
In the early 1980s,what little Japanese media that could be found in the United States was often overlooked, and usually not recognized as being of Japanese origin. At that time very few works, outside of classic films by legendary director Akira Kurosawa, from Japan could be found here in the U.S. Television is where the true roots of Japanese media influence can be found here in America, and they were scattered at best. Localized versions of a few Japanese cartoons such as Speed Racer (originally aired in 1967) and Voltron could be found during afternoon cartoon lineups on a few networks around the nation. While these were only the minor rumblings of what was to come, the true emergence of a Japanese-bred property into mainstream America came in the form of Robotech (known in Japan as Macross). Preceded by the release of the comic book in 1984, Robotech began airing on American television in 1985, and was received with much acclaim and fanfare. Although the show only aired for 65 episodes, spanning two years, the comic books and toys are still sold today. The show actually just reappeared on the newly formed Anime Network as well. 
industry. Japanese electronics maker Nintendo was preparing a U.S. launch for their widely successful Japanese home videogame console, the Nintendo Entertainment System, also known as the NES. After the videogame crash of 1984 here in the United States, and with the emergence of home computers, the home videogame console market looked like it had come to an end. This was, of course, until the release of the NES in December of 1985 into the eager hands of American gamers in New York City, the system's test-market. "Satisfied by the system's success in New York, Nintendo markets the NES nationwide. The system debuts with Super Mario Bros., an arcade conversion, which becomes an instant hit" (11 http://www.gamespot.com/gamespot/features/video/hov/p6_01.html://). With the release of the NES came a reinvigorated videogame market here in the United States, which led to not only a renewed interest from American videogame makers, but also from other Japanese companies, ready to reap the rewards of the
burgeoning market here in America. Following the success of the NES in the United States, NEC would release the Turbo Grafx-16, and Sega Corp. would release the, also 16-bit, Sega Genesis here in America. Japanese arcade giant SNK also followed suit with the massive, meg-crunching Neo Geo arcade and home console soon after. With such a rapid insurgence of Japanese videogame consoles on the market, American companies would be pushed out of the picture, and the age of Japanese videogames would begin here in the U.S. Japanese videogames have become so synonymous with the artform in fact, that in Mediated, De Zengotita refers to Nintendo versions of athletes as one of many mediated symbols of sport that saturate our culture (111). When referenced by name, as a representation of a larger whole, a compay has truly become part of the subconscious landscape of the nation.

bikers in a post-apocalyptic Neo-Tokyo that captured the hearts and fascinations of not only Japanese manga buyers, but of those in America as well. Otomo's 6 book installment found its way to US shelves in 1988 via publication by Epic Comics, a subsidiary of comic book giant Marvel Comics. While solid sales figures for comic books are sketchy at best for that era, Akira was recently re-released in its uncut original format by publisher Dark Horse Comics. They reported in 2001 at the Diamond/Alliance Retailer Summit in Las Vegas, Nevada "The first Akira collection is on its third printing and has about 42,000 copies in print. The second has about the same number of copies in print, and collections three and four each have around 30,000 in print" (http://www.icv2.com/articles/news/69.html). While sales for the book have most likely increased due to it's cult status since the 1980s, these figures contribute to the legitimacy of Otomo's Akira as a truly watershed moment in Japanese media history in America. As a result of the manga's popularity here in the US, the Akira animated feature-length film also received a limited theatrical release on Christmas day of 1989. While it opened on only two screens in the country, it managed to pull in $11, 263 dollars, and had a gross revenue of $553,171 dollars thereafter (http://www.boxofficemojo.com/genres/chart/?id=anime.htm). While the numbers may seem small, for a film released on only two screens at the time of it's debut, these numbers are surprisingly striking. As the first anime (Japanese cartoon) released in a theatre in the United States, Akira was a resounding success, as many anime films released since then still fail to produce that same amount of revenue.

the early 1990s the availability of these works was severely limited, and finding quality copies of these shows and films was akin to discovering a diamond in your Cracker Jack box. A few companies, such as Streamline Pictures, had tried to bring some animated features over from Japan previously, but sub-par efforts in dubbing, and unnecessary cutting of source material turned off many fans of this growing market. "Most industry experts agree the next leap was in 1992. US Renditions, a film importer, released the first English subtitled anime videotape that year. Before the release of Gunbuster (about a girl and her interstellar battle for the future of humankind), the only way to buy anime was to buy it from Japan for the rental market price" (http://www.japaninc.net/article.php?articleID=972&page=2). Another impediment in the early development of anime was the exorbitant price of purchasing these programs on videotape, the medium of the time, when they finally were released domestically. Episodic series only contained two to three episodes of a particular series and often cost upwards of $25.00 dollars to purchase. Another downside to this purchase was that a buyer had to choose between the subtitled or the dubbed version of the show or movie, not having the option to receive both for one price. While these obstacles were hard on the market, they were not insurmountable. Early growth was slow but steady, figures for this are extremely difficult to find, but having worked in video and laserdisc sales for the majority of the early 1990s, I can at least speak from my own experience in my geographical area. As sales continued to grow, so did the availability of the product. What was once only sold in comic book stores and specialty video outlets could now be found in small amounts at your local mall video store such as Suncoast Motion Picture Company, or for rent at the neighborhood Blockbuster Video. After surviving, and even thriving, in the early 1990s through tape swapping and fan-translated scripts, anime finally had found a proper place on the shelves of select retailers throughout the country. 

To capture television audiences around the US, independently of baseball, Japan also exported the smash hit Mighty Morphin Power Rangers in 1995. Although the show was localized in America, and dubbed over with domestic actors playing the un-costumed roles of the show's five heroes, it was still distinctly Japanese in it's quirkiness. The show was a hit not only with children, but also with teenagers and young twenty-somethings, due largely in part to it's excessive campyness and martial arts fighting sequences, interlaced with giant robot battles. This television dynamo was supported by the already established medium of anime, through the timely release of Sailor Moon; a series about five high school girls, empowered with magical abilities which they used to save the earth from the forces of evil. These two shows were often paired together on Saturday mornings and on weekday afternoons, presumably to capture the same audience.
By 1998 a new technology had grabbed a hold of videophiles around the world, and America was no different. The VHS cassette tape was on its way to obscurity, due wholly in part to a new medium for home viewing known as the DVD, an acronym whose meaning is still hotly debated amongst collectors and enthusiasts. One of the greatest benefactors from the onset of DVDs was the anime genre. With the introduction of the DVD came the ability to not only lower production and resale costs, but also to include more information on the "memory" of the product. For the first time ever consumers no longer had to make the choice between subtitled or dubbed anime, they could have both, and for a lower price to boot. Extra features and commentary were also benefits of the medium fully exploited by anime releases long before their live-action counterparts.
The close of the century brings some truly remarkable milestones for Japanese media and entertainment here in America, both monetarily and culturally. Japanese film finally sees a minor breakthrough in the US in the celluloid form of Takashi Miike's Audition. Not since 1989's Tetsuo: The Iron Man was released, has a Japanese film received any notable attention in the United States. While the film is released in limited numbers under Criterion’s umbrella of "avant guarde" masterpieces, it garners much attention and praise from those limited few who are lucky enough to see it. In an interview in Mark Schilling's book , The Yakuza Movie Book: A Guide To Japanese Gangster Films, Miike says , "A few people
in foreign countries happen to be interested in our films now--so we
have to make something for them now. We have to seize the moment"(79), acknowledging the impact his film has made abroad. While the film receives many subsequent re-issues, the Criterion version is the first, and still most sought after by collectors. Not since the days of Akira Kurosawa has any Japanese film received quite this much attention in somewhat mainstream movie circles. Though not a monetary success, the rumblings of Japan’s national cinema are beginning to make waves on American shores.
screen receives its own dose of culture shock from the land of the rising sun, in the form of Iron Chef. The eclectic cooking show, airing on the burgeoning Food Network, rapidly becomes a fan favorite with watchers of the cable channel. Iron Chef finds a niche in the hearts of cooks and television watchers alike with its unique vision of cooking as sport. The show receives multiple slots in the network's lineup, as well as front-page coverage on the network's website www.foodtv.com. "FujiTV provides the subtitling and dubbing, and the Food Network is the distributor", therefore retaining the Japanese feel and discourse of the original show (http://iccom.ironfans.net/faq.htm#q1). A merchandising blitz follows from both branches of Food Network's media empire, and Iron Chef emblazoned cutlery and cooking utensils can even be found in storefronts around the country. In 2004 The Food Network would adapt the show here in the US, using American chefs (as well as Masaharu Morimoto from the Japanese version of the show), Western friendly ingredients, and filmed entirely here in America.
the 19th highest opening day in United States history. Staggering numbers even for the most optimistic of analysts. The film will go on to gross $85,744,662 million before its run at the box office is over and it moves on to dominate the DVD market (http://www.boxofficemojo.com/genres/chart/?id=anime.htm). While the mass majority of moviegoers in the US have easily ignored other anime feature-length releases, it seems that no one could escape the clutches of Pokemon. 

The new millennium brought many changes to the world as we know it, and the Internet was at the forefront of this "wave of the future". With the Internet came access to new and old media alike. The importing of entertainment from cultures and nations outside of our own geographic boarders became as easy to obtain as clicking your mouse a few times on the computer screen. While the implications and impact of this technology could be subject enough for another website entirely, I feel it is worthy of a brief mention here because it is easy to see how greatly this affected the availability and influence of Japanese media within domestic culture here in the US. Entertainment, especially in regard to music, had never been so accessible, and people all over the country were opening doors that they never knew existed. What a great time to be alive!

The man they call Ichiro
was not only limited to the horror genre, but also in the long-standing tradition of samurai films. Tarantino's tale of a woman's revenge is directly influenced, as he himself has confirmed (http://www.knoxstudio.com/shns/story.cfm?pk=TARANTINO-FILM-04-12-04&cat=EF), and bears significant resemblance to the 1973 Japanese film Lady Snowblood. Not only do the films take direction from Lady Snowblood, but from the world of anime as well. In the first installment of the films there is an entire scene shot not with actors, but drawn in anime fashion to convey a particularly violent event in the movie. While the scenes are very much his own, Tarantino's use of Japanese entertainment techniques are applied wholly to an American art form. This sort of application of Japanese influence is subversive in its execution, but lends itself particularly well to the story Tarantino is telling in Kill Bill. With the "maven of cool" himself acknowledging, and borrowing from, Japanese film so liberally, there is no reason for this trend not to continue. Japan's refreshing approach to cinema has received a warm welcome already in the US, and will undoubtedly continue to enjoy more success in mainstream media in years to come.
As America moves deeper into the young millenium, Japan's entertainment and media markets continue to have a profound effect domestically, and only grow more important with each passing year. Earlier this month (April 02, 2006) in fact, the New York Times sent a reporter abroad to cover the Tokyo International Anime Fair. Situations such as this would have been unheard of as little as 20 years ago, yet here we are, in the 21st century, picking up our New York Times over our morning cup of coffe, and what do we see on the front page of the Arts&Leisure section, but a half-page spread on an anime convention taking place on the other side of the globe. If media theorists such as Raymond Williams were alive today, they would surely marvel at how they failed to address the impending influence of other cultures, such as Japan, on our mediated selves here in the United States. In fact, during The World Summit on the Information Society (WSIS) in 2005, it was speculated that The International Telecommunications Union (ITU) was using the Commitee on Internet Governance as a tool to "take regulatory authority over the Internet out of the hands of the United States-based Internet Corporation for Assigned Names and Numbers (ICANN)" (McChesney 264).