Wednesday, May 12, 2021
No Such Thing as Society (Hollywood Squares)
Friday, May 7, 2021
ACAB (High Speed, Hogan's Alley)
High Speed was a 1980s machine with a pleasantly frenetic pace and soundtrack. Its plot, such as it was, involved hitting a series of targets around the table to steadily illuminate a traffic light, then made a ramp shot to "run the light" setting off a high speed chase; successful completion of a few more targets constituted getting away and launched multiball.
It's probably too much to ask for moral lessons from a pinball table, and I'm pretty unconvinced by "run red lights" as a lesson in the first place. And yet there is something about the impish anti-authority leaning here that is easy to respect. "Fleeing from the cops is fun and should be rewarded" has an easy charm to it, fitting into the long tradition of the noble outlaw.
Interestingly, the game's sound effects are from the perspective of the frustrated cops—"Dispatch this is 504. Suspect ran a red light. Over," and the like. Which means that the player is positioned not with the driver whose actions they are nominally controlling via the ball (although the question of avatars in pinball machines is to say the least vexed) but with the cops who exist in a state of endless frustration, always missing the perp. In a pleasant detail, there's literally no victory dialogue: when you lose a ball the cops don't say "we got him" or anything. And so the game is simply an endless recitation of defeated authority that can only ever be revealed as impotent and useless, with the player's pleasure always allied with that revelation.
The NES port is reasonably faithful as a table—I was able to pick it up quickly and was broadly speaking almost as good at it as I was on the actual table the last time I played it, which was admittedly some eight years ago. It makes the irritating and non-optional decision to add a bunch of gimmicks—little threats that show up on the table and disrupt play, along with random collectable bonuses that tricker extra rounds. From a design perspective, a "Normal" and "Enhanced" mode would be nice touches. But as a pinball port it's reasonable, an entertaining bit of nostalgia that I legitimately didn't expect to find on the NES. (Honestly, if I'd realized I had this coming in just two posts I probably wouldn't have quit the project when I did.)
I remember one evening when my father came to get me. I don't remember what I was doing—statistically speaking it was probably playing video games. He walked me down the front lawn to where a traffic stop was taking place; some teenage girl had been speeding or run a red light or something. And we stood and watched. Eventually the cop decided he didn't like this, and asked my father to go back inside. And my father replied, very calmly, "I believe citizens should watch their police."There are no shortage of bad games on the NES. Still, it is hard to think of a more straightforwardly evil one than Hogan's Alley. Another light gun game, this one functions as a shooting gallery in which a mixture of criminals and innocents pop up and you must quickly identify and shoot the criminals. The name dates back to 1920, when the NRA and the Army collaborated to create a training range in Ohio after determining that an insufficient number of cities had dedicated firing ranges. This was presumably named after Richard Outcault's Hogan's Alley, widely credited as the first newspaper comic strip, although as usual the word "first" turns out to be extremely vexed here. The Hogan's Alley range was notable for being a broad simulation of a city, with targets popping out in unexpected places as the officer walked through. This eventually became a generic name for that type of shooting range; two years after the NES game came out the FBI established a range of the same name in Quantico in which actors were hired to portray a mixture of civilians and terrorists for the purposes of training.
There are multiple levels to this sort of training. On one level the presence of "civilians" constitutes training in threat assessment. But these ranges are also known as surprise ranges, with the idea being that threats might jump out of any corner. The end result is to keep police on edge, paranoid, always afraid that something bad could happen to them. This is the logic that would eventually evolve into Dave Grossman's horrifying notion of "killology," a set of police training seminars that can be boiled down to convincing cops that they need to learn to kill without hesitation or moral qualm. The lethal consequences of this are, I imagine, self-evident.
Hogan's Alley avoids the worst baggage of this with an entirely white cast of criminals, who are generally in the mafioso style. But its basic logic is still the same. All runs at the game ultimately end the same way, with a failure to clear the room of criminals leading to the player's defeat. Perhaps they're defeated by hitting a civilian, but more likely they miss a criminal. The lesson is still that cops are under constant siege, always threatened, and thus that violence is inevitable and necessary. Ultimately, the goal of the game is still to shoot all suspects on sight.
My father's lesson was one that I was not entirely prepared to absorb at the time. Grounded in realities and systems too abstract to grasp, an insufficient counterweight to the copaganda of D.A.R.E. All the same, it is the lesson that has held; an understanding both of citizen and police that steadily grew to a worldview. The real secret history in all of this,
Wednesday, May 5, 2021
The Head That Wears The Crown (Heavy Barrel, Heavy Shreddin')
The obvious question—the only one that makes any sense in context, is what exactly is heavy here. Or perhaps more usefully, what is the nature of the weight? The 2.6 ounces of an NES controller are essentially immutable, after all—in a strictly literal sense these allegedly heavy games weigh no more than Bubble Bobble or Airwolf. All pixels are weightless. Clearly, then, we are in a realm of something else; a metaphoric weight akin to moral obligation.
There certainly is a morality at play in Heavy Shredding; that old familiar logic of cobra command. Here we are on an island, tasked with destroying the enemy's underground artillery base. Who are we? Who is the enemy? The game remains wholly silent on this. We are a man with a gun and they are an island military base; these things combine like knight and princess, plumber and weird mushroom thing, The manual clarifies slightly; terrorists have done this, and the base contains a nuclear weapon. But this is not knowledge—merely further trappings of cobra command, a symbolic system that exists to compel run-and-gun action. It is only in the larger context of Reagan/Bush America that these isolated and compulsory symbols acquire any sort of moral dimension—one of neoliberal militarism and American economic imperialism. Even still, this morality is meant to be automatic—a simple and reflexive symbology. A terrorist implies a commando to shoot him. These things must be.
This is not weight but its opposite. The entire point is that these are not heavy moral decisions; merely the reflexive consequences of politics as aesthetics. (So politics, then.) The bullets, the tanks, the death tolls, ll of these are as insubstantial as the pixels. Heaviness is forbidden, suspect, probably queer or commie. Once again we reach a dead end.
Of course, had the alphabet run the other way we'd never have made the mistake in the first place; clearly Heavy Shreddin', a snowboarding game that can be described as a sort of proto-SkiFree only with a snowboard. This is a game of blissful amorality; there is simply the hill, the snow, the exhilaration of speed. Moral heaviness lies self-evidently outside of its system, an irrelevance, perhaps even the thing this game is meant to be a tonic to.Sunday, May 22, 2016
Of Illusions (Wario's Woods)
The history of the game is slightly strange. It came out in Japan in February of 1994, the sixth-from-last game for the Famicom. That it should come out in a different order in the US isn’t strange, of course. What is strange is that it came out alongside a SNES version that never saw Japanese release. On top of that, the SNES version was slightly more elaborate, introducing a handful of new mechanics absent in the 8-Bit version. The result is that, when looked at from a 1994 perspective, without the ability to simply summon up a production history of the game from the Internet, the last NES game looks like a stripped down port of a Super Nintendo game, which, given the amount of stuff that was coming out in both NES and SNES versions at the time, was an entirely plausible interpretation.
Which left the Virtual Console, which wasn’t exactly long on classics either to start. Donkey Kong and The Legend of Zelda were the two A-list NES games, with Mario Bros, Pinball, Soccer, and Solomon’s Key rounding out the launch. The SNES had F-Zero and SimCity, the Nintendo 64 Super Mario 64, and the Genesis Altered Beast and Sonic the Hedgehog. In other words, a list of games consisting of things I’d either played tons of times before and things nobody cared about. Plus Wario’s Woods.
Tuesday, June 14, 2011
The Persistence of Mercury (Harlem Globetrotters, Hatris)
The Harlem Globetrotters make an odd subject for a video game, given the degree to which their history consisted of kayfabe basketball. Not that there is anything wrong with this history. The Harlem Globetrotters were, by any reasonable measure, a celebration of numerous aspects of African American culture. But they were not basketball as such. Rather, they were a simulation of basketball designed to focus on the moments of maximum fun and trim out the others.In other words, the Harlem Globetrotters are themselves basically a video game. That is, after all, what basketball video games are about. Trimming the boring bits and getting to the fun bits. It's basketball without tedium, at the frankly fairly low cost of also being without point. But given that sports are already kind of inherently pointless, this just isn't that massive a problem.
The process involved here, alchemically speaking, is one that we would associate with Hermes, also known as Mercury. His name is also given to a planet and metal. Or, rather, all three of these things share the same name because, for a period of thought during which quite a few linguistic roots developed, they were the same thing. The metal, god, and planet were all simply manifestations of a larger concept.
This concept, broadly speaking, was change, but change in a very specific sense. Mercury is not the change of the passage of time. Rather, mercury is change in the sense of creation. Mercury was viewed, classically, as essentially the stem cell of metals - the inchoate chaos from which anything can form, along with, crucially, the process of that formation. Mercury, in other words, is the act of creation itself.
We cannot survive in a world of pure mercury. Some system is needed. Neal Stephenson, among the most brilliant living writers in English, wrote an entire trilogy that ends up with this observation as its main conclusion. But we equally cannot survive in a world that is fixed. There must be mercury - inchoate moments of unfathomable creation. There must be sparks. This is what the various dunks and stunts of the Harlem Globetrotters are - the moments of inspiration and passion and beauty that make basketball worthwhile. They are pure mercury. But they are not the world.
Still, a video game based on it turns out to be kinda dumb. It turns out not to be possible to take something that is already a distilled simulation of an object and create a distilled simulation of it. All you get is a generic basketball game with a lone "stunt" that you can pull to get an automatic basket. There is nothing to it. All is fixed and determined, and there is no room for chaos.
There is not enough mercury in the world, however. Case in point, Hatris. From the creator of Tetris, Hatris is another falling objects game in which you try to stack sets of five identical hats with six columns to maneuver in and hats falling in pairs. It demonstrates a key facet of game design, which is that just because you came up with one brilliant concept it doesn't mean you can do it again. Hatris isn't bad, but it lacks all of the spark of Tetris.Ironically, of course, hats themselves lack that vital spark of mercury they once had. For some time mercury was a vital ingredient in manufacturing felt hats, leading to lots of toxic vapors and the phrase "mad as a hatter." Broadly speaking, mercury in general is something we lack today. Where once it was something everyone encountered, whether in thermometers or toys, now the fact that it's horribly dangerous and toxic is used as a pretense to remove it from as many things as possible. The resulting lack of brain damage and death is, admittedly, nice.
But something is, as we can see in Hatris, lost in the conversion. There is no spark to the game. Which is a problem. The falling objects genre, after all, depends on the dynamic of the game slowly but surely spiraling out of control until you die. This requires mercury - a formless chaos to which you descend. This is the problem with Hatris. Death may be inevitable in it, but there is no sense of things getting out of control. Usually you die because there aren't enough slots for the hats - six slots and six varieties of hat means that it is basically certain that you will be unable to maintain a stack for each hat type. But this dynamic never feels like spiraling out of control. It just feels like bad resource management.
Tetris, as we'll talk about in the Ts, avoided this. The dynamic that kills you in Tetris is subtle. You don't quite know why you always die. Thus there is a sense of chaos. In Hatris, you know why you're dying, and get no opportunity to be driven mad by it.
Mercury will kill you, sure enough. But so will life. In the end, the cause of death is always inevitability. Better to live in a world where that fact remains strange.
Thursday, June 9, 2011
The Widening (Gyruss)
So let's take my own advice.
One of the things that I've been contemplating as I teach the handful of sections of courses I can get is the fact that we've really done an awfully cynical job of teaching people to read. Not necessarily a bad one - actually my students are very good at following plot and comprehending the reading. Apparently we've gotten that down. No, where we fall flat is that we've somehow created an army of cynical readers who go looking to dislike things.
It's our own fault. The unfortunate downside of the wave of "ist" and "X studies" approaches. Not that these have been by and large negative - the work they did in opening up how we think about art and power is invaluable. But so much of the work that all of them - feminist theory, queer theory, disability studies, post-colonialist theory, the lot of them - was to show us the seedy and uncomfortable underbelly of "classic" texts. The problem is that now we know to use this approach, and it becomes increasingly difficult to actually enjoy anything.
The actual ists and Xes have long since sailed past this problem into new territory with their approach of finding marginalized literature worthy of more attention than it's been given. This does not mean the "liking the bad thing ironically" approach of hipsters, which is really just what we've been calling "camp" for decades now, only with more cynicism and patchoulli. Rather, it means finding literature that gives voice to people the classics often ignore.
But there's another tactic I've been thinking about lately. What I call redemptive readings. It hit me while watching Love and Other Drugs, a film that is neither particularly good nor particularly bad. But watching it, I found that I could watch the film and enjoy it by focusing on a narrow, somewhat idiosyncratic, but largely valid reading of it in which the film is about playing Anne Hathaway's bland starlet characteristics off the fact that she actually can act and provide a compelling portrait of someone with a fatal illness, and how it makes it very difficult to support a for-profit medical industry in the context of the film. Whatever its myriad flaws, that bit seems good.
I call this redemptive reading. Going into something with the active goal of liking it, and trying to find a reading that makes it work. Ideally this shouldn't mean ignoring any obvious flaws, but it should mean trying to find reasons to like something. The appeal of it is that it's charmingly subversive. People are going to watch television. Television, by its nature, is never going to actively give voice to oppressed and silenced minorities, because it's a corporate-controlled broadcast medium. Finding good things in it is, more often than not, going to involve taking something that might not actually be good and thwapping it upside the head until it behaves.
So let's try that with NES games. Here, most of the time, we don't have terribly large racial issues, we have very standardized and entrenched gender issues, and the class issues are... well, OK, that's where we're going to need to be working.
Thankfully, for our purposes, Gyruss is not half bad to begin with. It's a rotational shooter. By which I mean that it basically functions in the shooter mould that I'm running out of things to say about, except instead of constantly scrolling forwards you move in a circle around the playfield. Enemies come in along the Z-axis, and cluster at the center of the screen for you to destroy them.
The gameplay is pleasantly pacey, the controls are at a nice midpoint between intuitive and frustrating, and almost every time I died I felt like I deserved it. The minimum threshold is thus cleared. But, for once, there's more than that!
I mean, one thing I am increasingly coming to believe is that the interesting parts of video games are the play mechanics. This does not mean I am becoming a hardline ludologist, as I still believe play mechanics can tell a story, but, for instance, if we take my favorite game in recent memory - Braid - the story extends from the gameplay. It's a story about the passage of time, memory, and regret, but all of the aspects of the story are simply thematic meditations on things about the gameplay. When the game introduces time-locked objects, the story introduces the idea of mistakes that cannot be undone. When it introduces the ability to have a shadow Tim carry out one set of actions while Tim carries out another, it introduces the idea of regret for lives unlived.
The thing about Braid that I think a lot of people miss, despite it probably being the most important thing about the game, is that it is one of an increasing number of games to operate in a lyrical mode as opposed to an epic mode. Implicit in this, of course, is the idea that the nearest textual medium to video games is poetry. And so Braid, instead of telling a narrative story about rescuing a princess, instead offers an extended poem in which video game mechanics, growing up, the apocalypse, and love are all intertwined into a... well... braid.
It is impossible to port this approach directly to Gyruss, simply because there's not enough formal complexity to have the multiple moving parts that so enliven Braid. And yet all the same, there is something to it. These endless loops and circles that stretch the solar system as an infinite tunnel straight through the back of my television. The spinning about in giddy circles, dodging and destroying wildly as all the cosmos lifts off my screen and through me. This is what games are for.






