VRAM User
 Posts: 394 | Decompressing TRON: The Ghost in the Machine... on Tuesday, August, 12, 2008 3:15 PM
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I need all the help I can get and I think everyone here may just rule when it comes to this kind of stuff... This one includes LurkingHorror, if he agrees, of course...
I have not read the TRON comic book yet. Haven't even seen said issues at my local shop here in Mexico City. I'm planning ordering the upcoming trade paperback via Amazon.com as soon as it hits the shelves, however I need to know the whole story sooner than that... and that's where you come in. I'd like everybody to tell me what is it about.
I know Issue 6 isn't available yet, but don't worry, you can edit your post later when it comes out, all I ask is posting your most complete and detailed account of the story that's been told so far in the TRON: GITM comic book. It doesn't matter if you want to describe panel by panel or if you see someone else already posted the complete dialogs, for I'm interested in reading everyone's particular interpretation of it.
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Meanwhile in the real world... the controller feeds the shift clock to the VRAM's video port. Each shift clock pulse causes the VRAM to deliver the next datum, in strict address order, from the shift-register to the video port... Next frame-buffer data: Who created users? |
Cam_the_Man User
 Posts: 1,747 | Re: Decompressing TRON: The Ghost in the Machine... on Tuesday, August, 12, 2008 4:44 PM
In the midst of Team Fortress 2:
TRON.dll: (Captures the intelligence) "I have take the intelligence and it will cause meltdown!"
Cam_the_Man: "No! Not all of Dallas!" |
lurkinghorror User
 Posts: 803 | Re: Decompressing TRON: The Ghost in the Machine... on Tuesday, August, 12, 2008 5:12 PM
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Cam_the_Man User
 Posts: 1,747 | Re: Decompressing TRON: The Ghost in the Machine... on Tuesday, August, 12, 2008 5:48 PM
In the midst of Team Fortress 2:
TRON.dll: (Captures the intelligence) "I have take the intelligence and it will cause meltdown!"
Cam_the_Man: "No! Not all of Dallas!" |
Mr. Sinistar Sector Admin
 Posts: 1,642 | Re: Decompressing TRON: The Ghost in the Machine... on Tuesday, August, 12, 2008 7:18 PM
OPEN SOURCE TRON PROJECT
"what the hell is a limux.."
- Gattorcar (a user on YouTube) April 17, 2007
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lurkinghorror User
 Posts: 803 | Re: Decompressing TRON: The Ghost in the Machine... on Tuesday, August, 12, 2008 7:24 PM
*POTENTIAL SPOILERS"
Cam_the_Man Wrote:
Yeah, but the film didn't have talking bunnies and amnesia. I'm still confused about what exactly happened but I'll probably understand when I read more.
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Theoretically it will make some sort of sense.
The thing that is easy to forget is just how weird Tron was. A guy is hit with a laser by a malicious piece of software and transferred into the digital world, where he is a god. Where he literally has the power to manipulate reality. That is what Flynn does, after all. He rebuilds the recognizer, he changes his designation from blue to red and back. He creates a junction beam, he gives life to Yori and he interfaces with the data stream of the MCP.
He can do these things because he is a programmer and his reality is reprogrammable. Flynn slowly becomes aware of this over the course of the film. To the point where he takes it for granted. Yori was astonished that she could be resurrected. Flynn simply brushed it off.
Which makes sense. Because if reality is reprogrammable, the doors are pretty much wide open. Flynn can control "life" and "death" itself. He IS a god, and can do pretty much whatever he wants, given time to understand the mathmatics of the universe properly.
So talking bunnies is nothing. The amnesia though... You'll have to read the rest of the book.
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VRAM User
 Posts: 394 | Re: Decompressing TRON: The Ghost in the Machine... on Tuesday, August, 19, 2008 11:03 PM
You need to check out the COMPLETELY UNOFFICIAL TRON TIMELINE!
Meanwhile in the real world... the controller feeds the shift clock to the VRAM's video port. Each shift clock pulse causes the VRAM to deliver the next datum, in strict address order, from the shift-register to the video port... Next frame-buffer data: Who created users? |
achilles User
 Posts: 0 | Re: Decompressing TRON: The Ghost in the Machine.. on Wednesday, August, 20, 2008 9:38 AM
i have the first two issues. id have to go back and read them again to give you details on the story because this was like 3 years ago
i thought it was really bad and stopped caring. the art was pretty cool as much at it held to the original style - but i didnt care for the big buff suit jet wears - my only complaint with the 2.0 game as well. mainly though i recall thinking the writing was just terrible. and i was waiting for that book to come out.
id get the other issues if i see them, but i was living in nyc then and hitting forbidden planet all the time and they had it on the stands. i dont order comics - if something was REALLY that special i might but generally id rather wait and give myself something interesting to do at the comic consorder abortion pill http://unclejohnsprojects.com/template/default.aspx?morning-after-pill-price where to buy abortion pill
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lurkinghorror User
 Posts: 803 | Re: Decompressing TRON: The Ghost in the Machine.. on Wednesday, August, 20, 2008 12:27 PM
achilles Wrote:i have the first two issues. id have to go back and read them again to give you details on the story because this was like 3 years ago
i thought it was really bad and stopped caring. the art was pretty cool as much at it held to the original style - but i didnt care for the big buff suit jet wears - my only complaint with the 2.0 game as well. mainly though i recall thinking the writing was just terrible. and i was waiting for that book to come out. |
You're certainly entitled to your own opinion, and I've always known that not everyone will like the book, but judging the writing of a 6 part story by the first two parts is like walking out 20 minutes into a film.
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achilles User
 Posts: 0 | Re: Decompressing TRON: The Ghost in the Machine.. on Wednesday, August, 20, 2008 3:52 PM
it wasnt necessarily the story i didnt like just the writing - the style, or lack thereof maybe - its been so long now i cant site examples i'll have to dig it up and read it again. i just remember the feeling i had, like things were being made too obvious maybe, like it was written for kids - between that and jet's big, blocky armor suite i was just like "wat are they doing!?".
but even the movie had some corny dialog - doesnt stop it from being an admirable work of genius. ive always meant to get the other issues and i will.
at the time that first issue came out i was reading stuff like nyc mech and hunting down first prints of empty zone - i think i was just used to more subtle story telling. besides its not like i can hate - at least someone took the initiative to even put a new Tron story out because my friends and i damn sure didn't.
hails to you
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lurkinghorror User
 Posts: 803 | Re: Decompressing TRON: The Ghost in the Machine... on Wednesday, August, 20, 2008 4:14 PM
I think that if you continue to read the series, you might be surprised. The guiding principal for the comic series is the line Flynn had in the film: "This isn't happening, it only thinks it's happening". I'll post a bit from issue 5 that addresses your points pretty well, I think.
http://pics.livejournal.com/xray_studios/gallery/000022tk
There is a certain level of contrived-ness that was quite intentional. The red version of Jet Bradley comments on this pretty well I think, in this section.
Now, I'm not saying you will like the series or consider it good. There are certainly flaws with the first two issues (the design of Jet was a sore point for me as well). A new artist came in with issue 3, and the story began to spin in a different direction (as was the plan).
In a sense, your appraisal of the first two issues is something I agree with. The only thing is, I know this approach to storytelling was by design. But then, I have a bit of inside information, of course. 
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Cam_the_Man User
 Posts: 1,747 | Re: Decompressing TRON: The Ghost in the Machine... on Wednesday, August, 20, 2008 7:21 PM
In the midst of Team Fortress 2:
TRON.dll: (Captures the intelligence) "I have take the intelligence and it will cause meltdown!"
Cam_the_Man: "No! Not all of Dallas!" |
lurkinghorror User
 Posts: 803 | Re: Decompressing TRON: The Ghost in the Machine.. on Wednesday, August, 20, 2008 8:48 PM
In what places, artwise? Jet disappears leaving his helmet? Was that the first artist (issue 1 and 2) or the second artist (issue 3 through 6)?
If we could have had one consistent artist for the book, that certainly would have been our first choice. My main concern with the art, was that it represented what was in the script properly. Especially since the story takes so many twists and turns.
But yeah, obviously there are two different visual appearances to the book. An unfortunate reality of working in a serialized format. My preference was with Mike's work. Mind you, I think Louie did some wonderful things with the designs of the pages in the first two issues, such as the panel borders and the like. But I think that Mike (issues 3 through 6) was a better fit with the style of writing. If we could have had the series redrawn from issue one, we would have. But that wasn't really an option.
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Cam_the_Man User
 Posts: 1,747 | Re: Decompressing TRON: The Ghost in the Machine... on Wednesday, August, 20, 2008 9:28 PM
In the midst of Team Fortress 2:
TRON.dll: (Captures the intelligence) "I have take the intelligence and it will cause meltdown!"
Cam_the_Man: "No! Not all of Dallas!" |
lurkinghorror User
 Posts: 803 | Re: Decompressing TRON: The Ghost in the Machine... on Wednesday, August, 20, 2008 9:40 PM
Not mean at all. Everyone is entitled to their own opinion. That was artwork from issue 3. I really like the art in that one (and the following issues). It has a style reminiscent of Bryan Hitch and Frank Quitely to me. Though to be fair, as much as I love the art of Frank Quitely now, I hated it when I was first exposed to it. It took me a while to understand and recognize the strengths of the artist. I think Mike Shoyket's work is comparable in that regard. And I think that people like it more the more they are exposed to it.
That said, nothing is perfect. Mike's art missteps occasionally as does my (and Eric's) writing. This was a very, very demanding book on everyone. The visuals are in a constant state of flux as the primary character's perceptions shift. The rabbit (by way of example) never quite looks the same from scene to scene. Mercury is constantly shifting in design, as is Jet. These aren't inconsistencies, but are meant to reflect the fluid state of Jet's environment. I actually felt a bit bad, asking Mike to draw things this way. It made his job much harder. Not that he ever once complained.
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Cam_the_Man User
 Posts: 1,747 | Re: Decompressing TRON: The Ghost in the Machine... on Wednesday, August, 20, 2008 9:54 PM
I never noticed that many differences, but now that you point them out I do.
Why gets me the most is just the roughness of the faces.
That and, like I said, when Jet disappears (I think at the end of issue 3) and it has two panels, one on top of the other, the differences are obvious. In this example, on one panel looks like it was hand-drawn/painted. And the panel immediately below it, showing the same scene (minus Jet) looks as if it were done completely on a computer. Wasthis on purpose?
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In the midst of Team Fortress 2:
TRON.dll: (Captures the intelligence) "I have take the intelligence and it will cause meltdown!"
Cam_the_Man: "No! Not all of Dallas!" |
lurkinghorror User
 Posts: 803 | Re: Decompressing TRON: The Ghost in the Machine... on Wednesday, August, 20, 2008 10:18 PM
I finally figured out which part you mean. I think it was a stylistic choice on Mike's part. By that I mean, I think he's trying to convey Jet's mood. Jet does not literally disappear in that scene at all. I actually never understood Mike's choice on that particular panel. Why his face drops into shadow on that scene is not something I can really explain.
As for the roughness, I understand why it wouldn't appeal to everyone. Personally, I like it. There is a fluidity to the line work that I really enjoy. An organic quality, if you will. If allows for a far more energized page, as opposed to cleaner, more rigid line work.
*EDIT - I take that back. I think the idea here is that Jet is in communication with the rest of his army. There was an idea that Jet was in constant communication with every other program (the reason for the eye upgrade earlier in issue 3) , and this was why there is a pause in his response here. We touch on it briefly in the fourth issue. The visual effect though was, I think, not really necessary.
We wanted to go much more in depth with all of this. But we only had six issues. And due to some behind the scene things, issue three became issue 3 and 4. This is why issue 4 seems to have less story and why we had to cut some things. We really only got 5 issues of comics to tell a six issue story.
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Cam_the_Man User
 Posts: 1,747 | Re: Decompressing TRON: The Ghost in the Machine... on Thursday, August, 21, 2008 7:19 PM
I think I'm starting to understand, but don't tell me too much because I don't want it spoiled. The digital world does not necessarily look like that, it was Flynn's perception of it. As his brain tried to make sense out of everything, it caused tthe Programs to look like their Programmers, Light Cycles resembled the Light Cycles in games he played. Wow. Thank you lurkinghorror because I've never thought about that and always wondered how Programmers knew what LCs and Recos looked like.
Anyways, Jet's perception of reality is constanly shifting as his brain trys to mke sense of what's going on. That's my theory.
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In the midst of Team Fortress 2:
TRON.dll: (Captures the intelligence) "I have take the intelligence and it will cause meltdown!"
Cam_the_Man: "No! Not all of Dallas!" |
VRAM User
 Posts: 394 | Re: Decompressing TRON: The Ghost in the Machine... on Monday, September, 08, 2008 11:44 AM
Well, now that #6 has apparently hit the shelves, I was thinking if somebody could be so kind as to sum it up for me... you just can't get it south of the U.S. border, ya'know...
Thanx.
You need to check out the COMPLETELY UNOFFICIAL TRON TIMELINE!
Meanwhile in the real world... the controller feeds the shift clock to the VRAM's video port. Each shift clock pulse causes the VRAM to deliver the next datum, in strict address order, from the shift-register to the video port... Next frame-buffer data: Who created users? |
lurkinghorror User
 Posts: 803 | Re: Decompressing TRON: The Ghost in the Machine... on Monday, September, 08, 2008 12:27 PM
I think we're actually still two days away from the release. Should be out on Wednesday.
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