Saturday, November 14, 2009

Interactive Fiction: The Missing Link

From Ooze: Creepy Nites
While absentmindedly browsing through the content of the "abandonware" website House of Games one night before going to bed, I discovered a game called Ooze: Creepy Nites. Expecting some moderately entertaining, slime-saturated action game from the late ‘80s, I said “what the heck” and clicked the link to a description and download. There was probably slime there somewhere, judging by the screenshots, but something in the review made me forget all about cheap horror thrills: The game, they said, is an “interactive fiction” title.

For some reason, before seeing the phrase “interactive fiction” on that web page, it had never occurred to me that the genre is brimming with education possibilities – especially in the English language arts field. It was exciting moment for me, even more so than if Ooze had been the forgettable Super Mario meets The Blob experience I had anticipated.

For those of us who are late to the party, interactive fiction is a genre of video games that presents information and gameplay textually. The idea is to immerse the player in the story in the same way a novel would. Older games of the genre have no graphics, only text. Newer titles like Ooze: Creepy Nites utilize some graphics, but the words are still the most important part of the game. The player interacts with the game by typing commands such as “go west,” “take credit card” or “use hamster in microwave,” depending on what’s in his or her inventory and what's available in the surroundings. Interactive fiction games require the player to carefully read pages and pages of text, to keep track of many small details, and to creatively solve problems.

The swanky contents of The Lurking Horror game box
Games like Zork, Beyond the Titanic, The Lurking Horror and almost every other title ever made by the company Infocom belong in the interactive fiction category. I’ve always called games like these as “text-based adventures,” but that’s probably because I’m a console player at heart and these kinds of games are mainly PC/MAC affairs. I guess that before reading that Ooze: Creepy Nites review, I was sort of out of the interactive fiction loop.

You might be thinking: "Okay, so you play the games by reading text. Big deal."

But here’s where it gets really exciting for educators: According to Nick Manfort and Paulo Urbano, authors of an extensive article on interactive fiction called “A Quarta Era da Ficção Interactiva” originally printed the Portuguese magazine Nada about three years ago, interactive fiction works can be understood both as literary narratives and as video games. That’s a powerful assertion: Perhaps interactive fiction is the truest and most practical melding of education and video games to date.

I think one of the reasons that some students find the standard English fare boring is because they’ve grown up in an interactive world and the ELA cannon is about as linear as possible. In a era where entertainment comes in the form of minute-long YouTube videos and the user is basically in control of every second of his or her leisure time, the methodical pace of classic works like Dickens’ Great Expectations and Wharton’s The Age of Innocence is putting off our students. Interactive fiction games might be just the thing to reverse situations like this.

I’m not suggesting that we dumb down the classics by using interactive fiction versions to further fracture the attention spans of today’s youth; it’s quite the opposite, actually. By tapping into their need for stimulation by putting them in control of interactive fiction games, our students might be motivated to read the often sizable blocks of text in between player actions. As they get used to reading and comprehending – having been reintroduced to an ancient art though a modern medium – they’ll perhaps be more willing and capable to tackle the English cannon and reading in general.

Taking it one step further by having our students create their own interactive fiction games or websites is another wonderful possibility. Not only would the students have to keep track of plot elements, grammar, word usage and a host of other critical writing techniques, they would also have to learn programming techniques and game design mechanics. By combining the old with the new, teachers might be able to tap into a third set of emerging skills that could help define the next generation of authors.

You know, I still haven’t download Ooze: Creepy Nites, due in small part to the game’s atrocious spelling of the word “nights,” but mostly because my mind has been buzzing with the possibilities of interactive fiction in the classroom. I’m sure the game won’t be that great given the silly graphics and storyline, but it just might be the missing link between gaming and education that I’ve been searching for.

Yeah, I just ended a sentence with a preposition. I’m so exited, I don’t even care.

Sunday, November 1, 2009

Les Misérables: The Fighting Game

If you ever wanted to beat up one of the characters from Les Misérables, here’s your chance.


Arm Joe, created by an amateur programmer from Japan, is a one-on-one fighting game in the same vein as Street Fighter II and King of Fighters. Based on the Les Misérables musical, the game features anime style representations of Les Mis characters like Jean Valjean, Enjolras, Marius, Cosette, Éponine, Thénardier and Javert. The physical embodiment of judgment serves as the game’s final boss.

In case you’re wondering, the name Arm Joe is a parody of the play’s Japanese title, Ah Mojou, meaning “Ah, cruelty.”

As someone who has daydreamed about a one-on-one fighting game adaptation of Upton Sinclair’s The Jungle and a first person, 3D version of Nathaniel Hawthorne’s The Scarlet Letter, there’s a certain amount of satisfaction in just knowing that Arm Joe exists. However, the game itself has some control and balance issues: Some characters are hopelessly underpowered and others can easily win matches using a single attack over and over again. The graphics and sound are excellent, though, and overall it’s a pretty decent game. Given the fact that Arm Joe is a free download, it seems a little inappropriate to criticize it too harshly.

Arm Joe brings the characters of Les Misérables to life in a way that’s virtually impossible in any other medium. Introducing students to Arm Joe might just be the key to getting some of them interested in the novel or the musical, or it could be used as a sort of enrichment exercise after finishing Les Misérables in class.

Purists might complain that this game isn’t a faithful adaptation of the Les Misérables novel or musical – and they would be correct. Just consider Robojean, the cyborg version of Valjean who fires rockets at his opponents, and Ponpon, a bunny creature who has nothing to do with the Les Mis mythos who is inexplicably tossed in with the rest of the characters. However, a creative teacher might take the opportunity to discuss the differences and similarities between the works, as well as talking about how ideas, stories and sensibilities change as they move to new kinds of media. After all, there are some key alterations between the stage version of Les Misérables and Victor Hugo’s original novel, so changes in new adaptations of the story are to be expected.

Teachers might also use Arm Joe to help explain the concept of parody to their students, given the humorous aspects of the game in contrast to the seriousness of the musical and novel.

I hope that more game makers, both independent and commercial, will use classic novels as inspiration for future video games. Faithful game adaptations of the classics might be one of the stepping stones in using gaming to educate our students.

Download Arm Joe.

Sunday, October 18, 2009

The Challenges of Implementing Gaming in the Classroom

There are plenty of formidable obstacles that educators and game developers must overcome before video games can be a viable teaching tool in traditional classrooms.

1. Most video games require skill.

You can tell this kid's got the skillz!
With a textbook, novel or handout, teachers can assign chapters for their students to read. Each student is given the same amount of reading, and baring any sort of disabilities, everyone has the same “chance” of completing the assignment. But with a video game, in which progress is skill-based, there’s no guarantee a student will be able to finish the assignment. Also, unlike a book, one can’t just skip to the next chapter if they haven’t done their homework the previous night. If the player cannot complete a task in a game, there is often no way to continue. Making the game easier is one way to even the odds, but that often deadens the impact and would rob the students of the full gaming experience.

A creative teacher might find a way around this by asking his or her students to poke around with no specific goals other than sampling the atmosphere of the game. Some games, like Myst, can be played for hours in a very satisfying way without advancing the plot.

2. No two players will have the same experience.

If everyone reading this blog decided to play through the same video game – even a more linear one like the first Super Mario Bros. – we would all have different experiences. A longtime player might finish the game in about ten minutes (warp to world 4-1 at the end of 1-2, warp to world 8-1 at the beginning of 4-2, then finish the game as normal). A first time player might spend hours falling down pits and cursing Nintendo, and without skipping levels, eventually finish the game by the skin of their teeth. Others still might decide to collect every coin they see and never make it past the first few stages.

Compare this to reading a novel or a textbook. There’s a definite beginning and end to printed material, defined by how many words and pages are in between Point A and Point B. While the reader can (and should) bring his or her experiences to the material, everyone who reads the assigned text will have been exposed to exactly the same content.

Obviously, divergent experiences might lead to some difficulties in uniform teaching. However, this situation could lead to a creative discussion or assignment where everyone’s experiences are melded into one main idea or project.

3. It’s a lot easier to read a boring textbook than it is to play through a boring game.

What was the worst book you had to read in high school? Was it a chore to finish? Did it hurt your head? Now imagine reading that book six times in a row. It doesn’t sound appealing, does it?

I hate you AND The Jungle, Upton Sinclair!

Some video games last for 100 hours or more, where as a textbook or novel will likely take much less time to complete. Anyone who’s ever dropped $50 on a bad video game may have found themselves slogging though it on principle, but that was by their own choice. Assigning a gaming experience that the student finds tedious might actually do more to push them away from education than assigning a dull textbook.

4. Games are expensive and require specific consoles to function.

Imagine that, as an English teacher, I ask my students to play up to the Returners’ Hideout in Final Fantasy VI. The school would have to provide each student with Playstation, a memory card, a controller and a copy of the game. Assuming the school is paying list price for the equipment, that’s approximately $85 per student without tax ($50 for a PS1, $15 for a memory card and $20 for the greatest hits version of the game). If I’m teaching 120 students, that comes out to be $10,200.

Hey, he's pretty good!
This scenario is for old hardware and an old game. If I wanted my students to experience a newer game like Metal Gear Solid 4: Guns of the Patroits on the PlayStation 3 platform, the price jumps to $39,600: $300 for a PS3 with 80 gig hard drive and $30 for the game. And unlike textbooks (especially those in the English language arts), gaming equipment can’t be used for very many years in a row; just look at what happened to EVERYONE'S Xbox 360s.

Clearly, there would need to be a different distribution method if gaming in the classroom is to be a viable option. Digital distribution is by far the cheapest, and a license for use by 100 or more students could likely be obtained for a fraction of the cost of hard copies.

Great for lit crit!
Conclusion: Though the educational potential of the video game medium is great, as gaming exists today, there are too many difficulties putting it to use in mainstream classrooms. My recommendation at this point is for teachers is to use gaming to enhance their lessons, just as they might use allusions to films or books to cement concepts in their student’s minds. For example, one might compare the events of Henry James’s The Turn of the Screw to those in the Silent Hill series. In both, it’s never clear if the protagonist is hallucinating or if the supernatural events seen through their eyes are truly happening. Students familiar with Silent Hill will gain a deeper understanding of The Turn of the Screw, and those who aren’t won't lose anything. Similarly, a social studies teacher might suggest to his or her class that they spend some time with the History Channel video game Civil War: A Nation Divided. While it’s a fictional account of real events, the game can help illustrate the look and feel of the period and help bring history to life in the minds of our students.

For the younger crowd, video games can be used to enhance reading skills. Many role playing games like Dragon Quest, Final Fantasy and even the accursed Pokémon are text-heavy and provide wonderful motivation to improve the player’s reading ability.

Finally, remember that all knowledge is power. Think back to a time in your life when you solved a problem with something you learned from a game show, a film, or a novel. Consider that a student of yours might find themselves in the same situation, using knowledge from a video game to aid them.

Saturday, October 10, 2009

The Value of Gaming in Education

When you think of video games, what comes to mind? Tiny spaceships shooting down invaders from beyond? Bleeps and bloops? High scores?

Space Invaders, early 1980s
Times have changed. Game soundtracks are now orchestrated, the visuals are on par with anything one might see in a computer animated Hollywood film, and the storylines go far beyond shooting down aliens or saving the princess. Games are no longer relegated to the back of pizzerias and instead are found in homes worldwide. Just like the internet, children born after the year 2000 are growing up with interactive entertainment at their fingertips.

So if gaming is wide spread and accessible, and our students are compelled to complete Halo and Modern Warfare more than their homework, why, aside from a few uninspiring “edutainment” titles, haven’t we acknowledged the educational potential of this fledgling medium?

I am convinced that video games are one of many new texts of the younger generations, going hand-in-hand with web pages, blogs and other forms of digital media. If teachers do not embrace this and other forms of neo-literacy, I fear we will be left in the Stone Age of education, hardly able to reach our students.

Now you might be thinking: “Okay, so what can a student learn from a video game, aside from how to throw fireballs and blow things up?”

According to educational theorist James Paul Gee in his book What Video Games Have to Teach Us about Learning and Literacy, video games can aid in developing problem solving skills. In a speech at Vassar Collage on April 2, 2009, Gee used the game Portal as an example, saying that players must find unorthodox ways of getting their character from Point A to Point B. Those skills, he said, can be transferred to real life situations. Instead of moving a character in a video game, Portal players may one day use similar logic to move a building or find a new way to transport a large group of people.


From the game Portal, by Valve

Gee also said is that for learning to take place, one must be emotionally involved with the material. Video games fit the bill better than any other form of media available. Combining education and gaming would be an excellent way to provide an emotional component to what we must teach students. Gee used Sid Meier’s Civilization as an example: One might not feel much of a connection to an event like Custer’s Last Stand, but if one were to try to come up with ways to change the outcome of the event, he or she might feel much more “in tune” with it.

There are other applications as well. As technology improves, so to do the number of high-quality video game narratives that utilize foreshadowing, irony, metaphor and more – all the things that English Language Arts students must know to succeed – in ways equal to much of the cannon literature of the curriculum. For example, the games Silent Hill 2: Restless Dreams and Rule of Rose rival pieces like The Yellow Wallpaper and The Bell Jar in terms of delving into the psychology of a fragile mind; Braid and Earthbound pack as poignant and metaphorical punch as Animal Farm; and the Metal Gear Solid series, in ways just as memorable as any war novel I’ve ever read, makes real the horrors of battle and the effect on the individual, while also calling into question what it means to be a hero.

One of Braid's many puzzles

It will be a long, tough road to convince the masses that gaming has more value than just mindless entertainment. However, that day can and must come, lest our tech-hungry students become bogged down in the quagmire of educational malaise and our teachers fight an unwinnable battle.

Tuesday, June 16, 2009

Ghostbusters the Video Game: Bustin' Make You Feel Good!

If you’re anything like me, you used to spend your Saturday mornings in front of the television with a bowl of Cap’n Crunch waiting for The Real Ghostbusters (and that God-awful Slimer show) to come on, you dragged your poor mother to the theater the morning Ghostbusters II hit the theaters and you can practically recite the Ghostbusters film word for word. If that sounds like you, just get in the car and don’t take your foot off the gas until you’re at the mall, because Ghostbusters The Video Game is what you’ve been dreaming about for the last 20 years.

For the other six of you still reading this review, I can wholeheartedly say that the newest incarnation of the franchise is the definitive Ghostbusters gaming experience. Up until now, that was sort of like saying that it’s more fun to be beaten with an aluminum pole than with a steel one infested with tiny, venomous beetles. But with a story written by Dan Akyroyd and Harold Ramis, the men behind Ghostbusters and Ghostbusters II, and the voice talents of Ernie Hudson, Annie Potts and wisecracker Bill Murray, Ghostbusters The Video Game will be sucking away your free time for days to come.


Its 1991, two years after Vigo the Carpathian tried to eat baby Oscar with a gooey bathtub and Lady Liberty took to the streets of New York via an NES joystick. The busters, now a city-funded operation like the police and the fire department, must track down the source of the newest surge in supernatural activity that’s crippling the Big Apple.You play as the new fifth Ghostbuster who’s supposed to represent the player, but it’s hard to feel a connection to a generic dude who communicates though frantic hand gestures and getting hit with debris. I’m sick of the silent protagonist shtick and I’m sure most people would have rather played as one of our four iconic heroes, but it’s a minor gripe: The guys come along with you every step of the way, although Winston shows up late to the party yet again. At least he made it this time – remember how Sega ditched him completely in the fun-but-flawed Genesis title?

As one would expect from seasoned comedians, the dialogue and voice acting is top notch. The script is oozing with nods to the films and the guys spout one-liners like a broken fire hydrant. Of course, Peter is as sarcastic as ever, and even item descriptions have a comedic kick. If the game itself becomes boring, the humor and the storyline will keep players engrossed until the game’s conclusion.

The graphics are excellent. The environments are crisp and detailed and the ghosts are slimy and disgusting. The character models share the likenesses of their on-screen counterparts, but after 25 years with the film, the gang looks a little weird with polygonal skin.



Perhaps the game’s greatest accomplishment is that it the player truly feel like he or she is a Ghostbuster. Fighting and incarcerating spirits a lot like wrangling cattle or tying to stop a child from running into a toy store: One must be patient, and at first, it’s more difficult than trying to push smoke into a bottle with a baseball bat. But within a half hour, the player has a good grip on the action, though the default control scheme leaves a bit to be desired in the weapons department. Movement is done via the two control sticks and can sometimes be a little chunky, but it’s nothing that can’t be forgiven, or a least ignored.

The action can be tense like Silent Hill as the player tracks down spirits with his or her PKE meter, or it can be frantic with waves of ghosts descending with reckless abandon. Both styles keep the player entertained on their toes.
The multiplayer is fun with teams of up to four taking on different tasks together, such as busting bunches of ghosts or protecting valuable artifacts from ethereal assailants. The team aspect helps players bond, but the action gets stale quickly. The story mode is where Ghostbusters The Video Game really shines.

Unfortunately, recycled elements from the Ghostbusters mythos give this title a “been there, busted that” feeling, knocking it down a notch. It’s a catch 22: It would have been downright sinful to make a Ghostbusters game without Slimer trashing a hotel and Staypuffed stomping through NYC, but it’s sometimes tough to accept Ghostbusters The Video Game as the sequel to the films like Aykroyd intended. Several parts of the game shamelessly play on two and a half decades of Ghostbusters nostalgia, but many players will eat it up with a silver spoon. The rest of us can’t help but smile and move on, hoping the rest of the game will be more of its own title than a shadow of things past.

That being said, Ghostbusters The Video Game stands up both as an entertaining extension to the Ghostbusters universe and a good video game experience. Existing fans and people new to the Ghostbusters mythos should take this one for a spin, because bustin’ really does make you feel good.

Sunday, June 14, 2009

Puke Along with Panic!

Imagine if every time you pressed a button on your cell phone, chose a channel with your TV remote, or clicked a mouse, there was a 50 to 90 percent chance that it would backfire, filling your living room with zoo animals, blowing up Mount Rushmore or even sending you on a one way trip to visit Satan himself, who will puke on you. This is the crazy concept behind Panic! (known as Switch in Japan), Data East’s best contribution to any Sega system, and quite possibly humanity’s greatest achievement.

The gameplay is simple: You’re transported from scene to scene, where you pick from a set of a buttons on screen, press one and watch the consequences. That's it. It’s pure brilliance.


The Monty Pythonish graphics are a perfect fit for the bizarre action and the music adds to the humorous atmosphere. The short, high-quality tunes establish a plethora of emotions, from relaxed and whimsical to pressured and tense. Honestly, some of the scenes are harrowing to play though, like the one with an imposing alien standing before you, or the one with a Frankenstein monster lying dormant (not for long!) in a gothic castle. And it’s not just the scary scenes that can make the player a little uncomfortable. One of the best things about the game is that even in a normal scene like a snowy field or a motorboat on a sunny day, you’ll still have the constant fear that you’re going to press the wrong button and sumos will jump out of the ceiling and puke on you. Or your lawnmower will spin wildly out of control and eat your baseball glove, your house and even your dog, and then puke on you.


But you're also afraid you might press the “right” button. Though Panic!’s fun comes from never knowing what you might trigger by pressing a button, you also don't know which switches have gags, so sometimes, you're teleported out of a scene without viewing all of the possible tomfoolery. That's right, you'll WANT to screw up in this game, because "winning" isn't half as fun as having a hippo in a tutu crush your poor character into a pancake, say something incoherent, and then puke on you.

In an industry increasingly obsessed with making video games so realistic that players can alter the texture of their shoelaces and are docked points for forgetting to trim their character’s nose hairs, a game where you simply point, click and pray is refreshing. Do yourself a favor and play Panic! - I promise it won’t make you want to puke.

Friday, June 5, 2009

ESSENTIAL Guide for Earthbound N00bs


For anyone who has never tackled the massive challenges of the high-selling, smash hit SNES roleplayer Earthbound before, the thought of battling your way through the game tooth and nail is more than a little intimidating. Snarling, fashion-conscious crows block your progress right off the bat, mugging you and reducing fat pig boys like Pokey to quivering mounds of stupid. Later, the child-smashingly evil Dungeon Man eats your characters alive, forcing about 70 percent of people to go right at the first intersection IN HIS GIANT, FREAKISH STONE BOWELS. And don't get me started on the resort town, Summers. With all that LSD disguised as “magic cakes” and that horrible Club Stoic (read: gang), instead of Summers, it should be called SINNERS if you ask me! Anyway, you've probably wet yourself already just reading this. So, you ask, what’s an Earthbound n00b to do?

Well lucky for you, I, Matt, am here to give you a much-needed hand! (Or two... or three!) I know everything there is to know about this game! See, I've been playing Earthbound for at least 67 years, meaning that I haven’t shut off my Super NES since World War II. I’m 26 years old, practically an OLD MAN, so I MUST be wise.

And I am. So wise, in fact, that I’m going to help you get through the ordeal that is Earthbound. Sure, I could sit here and tell you to go to Onett and cook Pokey breakfast and equip Paula with the lead pipe in the conservatory, but being 26 years old, I HAVEN’T got much LONGER to LIVE. Besides, having played through Earthbound over the many, many years I’ve lived, I’ve learned that success in this game can be boiled down to obtaining three key items. What’s more, I’m going to tell you how to do it free of charge! This is as good as it gets, folks. You can’t even get a better deal from that reject hint man, and he sniffs glue!

The first item you should set your sights on is the picture postcard, which is a picture… on a postcard! (Diabolical!) If you throw one at your enemy, it has a good chance of cutting them in half, and an even better chance of setting them on fire. Giygas’s toadies won't be able to lay a hand on you with one of these babies in you inventory!

Although picture postcards are readily available at one of the shops in Saturn Valley, that’s nearly one-third of the way through the game. Not even Superman, Rocky Balboa, or a giant radioactive scorpion could make it that far without one of those potent postcards. Luckily for your frail behind, there’s another, quicker way get them. After trudging through Peaceful Rest Valley, there’s a girl who asks for donations for the Happy Happy Cult. If you oblige, she’ll give you a postcard in return. Since nothing else up to this point is nearly as important as the postcards, be sure to give her ALL of your money. Remember, the more money you donate at a time, the more powerful the postcard you will receive. I once donated $30 MILLION to her, and I got a postcard so big, it made that blue cow EXPLODE just by looking at it. And don't worry about not having money to buy food items, because you can always steal raw eggs from that lame-o self service stand in the middle of town. Besides, Salmonella builds character and fiber is overrated.

Anyway, be sure to fill everyone’s inventories with postcards! Except for Jeff. He’s a loser and would probably nerd them up with his stupid nerd germs if he touched them. In fact, you should have just left Jeff in the garbage can you found him in on the top of Twinkle Elementary!

Oh, wait. That was Loid in Earthbound Zero. But that doesn’t change the fact that Jeff is a wienie.

But don’t think you’ve it made yet, because we’re just getting started! Aside from the picture postcard, nothing stops sinister aliens in their tracks quite like the Suporma, which, when used, plays the DEADLY song “Ode to Orange Kid.” To get it, all you have to do is give the Orange Kid in Twoson the wad of bills you would normally give to the Runaway Five’s greedy manager. It’s kind of mean to leave the band rotting in the Topolla Theater for the rest of their lives and all, but that’s a lot better than letting the world be taken over by BLOODTHIRSTY ALIENS and the like!

Anyway, using this item in battle has been known not only to utterly destroy enemies in the current fight, but even enemies (and innocent bystanders) for miles around. One time I used the Suporma on Mondo Mole, and Ness was cleaning the charred remains of enemies, dogs and Mr. Saturns off his shoes all the way to Fourside. And another time I used the Suporma, it was so powerful that beams started shooting out of my television set. It blew up THE ENTIRE NEIGHBORHOOD and severed one of my brother’s arms, but it was okay because my brother had two arms at the time, and you only need one hand to play Earthbound anyway.
It's THE Screen shot!
The Suporma is indeed mighty, but be warned: Don’t have Poo use the Suporma, because instead of playing that rockin’ song about the Orange Kid and busting some heads, it only replenishes six of his hit points. However, the Suporma is the only weapon in the game that Poo can equip, raising his offense by a staggering three points.

Next up, the Video Relaxant. It’s the last and most important item an Earthbounder needs for success. Nothing short of a party of 10,000 Drunken Flying Men could even come close to its destructive power. When you have Ness check it, the description reads, “What the hay is this?” What is it!? What ISN’T it! At first glance, it might appear to be an item the programmers dummied out of the game, but it really holds not only the secret of defeating Giygas and winning the game, but the secret of LIFE ITSELF. In fact, the Video Relaxant is so awesome, no one’s ever received it before without cheating – except for me. And furthermore, I’m going to tell you all how I did it.

First, kill off Jeff. This has nothing to do with getting the Video Relaxant, but everything to do with the fact that Jeff sucks. Now, put down the controller, log on to Starmen.net, and send a personal message to RaveFury. (That's me.) This also has nothing to do with finding the Video Relaxant; I just like getting PMs.

Actually, the more that I think about it, I can't remember exactly how I got it. I think I cheated.

So, with these items in your possession, the three chosen ones and Jeff should now have a fighting chance against the universal cosmic destroyer, Ben Affleck. Err, Giygas. But don’t think you’re in for an easy time now that you have the three greatest items in the game, my brave but inexperienced friends! Giygas is strong and crafty, like Batman or Bill Clinton (or Bill Clinton dressed as Batman), and he cannot be defeated with the three power items alone!

Keep your inventory full of rulers, protractors and especially the devastating plain roll, because all of them will come in handy during the final conflict. Don’t forget to utilize those postcards WHENEVER you get the CHANCE, and if you particularly dislike your neighbors, feel free to use the Suporma!Also, be sure to use Edward’s/Gilbert’s “hide” ability eight times in a row, don’t allow Giygas to get all seven Chaos Emeralds, and if things get REALLY rough, cross the streams. It’ll be a tough fight to be sure, but take it from an Earthbound veteran: excessive nose hair might be embarrassing, but if you have enough of it, it can be braided and used as a makeshift rope in times of need.

Happy Earthbounding, good luck, and tell that clown Giygas that Matt sent you! Now go and make this OLD MAN proud!