Professional Documents
Culture Documents
James Newman
The
myth
continuing In
of the solo
both
popular and academic discourse, it has become quite
common, totalk of videogaming as a solitary activity. The focus on the
player experience of the single-player is perhaps inevitable, though there can be
no doubt that it betrays a lack of engagement with or immersion in the
cultures of gaming and the variety of ways in which games are actually
used irrespective of the intentions of their designers. If we take even a
cursory glance at some recent titles, we find that Final Fantasy X-2
(2003), Legend of Zelda: The Minish Cap (2004) or Metal Gear Solid 3:
Snake Eater (2004),2 for example, are all apparently designed for the
single player, exploring and battling alone against the enemies,
obstacles and spaces of the gameworld. Certainly, the interactive
potential of these games appears to be limited by the single joypad,
literally prohibiting the input of more than one player at a time.
Moreover, as Aarseth has noted, the ’man against the environment’
theme in which a single character is charged with the task of saving the
day and restoring the previously disrupted equilibrium, is such a
prominent theme in videogames,3 and indeed pervades much western
narrative, that many games seem to offer no scope for the involvement
of others.
The apparently solitary nature of play has been seized upon by detractors
of videogames. While certain lone, private activities such as journal
writing may be valourised,4the videogame has been positioned as an
anti-social force, encouraging players to withdraw. As Jessen has noted
49
other things to do’ and ’I play video games whenI am bored’) and
Social Interaction (e.g. ’My friends andI use video games as a
reason to get together’). 10
While at least part of the pleasure of videogame play can certainly be
understood in terms of its displacement of other, perhaps more
mundane, activity, to consider videogames as merely providing diversion
from other people is simplistic. Rather, directly contradicting the idea of
the solitary player isolated from social contact Sherry et aL encourage us
to consider videogaming as highly social activity. Certainly, research
conducted by Funk,&dquo; Emes’z and Kestenbaum and Weinstein 13
concludes that the hypothesised link between frequent videogame play,
social withdrawal and isolation cannot be supported with current
findings. It follows that the popular perception of the videogame player
as an isolated, withdrawn loner is based more on presupposition and
anecdote than on the findings of scholarly study.
Videogame players have been quick to parody and exploit the
positioning of gamers as socially inept and removed from normality. The
website www.uncleclive.co.uk hosts a number of images including
mock-up PlayStation 2 game art for’Social contact simulator for
gamers’, for example. Sony, too, played upon the popular discourse in
their early PlayStation TV and print advertising campaigns. Presenting
’SAPS’ (the Society Against PlayStation) as an organisation attempting to
educate parents and potential purchasers to the dangers of exposure to
gaming, the campaigns clearly mocked and ridiculed laboratory-based
effects studies. Curiously, Sony would come to implicitly endorse some
form of media effects discourse with their PlayStation 2 ’Emotion Engine’
marketing and branding strategies. 14
Fans media As both Jenkins15 and Brooker16 note, fans are not merely consumers but
as
thought the idea was a hoot and was behind the project all the way.
I don’t think the same can be said about ANY other games.
I may be going too far, but- listen to the music. 01 certanly sounds
like a Good Future remix of 00. And 03 sounds like a Bad Future. As
for Wood Zone, it uses the same music as the two Metropolis Zones,
but that’s okay, they would remix it in a later date.
Talking about Wood Zone- its design and idea are pretty pointless; a
forest with conveyor belts and hollow trees? But when you look at it
differently (what a factory looked like in the past) then it makes
sense. And the hollow tree was going to be a warp tube from
Metropolis- try jumping on it. You can’t. You can’t jump on warp
pipes too! And speaking of Metropolis, why are there two Metropolis
Zones? They are both Bad Future. One of them was supposed to be
a Good Future, which is basicaly Bad Future with graphics changed.
Wait something ainlt right here ...know. Wood Zone only has two
...
acts, but Metropolis has three . This is the real proof. In Sonic CD,
act three always goes on in the future. And, as far asI can think (not
very far) 01 and 03 zones have act 3 too! So, depending on how
you completed acts 1 and 2, act 3 was a good or bad future.18
clearly directed by a desire to validate the vision of the Sonic Team and
Yuji Naka in particular. To leave an inconsistency unchecked would be
to admit the imperfection of the Sonic mythos. Again, the task of the fan
is a dual one that pushes and explores at the edge of the canon,
expanding, modifying, enriching, while also preserving, policing and
remedying. Theorising may thus be read as an attempt to maintain or
restore perfection in the canon and protect the object of the fan’s interest
from detractors’ charges of inferiority in comparison with other games or
54
the emeralds. It you watch caretully in the ending the Island tloats up
quite high, almost (but notquite) into space. The island is likely to
have lots of energy surrounding it after it was created and that excess
energy could have propelled into space and beyond.
Anyway I have found some evidence that both supports and
discredits the interview.I will post it later today / tomorrow.
(Posted to ’Sonic the Hedgehog Area 51’, 12 February 2002)
Further postings highlight the possibility of the apparent inconsistency as
being a localisation issue where in-game and supporting text is
translate for different territories (in this case, from the original Japanese
to English). Here again the fans’ awareness of the processes of
production includes translation of in- and out-game materials such as
instruction manuals, backstories and even interviews:
MightI point out that Naka-san is Japanese, and Sega has a way of
translating things from Japanese to ENglish to suit their whims. (This
isn’t just Sega; any large corpration will change certain things like
that) Naka may have said something different in relation to a planet
name, and Sega may have simply used &dquo;Mobius&dquo; in its place.
Although not an official title of the Zelda series, this fan created RPG
has very much the spirit of a Zelda game. Created by The Ancient
Zodiak, this game is being made for all the fans of the series to
enjoy, and even take part in. A demo of this game was released in
March, and along with the demo came a contest. The winner of the
contest won both the admiration of having their design as the official
title screen, and they got to be a character in the game. The winner
of this contest was &dquo;Elvie&dquo;. Another contest will open soon allowing 8
more people a chance to be in the game. This game is still in
game require the player to collect the various, scattered parts of their
spaceship so as to blast off home within the 30 days that the game lasts,
players have sought to heighten the challenge and increase the replay
value and longevity of their game by limiting the use of certain objects
and capabilities in the game (for example, tackling the game without one
of the three varieties of eponymous helpers); by focusing on attainment
of high scores (rendering completion of the game insignificant or merely
a given); or by restricting the time limit yet further as with the ’9-day
challenge’.
First off, this is not a normal Pikmin Walkthrough. If you’re looking
for a guide to beat the game normally, go somewhere else. This
walkthrough is to help you beat the Pikmin 9 Day Challenge, a task
originally devised by SnapDragon. The task is simple; collect all 30
of Captain Olimar’srocket ship parts in a mere 9 days. Sounds
impossible? Then read on... but remember, even with a strat, this is
quite a task, so don’t attempt it unless you’ve beaten the game at
least once.26
Nintendo’s Metroid series has provided similarly nch pickings for players
seeking and setting new challenges. Chief among these, and clearly
demonstrating the playfulness of engagements with the game, may be
found in the many ’low-percent’ walkthroughs that exist for titles in the
series. Where a game such as Metroid Prime (2002) may, like many
61
If you think that the game was not fulfilling enough for you, or it
wasn’t challenging enough for you, then this challenge is for you.
Basically, you play the game again, but there is a twist. You are not
allowed to collect any missile tanks, bomb tanks, and energy tanks
throughout the whole time you play the game. Every tank you pick
up will increase your ending percentage by 1 per cent.
The only exception is 1 missile tank that is unavoidable, and thus the
1 per cent. So, your mission is basically to beat the game with 15
missiles, 10 power bombs, and only 99 points of energy. Sounds
impossible, doesn’t it?
Not exactly, that’s what this guide is for. My advice is that, if you’re
going to try the challenge, don’t start reading the guide until your
are sure you are stuck beyond reasoning. It is a challenge, andI
don’t expect anybody to complete it, but if you do, you earned
bragging rights. 27
Metroid Prime, like Quake (1996) and a number of other titles before it,
has also provided opportunities for players to explore the practice of
’sequence breaking’. While much has been written on the non-linearity
of videogames and their hypertextuality or even ergodicity,28 sequence
breaking highlights and is based on the simple fact that many
videogames offer highly restrictive, linear progression paths, or at least
are structured in such a way that the completion of specific sequences in
a prescribed order is essential for progress to continue. indeed, this
model of progression has become a staple of game design and sees
players commencing the game with limited capacities and capabilities
that are expanded as the game develops and with which the player may
tackle an ever more complex set of tasks.
Sequence Breaking is the act of obtaining items in the game out of
order, or of skipping said items entirely.
Much like Sequence Breaking in Super Metroid, Sequence Breaking
in Metroid Prime has been refined into an art. The goal of the
_______
Sequence Breakers is to push the game as far as they can, either by
62
your skills and do things you probably never thought possible (while
getting better and better completion times to boot). 30
Again, we see here evidence of a number of motivations. First, and
perhaps most obvious, is the desire to extract as much enjoyment and
challenge from a given title and it is certainly not beyond the bounds of
possibility to suggest that this is bound up in a desire to maximise the
’bang-per-buck’. However, there is more to this activity than mere
economics and it is possible to read the setting and accepting of such
challenges in the context of the arrival of the videogame as ’mass
market’ pastime. Even though the mass market may have access to these
games, the ’true’ player seeks different pleasures from them. If there is
what we might term a ’hardcore’ way to play the game, it is this that is
fed by the walkthrough and particularly by tests and trials such as the low
percent Mefiroid walkthrough or 9-Day Pikmin challenge. There are clear
parallels with the ways in which c~ft-called ’hardcore’ gamers take
advantage of the differential global release dates and strategies for
certain game titles to demonstrate their immersion in the culture of
videogaming by importing and playing titles before their ’official’ release
in their home territory, or even by importing titles that have no scheduled
release.
Glitches and The search for glitches and bugs represents another attempt to seek
bugs alternative gaming pleasures and is further evidence of the way
videogames are played with. The term ’glitches’ is something of a
catch-all and is variously used in videogame culture to refer to
audio-visual imperfections (graphics drawing incorrectly or audio
breaking up), gameplay anomalies (the ability to get stuck in certain
looping sequences), narrative inconsistencies (continuity errors
or even
either within titles series). However the term is deployed within
or across
a specific group, it is common to distinguish further between
While the Madden NFL 2005 episode illustrates the potential problems
that coding anomalies may cause and the strength of feeling among the
gaming community, the search for and exploitation of glitches,
imperfections in the code or its execution, is further evidence of the
willingness of some players to not only play games but also to play with
the very boundaries of their operation. It confirms also the desire to
explore games in immense, precise detail and to find explanations and
patterns in the behaviour exhibited by the game’s simulation model, even
when this behaviour is aberrant and unexpected. The continuing
discussion and speculation surrounding ’MissingNo.’ in Pokemon
Blue/Red (1997) is a case in point. In certain circumstances, when
attempting to retrieve data for a Pok6mon to battle against the player,
the Pok6mon Blue/Red game accesses an invalid data set and reports a
’MissingNo.’ accompanied by random graphics in place of the usual
Pok6mon name, all important number (from 1-151) and character
graphic. The appearance of this ’MissingNo.’ ’character’ has prompted
considerable speculation on Pok6mon discussion forums as to the
identity of this mysterious new creature. Theories range from it being a
secret, unlockable Pok6mon, another of the extremely rare ’Legendary
Bird’ Pok6mon that populate the game, or even that it may be a
GameBoy virus. 16 The ’Poke-Documentary’ posted by Pok6mon fan
’ACE91’ to the ’Nintendo NSider Forums’ illustrates not only the
engagement with the range of competing theories that circulate among
the Pok6mon fan community but also a high degree of technical
understanding and appreciation of the coding devices and procedures
that underpin ’the game’:
This chapter goes into great detail about the inner workings of the
game, but, bear with me, I will attempt to make it easy for those of
you who are not quite so computer-savvy. First, we all know that
there are 151 Pokemon in the Red and blue games, right? Well, the
game’s memory was designed to hold 255. This is because of the
binary numbering system used for computers, one byte of
information holds a number from 0 to 255. Only 151 of those slots
were filled, the rest were either left empty or filled with other
the slots over 151, the &dquo;Missing numbers&dquo;, you get MissingNo.
(Which stands for &dquo;Missing number
The search for and revelation of glitches illustrates that for the avid fan,
then, the videogame is not simply a static text to be read or decoded,
nor is it merely an experience to be had, a world to be and exist in, or a
AcknowledgementI would like to express my sincerest thanks to Sophie Newman for her
invaluable assistance m the preparation of this article.
Notes 1. See J A Newman,Videogames (London and New York Routledge, 2004); and
also J A. Newman, ’The myth of the ergodic videogame: on player-character
relationships in videogames’, Game Studies, 2, no. 1 (2002), available at
http.//www gamestudies.org/0201/newman (accessed January 2004)
2 Year of publication is given for the first release of a given title irrespective of
platform or territory
3. E. Aarseth, Allegories of Space: the Question of Spatiality in Computer Games
(1998), available at http.//www.hf uib no/hi/espen/papers/space/ (accessed
July 2003).
4 J. Goody and I Watt, ’The Consequences of Literacy’ in Literacy in Traditional
Societies, ed. J. Goody (Cambridge. Cambridge University Press, 1968)
5. C Jessen, Children’s computer culture (1995), available at
http://www.hum sdu dk/center/kultur/buE/articles html (accessed February
2003)
6. S. Kline, Moral panics and video games, paper presented at the Research in
Childhood, Sociology, Culture and History conference (Child and Youth
Culture), University of Southern Denmark, Odense, 1999.
7 C. Jessen, Interpretive communities: the reception of computer games by
children and the young (1998), available at
http://www.hum.sdu.dk/center/kultur/buE/articles.html (accessed February
2003).
8 Senous Fun (Equinoxe series), Uden Associates for Channel 4 Television (UK).
First broadcast 7pm, 5 December 1993
66
the equally nebulous notion of ’fun’ and, with camera-based Eyetoy peripheral
(2003) in particular, accessibility
15. H Jenkins, Textual Poachers: Television Fans and Participatory Cultures
(London, Routledge, 1992).
16. W. Brooker, Using the Force: Creativity, Community and Star Wars Fans (New
York and London: Continuum, 2002).
17. Postings to discussion boards and forums are reproduced with the original
formatting, colloquial conventions and (un)intentional spelling errors.
18. Extracted from ’Missing Sonic 2 Levels’. Available at
http://ssrg emulationzone.org/area51/sonic2.html (accessed November 2004)
19. H. Jenkins, Textual Poachers. Television Fans and Participatory Cultures
(London: Routledge, 1992).
20 W. Woods, The Legend of Zelda: The Grand Adventures, available at
www.nintendoland.com (accessed July 2003)
21. Tazar, Pikmin FAQ/Walkthrough v 1.8. (2002), available at www.gamefaqs.com
(accessed July 2003)
22. See also C-T. Sun, H. Lin and C-H. Ho, ’Game Tips as a Gift’, paper
presented at Level Up: The International Digital Games Research Conference,
4-6 November 2003, University of Utrecht, The Netherlands
23. J. Newman and I. Simons, Difficult Questions About Videogames (Nottingham:
Suppose Partners, 2004).
24. Snow Dragon, Secret of Mana FAQ/Walkthrough v1.6 (2002), available at
www gamefaqs.com (accessed July 2003)
25. Juggertrout, ’Warthog Jumping FAQ’ (Halo: Combat Evolved), v1.40 (2003),
available at http.//db.gamefaqs.com/console/xbox/file/halo_warthogy_jump txt
(accessed June 2004). See also Randall Glass’ (creator of the Warthog
67
Jumping movie) FAQ available at
http://www.oz.net/~:rglass/warthog/wjhowto.htm)(accessed November 2004).
26. Dragorn, 9 Day Challenge Walkthrough. (2002), available at
www.gamefaqs.com (accessed July 2003).
27. R. Ke a.k.a ’Super Saiyan Zero’, Metroid Fusion 1% Challenge Guide v1.1
(2002), available at www.gamefaqs.com (accessed March 2004).
28. See J.H. Murray, Hamlet on the Holodeck: The Future of Narrative in
Cyberspace (New York: The Free Press, 1997); E Aarseth, Cybertext:
Perspectives on Ergodic Literature (Baltimore and London: Johns Hopkins
University Press, 1997); also see J.A. Newman, Videogames (London:
Routledge, 2004) for a review of videogames and/as narrative.
29. Metroid, ’Sequence Breaking’ (2002), available at
http.//www.metroid2002.com/sequence_breaking.html (accessed June 2004).
30. Metroid, ’An Introduction to Sequence Breaking’ (2002), available at
http://www.metroid2002.com/sequence_breaking_introduction.html (accessed
September 2004).
31. GameFAQs, ’FAQ of the Month’, available at
http://www.gamefaqs.com/features/contest/fotm2.html (accessed June 2004).
32. GameFAQs, ’FAQ Bounty Contest’, available at
http://www gamefaqs com/features/requests/bounty.php (accessed June 2004).
33 See ’Super Mario Bros Bugs and Glitches’, The Mushroom Kingdom, available
at http://www.classicgaming.com/tmk/smb_bugs.shtml (accessed November
2004).
34. D. Becker, "’Madden NFL" called for unnecessary roughness’, C|Net
News com (3 September 2004), available at
http://news.com.com/’Madden+NFL’+called+for+unnecessary+roughness/21
00-1043_3-5347305.html?part=rss&tag=5347305&subj=news.1043 20
(accessed December 2004)
35. Madden NFL 2005 Petition (Hosted at PetitionOnline.com), Available at
http://www PetitionOnline com/madden05/petition html (accessed December
2004)
36 See ’Pokémon Red/Blue Glitches and Easter
Eggs’ Epic Gaming’, available at
http://www epicgaming.uk.ro/secrets/gb_pokemonrb.php (accessed December
2004); see also ’Glitch City’ Team Rocket’s Rockin! available at
http://www.trsrockin com/glitchcity.html (accessed December 2004).
37 ACE91, ’The Story of MissingNo (A Poké-Documentary by ACE91)’ Nintendo
NSider Forums, available at
http://forums nintendo.com/nintendo/board/message?board.id=pokemon&m
essage id=281953 (accessed December 2004).
38. T. Friedman, ’Making sense of software: computer games and interactive
textuality’ Cybersociety: Computer-Mediated Communication and
in