メインビジュアル

Pick up posts from X

シネクイント展覧会 開催中
初の公式パンフレット
シネクイント オリジナルグッズ
押井守監督登壇<全国拡大公開記念イベント>

Introduction

Mamoru Oshii × Yoshitaka Amano

A legendary original anime by two visionary talents,
now reborn in 4K HDR remaster.

Angel’s Egg is an animated film written, directed, and conceived by Mamoru Oshii (Ghost in the Shell) with original concept and art direction by Yoshitaka Amano (Final Fantasy series). Originally released in 1985 as an OVA (original video animation), the film has since gained worldwide recognition with its beautiful visuals and a uniquely overwhelming worldview.
To commemorate the 40th anniversary of its release, the film has been remastered in 4K from the original 35mm film under the supervision of director Mamoru Oshii himself. A Dolby Cinema version has also been produced.
In terms of sound, the original mono audio was analyzed and separated using audio separation technology developed by Sony PCL and Sony Group Corporation, and was then reconstructed into 5.1-channel surround and Dolby Atmos formats.
In May 2025, the film was selected for the Classics section of the 78th Cannes Film Festival. Ahead of its release in Japan, it had its world premiere screening, leaving audiences around the globe once again in awe of its artistic brilliance.

This fall, the film makes its triumphant return to theaters, fully restored in breathtaking visual and audio quality.

image

Story

A girl carrying an egg.
A boy in search of a bird.
In a forgotten city,
the two crossed paths.

In a submerged city,
a young girl continues to care for a large egg she holds preciously in her arms.
She believes it is the egg of an angel.

A boy with a huge gun alights from a peculiar chariot.
He is in search of the bird he saw in his dream.

In an abandoned city,
it seems as if a faint sense of sympathy has developed between the two.
However, one night, the boy crushes the girl's egg.

Staff & Cast

Original Staff

  • Original Story, Writer & Director:
    Mamoru Oshii
  • Original Story & Art Direction:
    Yoshitaka Amano
  • Executive Producer:
    Yasuyoshi Tokuma
  • Producers:
    Tatsumi Yamashita, Hideo Ogata
  • Co-Producers:
    Koki Miura, Yutaka Wada, Masao Kobayashi, Hiroshi Hasegawa
  • Background Supervisor/Layout Supervisor:
    Shichiro Kobayashi
  • Animation Director:
    Yasuhiro Nakura
  • Music:
    Yoshihiro Kanno
  • Sound Director:
    Shigeharu Shiba
  • Cinematographer:
    Juro Sugimura
  • Editor:
    Seiji Morita
  • Animation Production:
    Studio DEEN

Cast

  • Boy:
    Jinpachi Nezu
  • Girl:
    Mako Hyodo

4K Restoration Staff

  • Supervisor:
    Mamoru Oshii
  • Colorist:
    Noboru Yamaguchi
  • Mix Supervisor:
    Kazuhiro Wakabayashi
  • Sound Effects Restoration:
    Kaori Yamada
  • Digital Restoration:
    Yoko Arai, Kensuke Nakamura, Eiji Yamataka, Tajima Onodera
  • Film Scan:
    Morio Takahashi
  • Film Inspection:
    Ai Horiuchi
  • Restoration Coordinator:
    Ryohei Mito, Mao Miyamoto
  • Sound Editor:
    Shinichi Kita, Mai Taniguchi
  • Sound Separation:
    Shusuke Takahashi, Masato Hirano, Chihiro Nagashima, Yuki Mitsufuji, Giorgio Fabbro, Stefan Uhlich
  • Mixing Coordinator:
    Natsuki Uetake, Shota Suenaga

Interviews

Interview with Director Mamoru Oshii

Interview and Text by Maki Watanabe (Film Writer)

— Originally produced as an OVA (Original Video Animation), Angel’s Egg was based on your original script, Mr. Oshii. Now, 40 years later, it’s set to be released in theaters.

While Angel’s Egg has been shown at events and film festivals before, this will be the first time it’s getting a proper theatrical release. Of course, I’m very pleased about that. My live-action film The Red Spectacles (1987) was also re-released this year as a 4K remastered version through crowdfunding, but not every film is suited for 4K remastering. Certain films truly reveal their value only in 4K, and The Red Spectacles and Angel’s Egg are definitely among them. Many older animations can’t fully benefit from 4K due to limitations in the original information density, but Angel’s Egg is different. For its time, it was made with an extraordinary level of care and attention. The staff who came together for it were some of the most exceptional artists of that era.

— Since its release, the film has been known for having a complex story. Was this the storyline from the time you first pitched it to Tokuma Shoten?

No, originally it was a slapstick comedy. At the time, I was known for doing Urusei Yatsura, so people associated me with that kind of chaotic, comedic style. I had never done fantasy before, so I initially planned to stick with what I knew.

The title was still Angel’s Egg, and the main character was also a young girl, but the setting was a late-night convenience store. A girl clutching an egg, wanders into the store and gets caught up in a series of encounters with some quirky customers. There was even a kind of ark parked outside the store’s entrance… something like that. I wrote up the proposal and showed it to Toshi-chan (Toshio Suzuki), who was in charge at Tokuma at the time. But he said, “There’s no way I can convince my superiors with this,” so I had to rewrite it.

— So when did the story shift into a dark fantasy?

Gradually, I started feeling that I’d done enough slapstick and wanted to try something different. I figured that while it might be difficult to do something unconventional on TV or in a theatrical film, an OVA would give me more creative freedom. So I made up my mind to really go for it and do what I wanted.
I decided on a fantasy world with a biblical theme—something involving the Ark—and reached out to Amano-chan (Yoshitaka Amano). For a concept like that, Amano-chan was the perfect choice. All I told him was, “A girl carrying a large egg. Make her ageless.” What he came back with was that fragile-looking girl with those dark, haunting eyes. And as soon as I saw the illustration, I thought, “That’s it!”

At first, I thought it would be enough to just have this girl wandering through a ruined landscape. But Toshi-chan (Toshio Suzuki) said, “That’s not going to work. It needs to be a boy-meets-girl story.” So, I added the boy carrying the cross. You can tell who he’s supposed to represent from the bandages wrapped around his hands—it’s Jesus.

Then I took the proposal and pitched it to the executives at Tokuma, talking nonstop for about two hours about how important and innovative the project was. Basically, I gave them the hard sell. And while I was doing that, I started thinking—not only should the story be something new, but the way we make it should be new too.

— You had quite an impressive lineup of staff for the project.

I personally called each of them and convinced them to join. They were all people I trusted completely. Character design was done by Amano-chan (Yoshitaka Amano), animation direction by Yasuhiro Nakura, color design by Michiyo Yasuda, and backgrounds by Shichiro Kobayashi.
Shichiro-san had really liked Urusei Yatsura 2: Beautiful Dreamer (1984), so when I brought him the storyboards, he said, “I’ll do all of it myself,” without hesitation. He was genuinely impressed by the boards.
As for cinematography, I worked again with Juro Sugimura from Studio Gallop, who I’d collaborated with on Urusei Yatsura. He also said, “I’ll handle all of it.” And Yasuda-san said, “I really like this girl,” referring to the main character.
In a way, the core staff volunteered themselves. Because of that, things went pretty smoothly after that point.

―― So thanks to the love and dedication of the team, there was a real reason to remaster it in 4K.

Exactly. Take the cinematography, for example. In anime, it’s common to shoot with 20 or 30 different cameras, but that leads to inconsistencies—the lenses differ, which affects color and size alignment. Ideally, everything should be shot with a single camera to maintain visual consistency. And Juro-san (Juro Sugimura) actually did that. It was an enormous task. Because the film had such a dark color palette, dust and scratches were a major issue. He carefully brushed off every cel with a feather duster, layered them with precision to avoid static, and shot each frame by hand. Repeating that process over and over took a huge amount of time. As the cels were stacked, dust would accumulate, so in the end, we decided to enhance the artwork itself. Shichiro-san (Shichiro Kobayashi) added another cel layer over the backgrounds and hand-drew fine pen touches onto everything. If you look closely, you’ll notice subtle texture work—it’s not just flat black. The added touches gave real depth to the blacks. Those kinds of details were nearly invisible in previous versions of the film, so that’s exactly why the 4K remaster matters.

―― Shichiro Kobayashi is also credited as both Art Director and Layout Supervisor. Wasn’t that the first time “layout” appeared as an official credit?

Yes, it was the first time. The usual process was that each key animator would handle both the cut and the layout for their scenes, and then I would check them. After that, we’d show everything to Shichiro-san—but he would completely redo them. Or rather, he’d just erase everything. (laughs) In the end, it was essentially Shichiro-san who drew all the cuts and layouts himself.
What really made an impression on me was that he didn’t just change things—he explained why he changed them. He taught me how to think about layout, and that was incredibly valuable. It’s like this: once you reach a certain age, you feel the urge to pass on your way of working to others. And you can’t do that through books alone. You have to work together in person. It was thanks to Shichiro-san’s lessons during that time that I came up with the idea for the layout system I later used.

――The rendering of the girl’s hair is incredibly delicate. That must have taken a lot of time as well?

The hair was really a struggle—probably the most difficult part of the whole production. Those slightly trembling lines? That was all hand-traced with a pen by Yasuda-san (Michiyo Yasuda). The faint shadows under the girl’s eyes were also carefully brushed in by hand. Very few people are crazy enough to want to animate one of Amano-chan’s characters, so in that sense, I was really lucky.
Our animation director, Yasuhiro Nakura, got so invested in the project that he actually became malnourished partway through. Makiko Futaki, who worked on the key animation, did far more than we had originally asked. And Kitaro Kosaka single-handedly handled the mob scene where the shadowy fish are being chased. In short, Angel’s Egg was a culmination of individual effort and talent—purely the result of people giving it their all.

――What about the music? You brought in contemporary composer Yoshihiro Kanno.

I really became aware of the importance of music when working on Beautiful Dreamer. That was when I realized how crucial music is—especially in animation. Up until then, anime music was mostly composed to match the characters’ emotional beats. If there was a battle scene, you’d throw in some rhythmic music—very straightforward stuff. In a series, there was usually a pre-made list of music cues, and they'd just recycle those.
Typically, the sound director or producer would handle the music without much input from the director. I always had doubts about that approach. So for Beautiful Dreamer, I worked closely with Katsu Hoshi to develop the soundtrack, and that turned out to be a really valuable experience. When it came time for Angel’s Egg, I wanted to go a step further. There’s very little dialogue, and it’s not structured like a traditional drama. I felt that conventional anime scoring just wouldn’t work.
At the time, I happened to be a fan of contemporary music, so I asked to be introduced to Kanno-san (Yoshihiro Kanno). He said, “Contemporary music in anime? Are you sure you're okay with the kind of music I usually make?” And I told him, “That’s exactly what I want you to do.”

――So in that sense, Angel’s Egg seems to be a work filled with many “firsts” for you.

Yes, it was my first original story, my first true fantasy. It was the first time I incorporated layout as a major part of the production, and the first time I combined contemporary music with animation. It was also the first time I worked with Toshi-chan (Toshio Suzuki), and Tokuma’s first OVA project as well. So really, it was full of firsts.
In that sense, it’s a very special film for me. No matter what I’ve made since, Angel’s Egg always somehow finds its way back into the picture. (laughs)


Since it’s a 40-year-old film, younger audiences probably haven’t seen it—and even if they have, it would’ve been in its original form. It wasn’t exactly a big hit in the first place. (laughs)
If I had to describe it, it’s like a daughter I couldn’t quite manage to marry off properly. Now she’s come back home at age 40, and as a parent, I really want to give her the send-off she deserves this time. (laughs)

Amano-chan also created a lavish new illustration for this release, and I’m genuinely touched by it. It’s interesting that he chose to draw the boy this time instead of the girl—it gives the film a completely fresh image, I think.

Honestly, this new theatrical release feels like nothing short of a miracle. I really hope people will come out to see it.

Column

The Resonance of Image and Sound Evokes Fundamental Emotions

By Ryusuke Hikawa (Specially Appointed Professor, Graduate School of Meiji University / Anime and Tokusatsu Researcher)

Mamoru Oshii’s Angel’s Egg (released on December 15, 1985), for which he served as both screenwriter and director, is an animated film that closely resembles a “painting” to be appreciated in a museum setting. However, it is not what one would typically call an art animation. Oshii himself stated upon the film’s completion that it was by no means intended to be an incomprehensible art film. Rather, he hoped that even innocent young girls and mothers would watch it and discover a new kind of sensory experience. He declared that this, too, is a form of entertainment.

In the case of this film, anyone approaching it with the usual expectations of entertainment—where characters lead the story—will likely be confused by its many enigmatic elements. Yet, by watching the screen with an open mind, immersing oneself in the music and soundscape, and processing the various elements internally, the viewer can arrive at a new form of self-discovery. One of the director’s intentions was precisely to awaken the primal memories that lie dormant deep within the human soul. As a result, the impression the film leaves can vary drastically depending on the viewer. Above all, I encourage you to fully immerse yourself in the overwhelming, avant-garde sensations this work offers—experiences unlike any other film.

Here, let us briefly look at the background of Angel’s Egg. The era of home video and the new medium known as OVA (Original Video Animation) began exactly two years prior, at the end of 1983, with Dallos, directed by Mamoru Oshii (co-directed with Hisayuki Toriumi). At the time, the monthly magazine Animage, published by Tokuma Shoten, was shifting its focus from character-driven content toward a more auteur-driven approach to evaluating anime. Following this editorial direction, and in the wake of Hayao Miyazaki’s Nausicaä of the Valley of the Wind (1984), which was also produced under the initiative of the publisher, Animage began exploring the creation of anime works led by strong authorial vision. In this context, Angel’s Egg was produced—with Animage editor Toshio Suzuki serving as producer, just as he had on Nausicaä—as one of the most artistically ambitious works ever marketed explicitly for its auteur sensibility.

That said, producer Toshio Suzuki and others involved in the project had initially hoped for a more accessible, entertainment-oriented film. However, after Mamoru Oshii personally persuaded the upper management at the company using his own words and vision, they prioritized a stance of “betting on what the creator truly wants to make.” According to Oshii himself, the production adopted a royalty system modeled after that of original, single-volume manga publications—a highly unusual arrangement. This reflects a fundamentally different kind of relationship between publisher and anime creator compared to today. In this sense as well, Angel’s Egg stands as a nearly one-of-a-kind feature-length animation.

The story of Angel’s Egg is, in fact, remarkably simple. A young girl, cradling an egg, wanders alone through the flooded ruins of a desolate, old European-style city, drained of color. Eventually, a convoy of tanks appears, from which a boy carrying a cross-shaped weapon disembarks. What will their encounter bring? What lies within the egg? What is the connection to the “bird” the boy seems to pursue? The film offers almost no clear explanations or causal relationships. Instead, it unfolds through symbolic imagery and highly artistic visuals, accompanied by only the sparsest fragments of dialogue.

Typical commercial anime follows a convention of rapidly cutting between shots—usually around three seconds each—that depict characters’ emotions such as joy, anger, sorrow, or excitement in a symbolic manner. This fast-paced editing keeps viewers continuously stimulated, leaving little room for reflection and drawing them quickly into the story. Showing shots for longer periods risks exposing the fact that these are merely flat images. In contrast, Angel’s Egg frequently employs long takes, depicting both backgrounds and characters with richly detailed visuals, carefully layering a slow-moving “spatiotemporal” experience. The longest single take lasts 150 seconds, and the entire 80-minute film contains only about 400 cuts—averaging 12 seconds per cut. By comparison, Arion (1986), a feature-length film released around the same time and directed by Yoshikazu Yasuhiko, runs 118 minutes with 2,000 cuts (an average of 3.5 seconds per cut). This clearly demonstrates that Angel’s Egg offers a much slower perceived passage of time compared to typical anime (source: Animage [Tokuma Shoten], November 1985 issue, “First Meeting Dialogue: Yoshikazu Yasuhiko vs. Mamoru Oshii”).

Oshii has stated that his approach was to “keep the viewer in a state of tension, right on the edge of boredom—so bored they could fall asleep—but still offering subtle, ongoing emotional stimulation.” This method served a higher purpose: to awaken something deep within the viewer’s mind. It is precisely this stance—inviting the audience’s intellectual engagement or stirring their subconscious—that may represent the film’s greatest mission, now revived in a clearer form after forty years.

As of 2025, when stimulus-packed anime continue to be mass-produced under the banner of "IP strategy," and discussions focus more on market size and profit than on the content of the works themselves, this film seems to pose the critical question: "Is this really okay?"
Having withstood the test of 40 years, the work delivers a solitary yet resolute statement—"Animation has other possibilities and functions." While there's a sense of frustration that its value was rediscovered overseas rather than at home, the remastering in 4K and HDR now brings its originally intended aesthetic sophistication and artistic quality into sharp relief. This will no doubt lead to a domestic reevaluation, particularly among younger generations who remain untainted by commercialism.

The gateway to the film’s artistic elements lies in the imagery conceived by Yoshitaka Amano—who co-developed the original concept with Oshii and also served as art director—the aesthetically rich spaces crafted by Shichiro Kobayashi, who oversaw art direction and layout supervision, and the meticulously detailed animation brought to life by animation director Yasuhiro Nakura.
These elements interweave tightly, creating a dense and weighty fabric of visual information that gives rise to the work’s artistic depth. This is the decisive difference from the countless generic anime productions. Each and every frame has been crafted to be appreciated as a "moving painting."

At the time, most OVAs were produced on 16mm film in standard size, assuming playback on video decks. Oshii once clearly stated, "I believed that shooting on 35mm film in the Vista size, which is used for movies, would ensure the work’s longevity." That strategy paid off with the 4K remastering four decades later.


Let me also provide some clues to help with appreciating the work. It is well known that Mamoru Oshii frequently revisits the same motifs in his works. Angel’s Egg, as a turning point in his career as a creator, has the character of a kind of exhibition of such motifs. Here, drawing on comments made at the time of its original release in Animage magazine, I will present a few examples explaining why these particular motifs were conceived.

First, the “Christian motifs,” with the Bible foremost among them, were always present in the themes of books and films that Mamoru Oshii had been exposed to since his youth, and they have a deep connection to Japan’s modern mass-consumption society. The “angel fossil” later appears in the manga Seraphim: 266613336 Wings (co-authored with Satoshi Kon), but this element was originally repurposed from a project for Oshii’s version of Lupin the Third, which fell through just before this work.
Although a “messenger of God” is supposed to transcend physical phenomena, it paradoxically transforms into a tangible “fossil.” This great contradiction can also be interpreted as “proof of the angel’s existence.” The fusion and conflict of such opposing elements form the foundational tone of this film.

The concept of "Noah's Ark" is explained in the story through direct references to the Bible, and the motif of birds is deeply connected to it. The "Ark" also plays a key role in the grand set piece revealed at the climax of the film. This is because the origin of the work lies in a moment when Oshii was looking out over the Ring Road No. 8 from his balcony at night and thought, "Wouldn't it be amazing if a majestic ark came into port here?" Based on that idea, the project was initially conceived as a slapstick comedy: “At a convenience store, strange and mysterious people are waiting at 8 p.m. for the arrival of an ark, when a girl carrying an egg walks in.” However, with Yoshitaka Amano joining the project, the Japanese character traits and comedic direction were discarded in favor of a more artistic approach. Later, the motif of the "Ark" would be revisited in Mobile Police Patlabor: The Movie (1989), once again paired with biblical themes.

The fish that swim as shadows across the walls of buildings are also projections of a fantasy—of fish swimming beneath the concrete surface of the same road. The silhouette of the fish is that of a coelacanth. Throughout the film, fossils of prehistoric creatures that are fused with and fixed into buildings appear repeatedly. In contrast to these, the "living fossil" (the coelacanth) stands out sharply. The ruined setting of the entire world reflects a vision of the future that Mamoru Oshii had imagined since his high school days while riding the train to school. It shares the same roots as the "ruined Tomobiki Town" from his previous work, Urusei Yatsura 2: Beautiful Dreamer (1984).

The depiction of an enormous stone slab resembling an evolutionary tree reappears in the climax of GHOST IN THE SHELL (1995). This slab symbolizes the vast amount of time required for biological evolution, petrified into stone. If we consider that at its center lies the "Angel’s Fossil," it brings to mind the film’s intention to encapsulate time. The countless bottles arranged along the spiral staircase also indicate that time within the story does not flow linearly. Furthermore, this arrangement evokes a double image with the DNA double helix—essential to biological inheritance and evolution.

Many of these motifs are deliberately arranged to gradually evoke the feeling that, "although I’m seeing this for the first time, it’s as if I’ve known it since before I was born."
For younger viewers with less life experience, that sensation may resonate even more deeply—so I hope they will cherish it.

Of course, after watching the film, viewers are free to interpret it however they wish. Upon rewatching it myself (and admittedly, this may be a rather crude interpretation), I began to see the “egg” the girl carries as a symbol of the potential of animated cinema. In the end, when cracked open, that potential turns out to be empty. And yet, at the same time, the more mature version of the girl releases countless bubbles upward—toward the sky, which suggests hope—and those bubbles seem to become new “eggs.” In the real world of 2025, many such “eggs” are floating on the surface. But do they contain anything inside? Or are they empty too? Regardless of the director’s original intention, the film left me pondering such questions.

To conclude, I’d like to highlight the following remarkable comment made by Mamoru Oshii at the time of the film’s release:

“What I was hoping for was that people would become aware of some kind of primal emotion flowing deep within themselves—something ancient in origin—and in doing so, discover a kind of unexpected aspect of who they are. I believe that, too, is a form of entertainment.
In that sense, I want to think of entertainment in a much broader way.”

With the 4K remastering, the “pressure” exerted on the core of our five senses has been intensified, resulting in an overwhelming visual experience.
By immersing oneself in this fictional time and space, I sincerely hope that viewers will sense the possibilities of entertainment and animated cinema—a timeless yet ever-renewed question posed to us all.

References (All from Animage Magazine, Tokuma Shoten)
・"Director Mamoru Oshii’s Work: Angel’s Egg – An Invitation to Its Mysterious World (3): The Legend of Noah’s Ark," Animage, September 1986 issue.
・"First-Time Dialogue: Yoshikazu Yasuhiko VS Mamoru Oshii – What Does 'Artistic Voice' Mean to a Director?" Animage, November 1986 issue.
・"Angel’s Egg GUIDE BOOK," supplement to Animage, December 1985 issue.
・"What Can Anime Really Do? – Six-Night Teach-In Event with Mamoru Oshii at Cineka Omori," supplement to Animage, May 1986 issue. (Dialogue between Mamoru Oshii and notable figures such as Shoji Kawamori, Ryu Mitsuse, Shusuke Kaneko, Akiyoshi Imazeki, Toshiharu Ikeda, and Hideo Osabe.)