The MutantFam is a passionate group of drive-in mutants. Throughout the various marathons, there is usually some sort of craft or art piece sent to Joe Bob, revealed by Darcy. It’s all very neat to see.
One member of the MutantFam who puts in a ton of work is Jennifer Manriquez. Jennifer is the editor and genesis of The Joe Bob Briggs Fanzine, which is approaching its fifth produced issue. The zine, in classic-fashion, collects writing, transcripts, and illustrations about the favorite movie host and the movies covered across the marathons and the first season. Jennifer was kind enough to answer some questions about the zine’s creation and reactions from the community itself.
Interview
Haunted MTL: How did the Joe Bob Briggs Fanzine come about?
Jennifer Manriquez: I originally contacted Joe Bob asking permission to start a fan club. My idea was an old school fan club, like the type you’d see in the back of a comic book. Back in the 80s, I joined a Rogue fan club from an ad I found in an Uncanny X-Men comic and that was really fun. I actually stayed friends with the kid who’d started it for a couple of decades after that. So, I thought it would be great to start one for Joe Bob, where a fan would send in five or ten bucks and they’d get back a fan club packet, along with a quarterly newsletter, but I was having a hard time getting that project off the ground. I played around with the idea of a podcast as well, but that was proving equally stubborn. I’m already a writer and have been making zines for the last twenty years, so I thought I’d get back to my roots and just do what I love most, and already know how to do, by creating a fanzine. And the rest is history!
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What is the process of assembling a fanzine like from issue to issue?
It can be tedious and time-consuming, but at least the subject matter is never boring!
I start with transcription. I sit, watch, pause, and type until I capture every last word that Joe Bob, Darcy, and their guests have said during whatever episode or marathon that particular issue will be covering. If I’m going it alone, this process can take up to a month. If I have a helper or two, it can get done a little faster. As I go through the transcription process, I also make notes about things Joe Bob says that might warrant further research. Sometimes he will talk about subjects that I’ve never heard of, so I’ll dig around on the internet for more information about them and then add little footnotes in the fanzine. I figure I can’t be the only one who might want to know this stuff. After transcription is done, I start writing and editing. I go through letters, articles, interviews, and photos that are sent to me, and I start weeding through them, deciding what will go where and what needs some extra editing. I get everything just right and then I start the next step.
That’s when the real fun begins. I start laying it all out. This can take up to a month. My favorite part is putting the artwork in. I have the most amazing volunteer artists who do stellar work. Every single time I put a new piece of artwork into the layout I just smile and think, “Everyone’s going to love this.” It’s always mind-blowing. They are just so talented!
After I’m finished with the layout, I shoot it over to my volunteer copy editor for one last look. I always make my husband read through it too, in the hopes that between the two of them they will find any mistakes. By this time, I can’t even look at it objectively anymore. If they both give it the thumbs up, my husband sends it to the printer for me. After a day or two, I get it back and then I list it online, make updates to the website, make posts to social media, and get ready for the storm of orders. The next week is spent packing up and mailing out orders. Then I start transcription for the next issue and the whole process begins again.
How has the reaction to the fanzine been from the MutantFam?
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The MutantFam has been the most positive, encouraging, supportive group of people I’ve ever encountered online. Joe Bob has really cultivated this amazing community of creative, loving, and really cool folks. I’m so grateful for them all.
What about from the crew at The Last Drive-In?
I’ve heard through the grapevine that they’ve read the fanzine and that they really like it! Joe Bob messaged me on Twitter with positive feedback (which made me so happy!). And Darcy has been very supportive on Twitter from the beginning. I’m very thankful to have the support of these incredible people!
Are you generally a horror fan, or are you more of a Joe Bob fan?
I’ve been a horror fan since long before I knew about Joe Bob. But I discovered Joe Bob in the early 90s on MonsterVision and I just fell in love with the whole vibe of the show. My grandmother was a very religious woman, and she loved me a lot, but she was keen on the idea that watching horror made you “desensitized” to violence and crime. So, I grew up loving horror, but feeling that I was somehow wrong or bad for watching it. Then along came this hilarious guy, Joe Bob Briggs, who clearly wasn’t a desensitized and violent criminal, but he loved the films. He loved watching them and joking about them. I was also in my early 20s and in an unhappy marriage at the time. Joe Bob just felt like someone who “got me” and he was a friend to me at a time when I had very few. That’s when he became something of a hero to me, and he still is!
In any case, what is your favorite horror film, book, or videogame?
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I have too many favorite horror films to list, but my top five are classics. Aliens, Jaws, The Lost Boys (which defined my teen years), Poltergeist, and The Fog.
The book Bird Box is the best horror I’ve read in the last five years, easily. Skip the movie, though.
I don’t play a lot of videogames anymore, just because I don’t have the time. But Resident Evil 4 is, by and large, the best videogame I’ve ever played. Skyrim is an extremely close second.
As a Last Drive-In fan, you surely have a wishlist of movies that you would love to see on the show. What is your absolute, number one choice?
I’d love to see Joe Bob take on some more classics since those are my favorites. Poltergeist has so many great behind-the-scenes stories, I think it would be fabulous fodder for The Last Drive-In. The Exorcist would be great too! There’s so much to talk about with that one. Also, I really wanted him to host The Changeling and Madman, and I got both of those wishes, so that was great!
More Joe Bob, More Zines
We hope you enjoyed this spotlight on the great work Jennifer is doing for the fan community. If you want to learn more about the fanzine please check out the official website and Twitter and Instagram accounts. You can also purchase issues directly from Etsy.
Please keep checking back with Haunted MTL for new interviews with members of the horror community.
To start off check out our exclusive interview with Barb Dexter from My Haunted Hometown! Prepare for spine-tingling tales as Barb Dexter unveils her shocking personal ghost encounters on T+E Channel’s gripping paranormal series, “My Haunted Hometown”. Don’t miss exclusive behind-the-scenes insights and emotional revelations that will leave you questioning reality. Premieres Friday, September 6th at 10 PM ET/PT.
Click the trailer for My Haunted Hometown and set your clocks for the premiere 6 Sept!
Want to know more about T+E Channel’s My Haunted Hometown?? Check out the trailer below (and make sure you watch the show as it airs Friday 6 September, 10PM PT/ET only on T+E!
If you ever wondered what it was like to be in a town with a dark history–and live in a forever home that might be forever occupied by spirit energy, then you need to check this episode out!
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Why T+E Channel’s My Haunted Hometown hits
The production value works. The camera. The crew. The sound. The editing. The PR team. These are all great assets–and the best asset of them all? The people in the show.
We have all seen shows where the ghost story is made up. It’s usually some quick cash grab for a celeb (although there were some great truly well done celeb ghost stories, too!) or just some channel/content filler type thing. This is not that….this is what every ghost show should be.
The crew sits down. The people are taken seriously. They are giving a channel to voice their story and by sharing their story, they get to grow and sometimes heal from the telling. We draw strength in knowing we are not alone.
When the episode starts, your emotions range from being afraid for the people to being all warm and fuzzy with knowing that these people are opening themselves up to you and you are not alone.
If you have any paranormal experience, these stories will help you feel a bit more whole.
If you are a believer, this is your show.
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If you are a doubter, this is your show. You might still doubt, but you won’t doubt that these are real down to earth people giving witness to what they saw.
See why we call the T+E Channel the Blumhouse of TV and catch the free preview on T+E Channel from Sept 2 to Nov 3
The Setting
I think small towns work well as a setting. If you recall most of Seth Breedlove’s movies are SMALL Town monsters. If you recall our interview with Harker Jones’s interview the scary horror wasn’t the city of LA but the SMALL Town where you are a bit more isolated.
Not only does the setting work because of the more remote feel, but it works because of the people. The people in the show make the show. They are relatable. They are down to earth. They are easily your next best friend after moving into the neighborhood.
Also, if you are a fan of cats and dogs–there are a few of the most adorable furry friends ever in this episode.
The Rating and Where to Watch
After watching the first episode, I can’t wait for the rest! I’m sure to check it out when they drop every Friday in September! Won’t you join me? 🙂
See what all the rave reviews are about (5/5 Cthulhu!) and see why we call the T+E Channel the Blumhouse of TV and catch the free preview on T+E Channel from Sept 2 to Nov 3 – your gateway to the supernatural! Tune in and share the thrills with #MyHauntedHometown and #TEonTV. Are you brave enough to watch?
(5 / 5)
Another game I had the chance to play at PAX East was, Let’s! Revolution!, a Minesweeper-inspired roguelite puzzle game by animation (and now game) studio, BUCK. I talk more about the game itself in another post. Here, I wanted to highlight the conversation I had with Michael Highland, the Creative Director for Let’s! Revolution! and his journey through video game development.
How did you become involved in video game development?
I studied digital media design in college; this was before there were many programs dedicated to game development. After graduating, I self-published a mobile game called Hipster City Cycle with friends. Over the next few years, I slowly got more freelance work as a game designer, and eventually landed a full-time role at thatgamecompany working on the follow-up to their 2012 GOTY Journey. I worked my way up there and was eventually the Lead Designer on Sky: Children of the Light. Working at thatgamecompany opened a lot of doors professionally. I eventually wound up at BUCK, where I saw the opportunity to help establish a new game studio within a very vibrant existing creative culture.
What has been the most challenging aspect of the development process?
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Each studio has its own unique issues based on the people involved. There are commonalities like the need to fight feature creep and building consensus around ideas early in the process when all you have is an abstract grey box prototype to react to. At BUCK the biggest challenge has been channeling the abundance of creative energy and talent into a shippable product. There’s a ton of enthusiasm for games within the company, and without clear product-centric goals (who is the target audience, what platform are we releasing on, what’s the marketing strategy), projects have the tendency to spiral out of scope. Another challenge has been building credibility with publishers. BUCK has an amazing pedigree for animation and design, maybe the best in the world, but when we initially pitched ideas to publishers, they all said the same thing: looks great, but until you’ve shipped a game, you’re too high-risk. That’s what led to us self-publishing Let’s! Revolution! Now that we have a well-reviewed game out in the wild, I feel confident we’ll have more luck with publishers.
BUCK primarily has its roots in animation, what led the decision to start branching into video game development?
It started with a general excitement about the medium and a desire among the staff to work on a game. Leadership at BUCK is all about providing the staff with exciting creative opportunities, and getting to work on a game, is, for some, a creative dream come true. And putting BUCK content out in the world is a point of pride and a boost to morale. From a business perspective, the fact we can staff out game projects with the top animation and design talent in the world is a huge advantage. We’re already starting to see new opportunities for the service side of the business based on the success of Let’s! Revolution!
The art, unsurprisingly, is delightful. What were some of the priorities during the character design process and how did those influence the final hero designs?
Our Art Director Emily Suvanvej really led the charge on the look of the game. There are obvious influences like Studio Ghibli, Moebius, and Steven Universe. My shared goal with Emily was to make something together that reflected the diversity of the team’s artistic and lived experiences. The artists put so much love into the character designs and animation, it really shows.
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Some of the primary game mechanics take inspiration from Minesweeper, what was the process like to create your own interpretation of those classic mechanics?
This article goes into depth on this topic. The TLDR is that we took a very iterative approach, at each stage trying to identify what was working about the prototype and lean into that. The initial game concept came together relatively quickly in part because our goal for this project was just to finish a game. We just focused on what was good and kept building on it. I wouldn’t say the final game is “perfect” – but we wound up with a much bigger and higher quality experience than I expected by not letting perfectionism get in the way of making good better.
Is there anything else you would like to plug or that you think is important for people to know about Let’s! Revolution! or other upcoming projects?
The music and sound design for the game is stellar. We worked with a creative audio company called Antfood and they knocked it out of the park. The audio got an honorable mention from IGF, which I think is extra impressive because most of the other games were audio-centric titles with some unusual hook to the sound design. For the OST, Antfood reworked all of the music from the game into a continuous flow, like a concept album. It’s so good. I love working with them.
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