Clu Clu Land and Cliffhanger, taken together, span essentially the entire history of the Nintendo. Clu Clu Land was one of the original 1985 games, along with (of what we've played so far), 10-Yard Fight and Baseball. Cliffhanger, on the other hand, was an extremely late game - November of 1993, only thirteen games were definitively released afterwards. (I should insert here a thanks to a sister project, Nintendo Relaunch, who are playing through the entirety of NES games in the order they were released, beginning in 18 days, and whose "order of release" page has proven helpful on several occasions while generating facts like the above)
Thursday, September 30, 2010
Ouroborous (Cliffhanger and Clu Clu Land)
Clu Clu Land and Cliffhanger, taken together, span essentially the entire history of the Nintendo. Clu Clu Land was one of the original 1985 games, along with (of what we've played so far), 10-Yard Fight and Baseball. Cliffhanger, on the other hand, was an extremely late game - November of 1993, only thirteen games were definitively released afterwards. (I should insert here a thanks to a sister project, Nintendo Relaunch, who are playing through the entirety of NES games in the order they were released, beginning in 18 days, and whose "order of release" page has proven helpful on several occasions while generating facts like the above)
Monday, September 27, 2010
Marshall McLuhan Would Think This Entry is Cool (Clash at Demonhead and Classic Concentration)
Saturday, September 25, 2010
We Built it Just for You (Circus Caper and City Connection)
As primal fears go, clowns are an odd one, mostly because they're profoundly non-primal. While things like the dark, falls, being buried alive, and abandonment are quite literally primal, existing the moment we crawled out of the sea, clowns did not. Clowns, although they have their antecedents, are a profoundly modern development. One does not hear of people with searing fears of Commedia Dell'arte. Although Wikipedia claims Ute mythology has a cannibalistic clown monster called the Siat, but quite frankly, I think it's lying. Clowns are not primal. Which is odd, considering the sheer level of terror they produce.
Circus Caper ties straight into this fear. A flagrant rip-off of Ray Bradbury's Something Wicked This Way Comes, a boy and a girl go to the circus, the girl is kidnapped, and the boy has to punch a bunch of evil circus men to rescue her.
It's awful. The usual lazy awfulness of a bad NES game. Not even funny awful. Just bad. Awkward controls, absurd difficulty, unforgiving continues, it does the full set of shitty NES tricks. Which is as good a time as any to reflect on what makes really bad games bad. (Video games are unlike families. With video games, bad ones are all alike, and good ones are each unique.)
(This may not be the first time we have elaborated upon this. That's OK. The Nintendo Project is not linear. Eventually I will revise the earliest entries, written before I understood how to write the Nintendo Project, incorporating thought from the end of the Project forward, so that the Nintendo Project becomes a secret history of itself, finished not because it has reached an end, but because it has become an Ouroboros, consuming its own starting point. In his introduction to Alan Moore's Voice of the Fire, Neil Gaiman quotes Alan Moore quoting Charles Fort: One measures a circle starting anywhere.)
Generally speaking, bad video games are bad for one of two reasons: either they behave with tedious predictability, or they are excessively difficult to predict. The former charge is the one leveled against casual games - when hardcore gamers look down their nose at Bejeweled players, this is what they complain about - Bejeweled, in their view, is too simple, too easy to anticipate. The latter is the problem with most bad NES games. Jumping mechanics that move with torturous slowness across an arc larger than is necessary for most purposes. Attack mechanics that make it functionally impossible to fight without taking damage. Hit detection that makes ledges as difficult to reach as enemies are to dodge. All of these serve to make the game frustrating to play because the consequences of one's actions can no longer be predicted with sufficient accuracy. Circus Caper commits every one of these sins.
But what makes Circus Caper bad is, interestingly, also what makes clowns scary. Stay with me here. Research on coulrophobia has suggested that fear of clowns springs from a difficulty of visual processing on the part of young children. When a young child has begun to recognize human facial features and to read facial expressions, confrontation with the exaggerated distortions of clown makeup are terrifying because they overwhelm the nascent visual faculty. In other words, clowns are scary because they are a partial recognition. The same principle is what makes Circus Caper so bad - the game is close enough to the familiar rhythms of video games to be recognized, but far enough that dependence on these rhythms will get you shot. The result is intensely unpleasant.
This phenomenon can also be understood as an excessively wide uncanny valley. As we grow older, we learn to distinguish between human faces and their representations, and exaggerated representations such as clowns stop being as big an issue because we know enough to not try processing them as human faces. The uncanny valley occurs when a simulated face is realistic enough that it does not instinctively get processed as a representation, but is still not sufficiently accurate to be processed as a face.
All of this suggests we are circling a larger and more fundamental problem. (A statement that could serve as the motto for the Nintendo Project.) Taking a more macro view, this problem is recognizable as one of the fundamental problems of existence: the problem of how to delineate figure from ground. In other words, "What's that?" At this vast scale, the problem is not so much intractable as omnipresent - a question so fundamental that it is impossible to see where to begin answering it. Any line we take seems immediately to start crossing with other lines, forming a densely packed web that sprawls across imaginary space. This non-Euclidean horror, which whispered deep in the mind of H.P. Lovecraft, is what Deleuze and Guattari came to name "rhizome."
The mind strains to impose reason upon the problem, and in doing so reiterate the problem on an ever larger scale. For a moment, we imagine that these roads converge - that there exists a pattern that draws them towards unity. Across the space behind our eyes they streak, etchings glowing with bright golden light, until they converge into a pool of light, a point of light, a nexus of roads that we may call "city."
Here in this cluster we can move, if not with freedom, with efficiency. In 2008, well off the anticipated schedule of such things, the eschaton quietly gained critical mass when, for the first time in human history, it became the case that more people lived in cities than not. What are the consequences of this fact on human consciousness? The pastoral, long a source of fascination, will surely wither in the face of this. But will this be the withering of death, or rather a pruning back, as a winemaker removes branches of her vine to strengthen the fruit that survives?
The pull of urbanization is, in essence, the reason that Obama won the 2008 election. His politics had essentially nothing to do with it. There was no significant change in the views of people. Rather, there was a significant change in the pool of people voting. Urban voters are more liberal. Increasing the number of urban voters increases the strength of the more liberal party. It's simple. The underlying cause? Cities are agents of change and upheaval. Cities are what culture, heresy, revolution, and art come out of. Art may be inspired by the pastoral, written in the pastoral, it may praise the pastoral, but art only exists because of the city and its ability to distribute it. Even in the digital age - especially in the digital age - the consolidation of resources offered by the city is crucial.
But as we turn down this road, we realize that our nexus is less firm than we had hoped. The etchings of light are moving. And beyond that, we come to realize that this is not a mere two dimensional space. Etchings run parallel and beneath each other, across multiple levels. It is increasingly difficult to situate ourselves. Where we are going and where we have been is an issue. We begin marking our territory with words and descriptors, doggerel, if you'll forgive the vulgar pun. Granted now the luxury of knowing where we have been, we can travel with more freedom. But this freedom is short-lived. Quickly the specter of repetition arises. It's a frightening problem - repetition pushes the known into strangeness. A rose is a rose is a rose is a clown. Or, worse, from a writer's perspective, into tedium.
Eventually, due to the constraints of topic, the stretches of new road grow slender. Obstacles close in. The nature of a city is that identity is a tough property to maintain. The other circles around in close proximity, policing your every move. And then there are the stranger issues - odd roadblocks that pop up and stop you in your tracks. All the same, the drive to reach new points intensifies. The last shreds of the topic become all the more attractive, all the more alluring. The city fades to a few points and a frantic rush to reach them.
Eventually there is but one point left. Let's call it City Connection, a 1988 port of a 1985 Japanese arcade game by Jaleco. But what's that? Where do we find it?
Have we already been there after all?
Wednesday, September 22, 2010
Dispatches from the Software Etc. of Babel (Chou and Chubby Cherub)
Stumbling about recessed folders of my hard drive, I discovered a five-song EP from The Peyote Foundation. No amount of Googling provides insight here - one organization by that name exists in Arizona, but they are a drug legalization activist group, and do not appear to record music. The music itself is, put simply, bizarre. Two tracks appear to be the stoned ramblings of... someone set to music. One consists of audio of a baby being dismembered in a cave (presumably simulated). The other two tracks might arguably be called songs, although if one is to do that one has to note that they are not designed to be fun experiences. On the whole, they sound like weird, underground experiments - too produced to quite be done on a lark, too insane to quite be done seriously. At times the voices are oddly familiar - as though I could place them as part of another band. Mostly, it's just a mysterious and unfamiliar wave of sound.
They had the likeness of a man. And every one had four faces, and every one had four wings. And their feet were straight feet; and the sole of their feet was like the sole of a calf's foot: and they sparkled like the colour of burnished brass. And they had the hands of a man under their wings on their four sides; and they four had their faces and their wings. Their wings were joined one to another; they turned not when they went; they went every one straight forward. As for the likeness of their faces, they four had the face of a man, and the face of a lion, on the right side: and they four had the face of an ox on the left side; they four also had the face of an eagle. Thus were their faces: and their wings were stretched upward; two wings of every one were joined one to another, and two covered their bodies... As for the likeness of the living creatures, their appearance was like burning coals of fire, and like the appearance of lamps: it went up and down among the living creatures; and the fire was bright, and out of the fire went forth lightning. And the living creatures ran and returned as the appearance of a flash of lightning
Monday, September 20, 2010
Pierre Menard, Author of the Nintendo Project (Chip 'n Dale's Rescue Rangers and Chip 'n Dale's Rescue Rangers 2)
To complete the Nintendo Project, it is necessary to come to some full understanding of the past. This is more than memory. Memory is but a fleeting early stage of this process. To have written the Nintendo Project, it is necessary to have gone beyond mere memory into something approximating time travel. It is necessary, then, to build some sort of nexus - a common point of reference that can be visited and revisited along different chains of memories until, having been visited enough, it takes on a life of its own.
This process sounds very metaphysical and complex, but it is simpler than it sounds. Think of it as equivalent to doing the research to write a historical novel - becoming so steeped in the history of a time that you can speak it like a foreign language, phrase stories and experiences in it, etc.
This, then, is the first in a series of four entries. The others are a ways off - the next will be Darkwing Duck, in about 15 entries, then Ducktales about 23 after that. After that it's a long, long way to part four, TaleSpin.
These four games are all based on Disney cartoons that aired during a two hour afternoon block called Disney Afternoon. The four games in fact represent the lineup of that block in the 1991-92 television season, corresponding to when I was in fourth grade. The lineup changed annually, with the show in the first timeslot being removed, the others moved back half an hour, and a new show debuting in the last timeslot. The 1991-92 vintage was by far the best.
I was in fourth grade for this vintage. In the course of the year my mother became pregnant with my sister, and the Super Nintendo came out. This, then, is the tail end of the NES and the Nintendo Project. I will endeavor to inhabit it - in effect, to, inasmuch as it is possible, create a time machine and go back to that period of my life. To wit, these four entries - a concrete attempt within the Nintendo Project to work magic.
First is Chip 'n Dale's Rescue Rangers, and its sequel. Its sequel poses a problem that has become familiar for the Nintendo Project - it came out in 1993, in the fading days of the NES, at least for me. As a result, I didn't know it existed until now. Playing it with nothing but fond memories of the first game, it is a disappointment - a tepid sequel that does not expand meaningfully on the original. The first game, on the other hand, held a special place in my heart because it is a real rarity among NES games - it is both good and easy.
Or so memory indicated. I expected to sit down and blaze through the game. In practice, the game proved oddly difficult at first. Thankfully the good held through even if the easy didn't, and I spent more than my allotted half hour, and got good at the game again. But it was a learning process in a way that not all NES games are.
Replaying Chip 'n Dale's Rescue Rangers, I was struck by the degree to which the game is designed for children in a non-patronizing way. It is not that the game is made easy for children, but rather that the game requires particularly childlike logic to complete. Specifically, the game requires that you think as though you are too small for the world you live in.
Chip and Dale are both chipmunks. Small rodents. In the game, they are, by default, essentially helpless. They have no inherent attack, and no ability to fight off enemies. It is only when they are able to pick up boxes or other items that they have the capacity to fight back against their enemies.
The result is a gameplay that is based on the motion of small rodents - scampering from box to box, advancing nervously much of the time, hiding, ducking, etc. It is not a stealth game as such - its genre is clearly the standard platformer. But its a platformer that plays slightly out of rhythm with other platformers - that denies the ability to authoritatively control the game based on mere experience with the genre. Rather, it requires a different sort of experience - the experience of being small.
Playing the game now is not learning as such, but remembering - accessing parts of my brain that have long since been abandoned in favor of newer approaches. In part out of the hazy memories of the game that I retain, in part out of learned video game skill, and in part because of footholds the game actually gives me, I reconstruct something playable of the game.
This is not playing the game in 1991. But what would need to be different for me to do that? The issue here is one of awareness - to play the game in 1991, I need to forget 1992 and beyond. In other words, to experience 1991, I need to remove the intervening context and make 1991 imminent again. But to do so defeats the purpose - it is a 2010 me that wishes to experience 1991. To experience 1991 without awareness of 2010 fails to fulfill my desire.
(This is an intractable problem in the nature of humanity. It's the basic nature of memory. Trying to solve it is like declaring that rain is too wet and that you're going to do something about that.)
How do we resolve this then? Let's climb back down off this ledge and attack the problem from another angle. What is it that we wish to do when we remember? What does the choice to conjure the past entail? The answer is clearly not transformation of consciousness. When I wax nostalgic about Chip 'n Dale's Rescue Rangers, it is not because I want to be a 4th grader. I do not want to abandon sexual awakening, a PhD's worth of knowledge, love of Doctor Who, or my sister. So what do I desire from 1991 that is neither memory nor experience?
Is it simply a matter of stepping in the same river twice? Is what I desire not old experiences but the opportunity to have them as new experiences? Just as I wish I could watch Fight Club or The Prestige for the first time, not going back to get extra clues on a second viewing, but actually being surprised? No - if it were, Chip 'n Dale's Rescue Rangers 2 would be satisfying. After all, it's essentially new levels of the same game. But it's not - the problem is not merely that the experience ran out. It is deeper and stranger.
Perhaps I will know it when I find it. Let's simply reminisce. Fourth grade, academically, was not what I would call one of the good years. Actually, it's decisively the worst year of elementary school. The issue was a teacher who was, and you'll have to forgive my profound lack of humility here, completely unsuited to having a smart kid in her class. I will freely acknowledge that I was a handful in school - with the exception of first grade (a story I'll have to formulate eventually) I was the smartest kid in my class every year. And I was challengingly smart - I was not merely a good, diligent student. In fact, I was not a good, diligent student - work that bored me would be half-assed. I was smart, not studious, and that resulted in my challenging teachers, students, and everything else. Regularly.
Some teachers I had rose to the challenge, testing me back, trying to see if they could find my limits. Others treated me as an inconvenient barrier to what I imagine they saw as their real job, educating people who were not already smart. Mrs. Aschauer, my fourth grade teacher, was in the latter category, a problem that culminated in the absurd moment in which she suggested to me that many of my problems could be solved if only I'd stop being so smart. This was not advice I took kindly to.
Mrs. Aschauer died just under a year ago, of cancer. I'd visited her occasionally since graduating, but not really since my sister stopped going to elementary school, which must have been round about seven years ago now. Maybe I saw her once between then and her death. After the fact, when both of us were engaging that year only in memory, she seemed to think me one of her best students. I never gave her any reason to think otherwise, and now I never will. I feel more or less peace on this issue. Whatever I seek from the past, I do not seek it from her or her ghost
A wider net then. My first exposure to sex happened in fourth grade. Initially a product of bullying from some classmates in which they tried to get me to look it up in the dictionary, by the end of the year I had it explained to me in the context of my soon-to-exist sister. My reaction, when where babies came from was explained to me, was, and I quote, "So you just take all your clothes off and bodyslam each other?"
Perhaps most significantly, in fourth grade the Super Nintendo came out, and I got one. I'm not entirely sure where in the process of fourth grade this happened - I could reminisce with my parents, but they have a bad case of "being in England" right now, so no dice there. The Super Nintendo, in my childhood, is a strange signifier - although many of my all-time favorite games came out for it, in hindsight I remember it primarily as the terminus of the NES era. This is true even though in practice the two were hopelessly intertwined for years - it was an NES game I was playing when I learned my mother was pregnant, even though the SNES was out.
Friends. I must have been friends with Magnus by now, because I remember watching the premier of Darkwing Duck at his house. Magnus was a geek friend - when I got into Doctor Who, his mother was all too happy to vouch that she liked it to. She gave me old copies of the Doctor Who Roleplaying game, which I failed to adequately make sense of. In hindsight, I recognize his mother better now than I did then. At that age, other people's parents were strange semi-authority figures, not people. Now, she is familiar to me as a particular flavor of geek. I can imagine her seamlessly at any number of cons.
This is closer to what I am looking for.
My other good friend at the time was the child of old family friends. We'd lived near each other for a few years pre-Kindergarten in Massachusetts, but by now were about 90 minutes apart, though we visited frequently. He was a video game buddy if ever there was one. But our other big area of mutual interest was pretending we were spies. Chris and I had a lively enough imaginary life to begin with, but spies were, if you will, our true passion. Sneaking around, trying to find out information, hiding things, these were key games we played.
No wonder Chip ‘n Dale’s Rescue Rangers was my favorite show of the Disney block, then – and I watched with growing apprehension as it scrolled towards the inevitable removal spot. It is essentially a detective/spy show, with broad comedy, and, perhaps most crucially, Gadget, the single best reason to become a furry in all of animation. Gadget was in many ways the perfect character for me in this pre-sexual phase. The clear social expectation that I’d eventually have to date and find a wife (a process that, in 4th grade, I treated as an upcoming errand, not entirely dissimilar to emptying the dishwasher) was made easier by the knowledge that there were people in the world like Gadget – hyper-intelligent female mice – that I could marry.
In hindsight, there were certain problems with this plan, not the least of which the fact that it treated women as a sort of sacred object – of use because one must marry, and so one might as well find a tolerable person to marry. The failure of this ideology to distill out of many people is disturbing. But as a characteristic of pre-sexual cross-gender relations in a heteronormative society, there are worse problems to find. The sexless idolization of seemingly perfect womanhood is far from the greatest sin one finds if one scratches long enough at this dig site.
Why spies? Spying, as I understood it then, was the gathering of forbidden knowledge. The spy was the radical and dangerous embodiment of the idea that all knowledge is worth pursuing and obtaining. But more to the point, the spy also necessarily believes that everything is knowable. The spy, then, would reject the premise of my current dilemma, denying the very idea that there is some knowledge that precludes other knowledge.
I knew even in the fourth grade this couldn't be true. Why else would I be reluctant to look up sex in the dictionary. Because I knew there must be some meaning other than "male and female," and if they wanted me to look at that meaning, it must be a meaning I was not supposed to know. A meaning that it would be harmful for me to know. I did not spy. I declined to look it up, reasoning that the nagging to look it up was going to be preferable to whatever unknown hell would result in knowing.
There is a game that I have omitted here. In an attempt at clever obscurity, I’ll decline to state its name, although those with sufficient reserves of video game knowledge and sufficient mastery of the alphabet will see what game must go between Chessmaster and Chip ‘n Dale. It is an unlicensed game, and thus outside the necessary purview of this project. Its notability comes entirely from its violent content – the sheer and ludicrous sadism involved in it. It is not a good game, but a fascinating one – there is no way that anybody would ever want to play it. But all the same, its allure is there – a secret ritual (I did not partake of it until college) that calls to us. Why? I posit this – we desire forbidden knowledge so that we can know why it was forbidden. The sole content of the Tree of Life is the knowledge of why God forbid us to eat its fruit.
This desire echoes up from creation to the present. It is the desire to remember - the desire to have it both ways. The desire to see the forbidden knowledge that laid scattered around without affecting the experience. It is the desire to spy in complete safety, in a country where nobody will arrest you or imprison you for seeking answers.
Even still, the past rebuffs us. Revisiting 1991 via Chip 'n Dale's Rescue Rangers, there is a new forbidden knowledge - that which I understood then and cannot see now. I can perhaps translate - learn to play the game again, even beat it again. But it will never again be an easy game.
This line of enquiry has dried up. We ought fall back, and seek another path through this morass.
Wednesday, September 15, 2010
I'm No Pawn, I'm Donald Duck! (Championship Pool and Chessmaster)
If one were to make a chart of human activities based on degree of oversignification, one would first of all be ridiculously OCD, and would second of all find, high at the oversignified end of the scale, chess, and more or less on the opposite side, pool.
Sunday, September 12, 2010
The Best Defense is Probably a Cup of Tea and a Kitty (Caveman Games, Championship Bowling)
In video games, as with any nerdy pursuit, one is eventually forced to confront the odious reek of masculinity. Rising like the mix of stale beer and Old Spice off of a frathouse, it stains the discourse - that kind of unmentionable and unfathomable stain that, when it appears on a sofa, means that you just chuck it and think no more of it. Even in the most marginalized frontiers of geek culture, this stench exists, without question the same awful fumes that exist in the frathouse.
Wednesday, September 8, 2010
How to Read and Write the Nintendo Project (Castlevania, Castlevania II: Simon's Quest, Castlevania III: Dracula's Curse)
Whether you are reading or writing the Nintendo Project, it is important to understand that every entry progresses along a certain logic. Just as logical proofs advance via deductive logic, just as Marxist histories advance via dialectical logic, the Nintendo Project advances via what I would describe as mystical or even magical logic.