Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
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lighting, greenhouse-like seating. Me and Heath<br />
and Roy, fresh from seeing “Indiana Jones and<br />
the Last Crusade” for the sixth time. This was<br />
the end of June. Ice in my Dr. Pepper. Heath and<br />
Roy and I had been training ourselves at SMB3<br />
for a couple of die-hard weeks. I spoke with<br />
weight:<br />
“I want to beat the game, someday, with-<br />
out warping. You know, non-warp.”<br />
“Non-warp?” my brother asked skeptically.<br />
We’d seen Rohit perform non-warp feats of dex-<br />
terity on Super Mario Bros., though to imagine<br />
such a thing on SMB3, which we hadn’t even<br />
beaten with warps yet - it was unthinkable.<br />
Heath was nominated as the one to even-<br />
tually beat it, first, non-warp. He had gotten<br />
better than my brother and I, most likely be-<br />
cause he was the best and oldest gamer among<br />
the three of us. He could beat NG in one life,<br />
after all. He beat the game with the use of one<br />
warp, just to show us the ending. He collected<br />
lives and items in Worlds 1 through 3, and then<br />
warped from the beginning of World 4 to World<br />
8. He used a Frog Suit to swim under the battle-<br />
ship. He used the P-Wing to ace the hardest<br />
airship level and the Jugem’s Clouds to skip the<br />
only two stages, 8-1 and 8-2. He then toughed<br />
it through he last three challenges. We were<br />
amazed to see that beating Bowser required you<br />
to dodge him as he jumped and broke blocks. It<br />
was so non-confrontational, and brilliant.<br />
One cloudy day in late July, Heath came<br />
over to attempt “the ultimate challenge.” We’d<br />
been talking about it for weeks. He was to beat<br />
the game “non-warp.” He was to beat every<br />
level. He was to do this without any 99-life tricks<br />
(picking up the odd extra life mushroom was<br />
not, in any way, forbidden). He was to do this on<br />
one continue.<br />
He did it.<br />
He used two controllers - alternating be-<br />
tween Mario and Luigi. It took four hours. By the<br />
time he got to World 7, it was raining horribly<br />
outside. Just two days earlier, it had been 116<br />
degrees. The patio door felt cold.<br />
It was the most I’d ever been moved by<br />
76 The <strong>Game</strong>r’s Quarter Issue #3<br />
the end of a videogame. It scared the life out<br />
of me a few times. This game I’d known so well<br />
had so many nuances I’d never noticed, and so<br />
many things I’d been blatantly skipping, or else<br />
too inexperienced to see. Half of World 7, for<br />
example, I’d never seen until that day.<br />
Heath had gone to the bathroom right be-<br />
fore the World 7 airship. I was staring outside as<br />
my brother flipped through the Nintendo Power<br />
Official SMB3 Strategy Guide. He’d been serving<br />
as navigator for the mission. The rain stopped,<br />
and a B-1 Bomber streaked across the sky on<br />
a touch-and-go from McConnel Air Force Base.<br />
The B-1 had been the other big debut of the<br />
summer, and it shook the windows and shorted<br />
radios every once in a while.<br />
I felt like crying, then. SMB3 had made me<br />
cry for some stupid reasons. I cried when they<br />
didn’t have it at Pop’n’Go one day after school,<br />
and my mother called me an idiot for crying.<br />
She said, “Grow up! So what if they don’t have<br />
it? You can go play another Mario game.”<br />
That day when the rain stopped and a B-1<br />
shook the basement glass door, I wanted to cry<br />
for a different reason. It was a reason of finality.<br />
Finality always brings about emotions. I think,<br />
when emotional movies end emotionally, we<br />
aren’t moved so much by the particulars of the<br />
story as by the fact that the movie is ending. Or<br />
at least that’s how I’ve always felt. That’s almost<br />
how I felt on that day. Before Heath came<br />
back to finish what he’d started, I understood<br />
something quite simple, and childish. Is it not<br />
the case, however, that the childish things are<br />
often the most important? What happens to us<br />
in childhood shapes us as adults, to be sure. To<br />
look at it most obliquely, we can say, if we don’t<br />
die in childhood, then we will no doubt be alive<br />
in adulthood. That’s as direct and, at the same<br />
time, indirect as it can get. There couldn’t have<br />
been anything more direct than what I realized<br />
that day:<br />
Without fail, I will play this game for the<br />
rest of my life.<br />
It meant I would never grow up.