action: Films on Paper" by Robert Davis (January 22, 2009)

Read the whole article here.

Stefana McClure at the josée bienvenu gallery.

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Champagne

On YouTube, Kyle (aka Apemagic) has posted a "lip sync exercise" he's made for class at the Griffith Film School of the Queensland College of Art. "This is my first lip sync. i animated 36 seconds of audio from a jim jarmusch film called 'coffee and cigarettes'. it's from the segment titled 'champagne' starring william rice and taylor mead."



The Champagne section has also been posted in its entirety on YouTube:

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Ghost Dog: The Way of the Crossmedia

In close connection to the theatrical release of Jarmusch's Ghost Dog: The Way of the Samurai, in 1999, a Ghost Dog comic and a Ghost Dog role playing game were published.

The comic book, published by Oni Press, was written and drawn by Scott Morse. Creating it, he had no direct contact with Jarmusch, though he reviewed the story as it was in progress and gave notes. The book was available mainly through direct comic retail outlets and as a promotional give-away at some screenings. Unfortunately, it is out of print and pretty rare to find, even on eBay.

From "Swimming With the Crazyfishes", Scott Morse interviewed by Anna Jellinek, at Sequential Tart:

Sequential Tart: How did you get involved with doing the Ghost Dog comic? 

Scott Morse: Well, Artisan Entertainment had been in contact with Joe Nozemack at Oni, wanting to do other books based on films they were distributing. Oni had produced the comics for Blair Witch, and Artisan wanted to work through them again for this Jim Jarmusch project. Joe and Jamie Rich contacted me and asked if I could write the book for another artist, someone Artisan had promised the job to, to draw. I agreed and pumped out a plot, which Jarmusch read and made notes on, and I modified to the current version. The plot was done in about a week. The next Monday, Jamie called and told me the artist had dropped out, and asked if I could draw it as well. I said sure. Then he told me the deadline...two weeks for the finished book. So I hung up and got to work. The whole thing took about five days to complete, if you include time for the plot to be written. 

ST: Wow! do you usually work that fast? 

SM: Most of the time, but only due to deadlines sneaking up on me and over-committing to projects. I get offers for some cool stuff, and I never like to pass it up! Plus, my own ideas are coming a mile a minute these days, and it hits me hard when I have like a week to finish up a project. Working in animation really helped me deal with tight schedules. You have to be quick and accurate the first pass on a lot of animation projects, and that thankfully trickled over into my comics work ethic. 

ST: What did you think of the film?

SM: I was sent a copy by Artisan before I started writing the book, and having seen the trailer, I honestly wasn't expecting much. The trailer made it feel really silly, so when I watched the film, I was more than pleasantly surprised by how well it turned out. It really worked on a lot of levels and, for me, the fact that it dealt with normal mafia schlubs made it work. They really played up the characters like average guys, like guys that you might actually see on the street. The Sopranos does this really well, and it was something I had tried to do with Volcanic Revolver. And Forrest's character worked a lot better than I thought he would.

In June 2000. the movie was also adapted into a role-playing game by Canadian game publisher Guardians of Order. Written by David L. Pulver and John R. Phythyon, Jr., the game focused on two person (one player and one Game Master) group play and resource information about the movie and the real-life Mafia. According to the publisher, the role-playing game and 160 page resource book "re-creates the gangster picture as a cross-culture fusion of Eastern philosophy, hip-hop music, urban darkness, and movie iconography. A One or Two Player RPG – 'This is our first live-action movie RPG license,' commented Guardians Of Order President, Mark C. MacKinnon. 'When we first screened Ghost Dog in the office, we were all impressed with the quality of the story and immediately saw the potential for a new style of dramatic role-playing. This game is geared towards smaller gaming groups of one or two players, which have largely been overlooked by most RPGs on the market today'."

At RPGnet, Lisa Padol offers this review:

When I came to this year's (2001) GenCon, I had only one question about this game. Why a Ghost Dog RPG? David Pulver explained that the studio approached Guardians of Order with the idea. This explains a lot about the idiosyncratic RPG. 

Despite my question, Ghost Dog is both a playable game and a pleasure to read. The first chapter of the game does a fine job of placing the film Ghost Dog in its context, complete with a filmography of director Jarmusch and a list of and description of key films in the genres that Ghost Dog draws upon. There is a detailed summary of the film, as well as the obligatory explanation of what roleplaying games are. 

The next two chapters describe character creation and game mechanics respectively. The game uses Guardians of Order's Tri-Stat system, a straightforward and reasonably simple points build system. All the major personalities from the film are statted out. Previous Tri-Stat games were limited to the anime genre, but Ghost Dog demonstrates that the system can be used for campaigns based on sources with live actors and a more gritty, low powered setting. 

The fourth chapter examines the world of Ghost Dog, largely defined as the world of the Mafia and other criminal organizations. It is full of useful information for any campaign involving such organizations, detailing their hierarchy and daily activities. 

There is other material here as well, including an examination of the books that appear in the movie and their thematic significance. The authors mention the idea of radically different points of view causing different people to witness the same events in different ways, as in the movie Rashomon, based on the story "Yabu No Naka" in the book Rashomon and Other Stories which is passed from one character to the next in the movie Ghost Dog. Interestingly, the authors do not mention a key scene in Ghost Dog which exemplifies this principle. I learned that this was because they were given a poor-quality video tape of the movie to work with. I also learned that the animated cartoons watched by two of the characters predict the future, and the two characters know this. 

The fifth chapter of the game is full of general advice for GMs. The sixth has two scenarios, both intended for one player and a GM. A bibliography, another filmography, and an index rounds out the book. 

The chapter on GM advice is not off limits to players. This is sensible. Players should know what GMs need to take into account, and many players are also GMs.  Naturally, the scenarios are off limits to players. Both are intended to be run by a GM with one player. I am not sure how many people play that way. I prefer running for and playing in groups of 3-5. However, I did appreciate the advice on the differences a GM faces when running for a single player. 

The first scenario is written for a player playing Ghost Dog. It details the destruction of his relationship with his girlfriend, who cannot abide the violence of his way of life. It is nicely tragic, but railroads the player too much for my tastes. What if the player decides Ghost Dog will give up his way of life for the woman he loves? The player should have the option to take the character down a different path than the movie or the authors of the game envisioned. 

The second scenario is for a PC who is not Ghost Dog, but does work for the Mafia. As the authors point out, the scenario can be run with more than one PC; all the GM needs to change is the strength of the opposition. A certain amount of loyalty is presumed, but it is not too hard to figure out how to deal with unexpected player actions. The clock is ticking as the PC tries to locate missing money, and if the GM is at a loss, the time honored tradition of sending in a few goons with guns will work nicely. 

Ghost Dog is an odd RPG, focusing on an odd example of a Mafia movie that is more than just a Mafia movie and that kills off most of the characters stated up in the game. In many ways, the authors limited what the game could have been by focusing so closely on the characters in the movie and the world of the Mafia. This is a valid way to focus the game, but, as was pointed out to me, the movie is not specifically a mob movie, being more a movie about people who are the equivalent of fish out of water. Perhaps the authors could have developed the characters of Pearline's mother or the man building a boat on a rooftop. Perhaps they could have considered dogs that are omens, and cartoons that are prophetic. 

Still, a game about odd, quirky individuals doing odd, quirky things like raising pigeons and building boats would be harder to focus and harder to market. And while I do think wistfully about what such a game could have been, Ghost Dog is a useful sourcebook for any modern campaign involving the Mafia or other ordinary organized crime groups. It is also useful to see how the Tri-Stat system handles ordinary, as well as more cinematographic, non-anime characters, and it is a thoughtful study of a unique film.


Unlike the comic book, the Ghost Dog RPG (ISBN 1-894525-02-7) appears to be widely available on the second hand market.

 

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The Drop Edge of Yonder

In the late '70s, Wurlitzer began a screenplay about a mountain man named Zebulon who gets shot in the heart and tracks his family to say good-bye; he dies in the Pacific Northwest and is put to sea in a burning canoe. The script had a more tortured career than most, and the project passed through a number of hands before winding up in those of Jim Jarmusch. Wurlitzer and Jarmusch were pals from the Lower East Side, and Wurlitzer respected his work; they talked for a few weeks before amicably parting ways. Wurlitzer didn't hear anything more about the project until he saw Jarmusch's 1995 Dead Man, a visionary western whose protagonist is shot in the heart before traveling to the Pacific Northwest and dying in a canoe. Wurlitzer considered suing, then decided that it would be toxic and pointless and opted instead to transform his tale into The Drop Edge of Yonder, whose cinematic tensions are partly the result of Wurlitzer working through his long and complicated life of writing for the screen. In the end, Wurlitzer said in an e-mail, he wound up "feeling rather perversely grateful for Jim's unconscious rape and pillage.

- Eric Davis, in his review of The Drop Edge of Yonder by Rudy Wurlitzer ("How the West Was Fun", Bookforum, April/May 2008)

Allegedly, the film was meant to star Tom Waits. Confusingly, Jarmusch and Wurlitzer originally (this was around 1989) intended to call the film Ghost Dog, which of course ended up as the name of an alltogether different Jarmusch pic, in 1999.

From an interview with Jim Jarmusch in FilmZone in 1996:

Q: Didn't you originally intend to make Dead Man in 1989, following Mystery Train?

A: No, it wasn't Dead Man. It was another story called Ghost Dog. It was a somewhat different story: there was no William Blake, of course. There were a few elements that were sort of pillaged from that for Dead Man, but it's not the same story. I wasn't able to get that film financed and I basically abandoned it. And when I wrote Dead Man I didn't even reread it or refer to it, because I had a painful relationship to it because I wasn't able to get it off.


Wurlitzer is best known as the author of two classic screenplays,Two-Lane Blacktop and Pat Garrett and Billy the Kid; he is also the author of three intoxicating cult novels (Nog, Flats, Quake), a novel about the movies (Slow Fade), and a contemplative travelogue (Hard Travel to Sacred Places).

Joe O'Brien, "On the Drift: Rudy Wurlitzer and the Road to Nowhere", in Arthur Magazine (#29, May 2008):

Rudy, typical of his gentle nature, speaks of this without much bitterness and even laughs about it. His old friend Alex Cox, however, is not so kind. 'Jarmusch just stole the idea, which was really shocking,' Cox said when I called him at his Oregon home. 'I haven't been able to speak to Jarmusch since that happened. Rudy could've sued him. I would've sued the guy's ass.' Rudy ultimately lets his work set the record straight with Drop Edge, an old hand laying down what may well be the best piece of writing he's ever done. 
- - - 
Arthur: Jim Jarmusch was interested in it too, right? 

RW: Right, Jarmusch was going to direct it but after talking about it for a few weeks it became clear that we each had a different point of view of what the script was going to be and we went our separate ways. I was surprised when he lifted some important themes from the script for his film Dead Man. Let's just say that was an awkward situation. [laughs] At least for me.

Arthur: I'd seen Dead Man before I read Drop Edge but some of the similarities are striking. 

RW: Yeah, he took a lot. But I think the book is sufficiently different. And in a way, the good part of it is after a while I felt compelled to write my own version to get away from what had essentially been contaminated. Not just by Jim, but by the whole long journey of the script. I'd done a lot of research in each variation, along with a script on the gold rush that I never got on. So I had all this stuff in me. And after years of reading and inhabiting that world, I became very much at ease with the vernacular. And that always seemed to me to be very important in a so-called historical novel. I didn't want it to just be a novel about historical information. So all the film stuff provoked me to go underneath, to explore some other layers.


See also:
http://www.jim-jarmusch.net/films/unmaderumored_films/early_ghost_dog.html

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Mystery video

Somebody once suggested that there might have been a video released som time around 1990 paying homage to Jim Jarmusch's 1989 film Mystery Train:

Memory escapes me yet again -- I recall a music video by one of those English dance/rock bands a la Happy Mondays that featured a tribute to the Japanese characters in "Mystery Train."  Does anybody else remember this or was I hallucinating?

And recently I stumbled on a blog where somebody else wrote:

To this day I swear I remember seeing a music video for Happy Mondays' "Step On" that recreated the scene with the Japanese tourists in their hotel room (the girl smearing on lipstick and making a mess of her boyfriend's face), but a search of the internets yielded not a singe shred of evidence that such a video ever existed. Did I dream this, or what?
(http://blog.allmovie.com/2008/07/11/all-movie-guide-loves-1989/)

Well, I'm happy to report that no, we're not dealing here with a case of collective hallucination:

(This was the US music video accompanying the 1990 Happy Mondays single "Step On", off "Pills 'n' Thrills and Bellyaches".)

 

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Stranger Desire

In 1996, Salvage Vanguard Theater in Austin, Texas developed and presented a play which, according to its author, David Bucci, is "an abstraction/compression of Streetcar Named Desire and Stranger Than Paradise". The play is called "Stranger Desire", and the script, provided below, can also be downloaded from Bucci's homepage:
http://www.geocities.com/thriftyluxury/BUCCI/scripts.html

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The Blues She Is My Friend

Greg the Bunny was a short-lived American sitcom that originally aired on Fox in 2002. It starred Seth Green and a hand puppet named Greg the Bunny, originally invented by the team of Sean S. Baker, Spencer Chinoy and Dan Milano. In 2005, Greg the Bunny returned to the Independent Film Channel, in a series of short segments spoofing movies such as Annie Hall, Miller's Crossing, Barton Fink, Fargo, Blue Velvet, Easy Rider, Pulp Fiction, and Down By Law:



IFC, 2005, season 1, episode 14, "The Blues She Is My Friend"

http://en.wikipedia.org/wiki/Greg_the_Bunny

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