Remembrance of Things Boy
23
Apr
The 20th anniversary of the Game Boy was a few days ago, as I’m sure you all know, and there’s been some fine retrospectives, personal reflections and historiography on the plucky little machine that moved so much product for Nintendo it kept them high above water even as its popularity with gamers waned. Seek and ye shall be rewarded, wanderer of the aether!
I’m sitting here trying to think of a way to articulate exactly what I want to say about the first and, in a way, only portable gaming console that I owned. Sure, I was one of the few lucky kids to have an older brother who instinctively wanted everything that his younger sibling didn’t (which is also a roundabout way of saying that we had a Game Gear in our household at the same time since he wanted a portable console that was “not Game Boy”), and I did later buy the successor to Nintendo’s savior, the Game Boy Advance. Heck, I’m currently playing Rhythm Heaven right now on my DS Lite, so it’s not like it was the ONLY portable system in my possession.
But, yes, in a way it was. My memories of Game Boy mostly consist of it being the first palpable object that I always took with me on long car trips and into doctors’ offices (save for my trusty yellow Sports Walkman). Most of my experiences with my DS have actually been indoors, on my sofa or at my day job on a slow day, and these play-sessions almost always have a tinge of boredom attached to them; its just a way to pass the time that also involves videogames. This wasn’t so with my Game Boy. There was an omnipresent THRILL in being able to play a videogame away from a television, with the screen and your hands so close together it almost felt as if you were symbiotically bonding with the machine, with all of your actions somehow becoming more immediate and empowering. This was the system that gave us Donkey Kong (1994), our first taste of the way our modern Mario games would control in a 3-D environment. The funny thing is, looking back, debuting Mario’s new move-set on Game Boy was the best method possible, as that instant and visceral feel of interacting with a screen so close within your personal space made the jump to 3-D realism pretty intuitive. It was a personal extension of character control on two different levels, but the results were one and the same.
Oh, and don’t even get me started on Link’s Awakening (1993). This game is championed by many, and I can certainly echo those sentiments. In fact, quite by accident, I made the overworld map of Koholint my desktop background at work a week before I realized that the Game Boy’s anniversary was approaching, but even before I decided to sit down and try to hash out my feelings on it, I was admiring the thought and care that went into the overworld design (click to view fullscreen):
Looking at this map as a cohesive whole, one can see how an area blends into the next in a natural geographic way. There aren’t really any jarring transitions from one environment to another, yet all of the standard Zelda ecosystems–graveyards, deserts, mountains, towns–are still intact. It actually seems like a living, breathing world, clearly evolved and alive well before you even turn your Game Boy on (which is all the more ironic and heartbreaking considering the story’s ultimate outcome). What’s even more brilliant about the layout of Koholint is that it begs to be explored: there are dense pockets of marshy swamps and shorelines and bushy fields that are TOO enticing for an explorer to simply scuttle through. The developers employed the perfect way to encourage this kind of exploration as well: an overhead map broken down into a grid of blacked out squares that are “filled-in” one by one, as you move from screen to screen. The temptation to “reveal” the entire map ensured that you would travel to every nook and cranny, leaving no stone unturned or rock wall un-bombed.
Well, I said I didn’t want to get started but I did anyway. Suffice it to say, I obviously have a very soft spot for Link’s Awakening since I’m gushing about the MAP. The game kept my eyes glued to that small green screen for hours. I remember taking a family trip to Napa during that time, but to be honest, I couldn’t even tell you what the landscape looked like. I can’t describe a single vine. I do, however, know every square inch of Koholint from memory.
So far, no other portable system has lived and traveled with me in quite that same way, and I don’t know if another one ever will. There are many great games for DS, and I certainly have the hope that maybe I’ll find another Link’s Awakening or Donkey Kong (or Picross or Metroid II or Super Mario Land 2 or Tetris), something that will grab and beckon me to take it out, to have its narrative meld with the one I have to follow every time I step outside of the escapist glow in my electronic sanctuary. In the meantime, Dear Game Boy, I have my memories…and frankly, isn’t that part of the fuel that sustains our passion for this medium anyway?
Koholint map courtesy of VGMaps.
Posted by Kurt Shulenberger on April 23rd, 2009 :: Posts :: Tags : Donkey Kong, Game Boy, Interactivity, Link's Awakening, Mario, Nintendo, Zelda
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