colony! And for oppressed ants everywhere! A Bug's Life was the first computer-animated wide-screen movie. Oh. The city! I represent a colony of ants, and I'm looking for tough bugs. You know, mean bugs. The sort of bugs... A talent scout! My colony's in trouble! Grasshoppers are coming. We've been forced to prepare all this food! - Dinner theater! - Food! Please! Will you help us? This is it! This is Ant Island! Flik! Over here! Flik! Flik! They seem to relish the idea, at Pixar, of doing something difficult and then seeing how to solve the problems in a creative and entertaining way. What did you do? It was an accident? There's always something that we haven't invented yet. So, as a producer, you are trusting a lot of R&D to come through in the right time. And you're pushing a lot of things and you're gambling and you're looking at people's eyes and you're saying, "Can you do this for me?" It was just a giant story. Too many characters, too much going on and we were just drowning in this thing. So the producer goes to John and says, "John, we technologically cannot do crowd shots "with more than 50 ants in them. "So can you design the movie around this limitation?" And he said, "I'm willing to accept that if that's all you can do, "but I think you guys can do better. " So he helped formulate this crowd team. He believed in them, he pushed them and at the end of the day, they were the heroes of the movie. You ants stay back! Through new technological advancements, Pixar artists transformed 50 original crowd shots into 431, and brought an epic of miniature proportions to the screen. Pixar broke through the second film syndrome and A Bug's Life became the highest-grossing animated film of 1998. After directing two back-to-back films, John returned home from the international promotional tour, now ready for a much-needed break. I was exhausted. My family hadn't seen much of me and we were going to take the summer off. Coming down the home stretch of Bug's Life, we were all feeling stressed. And, you know, we had been sharing John a lot. As a family, you know, we needed some family time. Meanwhile, a secondary production team at Pixar was making a direct-to-video sequel ofTot Story, the first project not supervised by John Lasseter. In February 1998, Disney decided to release Tot Story 2 theatrically. But at Pixar, a creative crisis was growing within. We knew Toy Sfory 2 was having troubles. I don't think we realized how bad it was really going, and then we found out. It just was not shaping up to be at the level that we thought it needed to be. John came back from his European promotional trip and then came in and saw the reels and said, "You're right, it's not very good. " So at that point, we went down to Disney and said, "The film isn't very good. We have to redo it. " And they said, "It actually is good enough, "but more importantly, you literally do not have the time. " And what we said at the time was, "We can't deliver it the way it is. We have to do it over again. " We decided that the only course of action was to ask John to go in, right after he'd come off of A Bug's Life, without any rest, to go in and take over that film. My feeling was I could not ask anybody at Pixar to do something I was not willing to do myself. I said to him, "Well, I support you all the way. "I'd like to see you do this picture, but we also have a family here, "and you're gonna have to "make changes in your day-to-day routine. "You're gonna have to work normal hours. " This is a movie that was already fully into production. A lot of it was animated. It was a bullet train heading towards a release date. Over a single weekend, John and his creative team from the first Tot Story reworked the entire script. John came back and pitched that story to the animation department. Just in that pitch, he
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