#taxonomy is so weird
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It's so hilariously American-centric to say that
This (Southern Resident)
Is a distinct species from this (Transient/Bigg's):
-
But that means that this (Bremer Canyon offshore ecotype)
is the same species as this (Type D Antarctic ecotype)
And is also the same species as this (Icelandic ecotype)
I get we have a lot of data on Residents and Transient/Bigg's but it's going to get real confusing if we start defining killer whale ecotypes as entirely different species - especially if the most distinctly different ecotypes are being ignored.
Edit: I am mostly joking here and I get that by defining them as a separate species, they could be considered more for protections like the endangered Southern Residents. However I feel like they will still be referred to as killer whales by the general public, who will be going off visual rather than the other genomic evidence provided in the paper.
It's not a huge drama, really. It's just going to be interesting to see if every ecotype is going to be given its own species classification and how that relates to the conversation about culture transmission and hybridisation in killer whales as well.
#taxonomy is so weird#also I still feel weird about calling them Bigg's - calling animals after the people who discovered them feels colonialist to me#they existed before you discovered them you don't own them#idk people are weird about their killer whales in the Pacific Northwest too#killer whale#orca
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yay selfship reblog game
reblog with a pic of your f/o and ill assign them a caniform!
(caniforms are "dog-like" carnivorans)
(also disclaimer that im not an expert on these)
#anii speaks#selfship game#selfship#self ship#selfshipping#self ship game#reblog game#self shipping#taxonomy#probably a weird thing but i like taxonomic classification ok#also caniforms are my favorite suborder so thats why im doing them
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Apparently buckwheat isn't a cereal. Isn't a grass. Isn't even close to grass. Is in the same general ballpark as carnations, cacti, and beets. Wut.
#taxonomy is weird#why are carnations cacti and beets even in the same ballpark#what do these plants have in common?#if it's beet land is it also like...kale land? cruciferous vegetable land?#so many questions
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ae had no idea how many birds were passeriformes until now. turns out it's...most of them probably
#we're not very good at taxonomy at all#just because it's so much to remember and there's so many layers and there's so many aghhhhhh#so we don't tend to pay attention to stuff like that#we knew that corvids were passeriformes but we didn't know orioles and tanagers were too#we knew that owls were strigiformes but they're also the only ones that are strigiformes#don't ask about anything else cause we don't know#wait no we've got one more. rabbits are lagomorphs. we know that. cause it's weird why are they called that#the fuck is a lagomorph. a rabbit apparently. and pikas#is. is carnivora an order#oh. it is#ae'm confused. taxonomy time over#now you know a fun fact about us
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my controversial marvel opinion is that mutants and mutates are related, taxonomically.
mostly to rationalize how even in universe some people get in radiation/chemical/whatever accidents and die while others get superpowers.
so the way i see it is that there’s a certain subset of people who possess certain genes that make their DNA more malleable, and able to accept and reorder itself around mutations, which includes both mutants and mutates, with the main difference between the two being that mutates are able to accept changes, but need some sort of outside trigger to set off/activate mutations, while mutants have the x-gene that acts as a sort of internal trigger, allowing for powers to activate without external influences
#marvel#the automatic/'natural' power activation *does* still lead to people being more tetchy around mutants#bc inactive mutates are functionally baseline barring potentially lethal-accidents#but it does lead to some distrust of mutates as well#imo the way i see it is that mutates are the base branch from mainstream homo sapiens#placeholder term homo adaptis or whatever#and mutants are a branch/subspecies out of that#homo adaptis superior (sometimes shortened to just homo superior)#inhumans technically possess similar mutation-accepting genes#but they're different since their genes are from genetic engineering and atavism instead of like.#whatever evolutionary weirdness leads to mutates and mutants#yes ik this isnt exactly in the spirit of the original x-men but *however*#as a (technical) biologist i feel the need to insert rule-building into bs comic science#yeah yeah ik i also probably used taxonomy wrong#but like#taxonomy#phylogeny#are all so similar that the day i stop getting them confused is the day i get my post-grad degree#worldbuilding#interwoven-verse
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I will never shut up about Monotremes being a fantastic Nonbinary analogy!!
Taxonomy is weird as shit and categories are made up, so these little weirdoes have trouble fitting into any of the categories! They lay eggs, but they're mammals, so they have mammary glands to feed their young, but also they don't have teats!
"Youre either a man or a woman, anything else is unnatural" The fucking platypus exists and I'm the weird one? Have you seen nature??
im only a man when im a grown ass man and im only a woman when god forbid women do anything
any time other than that? im a fucking Echidna
#ramble#crimes against the gender convention#goes to show that human made categories can never perfectly describe everything#platypodes are like a weird amalgamation of mammals birds and reptiles so i have no clue how they settled on mammal specifically#according to wikipedia theres an aboriginal story about mammals birds and reptiles fighting to get the platypus to join their group#but the platypus said it was its own thing and would rather be friends with all three groups#tell me thats not perfect for the platypus and the nonbinary#i am a platypus enthusiast for gender reasons#also i know thats a very reductive summary of taxonomy as a concept but i stand by it tbh. in another world we made up different categories#im not sure how many of the weird things were platypus exclusives or general monotreme things but the ones in the post are all monotreme#monotremes are so weird for real#queer#genderqueer#trans#platypus#echidna#monotreme
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I really wonder exactly how Japan became seemingly the most creature obsessed culture on earth. Everybody has a mythology of spirits and beasts to some extent but in decades of my hyperfixation on monsters all over the globe I'm forced to concede that no surviving culture has so enthusiastically kept such a huge volume of their weird guys as widely relevant in the public eye as Japan has with youkai, let alone gone on to make such a high density of modern monster media including several of the most globally successful franchises on earth.
Mizuki Shigeru (Gegege no Kitaro) is popularly credited with having personally "saved" youkai culture from relative obscurity, but while the success of his work definitely had (still has) a massive snowball effect I still don't think that answers the whole question. The Kaiju genre for instance feels fairly independent of the sudden youkai craze associated with Kitaro. I guess there's probably a whole lot of factors that just perfectly came together.
I mean they even seem to think about *animals* more than is usual around the world, more than just pets and livestock and as more than just kid stuff. Their public education system spends evidently more time going over biology, taxonomy and evolution than that of many other countries, what's with that? I don't care about the anime and maid cafe tourist crap I just want to know why the rest of us are so behind Japan in appreciating varmints and critters.
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In order to stay relatable, I like to figure out what the average person hates so I can hate it too. Taxes are always popular, but for some reason people get tired of listening to me when I start discussing the specific methodologies of estimating land value, and how it should really not include properties with several broken Mopars to be "valuable." So I have to figure out some alternatives. The weather, the local sports team, and weeds.
Weeds, you ask? Weeds, I reply. In my idyllic-if-you-squint neighbourhood, there is a secret battle being fought beneath all of our feet. Brave suburbanite warriors struggle valiantly to keep plants they don't want from growing in between the plants they do want. It doesn't help that the former plants are really good at growing, and the latter are simply not. Seems unfair to me, but so is a lot of life, so I got a book from the public library and started boning up on my weeds.
Friends, it turns out that you can bury yourself into an infinitely deep taxonomy of various plants that are distinguishable only by the slightest feature. And all of those plants are greatly undervalued by society. Just like owning Malaise Era Mopars. I was hooked. Suddenly, I found myself walking around my neighbourhood, stopping to gaze at the specific varieties of dandelion, thistle, weird lumpy thing, and Sow's Murderess that dotted the environs.
And yet, despite my greater knowledge, success in social interaction still refused to come. In fact, I now have even greater friction with local by-law, because it turns out they really don't like it when you argue that your property isn't "overgrown with weeds" but instead temporarily colonized by a variety of pollinator-friendly invasive species that the city themselves put there a hundred years ago. I made the lawn-control lady so mad that she drove into a lamp post peeling out of my driveway.
There is good news, though. What was left of her city-allocated Dakota provided a pretty decent 5.2 for my stricken Valiant, and doing the swap immediately raptured me back from caring about all those dumb plants. Thanks, hyperfixation.
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Name: Blewbird Debut: Super Mario Bros. Wonder
Blewbird is weird. I mean, no duh, it's being featured on "Weird Mario Enemies," even if our blog title gets less and less fitting by the day, but I mean weirder than you'd realize by just looking at it at a glance. If you just take a quick glance at it, you might not think much of it -- just a stylized cartoon bluebird, reminiscent of The Artist Formerly Known As Twitter.
But then you look at it more closely, notice things like its black shell and brown shoes. How weirdly smooth its skin is, without even the suggestion of feathers. The fact it doesn't have wings at all. The fact these things burrow out of the ground.
Oh, and let's not forget the fact they shoot off their own beaks!
Yeah, let's not ignore the main hook of the enemy here! Blewbirds predominantly appear in the level Blewbird Roost, where they'll stand against walls and shoot out their beaks at Mario and Friends. Of course, usually their beaks end up sticking to walls across from them...
And unfurling into platforms! That's right! Blewbirds are an animal that evolved to create Platforming Challenges! Is this how they traverse all the open air in the caves they live in without wings? It's not like they can burrow everywhere!
So whatever Blewbirds are, I'm pretty sure they're not birds. Blewbirds are birds in the sense that jellyfish are fish. (A comparison I'm pretty sure I've made multiple times on the blog at this point.) But if they aren't birds, then what are they? Well, let's take another look at Blewbird without its beak...
Does it remind you of anything...?
Because it reminds me of Birdo, another character who's named after a bird for no particularly good reason whatsoever! Almost like it's all connected... But I mean, the similarities are hard to ignore -- the tube mouth optimized for shooting projectiles, the white underbelly, the weirdly smooth skin, heck, you could probably make the very bold argument that Blewbird's ponytail and Birdo's bow are connected somehow.
But wait! I'm not ending things right there, because Blewbird doesn't only have similarities to Birdo...
You see, Nintendo has connected the Birdos and Yoshis for a while now, as Mario's main Weird Dinosaur Characters, but there hasn't been an awful lot actually connecting them in-universe... until now?! For you see, I'm making the radical claim that Blewbirds are proof of a missing link species that connects the Yoshis and Birdos! Look at it! The tube mouth of Birdo. The shell and shoes of Yoshi. It's all so clear now!
Blewbirds aren't birds! They're some sort of weird dinosaur! Just like... just like... just like real birds. Hmm.
Maybe I need to rethink the point I was making with this post. Taxonomy is weird, guys.
*phone ringing*
Oh! Hold on, I need to answer that. Hello?
Hmmm... as a matter of fact, I think I am! I spent so much time talking about Yoshis and Birdos that I forgot to do this: *touches Wonder Flower to trigger Wonder Effect for the post*
During Blewbird Roost's Wonder Effect, Blewbirds will start blowing very large, very colorful bubbles! Your character can bounce on these bubbles to go *Pauline voice* ♪ High up in the sky~! ♪, but you need to be careful, since each bubble pops when you jump on it! The number of Blewbirds in the Blewbird Roost doesn't make that much of an issue, but in a Special World level where you're a Goomba who can hardly jump at all? Well... Good Luck!
That being said, this raises even more questions about Blewbird anatomy, because they blow these bubbles out of their beaks! You know, the ones they shoot off that, as far as I'm aware, aren't even part of their bodies? And in order to blow bubbles out of their beak, their mouth has been moved to the end of it! What is going on here?!
I'm not sure, but I can try to provide a relatable human analogy! Imagine if you put a Cone in your mouth, but someone nearby touched a Wonder Flower, so the Cone fused to your face and the mouth was at the end of the Cone, and you were very scared about this development so you tried to scream but only bubbles came out. We've all been there! And for the Blewbird, it's exactly like this. Hopefully now you understand!
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Okay im going to lose it because I looked at this bird and went, theres no way in hell its a quail, and it turns out theres a whole rabbit hole.
Quail-Plovers are Button-quail(family: Turnicidae) but are not really related to Quail(order: Galliformes), and are instead in the same order as Plovers(order: Charadiiformes).
The domestic “button quail” (Synoicus chinensis) are not actually button quail, but are called that due to their appearance. They can be more accurately called King Quail or Chinese Painted Quail.
So this domestic button quail(King Quail) are NOT Button-quail(family: Turnicidae) but are Quail(order: Galliformes).
the quail-plover is a small member of the buttonquail family found in dry regions of africa. the ‘plover’ portion of their name originates not from any close relation, but from the plover-like barred marking visible on the wing in flight. these birds are often found as individuals or in pairs, and primarily live in scrubland habitats.
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Happy/spooky Friday everyone.
Obviously I'm sad about the long days getting shorter and summer fruit season slowly drawing to a close, but there are compensations. Like PERSIMMONS!!!
(happy it's persimmon season dance.)
Not only are persimmons delicious, but they are also in the order ericales in the...taxonomic category*...asterids, which you can vote for (or against) in the @plant-taxonomy-showdown bonus round semi-finals which will almost certainly start later today! So, keep your eyes peeled!
But your persimmons don't have to be!
*the correlation between traditional linean categories and actually useful categories is a bit hit or miss.
#ericales is a really fun order it's so random#blueberries and brazil nuts and shea butter and tea#sure why wouldn't that all be in one order?#that's not anywhere near other berries (other than cranberries) (either in the culinary sense or in the technical sense)#and not anywhere near coffee#and not anywhere near other orders that have nuts#and not anywhere near other orders that have plant based oils#plant taxonomy is so weird I love it so much#blueberries and cranberries are in the same genus so they're like siblings
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This is The Mask of Cthulhu (1958), one of two explicitly Cthulhu Mythos collections by Derleth published under his name at Arkham House (the other is the superior, but not by much, The Trail of Cthulhu, 1962).
After all these years, I’m still trying to figure Derleth out. He obviously knew Mythos stories would sell, and Lovecraft Mythos stories in particular (hence the five or so volumes of “posthumous collaborations” Derleth published at Arkham House). But his own Mythos tales feel so half-hearted. They lean into some of Lovecraft’s worst tendencies (particularly litanies of unpronounceable names) and casually misunderstand the source material, as evidenced by the foisting of a weirdly black and white morality onto a cosmology Lovecraft emphatically portrayed as based on meaninglessness. The stories here are hard to get through, honestly, especially when you compare them to Derleth’s really fucking fantastic horror, like “The Lonesome Place” (do yourselves a favor). And yet, our modern conception of the Mythos is largely understood through Derleth’s bored tinkering. Call of Cthulhu, the RPG, certainly owes just as much to Derleth’s half-hearted taxonomies as it does Lovecraft’s raw cosmicism. And these crummy Mythos stories really do overshadow Derleth’s really good work, almost by design. It’s weird.
Anyway, whatever about the stories. This cover by Richard Taylor is perfect in every way. The color, the typography, the big group of happy frog people enjoying a quiet moonlit evening outside. Totally perfect. I love it.
#roleplaying game#tabletop rpg#dungeons & dragons#rpg#d&d#ttrpg#August Derleth#Richard Taylor#Arkham House#Cthulhu
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Was anybody going to tell me that the taxonomy of crustaceans as monophyletic is now known to be incorrect, and the true monophylum accurding to modern science is named PANCRUSTACEA and INCLUDES INSECTS???
In other words, CRABBY FRIENS AND INSECTS ARE MORE CLOSELY RELATED TO EACH OTHER than to Millipedes (and Centipedes, which count as Myriapoda)!!! In addition, Millipedes, "crustaceans", and Insects are all more closely related to each other than to the following:
Spiders, Scorpions, Mites, Ticks, Horseshoe Crabs, Sea Spiders (they're so weird and gorgeous luk at em), Eurypterids (Ark players know), Velvet Worms, Tardigrades
What the fuck (that's not an animal)
EDIT: I realized that none of that really explains the craziest thing. See, "monophyletic" means something that includes one ancestor species and all species descended from it. Crustaceans are only monophyletic if you include insects. That means...
That means there are groups crustaceans that are more closely related to insects than they are to anything else we call a crustacean
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I just want to say that the sentence "Pluto is not a Planet; it's a Dwarf Planet" is Ridiculous, cuz "Planet" is right there.
Like: something can be a subclass of something, It's Fine. We can say "Pluto is a Planet, it's just a Smol Planet"; that's a Totally Fine Thing to Say, we say that about ALLOT of things!
It is more important in science and scholarship that we have clear definitions which we apply consistently, than that the outcome of those definitions be aesthetically pleasing to us(in fact, that's kind of what science IS). That a handful of high-profile planetarium administrators in the 90s thought it'd be a Hassle and Ugly to have dozens of objects in the Solar System count as "planets" is not a valid reason to 1)create a new definition of "planet" specifically designed to prevent that outcome, and then 2)apply it inconsistently, as we have done, to exclude a specific celestial body(Pluto).
Frankly, doing that strikes me not just as unscientific, but also as a little bit juvenile. The guy who came up with the plan Even Wrote A Book Bragging About It for fuck's sake. I've never read this book and have no idea if it actl does that beyond the title, I just thought this sentence was funny, but that's also sort of my point: should we really be making epistemological determinations on the basis of subjective taste? Of Course Not. That isn't science, and excluding Pluto isn't scientific. Pluto is spherical, it orbits a star, and it's big enough to have a significant gravitic effect on other celestial bodies: It's a Planet.
tl;dr: Pluto is a Dwarf Planet, which is a subclass of Planets, and That's OK.
P.S.: having said all that: "plutoid", the term astronomers coined in 2008 for bodies like this as a compromise, is a Really Cool Word I'd love to see ppl start using :> :> :>
You know how there's like some mathematician or something, who like did some useful stuff but is primarily known for overshadowing that work by going to great lengths trying to convince people to blow up the moon or something?
I wanna be like that but the hill I'm dying on is that the moon should be considered a planet
#vacuously true#hereticalteapot#fermatas theorem#Astronomy#Pluto#Planets#Dwarf Planets#Taxonomy#Science#Philosophy#Our Staff#reblog replies#appreciative reblogs#Dwarf Planets are Planets#Pluto is a Planet#zA's Pompous Philosophizing#zA's Haughty Empiricism#I dont actl care that much about this beyond the question of Consistent and Rigorous Definitions in science#but that's also kind of WHY I care? Like: it's weird to me that Dr Brown cared that much about declassifying Pluto#It's WEIRD to me that Dr Tyson gets so giddy about this topic#and obvsl: that Tyson is ALSO a ~we live in a simulation~ mystic who sometimes favors aesthetics over rigorous science makes me Suspicious#but anyway#minitagrants
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i’m coming up on a year of hosting a creature sticker club and i’ve drawn over 200 animals so far!
here are some of the felids i’ve drawn this year. big cats (pantherinae) are distinct from small cats (felinae) in that big cats car roar! except for the snow leopard. taxonomy is a weird science.
lion, bengal tiger, jagarundi, jaguar, sand cat, geoffroy’s cat, snow leopard, fishing cat, cougar, canada lynx ! [ID: illustrations of the above listed felids, - individual image descriptions in the linked individual posts. end.]
#cat#cats#big cats#small cats#wild cats#feliform#felidae#thats probably more tags than will actually functions whoops#everyone look at these cats#menagerie
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when robots got muscles
You can blame @centrally-unplanned for this post. She(?) wrote...
The ‘chrome’ designs pioneered by illustrators like Hajime Sorayama (Sexy Robot from 1984, for example) tended to be more in vogue at this time (or just…a hot girl, who is apparently a robot, trust me bro), you don’t see designs like this too commonly until later (ask resident robo-fetishist/animator expert @canmom for details on that timeline).
After a challenge like that how can I refuse? Although the question is ‘when did robots get muscles’, this turned into something of a historical survey of robot designs from the 80s on with a throughline of biomimesis.
(Originally this was just going to be an excuse to talk about Ghost in the Shell... but I gotta be thorough.)
This was all brought on from this picture from a 1989 fanart magazine...
by an artist going by ‘Facepunch Tatebi-kun’ (顔面強打たてびー君, Ganmenkyouda Tatebii-kun). I remarked that it was interesting to see these kinds of ‘robot muscles’ in a picture from 1989, since I thought that kind of design became popular in the 2000s.
On some reflection, I think I gotta revise that opinion! I think ‘robot muscles’ became a thing around the mid 90s in anime; in the West I think it took a bit longer. But you can also see precursors already before that.
So. One thing artists are super into is biomimetic robots. That is, robots whose form (and perhaps function) is similar to animals, especially humans. The word ‘android’ referring to a human-like automaton dates all the way back to the late 19th century, but the modern ‘android, robot, cyborg’ taxonomy apparently became established around the 40s.
There’s two types of humanoid robot that get a lot of play, especially in anime. One is the convincingly humanlike cyborg, which is the same size and shape as a normal human; the other is a what we call in English a ‘mech’, i.e. a big robot you can sit inside.
Of course, if your androids just act like humans all the time, then there’s not much point having them be robots. To really create the frisson of contrast between human and mechanical forms you have to show the mechanism somehow. This could be because the machine isn’t perfectly human-like, and has visibly mechanical joints - take a look at the works of @sukabu89 for very inventive depiction of this theme - or, the android could be damaged or undergo maintenance.
When you attempt to translate biological forms into a more mechanical design language, the traditional way has been to use hard, rigid shapes, since these make the contrast especially clear. In more recent designs, particularly as we started to see real robots with ‘artificial muscles’ such as the ones created by Boston Dynamics, we get another sort of design language to express ‘mechanical parts’, and robots start having more biological forms with exposed plasticy muscles.
So let’s tell the story. We begin at the end of the 70s.
the dawn of mechaguro
For an early example of ‘mechaguro’ (a term I’m applying very anachronistically!), when a robot gets smashed up, we have Alien (1979). This film did a ridiculous amount to define sci-fi design language, and of course the alien itself blends mechanical and biological forms, with its glossy black surface allowing it to seem to melt into the exposed pipes of the spaceship. But let’s focus on the character Ash, a secret android who is broken apart in the second half of the film.
When Ash is torn apart by the alien, his insides consist of weird white plastic beads and a milky fluid that seems analogous to blood. It’s not clear what the function of any of this tech is - it’s intended to be vague and mysterious. The outside is biomimetic but the inside is anything but. He has a kind of artificial skin which resembles a latex mask.
The Terminator films are another major touchpoint for 80s science fiction. Late in the film, Arnie starts taking damage which reveals the Terminator skeleton underneath his fake skin.
The stop-motion Terminator model is basically designed according to the principle of ‘replace human bones and muscles with hard metal bits’. So you have a metal skull, metal clavicles (which are pistons for some reason), metal shoulder blades, hydraulic pistons generally in the places where muscles are. e.g. in the above picture you can see pistons that stand in place of the sternocleidomastoid muscle, and in this picture...
...you can see metal scapulae and piston biceps and triceps and a piston. The shoulder joint by contrast built in a very non-human-like way. Also there’s random tubes everywhere lol.
That’s generally how androids are portrayed in the 80s. The ‘droids’ in Star Wars are similar; C-3PO is an arrangement of metal plates with gaps suggestive of underlying mechanical details and rudimentary joints and pistons.
In Blade Runner, we have the Replicants, humanoid robots - but by the premise of the film, they are essentially indistinguishable from humans. So when the Replicants die, we never really get to see their robo-innards.
and now, anime
OK, that’s the big four Western 80s sci-fi movie series; what of anime? Of course, androids in anime go all the way back to Astro Boy. But most of these early designs don’t really focus on mechanical details all that much. Super robot designs are more like tokusatsu suits than anything. There were certainly instances of impressive mechanical animation in the 70s, with early experts including Kazuhide Tomonaga on Space Battleship Yamato. Then there’s Hayao Miyazaki’s episodes of Lupin III Part 2 which featured proto-Nausicaa flying a prototype of the robots from Castle in the Sky. It would be some years before anyone could come close to matching these!
The original Gundam in ‘79 famously started the ‘real robot’ movement [Animation Night, so let’s take a brief look at how a Gundam fits together.
Generally speaking, the way Gundams are drawn in Gundam ‘79 is kind of rough. The methods to animate these rigid mechanical systems in super accurate perspective were just not yet established at the end of the 70s, certainly not on a TV budget. The actual joints on the Gundam are left very vague, but it broadly speaking seems to move like a human in armour.
But the OVA boom was about to begin, and while it would be a while before we saw the heights of Headgear/Production I.G./Gainax, things were going to change a lot. Mechanical design and animation was about to get much more sophisticated very very quickly.
In 1982, we have Super Dimension Fortress Macross, with robots that transformed into fighter jets. Its robots are designed by Kazutaka Miyatake, who cut his teeth doing mechanical design for Space Battleship Yamato and Daicon. The Macross TV series introduced the world to the animation of Ichirō ‘Missile Circus’ Itano. [AN64] A plane with legs... honestly looks kind of goofy, but Itano’s ambition to have a highly mobile 3D camera that could move in ways that would simply be impossible in live action marked a huge step up in how robots are animated. And this would get refined even further in the film Do You Remember Love.
In terms of design, we’re really moving our inspiration from ‘tokusatsu suit’ to ‘military hardware’ here. A Macross suit has to look like something that could transform into a plane, so its silly little arms and legs have to look kind of plane-like. In any case, we are definitely still in a world of hard and rigid robotics.
Dallos (1983-4) dir. Mamoru Oshii is known as the first OVA, if not the first successful OVA [AN115]. It features a variety of mining robots on the surface of the Moon, which are generally less humanoid, taking their design cues from JCBs...
...as well as humanoid robots with fairly clear joint patterns...
...and more humanoid robots too.
The eponymous Dallos, however, is a huge humanoid robot that looks like this...
Here we have a pile of mechanical shapes that vaguely calls to mind a human face. It’s suggestive of motifs we’d see later in works like Akira.
A year later in 1985, Megazone 23 really kicks off the OVA boom in earnest [AN 103]. It also has a robot, in the form of a transforming bike that can become a humanoid piloted mech...
You can see mechanical designs and shading have become considerably more detailed; its motion is a lot more complex as well with a ton of indulgent background animation shots. The actual details of the bike -> robot transformation are rather brushed over. But to sort of sum up the design language: we have organic but hard-edged shapes contrasted by inorganic but round shapes. (These terms ‘organic’ and ‘inorganic’ refer mostly to symmetry and a sense of ‘flow’ in the shape.) There are few right angles as such, but a lot of broadly boxy topology. The shapes are broken up by elaborate specular highlights in complex shapes, a motif of the later Kanada school.
OK, but that’s all variants on ‘rigid robot’ so far - what about the androids? What about the more directly biological designs?
Following the enormous success of Megazone 23 Part I, Toshiki Hirano got the chance to adapt his favourite lesbian cosmic horror hentai manga Fight! Iczer One into a rather more tame OVA which released from 1985-87. In terms of mechanical design, this starts to do some interesting moves towards blending biological and mechanical forms...
Of course it has a robot in addition to the requisite bishōjo and lightsabers. In contrast to the boxy shapes we’ve seen so far, the robots in Iczer-One have a much more curvy organic sort of design language. Still, there is not a lot of emphasis on the precise details of mechanical articulation outside of select shots. (It is however notable for the first ever Obari punch!)
Despite the change in shape language, these are still very clearly animated as metal plates and not yet muscles.
In 1984 we have a very important film (for this narrative, and in general), Nausicaa of the Valley of the Wind, the film that created Studio Ghibli. Here we have the ‘God Warriors’, giant humanoid weapons with the ability to shoot a massive laser out of their mouth. Rather than robots, these are very much biological in nature, having to be grown in a kind of cocoon. In the film version of Nausicaa, an incomplete God Warrior is released, leading to an iconic scene animated by Hideaki Anno in which the God Warrior attempts to blow up the oncoming wave of Ohmu.
The God Warrior’s melting flesh is gorgeously animated, bubbling and sloughing off in great big lumps as the skeleton pokes out from underneath. Throughout, Nausicaa is full of beautiful and impressive animation of both machines (mainly planes) and biological (the giant insects), but the God Warriors, as human-made lifeforms, bring the two together. However, this strand wouldn’t be especially followed up on for a long long time.
Right, but what about Bubblebum Crisis (1987-91)? That is, after all, the iconic 80s robot girl OVA. It’s inspired heavily by Western robot-related films like Terminator and Blade Runner; here we have ‘Boomers’ (never stops being funny) as androids that can appear convincingly human. Like the Terminator, the underlying metal parts can burst out. Here we have a metal frame designed to resemble muscles, and also metal tentacles.
The shapes of these robots are a lot more organic. The robot neck has tubes that sort of resemble the neck muscles, metal plates that resemble pectorals and abs and deltoids and biceps and so on. You’ve even got a direct riff on the Terminator ‘fleshy face falling away to reveal metal skull with glowing red eye’! Under the plates there are clusters of tubes which also heavily resemble muscles. Also you’ve got the classic ‘three small circles’ motif there.
Contrasted against them are the Knight Sabers, who aren’t cyborgs as such but fight in powered exoskeletons which fit the design motifs of robot girls.
These suits are quite form-fitting, with a rubber under-layer and metal shells on top. There is definitely some attention paid to how they’ll articulate around the joints. One very recognisable 80s motif is the sort of extending spike thingies you can see on her hat there; there’s also the jets that extend out behind the suit. And, you have that multi-layer shiny highlighting of course!
Still, the way the characters move in Bubblegum Crisis is still very squarely Kanada School poses; big movements, lots of held poses accentuated by flashing and line boil, not a lot of concern for conservation of momentum or anything like that.
For a contrasting strand we can look at the rise of the ‘Otomo school’ (if you will) of realism. Around the end of the 80s, a pool of talented animators were gathering around Katsuhiro Otomo. Their most famous work is Akira, but I’m actually going to begin with Robot Carnival (1987), a wonderful anthology of short films from 1987. This features a huge variety of interpretations of the concept of robots.
For example, for Kōji Morimoto, later co-founder of Studio 4°C, the robot is a kind of cobbled-together steampunk Frankenstein’s monster. It’s a very cool design with all sorts of asymmetries and exposed parts suggesting its cobbled-together nature. And although all the robot does in this short is stand up and then fall over, a great deal of attention is paid to the little details of its articulation and its movement through space.
Presence, directed by Yasuomi Umetsu, is notable for its steps in the direction of realism - Umetsu’s characters are hyperdetailed and in some ways over-drawn. The opening shots establish this is a world where lifelike androids are common, when an android gets his head kicked off and stolen by children. Here the robot-as-doll metaphor comes in, something that will be increasingly central in the next decade. The robot girl is essentially a human-sized doll in a room full of other toys. Her creator smashes her to pieces with a wrench; later her ghost visits him as an old man. We see the girl attached to a bunch of wires, but she bleeds like a human.
Cloud by Manabu Ōhashi features another humanoid robot, an Astro Boy-like child recognisable as a robot based on his segmented torso and legs and robotic ear... cones. Here the robot is a standin for human emotions, the boy’s struggles projected onto the constantly changing sky as he walks against the wind.
Strange Tales of Meiji Machine Culture: Westerner’s Invasion by Hiroyuki Kitakubo (later to direct Golden Boy, Roujin Z and Blood: The Last Vampire) is a sendup of mecha shows in which two very goofy looking steampunk robots operated respectively by Japanese and Western crews duke it out, laying waste to the city around them. The Japanese robot is basically a big wooden samurai...
and the Western (more specifically American) robot is, uh
sorta big barrel with little eyes on top? I’m not entirely sure what the deal is with this design!
That’s really not relevant to our story tbh I just think it’s a neat short.
Chicken Man and Red Neck, by Takashi Nakamura, features especially distinctive robot designs. The film is kind of a dream sequence in which a terrified drunk man witnesses the revels of the machines of Tokyo, transformed into robots; the robots are extremely shaped, moving through a world that is pretty much just pistons...
These robots call to mind the dancing demons in Fantasia’s Night On Bald Mountain sequence, or even Bosch.
Otomo’s own segments feature the Robot Carnival itself, a vast mechanical structure built as... well some kind of entertaining spectacle, but which now drives around the post-apocalyptic wasteland dropping robots which explode as bombs. It’s cute.
OK, to wrap up the 80s, we gotta cover Akira (1988) [AN34]! Akira has plenty of impressive mechanical animation of helicopters, hovercraft thingies, satellite lasers and of course the famous bike, but it doesn’t really feature robots as such - but what it does have is a blending of mechanical and biological forms in its climactic sequence where Tetsuo’s psychic powers go out of control. First, wires start to spread like the roots of a plant from his robot arm - less an actual machine and more something he assembled with his psychic powers...
He takes a bullet, and the mechanical wires and muscles start to blend together and spread out like a slime mold...
...which he can extend as essentially a giant tentacle.
When his powers fully go off the rails, he bulges out into big blobs of flesh which have both veins and wires running over them. These burst out of the metallic parts as well.
He turns into essentially a giant biomechanical baby.
Did Akira invent these images of blending biology and machinery? Probably not, but I’m not really familiar enough with manga of the time to say. What can at least be said is that Otomo’s absurdly meticulous style could really sell it. Otomo was truly a god of perspective and detail; Akira the film was an enormous, prestigious production that threw ludicrous effort and resources towards realising his vision (which doesn’t mean it paid its inbetweeners much more...). A lot of the animators who worked on Akira would go on to be prominent in...
the 1990s
So, the 1990s. If the 80s was dominated by the later Kanada School, the new movement of the 90s, at least as far as film animation goes, was ‘realism’.
But before we get onto that, let’s take a brief look at Gunnm (1990). Known as Battle Angel Alita in the West, this manga by Yukito Kishiro depicts a world in which most people are cyborgs; it was adapted to an OVA by Madhouse in 1993 and became wildly popular overseas. Its protagonist Gally, aka Alita, starts out the story as a wrecked cyborg body like this...
Looking at this design, you can see similar patterns as we have so far. We have metal clavicles, metal sternocleidomastoid muscle, metal pectorals, metal spine. There aren’t robot muscles, per se, but there’s a lot of attention to detail on mimicking biological shapes.
Before long she is rebuilt (twice in the manga, once in the anime). Her new body is like this...
...which is to say a skintight bodysuit in the middle, and metal arms. These arms, although designed in a way that indicates hard surface and with a hinge joint at the elbow, are designed in a way that mimics the flow of muscles in a human arm. By contrast, her sorta-love interest Yugo has a body like this:
which gets mashed to pieces in the finale of the OVA. There’s a striking mechaguro scene in which Gally catches Yugo, but leaves him hanging by a fraying arm, which snaps, leaving him to fall to his death. Compared to later iterations of the ‘robot arm torn apart’ device, this one’s relatively light on detail...
Cyborg bodies in Gunnm are used as a visual indication of character type. Gally has curves but also sleek robo muscles: she’s a Beautiful Fighting Girl, sweet but also extremely powerful. A huge ‘muscular’ cyborg with wide shoulders is likely to be a brute. Yugo here has much more plain, simple shapes with visible bolts, not precision pieces like Gally.
I don’t know how much of this originates with Gunnm. I’m sure the idea of cyborg girls was in the air long before, but this became an influential example on the tail end of the time of the 80s bishōjo. One device that is notable here is the idea of a ‘full body cyborg’, which is only human down to the brain (or perhaps not even that). Body swapping is a major theme in Gunnm, something that would be expanded on before long...
And if that was going out, what was coming in? Let’s look at Patlabor, which traces the evolution of the Headgear artistic collective and IG Tatsunoko into Production I.G.. This is about as down to earth as giant robot stories can get, with robots as just everyday machines used for work and by the cops. But where things really go nuts in animation terms is the opening to Patlabor 2 (1993).
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Here you can see some of the most impressive sequences of mechanical animation ever drawn. We see pilot Noa testing out the robot, and especially notable are the scenes of the hand flexing and of walking. Enormous attention is paid to the articulation of joints. The robot’s hand can swivel 360 degrees, unlike a human; however, like a human, the articulation of the fingers seems to be controlled by hydraulics in the forearm (whereas in humans, the muscles and tendons in the forearm control our fingers). When the robot’s foot steps, it flexes like a real human foot, with believable joints, and a sensible arrangement of pistons to absorb force.
It’s not imitating a human’s muscles, but the attention to the details of the robot’s mechanical design serves precisely to draw our attention to the ways it’s like/unlike a human - the robot’s hand impossible motion immediately contrasted with its pilot shot from the same angle. And the perspective drawing is absolutely impeccable. The robot is made of purely rigid structures, and the way rigid structures articulate is not at all how a human’s joints articulate.
The sequence above was animated by Atsushi Takeuchi. But across the board, the bar was getting pushed for mechanical animation. For example, observe this cut from Mobile Suit Gundam: The 08th MS Team (1996-1999), in which the robot tears off its own arm and beats up another robot. The precision of the way the joints are animated and the way the robots move in space is just completely on another level compared to what Gundam had been doing a couple of decades prior.
Anyway, we’re here to talk about robot muscles, and we’re just a few years out from that now!
The year that robots got muscles, at least as far as anime is concerned, is 1995.
You can probably guess the next part. In 1995, we get Eva and GitS. Let’s start with GitS, to continue the Production I.G./Mamoru Oshii thread. The opening sequence of GitS, animated by - who else could it be? - Hiroyuki Okiura - has to be one of the most iconic segments of video ever drawn. Here’s a merely 720p youtube upload but go and find the place you have GitS stored on your hard drive and watch it in proper quality eh.
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OK, yes, a lot of it is a naked lady floating around, sue me or whatever. But the sense of form. We see early on an appearance of ‘robot muscles’, here closely resembling real muscles...
We can see from the way this is drawn that it’s made of a combination of artificial muscles, solid segments, and flexible, fabric-like panels. One of my favourite shots at the beginning shows the solid segments of the skull clicking into place. Here we have a very clear contrast between the angular, hard edges of the mechanical pieces against the organic forms of a human body.
Elsewhere in the film, we see various incredibly cool bits of ‘wouldn’t be fucked up if a body did this‘, like the fingers...
Here, what we expect to be soft biological fingers is contrasted with unexpected rigidity, mechanical joints under a shell.
Also in this scene we encounter a robot body that has been stripped of her arms, legs and hips but is nevertheless still alive...
most extraordinary hacker in the history of cybercrime and you have your titties out and yet you still can’t get them to stop misgendering you, smh
For the Terminator, having its body smashed up and continuing to walk was a demonstration of its strength. Here, as would become perhaps an increasing motif, having a robot body is a source of vulnerability: people can do things to you that would kill an ordinary human but you keep going through it. Not surprisingly, ‘robot body maintenance’ is a recurring porn device. (One that GitS deploys in SAC s2).
But of course this all builds up to the all time classics of mechaguro scene at the ending where the Major attempts to tear off the hatch of a spider tank. Muscles ripple individually under the surface of her skin, her arms bulge in exaggerated contraction, and then her arms fully tear apart under the force.
Here, we’re showing her as mechanical not by contrasting rigid forms with biological ones, but by exaggerating the biological ones to the point of doing something extremely unnatural. Human muscles do not generally flex in such an individual way, nor are they strong enough to tear the arm apart, but robot muscles? Yeah, they could do that. This sets up the next scene where the Major lies unnaturally still, but can still exert control through hacking through her union with the Puppet Master.
Robots holding onto something so hard their arms explode has become... if not a recurring image, then at least one that was called back decades later in Violet Evergarden.
The final scene of GitS brings back the image of robot-as-doll, with the Major’s consciousness now uploaded into a black-market robot body that resembles a child in a dress.
This is further expounded on in Oshii’s second GitS movie Innocence (2004), with its Ballade of the Puppets in the soundtrack as Batou and Togusa (and eventually, the Major) are attacked by essentially an army of ball-jointed doll gynoids. The puppets’ movements are extremely unnatural and erratic acrobatics, constantly flipping all over the place; when hit by bullets, panels pop open to reveal the underlying brass skeleton. It’s a very cool image. (The thing that lets the sequence down is the extremely dated CGI and aggressive digital compositing.)
It also has Donna Harraway as a literal cyborg!
Now, the GitS movies didn’t drop fully formed out of nowhere, but draw on the work of Masamune Shirow. The manga has a somewhat different design sensibility than the movie, distinctive and shiny as all Shirow’s art. It is more rounded and organic, less cold.
So, the basic design of a cyberbody originates with Shirow. You can see it on this page (unfortunately from a flipped version, translation Dark Horse):
You might be able to determine from how the nurses are dressed that, yeah, the GitS manga is in significant part fetish porn. But really nerdy fetish porn, which is the best kind. This chapter is almost entirely dedicated to explaining how cyborg bodies are constructed in great detail, from the ‘sensory film’ (that’s what’s being applied in the opening to the 1995 film) to the hair implantation.
It’s interesting seeing how some of the more out-there designs of the manga, like Chief Aramaki, are transformed into the realist style of Hiroyuki Okiura. It’s Okiura, so it works great of course.
I don’t know if there are manga examples of such detail about cyborg bodies that predate Shirow.
Anyway, that’s just one of the two punches dropped in 1995. The other is Neon Genesis Evangelion. To the pedants: sure, the Evas are not actually robots, but they’re giant cyborgs that play the role of ‘robot’ in the story and they look like robots so I’m counting them.
Anyway, the thing about the Evas is they are incredibly lithe. They run, rip and tear and swing heavy objects around in a way that’s both weighty and distinctly biological. Their bodies are extremely flexible compared to prior mechs (look at how much the spines bend in that Iso cut from EoE!), but not without hard, rigid components such as the shoulder towers. Their jaws are bestial but feature mechanical-like components like interlocking hexagonal teeth and jet-like vents. They are in short a fantastic design that blends biological and mechanical features.
The impact of Eva on just about everything can’t be overstated, but as far as robot design, well. There certainly were works that leaned on the precedent set by Eva, as for example RahXephon, which also treats robots as something spiritual, prone to popping into a blob of weird little bubbles just like in Eva.
There’s a great deal missing from this account. I am very focused on anime because I’ve watched a lot more anime than I’ve read manga or played games from this period. So I’m sure there’s major foundational works I’m missing here!
the 2000s
When did the West start to catch up? eh that’s subjective - David Cronenberg was way ahead of the game! - but specifically in the sense of robots with mechanical muscles, I think the major points in the timeline go a bit like this.
In 1999, there’s the Matrix, which leans heavily on anime. This features a similar ‘robot takeover’ premise to Terminator, but here it’s biomimetic robots modelled after squids, with clouds of constantly moving tentacles that sweep behind them. After making a cool half a billion dollars, the Wachowskis decided to pay all their favourite anime directors to make short films. I’m not going to comment on every part of the Animatrix, since most of it isn’t really relevant, but I will point to this horrifying cut by Takeshi Honda in The Second Renaissance in which a robot woman has her clothes torn and then skin bashed off by a mob. The framing, motion, her expression of abject terror, and the ‘reveal’ of her ‘true’ nature, all viscerally call to mind a trans bashing.
On the manga side, a big one to mention is Gantz, a gory nihilistic seinen manga which ran from 2000-2013. The characters in Gantz fight in special latex-like suits which take on the appearance of muscles while engaging superstrength, but can also sustain damage that causes them to drip fluids from ports located at the neck and become fatal to their wearer. Gantz was adapted to anime by Ichirō Itano in 2004, but I haven’t seen it so I can’t comment on any notable animation.
Cyborgs are a favourite subject of games, but in the 2000s, games are really pushing art direction and biopunk stuff is in. Half Life 2 (2004) has its spider-crab like Striders and dropships and so on. Oddworld: Abe’s Oddysee (1997) bases its whole concept around the sheer variety of weird creatures that would inhabit its dystopian factory. And I gotta give a shoutout to Septerra Core (1999) - in case one other person has played that lmao
At some point after 2005, Boston Dynamics became a viral sensation thanks to their robot BigDog. BigDog is just welded steel and hydraulics, but its lifelike hopping movement style definitely brought to mind the idea that the future of robots is going to be in biomimesis.
So, 2007, here comes Crysis to melt your PC! This is an FPS with the not-uncommon premise of being a supersoldier fighting (country America hates) and also aliens, but its gimmick was that you have a special exosuit that wraps around your body with artificial muscles, making you much stronger and manlier or whatever.
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This is indicated by a visualisation that could be right out of a toothpaste ad, where tiny little balls drop into the character’s pores and somehow go straight into the bloodstream which is of course a void full of flying red blood cells. And so on. It sold the game, though! The ad there focuses almost entirely on the suit and not the character wearing it, who is basically an irrelevant soldier man. What it entailed in gameplay terms is that you have a mode switcher so you can have strength or armour or invisibility or whatever. But it’s cool military superscience, you see!
Anyway. Not like my preferred flavour of cyborg is any less stupid I guess x3
In the same year, Bayformers started. These films’ robots are honestly just visual noise, there’s so many moving metal shards going every which way that it’s next to impossible to discern any sort of underlying mechanical principle. A similar ‘overwhelming business’ visual effect would be applied the next year in Iron Man, kicking off the MCU. So mechanical muscles definitely weren’t the only expression of ‘hyper-advanced robot’ in Western visual media in the late 2000s.
I’m going to end my story with two more games: Horizon Zero Dawn and NieR Automata.
Horizon features a world inhabited by a large variety of robot animals, using the peak of AAA rendering techniques. The robots are designed to be biomimetic after both modern animals and prehistoric ones, and feature a combination of hard surfaces and softer biological muscles. For example, a robot horse:
The discipline of making designs like these now has a name: it’s called ‘hard surface modelling’ and it involves boolean operations and bevels and other techniques designed to create a balance of hard edges on a surface against the smoother parts. The design language of Horizon says that the hard plates are white, the soft parts are very dark and may be patterned like a cloth texture, and there can be small colour accents here and there.
I think you can definitely see the influence of Boston Dynamics’s robots (and recent military tech in general) in these designs, iterated on through a decade and a half of increasingly intra-referential concept art. They are visually very busy designs, but there are a couple of recognisable features that draw attention by being inorganic, such as the cylindrical fuel tank at the back. Vitally, the silhouette is very readable.
This robot T. rex for comparison serves as a world boss monster, and you can see it’s got a bunch of military looking attachments that look like radars and missile launchers and so on. As real tech evolved, so too did our idea of what a scary robot ought to look like.
So, that’s where this kind of design pattern has gone in mainstream games.
Now to finish, a brief comment on NieR Automata. Its designs draw hard on those of Ghost in the Shell. Visually it draws a strong contrast between the Machine Lifeforms, who have inorganic shapes (spheres and cylinders) and very visible and plausible mechanical joints, and the doll-like androids, who might as well be human (although A2 provides some contrast in an android who is damaged enough for the underlying materials to show through). The mechanical nature of the androids is communicated by the acrobatic way they move and the interface elements, and dead androids you find in the field - and later when they start losing arms and stuff, it’s a whole thing. But just like humans in Yoko Taro Games, they’re capable of dying in a puddle of blood.
(I guess if you take one thing from this post it’s that if you’re a robot, don’t expect to keep your arms.)
Robot muscles gives you a chance to give both the ‘anatomy porn’ of drawing something very precisely right, with the added bonus of giving you a reason to draw the muscles écorché, and the chance to make it weird and defamiliarised by splitting it with mechanical elements. In short... they look cool!
In this whole post I’ve basically not touched at all on illustration. I can point to a variety of illustrations of robot girls, but in terms of periodising them, I just don’t think I know enough. Though it’s safe to say that cyborg bodies in various states of construction or disrepair are now a mainstream of concept art - and that Ghost in the Shell is usually cited as an influence. I don’t know if robot muscles ever truly became the mainstream way to depict a robot, but it does feel like they’re increasingly common.
One artist I will briefly mention (besides sukabu), mostly bc I think they’re neat, is Haruyo Megurimu, who draws these very intricate designs of ‘necrotech’ which is sort of very biological robots extending out of human bodies - limbs extended on long spindly insectoid strands, jaws splitting open, that kinda thing. Can’t say who influenced them or anything but it’s a compelling extension of the idea into a particular corner of aesthetic space.
And that’s all I’ve got I think. There’s definitely big gaps like. More recent sci-movies. Western comics. Nevertheless, that’s an arc.
If you’ve read this far: thank you for indulging my autism.
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