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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.

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