Collision Detection
4
Apr
Related Post:
Prelude to Pixelation: Norman McLaren and Early Video Games
Posted by Kurt Shulenberger on April 4th, 2010 :: Images :: Tags : Cave, Mushihimesama Futari, Norman McLaren, Spheres, Video
0 Comments
Related Post:
Prelude to Pixelation: Norman McLaren and Early Video Games

Now that bump mapping and real-time shadow rendering are common vernacular, 3-D modeling is a career path to aspire to, and the consciousness of the gamer/consumer has been invaded by industry buzzwords and comparison charts, we often forget that the visual representation of the video game centers around a single element: the pixel, the simplest graphical unit by which all manners of computational drawing were first based. These literal building blocks (although “shapes” is a more accurate term, because you don’t dare call them squares) represent all that is good and right with modern media: a fixed system of creation that produces an endless variety of forms.
Severe technical limitations ensured that the first video games would have bare and almost laconic presentations, but, as Mark J.P. Wolf notes in “Abstraction in the Video Game” from The Video Game Theory Reader (edited by Wolf and Bernard Perron), the blocky and abstract visuals of the early games, while primitive by today’s standards, served as an educational tool as well: it was a way to wean people onto the different skills of manipulation that had to be mastered in order to succeed at the machines they were trying to play. With less ornamental distraction, one could better concentrate on the task at hand, namely, objective and input: What do I have
to do, and how do I do it? Without gamers even being aware of it, the pixel quietly and seamlessly taught them how to properly partake in video games, sharing in the interactive experience without becoming confused and disillusioned.
After the arcade machines of gaming’s infancy—and the graphics they introduced—laid the foundation for this new, interactive method of media reception, the first console systems began to appear in homes, signaling and embracing the convergence of abstraction, engagement, and technology. In a way, these pieces of hardware were the apex of post World War II consciousness, with counterculture, escapism, commercialism and raw information desperately trying to be contained into something compact and palpable, something that the average person could obtain—for the right price, of course. And what better way to distill modern thinking than through an equally modern and purchasable device that can also be switched off when things get too overwhelming or difficult?
It would be very easy to see these video games—and personal computers, which were tracing their own congruous path—as the first embodiment of this cultural merger, seeming to arrive suddenly and fully formed…but that’s not to say that other forms of art and media weren’t conceptualizing the forthcoming digital age. A few years ago I discovered the wonderful films of artist Norman McLaren, and I find such a close compatibility in his work to the notional quandaries that game scholars would later pose that I dare call McLaren the spiritual predecessor to electronic gaming, “pixelating” our world before anyone knew what the digital revolution would actually come to represent.

A "stage" in Brendon Chung's Gravity Bone, with extras in place.
The performative aspects of videogames are not lost on those who consistently play them. Games, in general, can be a form of recreation, a show. Their immediate audio/visual stimuli lends itself perfectly as a spectacle for an audience of others to passively watch, from the AI controlled “attract” mode first present in early arcade machines to the maximum capacity audiences that clamor to see gaming tournaments and record attempts taking place at conventions and venues the world over.
Ian Bogost, in his Gamasutra article “Performative Play,” provides some fine examples of how some games are, in essence, bringing the duality between fantasy-world action and real-world implication to light in a more immediate and explicit way, through “performative mechanics.” This is certainly apparent with games like Wii Fit (2007) and Dance Dance Revolution (1998), which actually require specific physical interaction, but also shines through in more experimental games like Attent, designed to be played in office environments as a means of assigning value to internal memos and email, with the hope of actually increasing productivity and reducing unnecessary digital clutter (as anyone who has ever crossed items off of a personal “to-do” list knows how satisfying an organizational meta-game can be). While there is still a kind of “separateness of play,” to quote a Johan Huizinga term that Bogost uses—a way to escape inside of an alternate reality while still safely being grounded in the tangible one we are all familiar with—games that utilize or experiment with, or even comment on, the performative mode inherent in other types of media are evoking, as Bogost puts it, “a special kind of play for which outcome alone is an insufficient criterion.” Roger Travis, in his own series of articles on performance in video games, labels this relationship as “Performative Play Practices,” which he defines as an “intersubjective performance that takes place in a cultural zone demarcated for play (that is, as not having an effect on material circumstances, although that demarcation does not mean in actual reality that material circumstances are unaffected).”
Bogost and Travis have both written great pieces on performative play, and I don’t want to retread over already covered ground, but I would like to offer my own thoughts and examples of what I consider to be “modes of performance” and how they affect gaming culture as a whole.
I decided a short time ago to “dust off” some video games I remember sniffling through as a kid, partly to satiate my desire to weave some kind of internal magnum opus about my personal gaming history, but also because I’ll use any excuse that I can to revisit an old title and scrutinize whether they hold steadfast today or knock my rose-tinted glasses clean off my face. Unfortunately, most of the time they are the latter, but sometimes you get a nice a surprise. Case in point: Gumshoe (1986) for the NES.

I know that my horrible dime-store Hammett post title indicates that the game isn’t very accessible, and trust me, I certainly don’t like it by any means. Gumshoe is a “zapper” light-gun controlled game that also happens to be a platformer, and that is every bit as oblique and frustrating as it sounds. You actually have to shoot the main character—hard-nosed and scraggly bearded FBI agent turned detective Mr. Stevenson—to make him jump as he automatically moves from left to right through four stages of various locales. Enemies like dive-bombing crows, moths and, uh, liquor bottles impede your path; cars try to furtively sneak up behind you and run you over (too bad their horns seem to be stuck); and there are glowing instant-death boxes EVERYWHERE, complete with skull and crossbones plastered on the outside of them. Considering that you only have a limited supply of ammo (although there is a constant stream of red balloons that replenish bullets and shooting your character does not deplete their number, fortunately) and that the poor sleuth cannot keep his perpetual motion in check, this game can be brutally difficult. There’s just no way to stop Stevenson, unless you run him into a ledge or wall at juuuust the right angle. Even then, that’s a fruitless technique, as all it does is briefly change his direction; as soon as Stevenson hits the ground, he promptly continues his suicide march. Not even the attract mode can save him, since without any light gun input from the player, the first obstacle encountered on-screen will end the demo.
Let’s go back to those death boxes for a minute. When I say they are everywhere, they literally are, peppering the sky and forcing Stevenson to clumsily pick his way through this mine-field, often in mid-air. Imagine my surprise when, in the second level, I accessed a secret area in which there were skyscrapers made up entirely of these boxes…and you could walk on them without taking any damage! Was this some sort of practical joke on Nintendo’s part? Were they trying to frighten you into thinking that you now couldn’t touch ANYTHING for the rest of the game, only to pull the rug out from under you and force you to question what actually qualified as a “death brick” and what wasn’t? Playing through this area in Gumshoe is one of the more surreal moments in a videogame that I’ve ever experienced, as it was a sort of self-referential jab at the very confines of game semiotics: “Death boxes don’t necessarily mean death…but you sure thought they did, didn’t you? Also, this next box will kill you. Think about that.”
So yes, Gumshoe is a maddening game, relentless with its auto-scrolling construct and failing miserably to marry a 2D platformer with twitch shooting, especially since you have to be keeping track of both genre mechanics SIMULTANEOUSLY. That wasn’t the pleasant surprise that I discovered.
The soundtrack, though, is a different story.
What a glorious score this game has! For a 1986 NES title, the music has an amazing amount of depth and verisimilitude. In fact, the game’s dirty jazz tunes (which, admittedly, only make up a fraction of the score) are the only ligature holding the game’s gritty detective narrative together. Without it, it’s just a fever dream hodgepodge of raining boulders, giant armadillos, jumping swordfish, and other mid-80’s videogame idioms designed to kill you as quickly as possible instead of fleshing out the environment. Take, for example, the music at the beginning of the game, when you receive a ransom note detailing how to save Jennifer, Stevenson’s kidnapped daughter. Or the moments when you receive hints via anonymous phone calls at booths placed throughout the game. Even the music that accompanies the death animation has a Henry Mancini big band feel to it, with slippery horns that punctuate Stevenson’s horrific open-mouthed death yawn. Believe it or not, but Gumshoe, at times, successfully draws me into the seedy world of the private eye, and it’s all thanks to the thoroughly engaging chip-tunes. You listen to these sloppy traps and try to tell me otherwise:
Click here to download Ransom Note.mp3
Click here to download Phone Booth.mp3
Click here to download Death Cue.mp3
But, while these gnarly vamps are brilliant in their own way, the rest of the score also rises above standard NES fare. Complex in their harmonies but rhythmically inviting, these pieces make Gumshoe almost worth playing through. Almost. Unfortunately, I couldn’t find much information on who may have composed it, but I have a sneaking suspicion that Hirokazu “Hip” Tanaka had a hand in its creation, as there are definitely some “Tanakisms” present, like the persistent lack of an overarching melody or main theme, the stark minimalism, the incorporation of strange sound effects, even the use of bongos (or “bongo-like” sounds at least), which eventually found its way into the beboppin’ battle music of Earthbound (1995), which Tanaka collaborated on with Keiichi Suzuki.
Click here to download Gumshoe Level 1.mp3
Click here to download Gumshoe Level 2.mp3
Click here to download Gumshoe Level 4.mp3
It’s pretty clear that whomever composed the music for Gumshoe appreciated the nuances of jazz and knew how to create simple yet precise compositions with the NES sound chip, which is why I’ve got my money on Tanaka, but if anyone out there has the knowledge and is willing to share, please do so. In any event, it’s a fantastic score for a wholly unique but flawed 8-bit game, and it deserves your ears’ attention.
*Hard to get into but sounds great. I apologize retroactively.
Gameplay Footage (skip to 5:30 in the second clip to see the hidden “death-skyscraper” section):
“How small a thought it takes to fill a whole life!” —Ludwig Wittgenstein
Thanks Tim and Eric (and John!).
Stars Down Deep
Vieo Gams!
VGM of the Week
VGM of the Week
Games/New York
VGM of the Week
Collision Detection
VGM of the Week
Blitcast One: SNES Mouse
Dear Kurt,
I largely agree with your review.
I really like how the (3D) Ma...
HAHA!!! World Famo S dancing and tic tac toe. oh the craziness...
Nice to see that you didn't vanish into the internet. can't wait for more podcas...
The podcast is on hold for now, as it's been extremely difficult to wrangle gues...
i remember when i first heard the beethoven piece in Earthworm jim 2 i was plese...
Yoshi's Story was a great game. i think that colors and sound of this game ditra...
I would love to play this game. Do you still have it? I still have my SNES....
@.ale, I took a look at some of your work and it's great!...