Sightlines · a reading

A Deleuzian reading of The Girl Who Leapt Through Time

2006 · Mamoru Hosoda · The Girl Who Leapt Through Time on Sightlines

Start with the run. Makoto Konno sprints full tilt along the road, flings herself into the air with all her elbows and knees, and tumbles out of the present. She lands on her backside in an afternoon she has already lived. It isn't graceful. Mamoru Hosoda could have made time travel a shimmer or a dissolve. He made it a pratfall. In this film, going back in time takes your whole body, and it can leave you scraped.

The way the jump looks only makes sense against the rest of the film, which is calm. Hosoda and his layout artists build the world out of stable, clear compositions: deep school corridors, the cluttered science-prep room, the river embankment, a huge summer sky over a plain suburb. Nizo Yamamoto's backgrounds paint ordinary Tokyo with real care: sunbaked streets, long shadows, heat haze. On the soundtrack you hear cicadas, running water, the crack of a baseball, the clatter of a train crossing. Makoto, Chiaki and Kosuke play catch on the embankment and nothing happens. Then Makoto leaps, the camera whips sideways, and the calm breaks open.

Gilles Deleuze divided cinema into two broad regimes, and the film keeps both on screen at once. The first is the movement-image. A character perceives a situation and acts to change it. The film is organized around that link between seeing and doing, and the action resolves things. Makoto's leap is that link turned up to absurd strength. She flunks a test, so she leaps and aces it. A karaoke session goes badly, so she leaps and sings it again. Something goes wrong, she reacts, and the problem is gone. The early comedy comes from how well it all works.

Deleuze said modern cinema began when this link broke. After the war, film characters began to find themselves in situations they could not answer, so they looked and waited instead of acting. He called it the crisis of the action-image. Hosoda's film takes an odd path into that crisis. Makoto doesn't lose the power to act. She has too much of it. She can act perfectly and as often as she likes, and that turns out to be the problem. Every rewind she makes for her own sake pushes the misfortune onto someone else. The bad luck still happens. It just lands on a classmate. Her fix solves her problem and moves the trouble somewhere else. Then a number shows up on her forearm and starts counting down, and her unlimited reach becomes a short supply. Seen this way, the film isn't just a time-travel gimmick with feelings attached. It shows a teenager living through the history of cinema in her own body, moving from a world where doing fixes things to one where she has to stop and look at what her doing costs.

The looking is already in the film's slow passages. Deleuze's name for them is dead time: stretches where nothing moves the plot forward and the everyday is simply held on screen. The games of catch, the walks home, the high wide shots of the town under all that sky are not filler between leaps. They are what the leaps keep throwing away. Each time Makoto rewinds an afternoon, she also skips the part of it that was just being lived.

The repetitions get the most precise concept. Deleuze, working from writers like Borges and Robbe-Grillet, describes "peaks of present": several versions of the same present that exist side by side instead of one replacing the next. Hosoda's editing works this way. We watch a scene, then watch it again, and we notice the moment it splits off. The first version doesn't vanish for us. The botched karaoke and the redone karaoke both stay in our memory, both equally real and equally present. Makoto thinks she is erasing the earlier version. The film makes sure we keep both. The score helps. Kiyoshi Yoshida builds his main theme from Pachelbel's Canon, a piece where one line keeps coming back and laying itself over itself. A canon is repetition with variation turned into music, and it gives each replayed afternoon an aching, circular sound.

Here the film joins a philosophical argument older than cinema. Deleuze took his idea of time from Henri Bergson, who argued that real time is duration, a flow that can't be cut into reversible slices. Makoto treats her life like a strip of film she can wind back. The film's long, thick summer says otherwise: time is felt, and spent.

The film knows where it comes from. It is a generational sequel to Yasutaka Tsutsui's 1967 novel and Nobuhiko Obayashi's 1983 adaptation, which supplied the time-leap triggered by scent and the after-school science lab. Hosoda passes those to a new girl a generation later, and he makes the novel's leaping literal by turning it into a sprint. From Groundhog Day he takes the fixed everyday scene that comes around again, first for laughs and then with moral weight. From Back to the Future he takes the bookkeeping of consequences, where each jump quietly rewrites the present, and he makes it visible as the tally on Makoto's arm. From Chris Marker's La Jetée he takes time travel as elegy, built around an image that keeps returning. From Isao Takahata's Only Yesterday he takes the quiet, everyday register of Japanese animation: restrained framing, ordinary gestures, home life without melodrama. Hosoda's own idea was to set that unhurried realism against the bodily force of the jump. The texture is Only Yesterday's, and the leap breaks through it like a fracture.

What did it change? The time-loop story usually sells a dream of mastery, life as a level you can replay until you win. This film shows that dream getting smaller. Its turn comes from ethics rather than plot machinery, and its feeling comes from adolescence. Made at Madhouse on a modest budget from Satoko Okudera's screenplay, it opened quietly and grew by word of mouth. It showed that an animated feature with a small emotional canvas, built on character rather than spectacle, could earn the same seriousness as live-action youth cinema. It also launched the director of Summer Wars, Wolf Children and Mirai.

When you watch it, keep an eye on the still shots between the jumps: the embankment, the empty classroom, the sky. Ask what the leaps are skipping. Makoto keeps going back to the same afternoon to improve it. The film keeps showing those afternoons to you so you'll notice them while they're happening, before you need them back.

Concepts in play

  • action-image (the sensory-motor link at full power) — Each leap is a direct reaction to a perceived situation, like a failed test or a botched karaoke session, and the early comedy depends on the situation being instantly fixed
  • crisis of the action-image — Rewinds made for Makoto's own benefit push misfortune onto other people, and the forearm counter turns unlimited action into scarcity, so acting stops resolving anything
  • peaks of present — Editing built on repetition lets viewers recognize a replayed scene (karaoke, baseball practice, the walk home) and catch the point where it diverges, so alternate versions of the same present coexist in our memory, reinforced by the score's recurring Pachelbel's Canon arrangement
  • dead time (temps mort) — Undramatic summer stretches held on screen: games of catch on the river embankment, heat haze, cicada drone, calm long shots of corridors and streets
  • the Open — Recurring high-angle and wide shots of the town under an enormous sky give the ordinary frame a sense of a larger, changing whole

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