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A Brief History of SimCity

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MobyGames.com

Video game giant EA just announced that it is shutting down Maxis Emeryville, the studio behind SimCity and numerous other popular Sim franchises. EA says they are planning to consolidate Maxis within their existing development arms, but to anyone who grew up with these groundbreaking games, this sounds like bad news. After all, the aim of SimCity was to grow your small patch of land into a futuristic megacity, not consolidate it. As Maxis looks ahead to an unclear future, it seems like a good time to look back at the history of these world-changing, world-building games.

Bungeling Beginnings

In 1984, video game developer Will Wright was working on the game Raid on Bungeling Bay.  In Raid, the player pilots a helicopter over hostile enemy territory, destroying weapons factories.  But for Wright, creating the detailed maps of the enemy strongholds was more fun than actually raiding Bungeling Bay.  So he tweaked the map software, adding the ability to create roads and construct buildings; he included real-world considerations like population growth, tax revenues, zoning districts, and crime rates. The “goal” of his simulation was to simply create a sustainable city on a small scale, so he gave the game a fitting title, Micropolis.

SourceForge

Wright showed Micropolis to many game companies, but none were interested, because they couldn’t get past the idea of a video game whose only goal was to build a city.  But then, in 1987, Wright met up-and-coming software publisher Jeff Braun at a mutual friend’s house for what Wright has since called “the world’s most important pizza party.” Soon after, Wright and Braun formed their own software company, Maxis—so called because Braun’s father said a technology company should be two syllables and have an ‘x’ somewhere in the name.

After some marketing tweaks, including a name change to SimCity, the game was released in 1989, four years after Will Wright first started working on it.

SimSuccess

The very thing that other companies thought made SimCity a hard sell—the open-ended gameplay—was what made the game a hit.  Because it dealt with more realistic scenarios than magic mushrooms and missing princesses, mainstream press like Time magazine and the New York Times wrote features on the game, giving it some cachet with adults who previously thought that videogames were “just for kids.”  In addition, many teachers started using it in the classroom as a way to teach resource management and sustainable urban design, providing even more evidence that it was a game with more merit than most.

SimCity not only established a whole new genre of video game, but it spawned a very successful franchise, too.  A few of the sequels, like SimCity 2000 (1993), SimCity 3000 (1999), and SimCity 4 (2003) are some of the top-selling computer games ever, with sales of well over 8 million units combined.  But Maxis didn’t stop with cities.  They applied the “sim” concept to a variety of scenarios, including islands (SimIsle), nature preserves (SimPark), playable golf courses (SimGolf), and even entire planets (SimEarth).  Unfortunately, not every Sim game was a hit, and profits began to decline.  In 1997, Maxis was acquired by Electronic Arts (EA), a company well known for their sports simulation games.  Down, but not out, Wright still had a few tricks up his sleeve...

The Toilet Game

My Abandonware

In 1991, Maxis released SimAnt (above), a game where players take the form of an ant colony in the backyard of a suburban home. In one part of the game, ants had to avoid being stepped on. However, Wright later realized that so much time was spent creating the ants’ artificial intelligence that they were actually smarter than the person. This made Wright aspire to create a human AI that was more robust and lifelike. He eventually came up with the idea of a game where the player would build a house and then toss in an advanced human simulation to see how they’d react.  Wright initially called this concept Dollhouse.

Wright presented Dollhouse to Maxis in 1993, but it was met with very little enthusiasm.  First, teenage boys had no interest in a video game with such a feminine name. So the name was changed to The Sims, after the tiny, unseen people that live in the cities created in SimCity. The Maxis executives had another name for it, though: “The Toilet Game,” because in their minds it was the game where players were expected to do mundane tasks, like clean the toilet.

The execs ultimately shut down the idea, but Wright was persistent.  In 1996, Wright took a programmer under his wing, saying he needed someone to write code for other Maxis titles. In fact, the programmer was working on The Sims.

Shortly after Electronic Arts acquired Maxis in 1997, Wright once again presented The Sims, showing off the work he and his lone programmer had accomplished.  Like Maxis, EA was a little leery about the idea of a virtual dollhouse, but they green-lit the project anyway.  Three years later, in February 2000, The Sims—the first “life simulation game”—was released.  In a 2008 interview, Wright said, “I thought a million (copies sold) would be a hit.”

A De-Myst-ifying Debut

The performance of The Sims took everyone by surprise.  The core game sold 16 million copies, dethroning Myst as the best-selling PC game ever.  Add in the expansion packs, which gave players new environments, items, and character options, and it sold about 54 million copies.  The Sims 2, released in 2004, sold even better, with an estimated 20 million copies, while 2009’s The Sims 3 sold a still-impressive 10 million.  Overall, The Sims have sold more than 150 million copies, making it the best-selling PC game franchise in history.

But you don’t sell 150 million copies of a game to teenage boys alone.  The Sims’ success has been attributed to the often overlooked demographic of women video gamers, which, according to EA, made up about 65 percent of players at the height of the franchise’s popularity.  While some cite the game’s emphasis on fashion, interior design, and character relationships, Will Wright sees things a little differently:

“...women have a higher standard of leisure entertainment than men do. They tend to go for entertainment that are a little more expressive. Also entertainment that connects back to them and has some personal meaning. The Sims allows a path where you can play it as a deep personal reflection of yourself.”

Mod the Sims

For the 1993 release of SimCity 2000, one of the available expansion packs was the SimCity Urban Renewal Kit (SCURK), which allowed players to modify the existing graphics to create custom buildings and game elements.  Available for every SimCity game since, some impressive “mods” have been created by fans, including pixelated replicas of the 2008 Olympic Stadium, “The Bird’s Nest” in Beijing, the Tower Life Building in San Antonio, and the Cologne Cathedral in Germany.  There are also incredible original building designs, like this library made entirely out of open books. 

A similar modification tool, Create A World (CAW), was also released for The Sims games.  Some of the odd, but impressive mods for Sims characters include the stars of the new Doctor Who (and the newest Companion, too), Sherlock’s Benedict Cumberbatch, Katniss and Peeta from The Hunger Games, and, to get really meta, your avatar can be an avatar from Avatar.  In addition, players can put on Kate Middleton’s wedding dress, scoot around on a Back to the Future hoverboard, or even live inside the White House.

Lass Frooby Noo!

The Sims Wiki

When creating games for the worldwide market, translating menus and buttons, not to mention the spoken dialog, can be expensive.  In order to circumvent some of this expense, the Sim games use a fictional language called “Simlish.”  First introduced in SimCopter, the gibberish language is made up of sounds borrowed from various real languages, like French, English, Latin, and Tagalog.

Simlish has been used most extensively throughout The Sims franchise, to the point that even the songs in the game are in Simlish.  Many of these tunes are written and recorded by EA’s musicians, like the cult favorite “Mayzie Grobe.”  But some real-life pop stars have gotten in on the act, by doing Simlish covers of their Top 40 hits.  For example, Katy Perry has recorded Simlish versions of “Hot n’ Cold” and “Last Friday Night.”  Other big names have recorded their songs in Simlish, such as My Chemical Romance, Depeche Mode, Lily Allen, Nelly Furtado, Lady Antebellum, Barenaked Ladies, metal legends Anthrax, and the recent hit, “We Are Young” by Fun.  Perhaps the biggest Simlish commitment has been from Black Eyed Peas, who not only recorded Simlish versions of “Shut Up” and “Let’s Get It Started”, they also wrote and recorded all-new songs specifically for The Sims games. 

Sex and the SimCity

Compared to titles like Grand Theft Auto, the Sim games are pretty innocent.  But that doesn’t mean they’ve been totally immune to scandal. 

When the helicopter simulation SimCopter was released in 1996, tiny, bikini-clad women would sometimes dance around on the screen when the player successfully completed a mission.  Disgusted by the blatant sexism and assumed heterosexuality of the audience, Maxis programmer Jacques Servin changed the game code to occasionally make the women muscle-bound, Speedo-wearing men, who would engage in pixelated make-out sessions—complete with smooching sounds—whenever they got near one another. Servin was promptly fired, but 50,000 copies of the game had already shipped before the code could be removed.  Servin has since continued his culture jamming ways by co-founding the activist group The Yes Men.

Another sexy Sim scandal took place in 2004, when then university professor and avid player of The Sims Online, Paul Ludlow, reported on a form of digital prostitution in the online role-playing game.  Ludlow said it was not uncommon for players to enter private chat rooms where the two participated in cybersex conversations, often in exchange for Simoleans, the in-game form of currency.  This wouldn’t be a problem, except the minimum age of players was 13, meaning there were surely a few underage teens engaged in these activities with older players.  When the media picked up on the story, Ludlow’s Sims Online account was shut down by Electronic Arts.  The company claimed that he had violated the community’s policy by including a link to his commercial website in his player profile.

The Homeless Sims

In 2009, a game design student in the UK, Robin Burkinshaw, started playing The Sims 3.  But Burkinshaw approached the game from a more sociological standpoint by creating two homeless sims, Kev and his young daughter, Alice.  Burkinshaw tried to mirror the personality of a man with mental illness, a common trait among the homeless, and the effect that would have on the little girl in his care. To that end, Kev was obnoxious, angry, and didn’t like kids, while Alice was clumsy and suffered from low self-esteem.  Burkinshaw then created a “home” for Kev and Alice made to look like an abandoned park, with only benches for furniture.  Burkinshaw then released them into The Sims environment to see how well they’d fare with minimal intervention from their human controller.  This was exactly the type of concept that Wright had originally envisioned his Dollhouse could be.


The story, played out in screenshots on Burkinshaw’s website, is heartbreaking.  We watch as Kev behaves like an abusive father, only going near his daughter to yell at or insult her.  Meanwhile, Alice attends school and tries to get good grades, but is often found sleeping on a bench in a playground or begging for food, a shower, or a warm bed from neighbors; sadly, they don’t always let help.  The story follows the homeless sims through many life stages, ending in Kev’s death, and Alice’s possible redemption when she finds a job.

Sims as Art

There’s no question that games like Farmville, Second Life, World of Warcraft, and many others probably wouldn’t exist without the Sim games paving the way.  As a testament to that legacy, both SimCity and The Sims have been declared pieces of art, thanks to their inclusion in an upcoming Museum of Modern Art (MoMA) exhibit set to debut in March.  Along with 12 other classic, classy video games, like Pac-Man, Tetris, Myst, and Portal, the games will be part of a playable demo or a video tour that helps demonstrate why these titles were chosen as the first in what will undoubtedly be a long history of pixelated Picassos.

Top image courtesy of Moby Games.

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12 Surprising Facts About Bela Lugosi
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On October 20, 1882—135 years ago today—one of the world's most gifted performers was born. In his heyday, Bela Lugosi was hailed as the undisputed king of horror. Eighty-five years after he first donned a vampire’s cape, Lugosi's take on Count Dracula is still widely hailed as the definitive portrayal of the legendary fiend. But who was the man behind the monster?

1. HE WORKED WITH THE NATIONAL THEATER OF HUNGARY.

To the chagrin of his biographers, the details concerning Bela Lugosi’s youth have been clouded in mystery. (In a 1929 interview, he straight-up admitted “for purposes of simplification, I have always thought it better to tell [lies] about the early years of my life.”) That said, we do know that he was born as Béla Ferenc Dezső Blaskó on October 20, 1882 in Lugoj, Hungary (now part of Romania). We also know that his professional stage debut came at some point in either 1901 or 1902. By 1903, Lugosi had begun to find steady work with traveling theater companies, through which he took part in operas, operettas, and stage plays. In 1913, Lugosi caught a major break when the most prestigious performing arts venue in his native country—the Budapest-based National Theater of Hungary—cast him in no less than 34 shows. Most of the characters that he played there were small Shakespearean roles such as Rosencrantz in Hamlet and Sir Walter Herbert in Richard III.

2. HE FOUGHT IN WORLD WAR I.

The so-called war to end all wars put Lugosi’s dramatic aspirations on hold. Although being a member of the National Theater exempted him from military service, he voluntarily enlisted in the Austro-Hungarian Army in 1914. Over the next year and a half, he fought against Russian forces as a lieutenant with the 43rd Royal Hungarian Infantry. While serving in the Carpathian mountains, Lugosi was wounded on three separate occasions. Upon healing from his injuries, he left the armed forces in 1916 and gratefully resumed his work with the National Theater.

3. WHEN HE MADE HIS BROADWAY DEBUT, LUGOSI BARELY KNEW ANY ENGLISH.

In December 1920, Lugosi boarded a cargo boat and emigrated to the United States. Two years later, audiences on the Great White Way got their first look at this charismatic stage veteran. Lugosi was cast as Fernando—a suave, Latin lover—in the 1922 Broadway stage play The Red Poppy. At the time, his grasp of the English language was practically nonexistent. Undaunted, Lugosi went over all of his lines with a tutor. Although he couldn’t comprehend their meaning, the actor managed to memorize and phonetically reproduce every single syllable that he was supposed to deliver on stage.

4. UNIVERSAL DIDN’T WANT TO CAST HIM AS COUNT DRACULA.

The year 1927 saw Bela Lugosi sink his teeth into the role of a lifetime. A play based on the novel Dracula by Bram Stoker had opened in London in 1924. Sensing its potential, Horace Liveright, an American producer, decided to create an U.S. version of the show. Over the summer of 1927, Lugosi was cast as the blood-sucking Count Dracula. For him, the part represented a real challenge. In Lugosi’s own words, “It was a complete change from the usual romantic characters I was playing, but it was a success.” It certainly was. Enhanced by his presence, the American Dracula remained on Broadway for a full year, then spent two years touring the country.

Impressed by its box office prowess, Universal decided to adapt the show into a major motion picture in 1930. Horror fans might be surprised to learn that when the studio began the process of casting this movie’s vampiric villain, Lugosi was not their first choice. At the time, Lugosi was still a relative unknown, which made director Tod Browning more than a little hesitant to offer him the job. A number of established actors were all considered before the man who’d played Dracula on Broadway was tapped to immortalize his biting performance on film.

5. MOST OF HIS DRACULA-RELATED FAN MAIL CAME FROM WOMEN.

The recent Twilight phenomenon is not without historical precedent. Lugosi estimated that, while he was playing the Count on Broadway, more than 97 percent of the fan letters he received were penned by female admirers. A 1932 Universal press book quotes him as saying, “When I was on the stage in Dracula, my audiences were composed mostly of women.” Moreover, Lugosi contended that most of the men who’d attended his show had merely been dragged there by female companions.   

6. HE TURNED DOWN THE ROLE OF FRANKENSTEIN’S MONSTER.

Released in 1931, Dracula quickly became one of the year's biggest hits for Universal (some film historians even argue that the movie single-handedly rescued the ailing studio from bankruptcy). Furthermore, its astronomical success transformed Lugosi into a household name for the first time in his career. Regrettably for him, though, he’d soon miss the chance to star in another smash. Pleased by Dracula’s box office showing, Universal green-lit a new cinematic adaptation of Mary Shelley’s Frankenstein. Lugosi seemed like the natural choice to play the monster, but because the poor brute had few lines and would be caked in layers of thick makeup, the actor rejected the job offer. As far as Lugosi was concerned, the character was better suited for some “half-wit extra” than a serious actor. Once the superstar tossed Frankenstein aside, the part was given to a little-known actor named Boris Karloff.

Moviegoers eventually did get to see Lugosi play the bolt-necked corpse in the 1943 cult classic Frankenstein Meets the Wolf Man. According to some sources, he strongly detested the guttural scream that the script forced him to emit at regular intervals. “That yell is the worst thing about the part. You feel like a big jerk every time you do it!” Lugosi allegedly complained.

7. LUGOSI’S RELATIONSHIP WITH BORIS KARLOFF WAS MORE CORDIAL THAN IT’S USUALLY MADE OUT TO BE.

It’s often reported that the two horror icons were embittered rivals. In reality, however, Karloff and Lugosi seemed to have harbored some mutual respect—and perhaps even affection for one another. The dynamic duo co-starred in five films together, the first of which was 1934’s The Black Cat; Karloff claimed that, on set, Lugosi was “Suspicious of tricks, fearful of what he regarded as scene stealing. Later on, when he realized I didn’t go in for such nonsense, we became friends.” During one of their later collaborations, Lugosi told the press “we laughed over my sad mistake and his good fortune as Frankenstein is concerned.”

That being said, Lugosi probably didn’t appreciate the fact that in every single film which featured both actors, Karloff got top billing. Also, he once privately remarked, “If it hadn’t been for Boris Karloff, I could have had a corner on the horror market.”

8. HE LOVED SOCCER.

In 1935, Lugosi was named Honorary President of the Los Angeles Soccer League. An avid fan, he was regularly seen at Loyola Stadium, where he’d occasionally kick off the first ball during games held there. Also, on top of donating funds to certain Hungarian teams, Lugosi helped finance the Los Angeles Magyar soccer club. When the team won a state championship in 1935, one newspaper wrote that the players were “headed back to Dracula’s castle with the state cup.” [PDF]

9. HE WAS A HARDCORE STAMP COLLECTOR.

Lugosi's fourth wife, Lillian Arch, claimed that Lugosi maintained a collection of more than 150,000 stamps. Once, on a 1944 trip to Boston, he told the press that he intended to visit all 18 of the city's resident philately dealers. “Stamp collecting,” Lugosi declared, “is a hobby which may cost you as much as 10 percent of your investment. You can always sell your stamps with not more than a 10 percent loss. Sometimes, you can even make money.” Fittingly enough, the image of Lugosi’s iconic Dracula appeared on a commemorative stamp issued by the post office in 1997.

10. LUGOSI ALMOST DIDN’T APPEAR IN ABBOTT AND COSTELLO MEET FRANKENSTEIN—BECAUSE THE STUDIO THOUGHT HE WAS DEAD.

The role of Count Dracula in this 1948 blockbuster was nearly given to Ian Keith—who was considered for the same role in the 1931 Dracula movie. Being a good sport, Lugosi helped promote the horror-comedy by making a special guest appearance on The Abbott and Costello Show. While playing himself in one memorable sketch, the famed actor claimed to eat rattlesnake burgers for dinner and “shrouded wheat” for breakfast.

11. A CHIROPRACTOR FILLED IN FOR HIM IN PLAN 9 FROM OUTER SPACE.

Toward the end of his life, Lugosi worked on three ultra-low-budget science fiction pictures with Ed Wood, a man who’s been posthumously embraced as the worst director of all time. In the 1953 transvestite picture Glen or Glenda?, Lugosi plays a cryptic narrator who offers such random and unsolicited bits of advice as “Beware of the big, green dragon who sits on your doorstep.” Then came 1955’s Bride of the Monster, in which Lugosi played a mad scientist who ends up doing battle with a (suspiciously limp) giant octopus.

Before long, Wood had cooked up around half a dozen concepts for new films, all starring Lugosi. At some point in the spring of 1956, the director shot some quick footage of the actor wandering around a suburban neighborhood, clad in a baggy cloak. This proved to be the last time that the star would ever appear on film. Lugosi died of a heart attack on August 16, 1956;  he was 73 years old.

Three years after Lugosi's passing, this footage was spliced into a cult classic that Wood came to regard as his “pride and joy.” Plan 9 From Outer Space tells the twisted tale of extraterrestrial environmentalists who turn newly-deceased human beings into murderous zombies. Since Lugosi could obviously no longer play his character, Wood hired a stand-in for some additional scenes. Unfortunately, the man who was given this job—California chiropractor Tom Mason—was several inches taller than Lugosi. In an attempt to hide the height difference, Wood instructed Mason to constantly hunch over. Also, Mason always kept his face hidden behind a cloak.

12. HE WAS BURIED IN HIS DRACULA CAPE.

Although Lugosi resented the years of typecasting that followed his breakout performance in Dracula, he asked to be laid to rest wearing the Count’s signature garment. Lugosi was buried under a simple tombstone at California's Holy Cross Cemetery.

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10 Far-Out Facts About Futurama
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20th Century Fox Home Entertainment

In 1999, Matt Groening followed-up the monumental success of The Simpsons with an idea for a sci-fi comedy that he’d been tinkering around with for years. With influences ranging from groundbreaking sci-fi movies like Blade Runner to shows like The Jetsons and pulpy ‘50s comics like Weird Science, Futurama proved to be yet another winner for the cartoonist. Characters like Fry, Bender, and Leela quickly became fan favorites, rivaling Homer, Marge, and the rest of Springfield for quotability. The show was also a hit with the critics, winning plenty of Annie and Emmy Awards along the way.

Never a ratings juggernaut to a larger audience, the show only lasted four seasons on Fox before being cancelled in 2003. Neither the production staff nor the series’ loyal fan base would give up on Futurama, though, and the series was revived for an additional three seasons on Comedy Central from 2008 through 2013. Here are 10 things you might not know about Futurama

1. THE SHOW’S NAME COMES FROM AN EXHIBIT AT THE 1939 NEW YORK WORLD’S FAIR.

Though Matt Groening’s Futurama takes a comedic look at what the future might hold for us, the name is based on a very real-world version of the world of tomorrow. At the 1939 New York World’s Fair in Queens, GM built a mammoth attraction called Futurama, which was a scale-model city showing off the predicted wonders of 1960.

The model was the brainchild of industrial designer Norman Bel Geddes and his team of hundreds of artists and builders. It spanned an impressive 35,000 square feet, and gave audiences a glimpse at what a city might look like in the next 20 years, with the highlight being a monolithic utopia peppered with mountainous skyscrapers and a web of superhighways for futuristic GM cars to travel on. Visitors would sit in chairs that moved on a conveyer belt around the model, showing off all the wonders they could look forward to.

To pay homage to its namesake, the first thing Fry hears when he’s defrosted in the future during the pilot episode is the bellowing sound of a lab worker proclaiming “Welcome to the World of Tomorrow,” which was one of the heavily advertised themes of the fair.

2. THE THEME SONG WAS INSPIRED BY A TUNE CALLED “PSYCHE ROCK.”

Futurama’s main theme, composed by Christopher Tyng, bears a striking resemblance to the song “Psyché Rock" by French electronic artist Pierre Henry. The songs are so similar that the Futurama theme basically acts as a remix to Henry’s work. The song has also been remixed by Fatboy Slim, which is even closer to the Futurama version. 

3. GETTING THE SHOW ON THE AIR WAS A DIFFICULT PROCESS FOR MATT GROENING.

Though Matt Groening and the team over on The Simpsons have the freedom to mostly govern themselves, getting Futurama off the ground was a different story. When asked by Mother Jones in 1999 about getting the show on the air, Groening said, “It has been by far the worst experience of my grown-up life.”

He further explained that, “The second they ordered it, they completely freaked out and were afraid the show was too dark and mean-spirited, and thought they had made a huge mistake and that the only way they could address their anxieties was to try to make me as crazy as possible with their frustrations.”

Despite the battles with the network, Groening and his team didn’t cave, saying, “I resisted every step of the way. In one respect, I will take full blame for the show if it tanks, because I resisted every single bit of interference."

4. CO-CREATOR DAVID X. COHEN IS A MATH WHIZ.

When Groening was developing Futurama into a pitch, he had one key Simpsons writer in mind to collaborate with: David S. Cohen. Cohen (who is credited as David X. Cohen for Futurama) was known for some of the most popular Simpsons episodes of the mid-‘90s, including "Itchy & Scratchy & Poochie," "Lisa The Vegetarian," and "Much Apu About Nothing."

“After I assembled a few hundred pages of ideas, I got together with David Cohen, one of the writers and executive producers on The Simpsons, who is also a lover of science fiction and has a great knowledge of science and mathematics,” Groening told Mother Jones.

The emphasis on mathematics may sound odd, but it became a hallmark of the series. Dealing with sci-fi plots allowed Cohen to bring a certain authenticity to some of the more complex episodes; he was also able to sneak in all sorts of esoteric mathematical jokes for the like-minded viewers. This is similar to how math played a role on The Simpsons for years without ever becoming distracting to casual viewers. 

Cohen’s mathematical background goes far beyond the norm. He graduated from Harvard with a degree in physics, and from the University of California, Berkeley, with an M.S. in computer science. This knowledge gave way to plenty of in-jokes, including the creation of a numerical-based alien language and countless background gags that only the brainiest viewers would have a shot at deciphering.

5. ZAPP BRANNIGAN WAS GOING TO BE VOICED BY PHIL HARTMAN.

The character of Zapp Brannigan was originally written with actor Phil Hartman in mind for the voice, but he was tragically killed before he would have begun recording. The role then went to Billy West, who also voices Fry and Professor Farnsworth. In an interview with The New York Times, West says he based his Brannigan on disc jockeys from the ‘50s and ‘60s. There's also a bit of Hartman's signature, Troy McClure-esque sound in there. 

6. JOHN DIMAGGIO ORIGINALLY AUDITIONED FOR PROFESSOR FARNSWORTH USING BENDER’S VOICE.

Figuring out what Bender would sound like wasn’t an easy task for the folks in charge of Futurama. Would it be a human voice, or something more synthesized like Robby the Robot from Forbidden Planet? The crew auditioned dozens and dozens of voice actors in an attempt to find the perfect Bender, with no luck.

At the same time, voice actor John DiMaggio was auditioning for a role on the show against his agent’s wishes, who worried about both the money and contract being offered. At first he auditioned for the role of Professor Farnsworth, using a boorish, drunken voice he partially based on Slim Pickens. The voice didn’t work for the professor, but according to the DVD commentary for the show’s pilot, the producers asked him to try it out for Bender. The voice instantly clicked, leading to the creation of the show’s breakout character.

7. THE NIXON LIBRARY EVENTUALLY CAME AROUND TO HIS HEAD BEING IN A JAR.

Richard Nixon famously proclaimed that the media wouldn’t have him to “kick around anymore” back in 1962; little did he know the jabs would keep coming for decades in the real world, and centuries into the fictional future as a nightmarish version of the former president with his head preserved in a jar was proclaimed President of Earth in Futurama.

With Billy West providing the jowly voice of the former Commander-in-Chief, Nixon became a villain for a whole new generation. And the Richard Nixon Library wasn’t very happy about it at first.

“[E]arly on in the show the network got a letter from the Richard Nixon Library saying they weren’t pleased with his portrayal and would we consider not doing it,” Cohen told WIRED.

But a few years later, things changed.

“We didn’t really stop, however, because we liked it, but the strange thing is that … a few years later we got another letter from the Nixon Library saying can we provide some materials because they’re going to do an exhibit about Nixon in popular culture and they’d like to include Futurama, so they came around.”

8. WRITER KEN KEELER INVENTED A NEW THEOREM JUST FOR THE SHOW.

In addition to Cohen, Futurama is staffed by a roster of Ivy League graduates with backgrounds in science and math. But while writing one episode, the staff had created a plot so complex that the crew soon found itself stumped.

The episode was “The Prisoner of Brenda” from the sixth season, and it involved a brain-switching machine that could swap the minds of any two people that stepped into it. There was only one problem: once used, the machine couldn’t be used twice to swap the same two minds back to normal. This means numerous pairs of other characters would have to use the machine in a roundabout plan to restore everyone’s mind to their proper body.

Though the idea sounded like a winner to the writers, Cohen recalled that they soon realized they had to create a mathematical explanation that could get everyone’s mind back. It was like a nightmarish SAT problem for the staff. That is until writer Ken Keeler, who has a PhD in mathematics, created a completely unique theorem that proved this plot was possible.

“Ken comes in the next morning with a stack of paper and he said, ‘I’ve got the proof,’ and he had proven that no matter how mixed up people’s brains are, if you bring in two new people who have not had their brains switched, then everybody can always get their original brain back, including those two new people,” Cohen told WIRED. “So I was very excited about this, because you rarely get to see science, let alone math, be the hero of a comedy episode of TV.”

In the episode, the mathematical heroes that solve the problem are none other than the Harlem Globetrotters, who are among Earth’s elite intellectuals in the 31st century.

9. THE SHOW’S USE OF FORESHADOWING IS INTENSE.

Futurama touts more than just science and math cred; the show is also one of the more intricately plotted animated series of the past 20 years. The show is notorious for leaving morsels of foreshadowing in episodes that pay off weeks, months, or even years down the road.

Plot points like Fry being his own grandfather and Leela’s mutant heritage were all hinted at before they became reality, but the most obscure piece of foreshadowing came right in the pilot episode. It happens right as Fry is leaning back in the chair that would “accidentally” topple over and send him into the cryogenic chamber, leaving him thawed out in the 31st century. For a brief moment, a shadow flashed across the screen with no explanation—at the time, it likely went unnoticed by many viewers.

Fast forward to the season 4 episode “The Why of Fry,” and we learn that the shadow belonged to Nibbler, who had traveled back in time to 1999 to push Fry into the chamber because he was the key to stopping an alien invasion in the 31st century. It's just one example of the type of intricate world-building that the writers of the show poured into every episode.

10. EACH EPISODE TOOK ABOUT A YEAR TO COMPLETE.

Every episode of Futurama is a labor of love, with each joke and frame of animation put under intense scrutiny. Because of this, there is a lot of work involved in the show—about a year’s worth for each episode.

“It's usually somewhere in the vicinity of a year from the beginning of a Futurama episode to the day when you can see it on TV,” David Cohen told The Atlantic.

This starts with a story idea, which is then assigned to a writer for an outline and first draft. From there, the first draft is dissected in the writers’ room on a “word-by-word, scene-by-scene basis.”

Then it’s recorded by the actors—like an old-timey radio show, according to Cohen—and then it’s given to the animators. That process involves animatics and final animation, which can take around six months to finalize. 

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