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Why Game? 1 - TextFiles.com

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into the Electronics Boutique where I worked.<br />

One of my coworkers, Tim Smith, was big on<br />

Japanese imports, and during my trip I had<br />

bought him a copy of Tobal 2 and an original<br />

PS1 single shock analog controller. I handed<br />

these over to him and as he put them into his<br />

bag he flashed me another game - Ghost in the<br />

Shell. He told me that the game was made by<br />

Exact, the people who made Jumping Flash, and<br />

that you played as a Fuchikoma - so that was<br />

what that red spider was! I had seen the movie,<br />

and all I knew was that it was about a hot anime<br />

babe named Kusanagi that got naked whenever<br />

she had to use her invisibility suit. The store<br />

died down a bit and he popped the game in. He<br />

showed me a few seconds of the anime intro<br />

before skipping past and beginning the first<br />

stage. Watching him play, I could tell that the<br />

game offered much more than the video had<br />

indicated. The Fuchikoma could grip to walls and<br />

slide along them while mowing down monsters<br />

with its machine guns. This was incredibly cool.<br />

A far cry from Jumping Flash, but an even<br />

further cry from what Ghost in the Shell meant<br />

to me.<br />

As he slid up the side of a giant pillar<br />

that rose into the sky I asked him what it had<br />

to do with Ghost in the Shell. He said that it<br />

was closer to the manga than the anime, and<br />

that the Fuchikoma were actually a big part<br />

of the manga. I’ve read the manga since<br />

then and aside from a few instances of <strong>com</strong>ic<br />

relief, the Fuchikoma were minor characters<br />

at best. Before I could get a chance to play<br />

some customers came in and we had to get<br />

back to work. We worked for the rest of the<br />

night and I didn’t get my hands on the controls<br />

until the game was finally released in America<br />

in late 1997. The game’s controls took some<br />

getting used to, but after letting them sink in<br />

they became tight and smooth, really making<br />

you feel like you were sliding the Fuchikoma<br />

all over the huge buildings that make up the<br />

backgrounds despite being an analog game<br />

stuck on a digital controller. Using the strafe<br />

to weave back and forth through enemy fire<br />

was so much fun that it was easy to forgive<br />

the fact that most of the games battles could<br />

be won just by strafing. Zooming myself to the<br />

top of the tallest buildings echoed the feeling of<br />

looking down on the world from high above that<br />

only Jumping Flash had previously provided. I<br />

ended up finishing the game in a day or two and<br />

set it on my shelf, never to pick it up again until<br />

a few days ago while researching for this article.<br />

Now that I had played the game, I had full<br />

confirmation that it really had very little to do<br />

with the anime. Yes, the action was broken up<br />

by over 30 minutes of animation by the original<br />

Ghost in the Shell staff, but despite its beauty,<br />

the story that those cutscenes told seemed so<br />

disjointed from the actual gameplay that I often<br />

found myself skipping them to keep myself<br />

immersed in the action. As I slid around the<br />

playfields dodging fire and gunning enemies<br />

into oblivion, I came to the realization that I<br />

loved the game for what it did as a game, not<br />

what it did with the license. I liked Ghost in the<br />

Shell, and bought the game because of this,<br />

but it really didn’t matter that this was a Ghost<br />

in the Shell game. To me, this game may as<br />

well have been an alternate character in a third<br />

Jumping Flash game. I had played too many<br />

disappointing licensed games to think that a<br />

game could be faithful to its source material<br />

and still be good: Spiderman and Venom in<br />

Maximum Carnage, Batman Forever, Wayne’s<br />

World, Toys, Home Alone, Fantastic Four, The<br />

Incredible Hulk: The Pantheon Saga - they were<br />

all terrible. But this. This was how a licensed<br />

game should be made. It made me decide that<br />

Within the Shell of a License 19

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