7. Summary of the Film
Rio 2 film is a 2014 American 3D computer-animated musical adventure-
comedy film produced by Blue Sky Studios and directed by Carlos Saldanha. It
is  the  sequel  to  the  2011  computer-animated  film  Rio.  The  title  refers  to  the Brazilian  city  of  Rio  de  Janeiro,  where  the  first  film  was  set  and  Rio  2  begins,
though most of its plot  occurs in the  Amazon rainforest. The film  tells  the  story about Blu Jesse Einsberg and Jewel Anne Hathaway, and their three children,
who  were  living  happily  in  the  city  until  Jewel  realized  that  her  children  were becoming more like humans. Meanwhile, Blu’s former owner, Linda Gunderson
Leslie Mann and her husband Tulio Rodrigo Santoro, were on an expedition in the Amazon. Jewel was believed that she and her family should go to the Amazon
to help Linda and Tulio to find other blue macaws. Rafael George Lopez, Nico Jamie Foxx, and Pedro will.i.am decided
to  come  along.  Blu  brought  a  fanny  pack  full  of  supplies,  one  of  which  he  used mostly was a GPS, which made
Jewel’s displeasure considerably getting stronger because of it. When searching  for the macaws,  Linda and Tulio were eventually
trapped  by  the  loggers  who  were  destroying  the  jungle.  Blu  persuaded  the  flock macaws  to  defend  and  save  their  homes.  On  the  other  side,  Gabi  Kristin
Chenoweth and Charlie helped Nigel Jemaine Clement to seek revenge on Blu. Big  Boss  Miguel  Ferrer  tried  to  blow  up  the  trees  as  a  back-up  plan,  but  Blu
stole  the  lit  dynamite.  After  the  dynamite  went  off,  Blu  and  Nigel  engaged  in  a battle  while  they  tangled  in  vines.  Big  Boss  was  eaten  alive  by  a  snake,  Boa
Constrictor.
At  the  end,  the  flock  now  und er  Linda  and  Tulio’s  protection.  Blu  and
Jewel decided to live in the Amazon with their kids and friends, though they still agree  to  visit  Rio  in  the  summer.  Meanwhile,  Nigel  and  Gabi  were  captured  by
Tulio, and both of them was sent back to Rio de Jeneiro.
8. Related Studies
There  are  two  earlier  pieces  of  research  used  as  references  in  doing  this research.  Both  of  them  were  theses  presented  as  partial  fufillment  of  the
requirements  for  the  attainment  of  a  Sarjana  Sastra  degree  in  English  Language and  Literature  Study  Program  in  Yogyakarta  State  University.  The  first  research
was  done  by  Sigit  Wibisono  in  2014.  The  title  of  his  research  was  Wordplay  in “Shrek” Movies and Its Bahasa Indonesia Subtitling Texts.
In addition, he discussed the types of wordplay found in Shrek movies, the translation techniques used in Shrek movies, and the degree of equivalence of the
translation in Bahasa Indonesia subtitling texts. Related to the first objective, there are  five  types  of  wordplay  identified  in  Shrek  Movies.  They  are  homonymy,
paronymy,  lexical  development:  polysemy,  lexical  developments:  idioms,  and morphological development. Out of the total 53 data, morphological development
is  the  highest  rank  with  19  data,  and  lexical  developments:  polysemy  is  in  the lowest  rank  with  5  data.  Furthermore,  morphological  development  became  the
most frequent type of wordplay because it covered a very wide scope. Wordplay based on morphological development can be in the form of affixation, conversion,
nominalization, neulogism, and other word formation processes.
As  a  result,  the  choice  to  use  wordplay  by  means  of  morphological development  can be so many. Whereas, the choice to  use wordplay by means of
polysemy  is  very  limited  because  in  order  to  be  polysemous,  two  words  should have the same spelling and pronunciation, but different related meanings. That is
why polysemy becomes the least frequent type of wordplay in Shrek movies. On  the  second  objective,  there  are  total  seven  techniques  used  by  the
translator to translate the wordplay in Shrek movies into Bahasa Indonesia. These techniques include literal translation, loan translation, deletion, literal-wordplay
to  wordplay,  literal-loan,  and  literal-deletion.  Literal  translation  is  the  most frequently used technique with 39 data occurrence or far above the rest.
Moreover, loan translation, deletion,  literal  wordplay to  wordplay, literal- loan,  and  literal  deletion  only  appear  3,  7,  2,  1,  1  times  respectively.  This  fact
indicates  that  the  translation  of  wordplay  in  Shrek  movies  is  still  focused  on  the literal    meaning  of  the  wordplay.  It  is  not  how  to  recreate  the  wordplay  in  the
target  language.  In  the  third  aspect,  there  are  79.24  of  the  translation  of wordplay  in  Shrek  movies  is  equivalent.  Out  of  this  79.24,  75.46  or  40
translation  is  partially  equivalent  and  only  3.78  or  2  translation  is  fully equivalent.  This  indicates  that  almost  all  the  translation  of  wordplay  in  Shrek
movies into Bahasa Indonesia cannot maintain both the wordplay and the meaning of the source expressions at the same time.