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O ur favourite animation characters return to Sotheby’s with Contemporary Showcase: Anime Go, which presents the largest animation-themed assemblage at auction. Taking inspiration from Pokémon Go, this year's theme draws parallels between the game’s goal to ‘capture, evolve, and complete the collection’ with that pleasure known to all collectors of finding and curating exceptional works.
Anime has long been a global cultural phenomenon that speaks an international visual language. Its influence extends to fields ranging from fashion and film, to literature and contemporary art. Whilst anime has become deeply ingrained in our everyday, it deserves to be celebrated as a new arena of collectable art.
香港蘇富比誠意呈獻拍賣史上規模最大的動畫主題專場拍賣「Contemporary Showcase: Anime Go」,將大家心中最愛的經典動漫角色齊集一堂!今次拍賣的靈感啟發自近年大熱的手機遊戲「Pokemon Go」(又稱寶可夢GO),秉承遊戲讓玩家在現實世界中「捕捉、收藏及交易」寶可夢的宗旨,與藏家分享蒐藏並建立個人收藏的無限樂趣。
多年來,動畫藝術憑藉國際化的視覺語言已發展成為一種全球文化現象,影響力無遠弗屆。不論時尚、電影、文學還是當代藝術作品,均可見動畫作品的足跡。隨著動畫藝術深入我們的日常生活,它亦成為一門嶄新的收藏領域,廣受市場注目。
The Evolution of Anime in the 20th Century 二十世紀日本動畫業之流變
Anime is a storytelling medium that emerged from the manga tradition. The selection of works from Contemporary Showcase: Anime Go looks back in time at Japan's animation industry through each decade of its evolution.
日本動畫(anime)源自傳統漫畫,是其動態的敘事形式。今次拍賣的動畫作品豐富多樣,對應日本動畫業不同年代的發展,可謂一幀精彩的歷史寫照。
- 1960s | 1960年代
- 1963 | 1963年
- 1968 | 1968年
- 1968 | 1968年
- 1970 | 1970年
- 1979 | 1979年
- 1980s | 1980年代
- 1982 | 1982年
- 1985 | 1985年
- 1990s | 1990年代
- 1995 | 1995年
- 1996 | 1996年
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1960s | 1960年代The history of anime began just after World War II, and it was profoundly influenced by the work of Western animators – most notably Walt Disney. The best-known series in Japan were created after the 1960s coinciding with the appearance of television as a commonplace fixture in households.
日本動畫業始於二戰結束以後。當時,日本動畫深受西方動畫作品所影響,其中以華特迪士尼的創作尤甚。1960年代,電視機漸趨普及,成為家家戶戶的必備裝置,如今最享負盛名的日本動畫均出自該年代以後。
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1963 | 1963年Astro Boy was Japan's first commercially successful animated TV series and became a touchstone of anime style. Created by Osamu Tezuka, it was the first to be exported to Western audiences and later became a multimedia franchise.
《小飛俠阿童木》於1963年元旦首播,是日本首部取得商業成功的電視動畫連續劇,可謂日本原創動畫風格的試金石。《阿童木》是首部出口西方、並發展多媒體商業的動漫作品,對日本漫畫界的影響極為深遠,其作家手塚治虫更被譽為現代日本動畫的創始人。
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Michi Sin1968 | 1968年Osamu Tezuka is regarded as the 'godfather of manga', having originated the aesthetics that make Japanese animation what it is today. He founded Tezuka Production in 1968, which created many iconic series including Black Jack , Kimba the White Lion , and of course Astro Boy .
《 小飛俠阿童木 》的作家手塚治虫於1968年成立了株式會社手塚製作動畫製作公司,此後出品了多部經典鉅作,包括《 怪醫黑傑克 》和《 小白獅王 》等,是現代日本動畫美學的一代宗師。
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.1968 | 1968年GeGeGe no Kitarō depicts a universe filled with yokai, supernatural spirits of folklore. These stories transformed figures that were too scary for children into cute and spooky monsters.
《鬼太郎》於1968年首映,故事設置在一個充滿妖怪(yokai)的世界,將本來在民間傳說中出現、可怖可畏的超自然神靈化身為一位位逗趣可愛、古靈精怪的奇異生物,深受孩童歡迎。1996至1997年,東映動畫決定嘗試以當時較新穎的電腦動畫技術製作動畫,此作是其中一部首批獲挑選的實驗作品,意義別具。
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Michi Sin1970 | 1970年From the studios of Shin-Ei Animation, Doraemon came to life in 1970 during a decade of rapid technological and has since been a fixture of many a childhood. The beloved character is a cultural icon, and was appointed as the first 'anime ambassador' in 2008 by Japan's foreign ministry.
藍色機器貓《哆啦A夢》於1970年面世,從此成為許多人的童年回憶。《哆啦A夢》系列是新銳動畫株式會社的作品,這部動畫面世的年代,日本正經歷急劇的科技轉變。哆啦A夢的形象深受世人喜愛,可謂日本的一大文化符號,曾於2008年獲日本外務省封為日本首位「卡通大使」。
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1979 | 1979年The 1970s also saw the emergence of mecha, a science fiction genre focused on robots and fighting machines. This was ushered in by Gundam, a series that pioneered a subgenre of mecha, a highly realistic presentation of robot design and weaponry derived from actual science.
1970年代,以科幻故事為題、內容環繞機械人和戰鬥機甲的「機械人動畫」迅速崛起。其中,《機動戰士高達》可謂此流派的先驅,以像真度極高的機械人設計及源自真實科學的武器裝備為人津津樂道。
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Michi Sin1980s | 1980年代The 1980s is understood as anime's 'golden age'. That's when many of the best-known animation studios would be formed, such as Studio Ghibli. The surge in creativity along with Japan's economic boom prompted a Cambrian explosion of anime genres, bringing to life many diverse and iconic franchises in the decade.
1980年代是日本公認的「動畫黃金時代」。在該年代,多間世界知名的動畫公司相繼成立,吉卜力工作室就是其中之一。隨著日本經濟起飛、創意產業蓬勃發展,各式各樣的動畫題材在此十年內如雨後春筍般冒起,多部經典名作迭出,可謂日本動畫的寒武紀。
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1982 | 1982年Magical Princess Minky Momo aired in 1982, and a year later Creamy Mami, the Magic Angel debuted. The 'magical girl' (mahō shōjo) is an enduring trope in animation that represents ideas of feminine power, and correlates to the emerging prominence of women in political and public life.
「魔法少女」是日本動畫的常青主題與常見角色,其起源可追溯至1960年代,《魔法使莎莉》就是此類作品的開山元祖。魔法少女系作品以描寫女性力量為故事主題,1982年放映的《魔法公主明琪桃子》和翌年播出的《我係小忌廉》廣受歡迎,反映當時女性的社政地位日益提升。
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Michi Sin1985 | 1985年Studio Ghibli, the anime production house which created My Neighbor Totoro and Kiki’s Delivery Service, was founded by Hayao Miyazaki, Isao Takahata, and Toshio Suzuki. Studio Ghibli was so named after because like the Saharan wind the founders sought to breathe new life into the industry.
談及對日本動畫業貢獻殊偉的業界巨擘,就不得不提吉卜力工作室。吉卜力工作室於1985年由著名動畫導演宮崎駿、高畑勳及鈴木敏夫聯手創立,曾出品過許多家傳戶曉的著名動畫,代表作包括《龍貓》和《魔女宅急便》等。「吉卜力」(Ghibli)原為意大利文,意即「撒哈拉沙漠上的熱風」,寄語工作室能在動畫界掀起一陣旋風。
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1990s | 1990年代The 1990s saw the expansion of anime fandom throughout the world, with the popularity of series such as Dragon Ball and Slam Dunk, representing the martial arts and sports subgenres, respectively. Sailor Moon as well as Cardcaptor Sakura would emerge as the most enduring examples of the 'magical girl' subgenre.
時至1990年代,隨著《龍珠Z》和《灌籃高手》風靡一眾武術和體育迷,粉絲文化(fandom)逐漸普及全球。《美少女戰士》於同年代橫空出世,可謂魔法少女系列的經典名作。其後,《百變小櫻》的出現,見證這個流派的作品更趨多樣化。
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1995 | 1995年Coming at a time when the anime industry appeared to go into a slump, Neon Genesis Evangelion redefined mecha by delving deeper into the philosophical questions about what it means to be human. Its impact was significant on not only animation, but also Japanese art and popular culture.
《新世紀福音戰士》(《EVA》)1995年首播,當時日本動畫產業正陷入瓶頸。《EVA》突破機械人動畫成規,深入探討生命意義、何以為人等哲學問題,其影響遍及藝術及流行文化,帶領日本動畫業重新啟航。
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1996 | 1996年Pokémon began as a video game in 1996 and year after its released also spawned a collection of trading cards and an anime series. So popular was this franchise that it seemed the entire world was gripped by so-called 'Pokémania'. It gone on to become the most valuable media franchise with a fan base that remarkably has not waned throughout its 25 year history.
《精靈寶可夢》電子遊戲於1996年正式發售,此後更推出了同名動畫及集換式卡牌遊戲。可愛的小精靈們令粉絲無比傾心,在世界各地颳起一陣陣「寶可夢瘋」(Pokémania)。如今,寶可夢產業價值連城,粉絲人數在25年來從未減少。
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在數碼動畫技術問世之前,動畫的影格皆由藝術家人手繪製而成。觀眾在一秒間看到的影像,可能是一整隊動畫師將多層賽璐璐畫結合而成的心血結晶。歡迎點擊下方紅點,閱讀更多有關動畫製作過程的資訊。對傳統動畫迷而言,能擁有心愛動畫的一份草稿(draft sketches)、原稿(genga)、線稿(douga)或賽璐璐膠片(cels),就如將該部動畫的一瞬光影化為實體,捧在掌心。
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Classic animation was created from hand-drawn images transferred onto transparent acetate sheets, or cels. To create the illusion of motion, each cel was a single ‘frame’ of animation. Each would have a code written on it representing the order of the cel sequence. Before these sequences can be created, a senior animator will draft a rough sketch, or genga, to suggest what the scene will look like. Animators will then use the genga as a model for the production sketch, or douga, which will set forth the blueprint for the cel.
傳統動畫以手繪形式製作,將上色的醋酸鹽膠片或賽璐璐膠片與線稿互相重疊,再攝錄成動畫。每張賽璐璐膠片可謂一「幀」獨立的動畫,上方標註的數字為幀數次序。在制定決定幀數次序之前,資深動畫師會繪製一份粗略的原稿,決定分鏡內容。此後,原稿會被修正為線稿,作為賽璐璐的背景畫面。
- Genga/ Background 原稿/背景
This is an example of genga which will eventually be translated into the hand-painted background shown as view. The same background can be repeatedly used when the scene surrounding does not change but characters move about.
此為本作手繪場景背景的原稿。若鏡頭中的場景無需切換,背景可在人物的走動或互動賽璐璐更換時維持同一位置。
- Genga 原稿
An example of genga, sketches of rough movements that will determine key actions which will later be polished into more detailed and defined sketches and douga.
原稿對動畫的場景建構、人物動作或故事場面設定十分重要。原稿的修改及調整會成為製作賽璐璐必須的線稿。
- Douga 線稿
An example of douga, the cleaned/ polished versions of genga that are then translated into the moving video (series of cels) of an animation.
動畫線稿是原稿或草稿的修正完善版本,用於動作與動作間的連接,也是賽璐璐製作過程中的重要部分。
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The genre mecha originated with Mitsuteru Yokoyama's 1956 manga Tetsujin 28. This style of science fiction focuses on giant robots, warfare, and futuristic fighting machines – often with apocalyptic themes. With 1970s came Gundam, a genre-defining series with a highly realistic presentation of robot design and weaponry derived from actual science. Not only has the term Gundam become synonymous with mecha, the series has been used to inspire research and development in creating exosuits for military purpose. In 1995, Neon Genesis Evangelion would go on to redefine the mecha genre by delving deeper into the philosophical question about what it means to be human and reflecting the anxieties of the time. The styles within mecha is diverse and may overlap with other subgenres of anime.
「機械人動畫」起源自橫山光輝1956年開始連載的漫畫作品《鐵人28號》。此類科幻動畫常以巨型機械人和充滿未來主義風格的戰鬥機為故事核心,輔以末日體裁。1970年代,此流派的經典鉅作《機動戰士高達》問世,以像真度極高的機械人設計、以及源自真實科學的武器裝備為人津津樂道。此後,「高達」不但成為了機甲的國際代名詞,作品更啟發了軍用護甲的研發工作。
1995年,《新世紀福音戰士》正式首播。這部動畫深入探討生命意義、何以為人等哲學問題,反映當時充斥日本社會的焦慮不安感,賦予機械人動畫全新面貌。自此,機械人動畫發展出不同風格,與其他動畫流派互通有無。
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Captain Tsubasa, a series created by Yōichi Takahashi, first aired in 1981, telling the story of a boy in his journey to become the best football player in the world. The series was the first big success of sports anime in Japan and overseas. This paved the way for others such as Ping Pong the Animation, Prince of Tennis, and Hajime no Ippo. Perhaps the best known series in the subgenre would come about a decade later in 1993. Slam Dunk would make a big cultural impact, credited with spurring on the popularity of basketball among the Japanese youth during the 1990s. Slam Dunk's appeal was its realism, inspirational speeches, and its central idea of strong team bonds. In 2010, manga artist Takehiko Inoue received a special commendation from the Japan Basketball Association for his work in popularising basketball in the country.
高橋陽一的代表作《足球小將》於1981年放映,講述主角大空翼一心成為世界足球冠軍的逐夢之旅,在日本及非日語圈均廣為人知。此作的斐然成就,帶動了後來面世的運動作品如《乒乓》、《網球王子》和《第一神拳》均大受歡迎。十年後,《灌籃高手》開播,故事內容寫實感人、充滿團隊精神,鼓舞人心,在90年代日本青少年間激起一股籃球熱,為後世留下深遠的文化影響,堪稱史上最受歡迎的運動系動畫。2010年,《灌籃高手》的作者井上雄彥更獲日本籃球協會的特別表彰,鳴謝對籃球運動普及全國的貢獻。
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Anime has also brought to life some of the most iconic families in Japanese pop culture. For example, Chibi Maruko Chan or Crayon Shin-chan are two beloved series that portray the adventures of their respective grade school protagonists, with each episode centring on creative pursuits and the importance of family.
不少動畫作品反映了日本的傳統家庭觀。《櫻桃小丸子》和《蠟筆小新》就是兩套老少咸宜的合家歡作品,分別講述兩位小學生主角的日常趣事,道出創意思維與家庭倫理的重要性。
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The 'magical girl' (mahō shōjo) is an enduring trope in animation that traces back to the 1960s with Mahōtsukai Sarī (Sally the Witch), and represents ideas of feminine power. Two series would proved to be touchstones of the category: Magical Princess Minky Momo, which aired in 1982, and Creamy Mami, the Magic Angel, which debuted in 1983. Yuji Nunokawa, the producer of both series, observed that mahō shōjo attracted more male fans after its use of transformation sequences in which the protagonists would morph into alter egos and save the day with their superpowers. This was used to great effect by Sailor Moon, which would become an enduring staple of 'magical girl' anime. Created by Toei Animation, the series offered powerful models of feminism and empowerment of young women. Another well loved series Cardcaptor Sakura would diversify mahō shōjo with more inclusive elements and subvert many of the stereotypical elements in anime of its time.
「魔法少女」是日本動畫的常青主題,其起源可追溯至1960年代,《魔法使莎莉》就是此流派的開山元祖。魔法少女作品以描寫女性力量為故事主軸,1982年放映的《魔法公主明琪桃子》和翌年播出的《我係小忌廉》可謂本流派的試金石。這兩套動畫的製作人的布川郁司注意到,自從此系列的作品採用「變身」橋段——即描述主角以不可思議的魔法力量,蛻變成一個理想的另我以解決問題後,變得更受男性觀眾的青睞。其中,《美少女戰士》魔法少女系動畫的經典代表作。此作由東映動畫製作,講述一群美少女憑藉魔法力量化身戰士、守護銀河系的故事,彰顯女性的陰柔力量。另一套備受歡迎的魔法少女系名作《百變小櫻》則添加了更多豐富的文化元素,顛覆了當時動畫界的刻板傳統。
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Die-hards would say that Dragon Ball stands as the most popular anime series every created. Its legions of fans continue to grow to this day. Written and illustrated by Akira Toriyama, Dragon Ball was adapted from the 1986 manga, which in turn was inspired by the 16th century Chinese novel Journey to the West. The anime series would introduce the martial arts subgenre through the adventures of Son Goku, who trains in martial arts in order to find seven orbs. The Dragon Ball universe is expansive, populated by a diverse cast with long character arcs, including formidable villains, and tells of adventures filled with training sequences and light-hearted plot lines.
如果你是《龍珠》的忠粉,你可能會認為,它就是史上最受歡迎的動漫作品。《龍珠》是鳥山明於1986年推出的漫畫作品,內容借鑒了十六世紀中國四大名著之一《西遊記》,支持者人數至今仍然有增無減。在故事中,於深山習武的孫悟空跟隨莊子出山,負責尋找散落各地的七顆龍珠,踏上修行之旅。龍珠的世界觀奇幻而深廣,由多位性格多樣、變化萬千的角色組成,箇中不乏強大的反派。主角的修行旅途充滿刺激的考驗與和輕鬆逗趣的故事情節,令粉絲們著迷不已。
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Pokémon began as a video game in 1996 and year a after its released also spawned a collection of trading cards and an anime series. So popular was this franchise that it seemed the entire world was gripped by so-called 'Pokémania'. It has gone on to become the most valuable media franchise, with a revenue of US$100 billion and with a fan base that remarkably has not waned throughout its 25 year history.
《精靈寶可夢》電子遊戲於1996年正式發售,此後更推出了同名動畫及集換式卡牌遊戲。可愛的小精靈們令粉絲無比傾心,在世界各地颳起一陣陣「寶可夢瘋」(Pokémania)。如今,整個寶可夢產業價值連城,相關產品總收入高達1,000億美元,其粉絲群自作品面世25年來從未減少。
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The year 2021 marks the 25th anniversary of Nintendo's release of the original Pokémon Red and Green games. The concept where players can advance by collecting, training, and battling their Pokémon quickly caught on and became the basis for other media such as anime and trading cards. The premise of the game translates particular well with trading cards, because both reward greater time investment as the chances of finding rare Pokémon increases the more you play. This series, which focuses on the capture and evolution of pocket monsters, has itself evolved from a cute concept into global behemoth. On its 25th anniversary, the Pokémon trading card craze is still going on strong. Similarly, Yu-Gi-Oh! was named the top trading card game in the world by Guinness World Records in 2009. Collectors of the these trading cards are still very much engaged with curating and building their decks – now more than ever as the value of some of these cards have soared.
2021年是任天堂原創電子遊戲《寶可夢紅/綠》的25週年發行慶典。在此遊戲中,玩家可以在一個名為關都的架空世界四處遊歷,同時收服名為「寶可夢」的虛擬生物,以訓練家身份讓寶可夢互相對戰,成為寶可夢大師。遊戲的主線與動漫及集換式卡牌遊戲相近,其中以卡牌遊戲廣受讚譽;兩者均鼓勵玩家投入時間成本,遊玩時間越長,遇見稀有寶可夢的機會亦然隨之增加。踏入第25週年慶典,寶可夢集換式卡牌遊戲的人氣亦然高企,追捧熱潮遍及全球。《遊戲王》卡牌遊戲的玩法與《寶可夢》相似,它在2009年更獲健力士世界紀錄認證為「史上最暢銷的集換卡牌遊戲」。隨著年月過去,不少珍藏卡牌的價格節節上升,令本領域的藏家對蒐藏、集換卡牌樂此不疲。