Monday, 14 October 2013

Princess Ariel



Princess Ariel is a mermaid who first appeared in Disney's 1989theatrical release The Little Mermaid as the main protagonist. She reprises her role as the protagonist in its prequel television seriesand 2008 prequel. Though she is the tritagonist in the 2000 sequel, while her daughter Melody took her spot as the protagonist. Ariel is voiced by Jodi Benson in all the above animated material except the parody Non-Disney appearances.
The character is based on the protagonist of Hans Christian Andersen's "The Little Mermaid" fairy tale, but was developed into a different personality for the 1989 animated film adaptation. Her distinct appearance consists of long, flowing red hair, a green tail and a lavender seashell bikini top. A stage musical version of the 1989 film debuted in 2007, in which the "live" role of Ariel was originated by Sierra Boggess and finalized by Chelsea Morgan Stock, who previously played her sister Andrina. She will be portrayed live again in the ABC series Once Upon a Time by Joanna García.
Ariel is the 4th official Disney Princess and so far the only mother in the Disney Princess franchise.
Ariel is a bright, spirited mermaid who is also adventurous and stubborn. Her curiosity and love for adventure sometimes gets her into trouble. Usually, however, Ariel overcomes any obstacle she faces like she uses magic to change things. Her best friend is a fish named Flounder and she develops a close relationship with a crab named Sebastian, the court's composer. Ariel is also impulsive, as evidenced by her exploring whilst forgetting about the concert. Ariel, is able to risk everything for her love for Eric and for her dreams, even if this might hurt herself. In The Little Mermaid II: Return to the Sea, Ariel matures after becoming a mother. Due to the threat of Morgana, she becomes overprotective of Melody in the same manner she was treated by King Triton in the first film. She is shown to long for the sea, but keeps this hidden from Melody for her own safety. Her most notable trait, however, was her deep love and fascination for humanity, having desired to become human during the events of the first film, even prior to meeting her future husband, Eric. She did not always have this trait, however: Until she was 15 years of age, she expressed a deep fear of humanity similar to Triton's xenophobia of humanity, although her witnessing some humans saving a beached dolphin changed her views on the matter. Ironically, one of the people responsible for saving the dolphin was Eric, although she never knew it.
As a mermaid, Ariel is strikingly beautiful; so beautiful in fact that she won an award for most beautiful Disney Heroine. She has an hourglass figure and fair skin. In her childhood, she used to wear a lavender tube top. Her lips were the same color as her skin. From the waist down, she has a green tail with paler green, translucent fins and wears a brassiere made out of lavender seashells. She has large, deep aqua blue eyes and full red lips. Her most defining feature is her long, red hair that matches the color of her lips. In Little Mermaid's Island, her seashell bra looks more like a strapless top that covers her belly.
When she becomes a human, Ariel's lovely tail is turned into two beautiful, long, slender legs with small feet. At first, the only article of clothing she wore was her seashell bra, but wears an old sail with some rope to keep it closed fashioned by her friend Scuttle. Being prepared for dinner, she wears a pink-and-white gown with silver barrettes on her hair and pearl white earrings. Getting ready for bedtime, she wears a pink nightgown. After being taken in by Prince Eric, she wears a dress with light blue sleeves, a dark blue bodice, and a blue (sometimes white) shirt. She also wears a big royal blue bow in her hair and black heels. After she's turned into a human once again, she wears a light blue glittering dress. After she kisses Eric, during their wedding, she wears a white wedding dress with a sparkling golden tiara on her veil. During and after her daughter's christening, she wears a gold and white dress and wears a low ponytail, decorated with a white bow. Ariel also wears a periwinkle gown with an up-do decorated with a golden tiara with green and white gems on her necklace and earrings during her daughter's 12th birthday party. Ariel still wears the same up-do with a green peasant dress when she's on her husband's ship and a blue and white dress with light blue earrings in the song "Here on the land and sea" in the second movie. In one of the video games, she wears an aqua-colored gown with a matching flower on the side of her hair.

Princess Jasmine



Jasmine is the daughter of the Sultan of Agrabah, and thus is a princess. Jasmine's mother is rarely mentioned, and she is presumed to be dead. In the first film, Jasmine has become frustrated with the duties of being a princess, and longs for a life outside of the palace. This clashes with the fact that, according to the law, Jasmine must marry before her next birthday, which results in a problem because Jasmine wishes to marry for love rather than for wealth, glory and power. Jasmine is an official member of theDisney Princess franchise, and is so far the only Princess with an Arabian/Middle Eastern physical appearance.

Physical Appearance

Jasmine is a very beautiful young woman with tan skin and long, lustrous black hair, big brown eyes, and a distinct hourglass figure. She normally wears her black hair in a ponytail, held together by two light blue bands. She normally wears a light blue tube top with loops for her arms, allowing her figure to be shown, and matching pants along with blue shoes. For formal occasions, she has a purple outfit that covers more of her skin and a hair accessory. When Jafar takes control of Agrabah for a short while, he makes Jasmine wear a red outfit with several golden accessories, such as a snake bracelet and gold earrings. Jafar later creates a gold crown for Jasmine from her shackles when he decides to make her his queen.
When Mirage tricks her into using a fake beauty potion, she begins turning into a lamia-like monster. Happening in steps, her legs transform into a tail, then all but her head is transformed into a humanoid reptilian body (arms still existing) with poisnous quills on her tail and red eyes with yellow slits. Finally, her hair turns into a cobra hood with her ears missing and patterns inside it that resemble her earrings.

Personality

Jasmine is free-spirited, and in many ways resembles the "rebellious princess" archetype. She is headstrong, and longs for the freedom that other girls have. This eventually leads to Jasmine running away, but she gets into trouble as she is initially naive regarding the world outside of the palace. Jasmine can be very willful; she refuses all of the suitors that her father chooses, preferring to wed for love rather than for wealth. Jasmine can also be kind and caring, and is considered to be clever and intelligent. She shows a love for adventure, and often accompanies Aladdin on his journeys. Originally though, in the development stages of the film, Jasmine was your typical spoiled brat, and the song "Call Me A Princess" was her introductory song. In Disney Princess Enchanted Tales: Follow Your Dreams, she was shown to have Ophidio-phobia; the fear of snakes.
She also cares very much for children as shown in the TV series in episodes like Do The Rat ThingWeb of FearFowl WeatherOf Ice and Men and The Ethereal where she comforts them, is sweet and nice to them and where saves their lives from any danger.

Abilities

Jasmine is quite intuitive, and she has described herself as a fast learner. After one demonstration from Aladdin, Jasmine was able to pole vault across a rooftop. In the series Jasmine is shown to have excellent fighting skills, possibly learned by adventuring with Aladdin. She can hold her own in a fight, and displays some very impressive fighting skill in the television series. And despite her appearance, Jasmine has impressive physical strength, as she could push over a large statue in the third movie. Jasmine can also wield a scimitar.

Donald Duck


Donald Duck (full name first revealed as Donald Fauntleroy Duckin Donald Gets Drafted) is a character created by Walt Disney. Donald is sometimes short-tempered, impatient, angry, but who is always nice, innocent, and honest; he does however suffer the curse of being second-best to Mickey or just plain bad luck. He is a white duck with a yellow-orange bill, legs, and feet. He usually wears a sailor shirt, cap and a red or black bow tie, but no trousers at all. He is presented as a best friend of Mickey Mouse
Donald's voice, one of the most identifiable voices in all of animation, was performed by voice actor Clarence "Ducky" Nash up to his death in 1985. It was largely this semi-intelligible speech, that would cement Donald's image into audiences' minds and help fuel both Donald's and Nash's rise to stardom. Since 1985, Donald has been voiced by Tony Anselmo, who was trained by Nash for the role.
Donald's most famous personality trait is his uncontrollable temper. This has gotten him into some tight spots with his relationship with Daisy, as she is easily annoyed by his constant anger issues. However, things always turn out right in the end. Donald's jealousy towards Mickey's popularity sometimes gets in the way of their friendship and causes him to almost be a villain at times because of his angry temper. Although Donald can be loud, rude and selfish, he is extremely loyal and will do anything to help a friend in need. Donald also has an obsession over being disney's most famous and popular star and also obsessed with money, treasure, gold, etc., which he gets from his Uncle Scrooge, and can sometimes be found participating in a get-rich-quick scheme.
Donald's aggressive nature is a double-edged sword however, and while it at times is a hindrance and even a handicap for him, it has also helped him in times of need. When faced against a threat of some kind, Donald may get frightened and even intimidated (mostly by his nemesis Pete), but rather than getting scared, he gets mad and has taken up fights with ghosts, sharks, mountain goats and even the forces of nature. And, more often than not, Donald has come out on top.
In spite of the negativity, Donald is a generally easy going person. Most of his cartoons start with Donald relaxing, enjoying an activity, or simply not having a care in the world until something or someone comes along and ruins it, resulting in the duck exploding in rage. When not dealing with his scenes, Donald can often be found snoozing in his hammock. Donald Duck's girlfriend Daisy Duck's voice is much easier to understand unlike Donald's first girlfriend Donna Duck who sounded a lot like Donald and she lost her temper a lot just like Donald.
Donald has also been shown to be a bit of a show-off (especially towards his nephews). He likes to brag, especially when he is very skilled at something. This has a tendency to get him into trouble, however, as he also tends to get in over his head. In spite of their rivalries, Donald shares a very loving relationship with his nephews and treats them as his own children. They obviously love their "Unca Donald" with a particular scene in the first episode of DuckTales showcasing them having a heartfelt goodbye moment as Donald prepares to leave for the navy.
Among his personality traits is his stubbornness and commitment. Even though Donald at times can be lazy, and he has stated many times that his favorite place is in the hammock, once he has committed to something he goes in for it 100%, sometimes going to extreme measures to reach his goal. It has been shown several times that Donald is rather sensitive/embarrassed about his voice and often begins an uproar if someone notes their difficulties in understanding it.
Donald has a few memorable phrases that he occasionally comes out with in given situations. "What's the big idea?" is a common one, which Donald usually says when stumbling across other characters in the midst of planning some sort of retaliation or prank, and sometimes when certain things do not go as planned or do not work properly. "Aw, phooey!" is another memorable saying Donald makes, usually after giving up on a particular action or event. "So!" is Donald's usual declaration when confronting someone (or something) antagonizing him. Another popular phrase Donald says, in particular to Daisy, is "Hiya, toots!". "Oh boy, oh boy, oh boy!" is yet another common phrase Donald uses, usually muttered to himself when he's very excited about something.

Doraemon


Where to start? Doraemon apparently first appeared in 1969 or 1970 (it ran as a manga series starting about 1974), with the infamous something-wonderful-pops-out-of-the-desk-drawer story. Since then, it has gone on to become one of Japan's most popular and well-loved manga series, and Doraemon is now perhaps one of the most recognised faces in all of Japan. The comedy series is still continuing, though it suffers from the defection of one of the two original writers. From my own point of view, Books 1 through 30 are probably the classic Doraemon, and the stories seem to solidify and improve at around book 6.

The first story explains the premise of the entire series. Nobi Nobita (Nobita being the first name), is a fourth-grade boy who wears glasses and lives in a subsection of Tokyo. One day, a strange being pops up in his desk drawer --- a round, blue cat-style robot, who fails to introduce himself and instead eats Nobita's afternoon snack and then goes back into the drawer. The matter is eventually straightened out and explained. Nobita's great-great-grandson lives in the 22nd Century --- except, thanks to Nobita's mistakes, the entire family is living in poverty. To rectify this, Nobita's descendant is sending his robot Doraemon back to the past, to help prevent Nobita from making mistakes. Of course, this is a difficult task, since Nobita is the weakest and least intelligent child in his class. And initially, Doraemon isn't the smartest of robots, either. He does, however, have a 4-dimensional pocket on his front, which contains all manner of cool gadgets from the 22nd Century, and it is with these toys that Doraemon will try to save Nobita from a future of poverty and failure.

With this premise, Doraemon and Nobita go on to become, one of Japan's most famous duos. Nobita, as class weakling and dunce, needs lots of rescuing, and Doraemon is obliged to give him the right gadget to fix his situation. Unfortunately, Nobita also has the bad habit of misusing the gadgets and landing himself in yet more trouble - unless some of his school friends get their hands on the gadgets and get themselves into even worse trouble. This is usually the source of the series' comedic humor. However, Doraemon has another, more serious side; starting around Book 8, the volumes begin to close with a story that is longer and more serious than the others. Often touched with a bit of educational science, moral teaching and a hint of conservationism, these stories usually involve Nobita and Doraemon and friends working together to solve a larger problem.

For all his flaws (laziness, stupidity, and cowardice (and occasional attacks of megalomania and selfishness)), Nobita is one of the neighborhood's nicest and most sensitive children, and it is his desire to see justice done that drives the best Doraemon stories. And it is probably why Doraemon himself does not fling up his hands in defeat - though surely it must be tempting, after so many hundreds of stories starting off with Nobita running home in tears, crying "Doraemon! Do something!"

Among some of Doraemon's most commonly produced gadgets are: the Wherever Door, the air gun, the What If phone box, the personal copter, and the Gulliver Tunnel. Another often used device is the time machine, which is, of course, located in Nobita's desk drawer. But aside from these frequently used devices, Doraemon always seems to have something new in his pocket. He has produced miniature spy satellites, car simulators, water-warding rope, portable holes, cardboard games that you step into to play, super food seasoning, a fashion "bug", time mirrors, ice construction sets, real-item encyclopedias, and everything else that could possibly make life a little more interesting.

Of course, the gadget doesn't necessarily make the story. As far as plots go, Nobita is the protagonist, and usually makes the right decisions in really important matters.

In one story, Nobita's efforts to save a stray dog and cat eventually lead him try to save a whole group of stray animals. In desperation, he and Doraemon are forced to send the animals back in time - after increasing their intelligence and giving the animals a hamburger-making machine. Back in the present day, Nobita's friends find a newspaper article about a lost civilisation that left behind miniature buildings - large enough for maybe a dog or cat - and even a statue of a godlike, winged creature whose face just happens to look like Nobita's.

In another story, Nobita and Doraemon decide to help a group of hunters who are tracking down a wolf family in the wilds. Nobita, disguised as a wolf, finds the wolves - who, welcoming him as a friend, tell him about the pain of surviving in a world rapidly being taken over by humans. When his disguise wears off, the wolves try to attack Nobita - but Doraemon rescues him. When Doraemon suggests turning the wolves in, however, Nobita refuses. Together, they somehow persuade the hunters that the area has no wolves.

Of course, there are utterly silly stories, too.

In one silly story, Nobita uses an illness-transferring device to help his sick father, and then runs around trying to find someone to give his new cold to. Unfortunately, the school bully is unexpectedly sympathetic, and Nobita can't bring himself to infect him. Luckily, he and Doraemon happen to run into a man who wants his cold - because he happens to have a crush on a local nurse. And so, in the end, everyone is happy . strangely enough.

In another silly story, Nobita is deeply touched by his teacher's morale-raising lecture, but can't seem to convey the "touching" part of it to anyone else. Doraemon then produces for him a microphone/speaker that makes anything he says deeply inspiring. Nobita of course runs off to show it off to his friends; they are all busy watching the local videotaping of a popular idol. Nobita is determined to inspire and move them more than the celebrity can; unfortunately, he has gotten his microphone switched with a baby's toy, and has to recover it. Finally, with the microphone in his back pocket, he rushes over to his friends to impress them - but accidentally farts while trying to pull the microphone out of his pocket. There is a moment of stunned silence. The last panel shows Nobita fleeing in sheer embarrassment from a mob of pursuing people who are shouting, "What a deeply moving fart that was!"

Doraemon manages to slip in the moral teachings with a good amount of subtlety.

For example, Nobita once manages to pick up a cloning device, with which he makes clones of his "friends," the cunning Suneo and brutish Gian. The clones arrive at 4th-grade age but with the minds of babies. Nobita raises them in a trans-dimensional room, thinking of raising the clones into his well-behaved, friendly, friends/"children." However, the clones' minds mature rapidly, and they begin to figure out that Nobita is weaker and not as bright as they are. Since they watch TV, they realise there is a world outside their room which Nobita is not showing them. So they revolt. Doraemon finds out what has happened, but explains to Nobita that since the clones are living people, they can't be arbitrarily destroyed. However, the clones discover the cloning apparatus by accident, and hit the equivalent of the "Undo" button, thus un-creating themselves and saving everyone a lot of headache.

The Powerpuff Girls



Craig McCracken, a student of California Institute of the Arts, created The Whoopass Girls in 1992 in his short film The Whoopass Stew! A Sticky Situation. Spike and Mike's Sick and Twisted Festival of Animation selected the short in 1994; McCracken submitted it to Hanna-Barbera's innovative What A Cartoon! Show shorts program (eventually to be produced for Cartoon Network as "The Powerpuff Girls in: Meat Fuzzy Lumpkins" as part of World Premiere Toons) while working on Dexter's Laboratory.[4] Announcer Ernie Anderson, the narrator of the pilot episode, passed away in 1997 before the show became a series. "Meat Fuzzy Lumkins" first aired in 1995, followed by a second short, "Crime 101", a year later.

The Powerpuff Girls TV debut in 1998 was the highest rated premiere in Cartoon Network's history. The series consistently scored the highest rating each week for the network across a wide range of demographics -- from young children to adults.

In October 2000, Cartoon Network credited the Powerpuff Girls for its Friday night prime time ratings win among cable networks. By 2001, merchandising based on The Powerpuff Girls encompassed everything from T-shirts, toys, and video games to lunchboxes and dishware. Concerning the Powerpuff Girls success, Craig McCracken has stated, "I thought it would get on Cartoon Network and college kids would watch it and there would be a few random T-shirts out there in the rave scene or in record shops. But I had no idea that it would take off to this extent." 

In April 2005, plans for an anime version, Demashita! Powerpuff Girls Z were announced and the series premiered in Japan the following year. The series deviates highly from its American predecessor in terms of style, storyline, and characterization. Cartoon Network in the United States currently has no plans to air the adaptation.

In August 2008, McCracken revealed on his Deviantart account as had been announced in that year's Comic Con that he was working with Cartoon Network on a new half-hour Powerpuff Girls special to celebrate the series' 10th-year anniversary. The special aired on the Pan-Euro version of Cartoon Network on November 29, 2008 on the Powerpuff Girls Birthday Marathon.

Scooby Doo


In 1968, Fred Silverman, executive in charge of children's programming for the CBS network, was looking for a show that would revitalize his Saturday morning line-up and please the watchdog groups at the same time. The result was The Archie Show, based upon Bob Montana's teenage humor comic book Archie. Also successful were the musical numbers The Archies performed during each program (one of which, "Sugar, Sugar", was the most successful Billboard number-one hit of 1969). Silverman was eager to expand upon this success, and contacted producers William Hanna and Joseph Barbera about possibly creating another show based around a teenage rock-group, but with an extra element: the kids would solve mysteries in-between their gigs. Silverman envisioned the show as a cross between the popular I Love a Mystery radio serials of the 1940s and the popular early 1960s TV show The Many Loves of Dobie Gillis.

Hanna and Barbera passed this task along to two of their head storymen, Joe Ruby and Ken Spears, and artist/character designer Iwao Takamoto. Their original concept of the show bore the title Mysteries Five, and featured five teens (Geoff, Mike, Kelly, Linda, and Linda's brother "W.W.") and their dog, Too Much, who were all in a band called "The Mysteries Five" (even the dog; he played the bongos). When "The Mysteries Five" weren't performing at gigs, they were out solving spooky mysteries involving ghosts, zombies, and other supernatural creatures. Ruby and Spears then had to decide what to make their dog. At first, they chose between a large cowardly dog, and a small fiesty dog. When the former was chosen, then the options became a large goofy Great Dane or a big shaggy sheepdog. After consulting with Barbera on the issue, Too Much was finally set as a Great Dane, primarily to avoid a direct correlation to The Archies (who had a sheepdog, Hot Dog, in their band). Ruby and Spears had feared the Great Dane would be too similar to the comic strip character Marmaduke, but Barbera assured them it would not be a problem.

Takamoto consulted a studio colleague who happened to be a breeder of Great Danes. After learning the 
By the time the show was ready for presentation by Silverman, a few more things had changed: Geoff and Mike were merged into one character called "Ronnie" (later renamed "Fred", at Silverman's behest), Kelly was renamed to "Daphne", Linda was now called "Velma", and Shaggy (formerly "W.W.") was no longer her brother. Also, Silverman, not being very fond of the name Mysteries Five, had rechristened the show Who's S-S-Scared? Using storyboards, presentation boards, and a short completed animation sequence, Silverman presented Who's S-S-Scared? to the CBS executives as the centerpiece for the upcoming 1969–1970 season's Saturday morning cartoon block. The executives felt that the presentation artwork was far too frightening for young viewers, and, thinking the show would be the same, decided to pass on it. 
Now without a centerpiece for the upcoming season's programming, Silverman turned to Ruby and Spears, who reworked the show to make it more comedic and less frightening. They dropped the rock band element, and began to focus more attention on Shaggy and Too Much. According to Ruby and Spears, Silverman was inspired by the ad-lib "doo-be-doo-be-doo" he heard at the end of Frank Sinatra's interpretation of Bert Kaempfert's song "Strangers in the Night" on the way out to one of their meetings, and decided to rename the dog "Scooby-Doo" and re-rechristened the show Scooby-Doo, Where are You? The revised show was re-presented to CBS executives, who approved it for production.characteristics of a prize-winning Great Dane from her, Takamoto proceeded to break most of the rules and designed Too Much with overly bowed legs, a double-chin, and a sloped back, among other abnormalities. 

Sunday, 13 October 2013

Popeye - The Sailor Man



The name of the famous cartoon figure and comic character created by Elzie Segar in the year 1929 is Popeye, who is generally known as ‘Popeye,the sailor man’. Popeye is actually sailor with pipe in his mouth and highly toned muscular arms. He munches spinach to get incredible strength so that he can fight out the villainous Bluto to save his fiancée Olive Oyl from the villain.

Popeye was first appeared and existed many days as a side character in Segar’s comic strip ‘Thimble Theater’, which continues with the adventures of Olive Oyl and her brother Castor Oyl. Popeye was just a sailor then without any heroic shade. Later the character of Popeye became so popular that the entire comic strip started to revolve around this sailor-man. Then ‘Thimble Theater’ changed into the comics of Popeye where Olive Oyl became Popeye‘s sweetheart. After Segar’s death in 1938, a number of writers continued the comic strips of Popeye, some of them also became much popular.

The next big venture of Popeye was to foot step in the television world as an ainimated character.The Popeye cartoon series was initiated by Max Fleischer Studios in 1933 and later continued by Paramount Studios. In the next 40 years, the viewers could have tasted over 600 shows of Popeye. In the cartoons, the main enemy of Popeye was Bluto, sometimes who is also called as ‘Brutus’. Wimpy and the sweet pie child were added as characters in the Popeye cartoon.

A feature film on the character of Popeye was made by Robert Altman in the year 1980 starring, Robin Williams and Shelly Duvall. The film was literally influenced by the Popeye cartoon series but it also added some different dimensions in the character of Popeye. Nintendo made a video game based on the adventures of Popeye and this game was released in the year of 1982. This Popeye game gathered popularity very quickly and its home versions were also began to be used in the common household video games.

The controversy of Spinach remained for decades. The most popular concept is it was actually the forbidden wide ‘marijuana’. However, recent research also reveals that Spinach may be an herb with somewhat muscle boosting qualities, obviously not like the incredible strength  of Popeye. The Hamburger eaten by another important character Wimpy is actually comes from the common American fast food  ‘Hamburger’. However, whatever be the spinach is, the concept of eating spinach and then beating the villains away has managed to retain its popularity for over 80 years.