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From
Page to Screen
Jon Favreau’s Zathura
by Anita L. Burkam
Chris Van Allsburg’s 2002 picture book Zathura
echoed his 1981 Jumanji: the title refers to a magical
game that, once begun, must be played out. Zathura is a space adventure
game: as two brothers spin the dial and move their pieces around
the board, the game spits out cards announcing space-related hazards
like meteor showers, killer robots, and aliens. But these meteor
showers aren’t imaginary — they’re real, and they’re
dangerous. Only by playing the game through to the end can the brothers
get back home.
Now, to make a two-hour feature film out of a
thirty-two-page picture book does not always yield the best results
— think Mike Myers’s The Cat in the Hat. But
the movie Jon Favreau made from Zathura not only avoids the pitfalls
of padding and stretching that picture books adaptations are prone
to, it even improves on the original. Zathura has a flexible
plot framework that allows the insertion of additional episodes
into the movie format without strain. The movie version of Zathura
further expands the basic picture book plot with the inclusion of
adult game-players who have been trapped in the game — a nice
recurrence from Jumanji and a device that grants both movies
extra scope to create tensions and dynamics among the characters.
Finally, the Cat in the Hat–like destruction of the
house that was a major theme in Jumanji is carried to new
heights in the sequel.
Zathura chooses a beautiful house —
solidly built, with wood panels, strong architectural accents on
the lintels, and a working dumbwaiter. On the movie posters, an
image of it floating on its own little asteroid, lit up against
the blackness of space, encapsulates the game’s juxtaposition
of space fantasy and suburbia. The book knocks the house around
pretty hard, but the film throws itself into house-wrecking with
a will, cataloguing the succeeding insults of meteors, a sideways
shift in gravity, an out-of-control robot who enjoys busting through
doors, an astronaut who sets their couch on fire and jettisons it
into space, photon bursts, and eventually grappling hooks and demolition
by the Zorgons. Why? Because it’s fun to watch things being
destroyed, as anyone who has ever walked past a wrecking ball will
tell you. I’m reminded of those clips on Sesame Street
of a baker with an armload of desserts who falls down a flight of
stairs and ends up at the bottom smeared in pie. Gratuitous. Compelling.
Art.
Van Allsburg’s own art is a large part of
his appeal — Jumanji won the Caldecott Medal, after
all — and director Jon Favreau had to choose whether or not
to carry that distinct visual aesthetic over into the film production.
The filmmakers of The Polar Express, for instance, work
hard to sustain the artist’s visual ideation in their movie
version. Favreau goes in a different direction with Zathura,
and he makes a good choice. The carefully rendered black-and-white
drawings of the picture book, with their textured surfaces composed
of thousands of tiny squiggles, create an atmosphere of eerie almost-realism,
features and architecture ever-so-slightly elongated to suggest
a barely twisted normalcy. But it’s a distancing effect. The
illustrator’s eye seems more focused on the contrast of the
shapes and textures of space with a domestic interior than on the
characters’ connection with each other or the reader —
the brothers are often viewed from behind and seem to be avoiding
the reader’s gaze. The live-action movie characters are far
more human and accessible. Six-year-old Danny works his melting
brown eyes and cherub cheeks for the camera, while ten-year-old
Walter, at first a total pain of an older brother, opens and softens
as he realizes the danger they’re in. Although a movie can
be more dynamic than a book simply by virtue of its being a “motion
picture,” Van Allsburg’s illustrations are particularly
static, while the movie makes good use of the brothers chasing each
other around the house, fighting, and, later, fleeing alien Zorgons.
Van Allsburg creates his own universe in his picture book (literally);
Favreau creates a different one more suited to the immediate and
intimate medium of the screen.
One problem the book and the movie share as a
result of the game-based plot structure is a certain whiff of mechanization,
of paint-by-numbers storytelling — the complications are arbitrarily
assigned obstacles introduced by the game itself, and apart from
deciding whether or not to play in the first place, the brothers
are mostly reactive. The movie, however, with its greater scope
for development, heightens the areas where the boys do have choices,
greasing the mechanism a little. In the book, sibling rivalry is
didactically but briefly sketched; as the game unfolds, the initially
antagonistic brothers help each other in turn, and in the end, released
by the game, they go off together to play catch. Nice, but minimal.
The movie, on the other hand, takes its time setting up the brothers’
relationship. With their parents divorced, both boys vie for their
father’s attention: Danny is desperate for one talent to top
his athletic brother, and Walter, weary of his little brother’s
puppylike desire to play with him, is certain that Danny’s
birth ruined his formerly perfect life. The conflict escalates somewhat
predictably — Danny and Walter’s “He broke it!”
and “Hey, I was watching that!” could be everybrother’s
— but each note resonates. And when Danny starts playing the
game (designed like a wonderful 1920s mechanical tin toy, with a
wind-up key, GO button, spinning counter, a pair of tin space ships
that cruise automatically around their tracks, and a slot from which
a card pops each turn with a satisfying ding), their squabbling
continues. But the two need each other, and the expansion on that
dynamic is where the movie makes its most interesting departure
from the book.
Danny draws a card that says, “Rescue Stranded
Astronaut,” and the character so introduced really gets the
action moving. The Astronaut understands the game — what attracts
the lizard-like Zorgons (heat) and what they like to eat (Astronaut:
“Meat.” Danny: “Well, that’s good . . .”
Astronaut: “Dude — you’re meat.”) It turns
out the Astronaut once played Zathura with his own brother, but
when he got a golden “Shooting Star — Make a Wish”
card, he wished his brother had never been born. A shortsighted
wish, because without his brother there to take his turn, the Astronaut
could never finish the game. At times roughhewn action hero, at
other times hapless babysitter, the Astronaut is a great older-brother
role model, his ultimate fate tying back into the sibling-rivalry/sibling-bonding
theme in a surprising but satisfying way.
The movie heightens the story’s stakes and
tension over the book version, bringing the Zorgons closer and even
letting them get hold of the game, which the players must retrieve
if they want to finish and get home. The sibling rivalry subtext
in the movie enriches the characters of both brothers, adding in
motivations and backstory, and the screenwriters have created new
characters who give the story greater depth. If the storytelling
is occasionally clunky, the movie hits all its marks in a way that
engages the viewer more than Zathura the book reaches out
to the reader. Some books seem written in the express hope that
someone will make a movie of them; the results are usually shallow
and flashy. Zathura doesn’t seem to be in that category,
but it really benefits from the translation.

Anita
Burkam, until recently associate editor of The Horn Book
Magazine, is a writer and moviegoer living in Maryland.
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