Monday, July 4, 2016

Video Vignettes - "Return of the King"

Video Vignettes are 500 to 1000 word short stories about one or more video games. "Return of the King" features elements from Earthbound, Super Smash Bros., Sonic the Hedgehog, and Silent Hill 2, as well as some inspiration from American pop culture. 

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Mist cascaded over the small plot of land. A dank, earthen stink permeated the air.

The shovel sliced through the ground, again and again, before sounding a loud “clank.”

The man in the red hat stopped for a moment, contemplating. His striped yellow t-shirt clung to him like Saran wrap and exposed his jiggly belly. His shorts barely contained his bottom and ended seven or eight inches above his knees.

He knelt down near the hole, tossing the shovel carelessly behind him. His long, straggly hair hung so low it nearly brushed against the ground.

He reached into his decades old yellow backpack, once cute but now caked with grime, and removed an old, shattered baseball bat. Around it he placed several candles, creating the shape of a pentagram, and lit them.


“Michael, you look so peaceful,” he said. “Forgive me for waking you. But without you, I just can’t go on. No one has needed me since 1995. I’ve had to fight in illegal underground tournaments for the last 20 years just to make ends meet, and I’m tired of it. With you, I can bring back the past. People will remember what life used to be like. And I can go on another adventure.”

He stood. “The old Gods haven’t left this place,” he said, “and they still grant power to those who venerate them. Power to defy even death. The power of revival – for both of us.”

The candle flames leapt higher, tickling the brush around them and producing an eerie green glow. After some hesitation, the man tossed the final piece of the ritual in the center of the pentagram. For a brief second, the side of the rectangle object was illuminated as it fell, revealing the words, “Sonic the Hedgehog 3.”

The flames burst into the sky, and for a moment, the night seemed to give way to day.

“This is going to be a real thriller,” the man hissed.

A rhinestone-gloved hand burst from the hole, breaking through the coffin that had entombed it. Through the mist, the tattered body emerged. The moonlight reflected from its shiny, red jacket.

“This is it!” the man exclaimed, punctuated by mad laughter. “The King has returned!”

The body growled and lurched forward. For the first time, he could see the creature’s face, pale and decayed. The lips had long rotted away, revealing stark white teeth. The eyes were dead and yellow. Only the nose remained, in perfect condition, as if it were made entirely of plastic.

“This is bad! This is dangerous!” shouted the man, stepping backwards in disbelief. The creature followed, knocking over the several of the candles and kicking open the box labeled “Sonic the Hedgehog 3.” Out fell a small, disc-shaped object, on which was written “Sonic Boom: The Rise of Lyric.”

The man stared at it in terror. The sacred ceremony had been compromised! Also, he had been ripped off on eBay.

The creature grumbled a single sentence: “Beat…it…”

Scream after scream reverberated through the trees and into the night, trailing off miles from the nearest ear.



Thursday, June 23, 2016

A Tale of Two Sonics


The original Sonic the Hedgehog sped onto the small screen 25 years ago today, June 23, firing what many consider the first major shot of the 16-bit Wars. Until the blue blur hit the scene, Sega had been only a small thorn in the mighty Nintendo’s side. Sonic put Sega on the map, and the Genesis in the hands of millions of gamers.

But as the 16-bit Wars gave way the PlasyStation era, Sonic started to lose his luster. The last great Sonic game was Sonic and Knuckles, released in 1994, and the last tolerable Sonic game was made in 2001. Sonic '06 came out 10 years ago, and became what many consider the final nail in the series' coffin. A shell of his former self due to the increasingly criminal decisions of his parent company, Sonic has spiraled into irrelevance in the last decade.

Why does this always happen to child stars? Were he real, Sonic would likely have joined the ranks of Macaulay Culkin and have his own E! Hollywood True Story by now.

But let's not concentrate on Sonic in whatever alleyway he has chosen to become intoxicated in today, let's remember his greatness of years past.

Ah, but wait – there HAVE been good Sonic games in the last decade. Danny, a friend of mine, pointed that out to me today.

“I feel like people are a bit too hard on Sonic,” he wrote. “No doubt there are some serious misfires, but Sonic Colors was really great and Sonic Generations is easily the best Sonic since Sonic and Knuckles.” He added that he enjoyed Lost Word, and “only Sonic Boom since Sonic Colors is worthy of scorn.”


Ok, Ok. So sometimes I say mean things about Sonic that aren’t entirely deserved. (See implications of alcoholism and homelessness, above.)  But that’s because no one takes Sonic seriously anymore, even with decent games like Generations. Sonic needs three or more hits in a row now, triple A titles, to make some kind of a real comeback. Maybe Sega should give him to Kojima, or just do something radically different and fun, like Resident Evil 4 did.

I haven't cared about Sonic since Dreamcast and I know I’m not the only one. It's going to take more than Lost World and some other meh games here and there to change that.

But are Generations and Colors those games? For some, yes.

So where do you stand, reader? Did Sonic’s career slow to a crawl, or is there still some star power in those red shoes of his?  

In any event, Happy Birthday Sonic!

Monday, June 20, 2016

Unraveling the Allure of Deadly Premonition

Profiling Start


Deadly Premonition isn’t a great game, but it’s certainly a memorable one.

The bizarre cast, a surreal protagonist, and a Law and Order meets Scooby-Doo plot earned this game a cult following upon its release on Xbox 360 in 2010. Or maybe it was the fact that it debuted as a budget title and soccer moms are cheap. I don’t know.


In any event, I’m not sure how anyone played it long enough to enjoy it. This version of Deadly Premonition controlled like someone rubbed Jell-O in the player’s eyes and tied their fingers into their shoelaces. A younger Matt put up with it for about an hour before shelving the bastard.

Apparently other players were frustrated too, because a “director’s cut” was released in 2013 for PlayStation 3 and Windows. This version changes the controls to feel more like a video game and less like digital waterboarding.

I’d always wondered why people loved Deadly Premonition, so with the promise of manageable controls (and a sale that netted me the game for five bucks; guess I’m cheap too) I took the plunge.

Investigation Failure
The best way to describe Deadly Premonition is this: Silent Hill and Grand Theft Auto got drunk and had a threesome with the TV show Twin Peaks, while Sega Bass Fishing filmed it and Atari’s Hard Drivin’ uploaded it to a seedy website via Netscape Navigator. That is to say, it tries to be a lot of things, and isn’t very good at any of them.

The driving is awkward and the engine sounds like a cheap blender struggling to make an ice cream and lug nut smoothie. The one-note combat isn’t interesting until the player starts encountering bosses in the last quarter of the game, and even then, it’s still clunky and predictable. Odd music cues and bargain bin zombies make this game about as scary as the TV edit of Friday the 13th with the lights on, and the fishing scenes are much better at simulating bouts of depression than reeling in a whopper.

The fishing mini game made me question my life choices.

And despite what anyone tells you, the map still sucks.

Apparently, Deadly Premonition’s roots are as a PlayStation 2 game originally titled “Rainy Woods,” started way back in 2004. It’s pretty obvious, too, with trees that look like poorly disguised cellphone towers, Papier-mâché bushes, and a slew of murky colors. (See image below.)

Fun Fact: Either an homage or an oversight, the real estate office in the game still bears the "Rainy Woods" moniker.

“Now THAT is a good biscuit!”
Despite its many, many flaws, the more you play Deadly Premonition: Director’s Cut, the more it grows on you. What starts as a ho-hum romp through a backwater town to solve a boring murder case evolves into a life or death struggle for the wellbeing of mankind.

Getting to know the main character, York, and his “imaginary friend,” Zach, is one of the game’s most rewarding elements. Long car rides across town are punctuated with York talking about b-movies, punk music, and his inability to understand women to the ever-silent Zach.

Likewise, characters that initially got on your nerves become endearing somewhere along the line. You don’t even realize it until their face is impaled on a giant hook, leaving their cross-dressed body swinging from the clock tower, which is how I imagine Jason Voorhees decorates for the holidays.


Things really pick up in the game’s often touching, often stupid, always explosive finale. Plot twist after plot twist reveal who killer is, then who the REAL killer is, then the REAL REAL killer is. It culminates with an annoyingly quicktimey final boss. The last few cutscenes suggest a bittersweet conclusion, but the more you think about it, the more you start to question what it all really means.

Therein lies the crux of Deadly Premonition, the secret to its cult following. On my way to work today, I found myself reevaluating those last few hours of gameplay. I’d like to think that it ended well for York and Zach. And there’s plenty of evidence that it did. But there’s also subtle hints that they’re much worse off than even the guy you left swinging from the clock tower.

It’s been a few days since I finished – I got the platinum trophy for kicks – but Deadly Premonition is still on my mind. Somehow, I willingly spent 50 hours with the title’s poor gameplay. For some reason, I just kept coming back until I solved the case.

Charming the player into enjoying a bad game… I think that’s Deadly Premonition’s best plot twist of all. It’s that right, Zach? 

It really is, Old Snake from Metal Gear Solid 4. It really is. 


Friday, June 17, 2016

“Hang-On,” Then Let Go

Apparently my late Uncle Richard owned a motorcycle, but I don’t recall actually ever seeing it. It’s just as well: I’ve always viewed motorbikes less as badass beasts of streets, and more as potential harbingers of injury to my frail skull, my tiny, crunchy bones, and my squishy genitals. And you can’t even put a baseball card in the spokes. 

That’s one of the reasons I was never interested in Super Hang-On, one of the earliest offerings of the Sega Genesis/Mega Drive library. The cover, featuring a biker leaning off his sweet, high-powered hog to make a hairpin turn, was plastered all over Sega promo materials. Even for a guy who had never played the game, the iconic image screamed “Sega!” before the actual Sega Scream ads were even a glimmer in Sonic’s over-caffeinated eyes.

Nearly a decade after its 1989 release, I finally got my hands on Super Hang-On as part of the “6-Pak,” a Genesis cartridge crammed to the brim with SHO and five of Sega’s other early hits. Super Hang-On had motorcycles and passwords and I had a new copy of Tekken and not a whole lot of patience, so I wound up playing Streets of Rage for an hour before going back to the rugged, dangerously sharp polygons of the 32-bit era.

Earlier this month, I picked up the Sega Vintage Collection on PlayStation 3 for a fiver. For the second time in my life, I had gotten a copy of Super Hang-On as part of a package deal. And, for the second time, it was the gaming equivalent of licorice jellybeans, sinking to the bottom of the metaphorical bag as I stabbed my way through Revenge of Shinobi and punched many a hapless octopi to death in that Master System classic, Alex Kidd in Miracle World.

But when I loaded up Super Hang-On, this time the arcade version from 1987, and went poking around in the options menu, I found something mind-blowing.

You could play in 3D. Delicious, old-school, red ‘n’ blue, three-freaking-dee. Images of Rad Racer on NES flooded my mind. That game was in 3D too. And it was the most child-abusing, soul-rending “3D” I’ve ever seen, staining many a youthful afternoon in salty, salty tears. 


Still, I figured I’d give it a try, and dug out the only pair of 3D glasses I owned. At least if Super Hang-On looked less like a game and more like someone spilled a bucket of red and blue paint on a burn victim, I’d be appropriately viewing it though Nightmare on Elm Street glasses.


I want you to go grab your 3D glasses. C’mon, I know you have a pair of them. Go dig ‘em out and put ‘em on. Seriously, I’ll wait.

You ready?

Take a look at this.

Click on it for full screen!

This photo is nice, but doesn’t do the game justice. SHO’s 3D mode is awesome! The road has some serious depth, the background objects pop and bob with the action, and playing for more than 10 minutes gives me a headache like I was just punched in the jaw by the Mighty Thor. It’s just as 3D was meant to be!

At its core, Super Hang-On is just Outrun on two wheels. But SHO has something Outrun doesn’t: a turbo button! Well, unless you’re playing Turbo Outrun, which also has a turbo button, as the name would imply. But SHO has a turbo button IN 3D.


Super Hang-On immediately reminded me why I used to play racing games, before Gran Tourismo made everything SUPER REALISTIC down the thread count of the driver’s underpants; before “drifting” – applying the breaks to make the car slide around corners – took the fun out of all 200-plus horses. SHO adheres to a simple concept that’s been lost in modern gaming: just go fast.

I shredded the streets of Africa, Asia, Europe, and the good ol’ US of A to the sound of 10,000 rockin’ angels with Casio keyboards. Just listen to this! It’s like a Sega Genesis is making sweet, electric love to your earholes.


I made a CD with this song looping for like 10 minutes and it’s in my car’s radio AS I TYPE THIS. I’m not even a little embarrassed.

Super Hang-On is a blast, but like most old school racing games, it wasn’t long before I’d seen everything it had to offer. I nabbed the game’s dozen trophies in under 45 minutes and could do half the courses with my eyes closed. But as I went to shut off the game, I noticed a “trials” option tucked away in the main menu. It’s really more of a time attack mode, with players completing one of the four courses as fast as they could.

But there was a fifth course available, one you can’t even play in the main game: “World.” It was all 48 stages stitched together into one long race.

I can’t even remember the number of times I’ve wanted to drive to Europe, but that pesky Atlantic Ocean always gets in my way. Let me tell you, that ocean is cold in more ways than one.

“OK,” I thought, “I’ll play until I run out of time.”

But then something happened that was straight out of my younger self’s idea of a dramatic sports movie, potentially starring Pee Wee Herman and Don Knots, as they were the only two actors I knew by name in 1987: I wasn’t losing. I was blasting through epic bends, shooting past rivals, weaving between rows of 300 identical signs of Marilyn Monroe. Fourteen minutes and 23 stages in, I wasn’t fooling around anymore.


Those last few stages had me scared. Before hitting up the World course, I had made several unsuccessful bids at the 18-stage Europe level. Could I handle it?

By stage 47, my mantra had changed from “go fast” to “just don’t hit anything.” The last few stages had given me barely enough time to complete them. And going into the final stage, I didn’t have much room for error.


A familiar feeling washed over me, from an era without save states or second chances. In about 40 seconds, I was either going to finish Super Hang-On’s toughest trial by the skin of my teeth or watch helplessly, agonizingly, as the clock wound down to zero with the finish line in eyeshot.

I only had one choice: I had to go fast AND not hit anything. For a few seconds, I was back in tune with my twitch reflexes from two dozen years ago.

Finally I saw the finish line with ten seconds left, an eternity in Super Hang-On. But thankfully, I only need four of them. The journey of 32-plus minutes came to an end with my victory and six seconds to spare.


That was a week ago and I haven’t played Super Hang-On since. For a guy like me, most of my great video game memories have a flipside – the day the fun died. An unbeatable level, a bugged trophy that just wouldn’t pop, the final 20 percent of a game slogged through out of duty, not desire. I had unknowingly crafted the perfect swan song for Super Hang-On and I’m not willing to mess that up. So to quote the song “Mr. Blue” by Electric Light Orchestra, “Never mind. I’ll remember you/I’ll remember you this way.”

Uncle Richard would be proud. 

Tuesday, June 7, 2016

Still steam in Sanders' Valve?

Although Hillary Clinton might want Bernie Sanders to wake up and smell the ashes of his campaign for U.S. president, I don't think he's ready to give up yet.



But remember, the right man in the wrong place might make all the difference in the world for Trump.

Tuesday, May 31, 2016

Savor Summer with Final Street Fighter II


The second the weather is anything but subzero, my mind fills with images of Super Mario, Nintendo Power, and Sega Genesis.

Summer once meant endless hours to obsess over video games, from playing and reading about them in magazines, to designing levels and original game concepts by hand. One summer I plunked down $150 on back issues of the Sonic the Hedgehog comic series, planted my ass on the floor, and absorbed hundreds of pages of Blue Blur lore. Another summer I nuked my way through an entire 1,000 level Duke Nukem 3D add-on. I mean, why not? I had the whole summer.

Time speeds up when you’re an adult. Summer vanishes in a mishmash of deadlines, bills, and what to make for dinner. Three hours with the PlayStation isn’t an epic afternoon, but time you could have spent taking out the garbage or looking for a new apartment or finding a better job.

The excitement of the changing seasons wore off a long time ago and I settled into a life of “just another day.” But the promise of summer still flicks that gaming switch in my head, and the Matt who read GamePro all day and played Nintendo all night smiles and says, “so what’s our plan today?”

And the answer on this sunny, nearly-summer afternoon is redesigning Street Fighter II.


As Capcom’s newest brawler, Street Fighter V, struggles to win over gamers who find the experience too limited, I remember the hours I spent on the Street Fighter II series on SNES and Genesis while the summer sun melted the pavement just outside my window. Later revisions of SFII added new playable characters, more attacks, and updated graphics and sound, but the core gameplay remained fresh and satisfying.

Hyper Street Fighter II, released in the early 2000s, was supposed to cram everything from the previous five games into a single, “greatest hits” masterpiece. It sounded like a dream come true for longtime fans.

Except it wasn’t. It was Super Street Fighter II Turbo with a few new features. Hyper felt rushed, a cash-in praying on a dozen years of nostalgia, similar to SFV’s current woes. So pulling a page from my younger self’s book, I got to thinking today, “what could I do to make this better?”

If you’re not a Street Fighter fan, the following might not mean much to you. But rest assured, it makes Summer Matt giddy as a schoolboy. A schoolboy with a Super NES. Who should be writing a press release right now.

I propose the last, definitive version of the game that started the one-on-one fighting craze of the ‘90s: Final Street Fighter II.

FEATURES:

Play as all previous versions of characters, including "Old" Super Turbo and "bosses" from World Warrior.



Yeah, Hyper had a lot of character versions, but it was missing something. Remember how bad Sagat used to beat your ass way back in World Warrior when there were only eight playable characters? Remember how watered down Sagat and company were when you finally got to play them in Champion Edition? You felt cheated, didn’t you? Problem solved.

OK, so the four boss characters were overpowered as heck in Champion Edition. But not nearly as much as their World Warrior versions. Game balance be damned!

CPS1 “demixes” of Cammy, T. Hawk, Fei Long and Dee Jay. Include CPS1 light attack chains and differing properties for existing moves that are in line with World Warrior, Champion Edition, and Hyper Fighting respectively.

Back before Street Fighter went “super,” it made its home on the Capcom Play Choice (CPS1) arcade hardware. Super and Super Turbo used the power of the newest version of the board, CPS2, to add four “New Challengers.” And from that day forward, I’ve always wondered how characters like Cammy would have performed on the old hardware. What cheap tricks and unbalanced BS could players have unleashed to protect their tokens? Why not find out?

CPS1 and CPS2 music choices, like in Hyper SFII.

Here’s something Hyper got right. Cammy’s CPS1 theme is bangin’.



Include both the player and the CPU versions of Akuma, selectable without a code.

Akuma was a secret boss in the final arcade version of Street Fighter II. You could play as him if you entered a convoluted code that more often than not ended up with you selecting Ryu in a brown uniform instead, but he was pretty lame in comparison to the CPU version. Look, if you’re playing as a broken boss character, does game balance really matter anymore? Unleash the Raging Demon!

Chose any uniform color, regardless of character version.
Sure, in Hyper SFII you could play as World Warrior Guile, but he couldn’t wear his pink or purple tank tops from Super. WHAT IS THE POINT OF PLAYING AS GUILE IF I CANNOT BE PURPLE?

Toggle for boss names: English and Japanese options.

Back in the day, Capcom named the boxer in SFII M. Bison. Fearing legal action from Mike Tyson’s lawyers, they decided to change his name. So instead of just calling him “Punchy McGee” or something, they rotated the names of three characters, forever confusing the masses. Vega the dictator became M. Bison, Balrog the claw wielding Spaniard became Vega, and M. Bison, the boxer, became Balrog.



Anyway, if you want your boxer to be called Bison instead of Balrog, or your dictator to be Vega instead of Bison, you should be allowed to do so.

Include all stage backgrounds, as well as options for which version to display. Include a random mode for variety.

Hyper’s only got the art from Super and Super Turbo. Screw that.  I want to decide if Ryu’s stage is saturated in the glow of the setting sun like in World Warrior, or bathed in moonlight like in Hyper Fighting.

Allow player to pick the opponents' fighting style in arcade mode: All from one version of SFII or a randomly chosen mix.

All of the computer opponents in Hyper were their Super Turbo versions. If I wanted to play Super Turbo, I’d dig out my 3D0. Variety is the spice of life (and nostalgia), so give me that overpowered Champion Edition version of Bison and Chun-Li sans fireball in the same play though. Keep my on my toes, damnit.

Include a low tier path in arcade mode that has players fighting the weakest version of all 17 characters. End with a new, nerfed version of Akuma.

Because I want to feel like I am the best Street Fighter II player ever.

Do the same for a high tier path. End with Akuma.

Because I want to feel like I am the worst Street Fighter II player ever. 


Thank you for playing! Presented by Capcom (I wish).

Wednesday, May 11, 2016

The 23-year Itch: A Super Mario Land Story

It’s about minus 300 degrees outside and the wind has blown more than a few aloof geese clear into outer space. But still the children file outside for recess. Bundled up like tiny artic explorers, some have footraces, some play basketball, and others, hopscotch.

Huddled in a forgotten entryway near the edge of the soccer field, young Matt’s icy fingers clutch his well-worn Gameboy while his friends, Tom and Joey, watch the tiny screen as best they can over his shoulder.

It’s the final level of Super Mario Land 2: The Six Golden Coins, in all its green and grey glory. Mario suffers death after death: falling down pits, bursting into flames, taking 4,000 pound bullets to the face. The recess bell rings, and Matt and his friends walk back to class, slightly dejected. “We’ll beat Wario’s castle tomorrow,” Matt says.

That was the last time I played my copy of Super Mario Land 2.

Everybody’s got something they wish they could go back and change: The one who got away, the last thing you said to a friend before parting ways, a college presentation that looked so good on paper, but fell flat in front of the class. I think that’s part of the reason entertainment products like Back to the Future are so popular. Except Back to the Future preaches that time travel is always the problem and never the solution. So we learn to live with our old shortcomings, even if they do nag us once in a while.

For me, one of those things was never finishing Super Mario Land 2 back on that chilly day in 1993. There’s a heap of other things I would do differently if given the chance, but for some reason, that’s always stuck out in my mind. I only recently figured out why: unlike when I stuffed the family cat into the trailer of a toy truck or when I let one rip in front of the girl I liked, finishing Mario Land 2 would not require a time-hopping DeLorean to rectify.

For the last five years or so, my cousin James and I have gotten together each week to play video games. We’ve had a few great victories over the years, like beating Jason in Friday the 13th, killing Jaws, finishing Super Mario Bros. 3 half a dozen times in one night, and getting past that accursed spike puzzle in Beggar Prince, a little known Sega Genesis/Mega Drive RPG.

So when I started thinking about my unfinished Mario Land 2 cartridge for the 1,000th time in my life, I got the itch to finally take down that bastard. And I knew just the guy to help me do it.

James loaded up a Mario Land 2 ROM on his hacked Wii, and the game sprang to life on a television approximately 700 times the size of my original Gameboy screen. We quickly discovered that Super Mario Land 2 is “piss easy,” as James said. With every completed level, my confidence rose. Maybe my younger self just wasn’t very good at this game. Maybe this will be simple, I thought.

Finally, Mario stepped into Wario’s castle and I promptly guided his face into a massive fireball. I took a deep breath. It was go time.

That’s when I told James about my vendetta. He knew that save states where out of the question. He knew I was going to be the one to take us home or lead us to destruction. And he gave his blessing.

As I relearned the layout of that accursed castle, our stock of lives dwindled. Drowning in lava. Eaten by piranha plants. Careening into endless pits. It must have been nearly an hour later and I was getting frustrated and fatigued. Why does such an easy game have such a ball-busing finale?

The Angry Video Game Nerd once said that playing a difficult section of a game many times can cause the skill one had acquired to fade away. Maybe that was happening to me?

I gathered my wits for one last serious go at the castle. Of course if I lost, I’d have kept trying. But that’s “trying” with quotation marks. We all know that feeling where your willpower drains away like summer rain on scalding pavement. I had one more good run left in me.

In fourth grade, I had said that I would beat Wario’s castle “tomorrow.” Yesterday was 23 years ago. I knew if I told James that we would beat Wario next week, it might mean “never.”

About a billion rooms into the castle, farther than I had ever been, a massive, disembodied face sped towards our tender, exposed plumber. I stomped it and cleared the screen.

“Wario’s just up ahead,” James announced. “Two more faces to go.”

While I had been having a serious internal crisis over a decades-old video game meant for small children, James had looked up a video walkthrough. Back in the day, I’d have killed a man with a Slap Bracelet for even a few tips in a dog-eared copy of Nintendo Power.

With James’s guidance, I stepped into the final room. From his pixelated throne of age-old regret, Wario eyed me disapprovingly. He looked much more psychotic than in later games. It was actually kind of disturbing. I wondered if anyone had written a sub-par creepypasta about it yet, for YuriofWind to rip apart on his YouTube channel.

“Stand on the statue!” James yelled. Sure enough, in the middle of the room was a statue of Mario, and I hopped on top of it as directed. I provided a convenient perch from which to whack my longtime nemesis.

I don’t really remember how it happened after that, but what I can recall is my heart pounding out of my chest. That kind of thing used to happen at the end of every video game I played. Not so much anymore, what with save states and infinite chances.

As the protagonist of Silent Hill 2 once said, “The old Gods haven’t left this place.”

One last stomp, and Wario was defeated. James gave me a giant high-five as the credits scrolled. I snapped a photo of him in front of the screen for posterity. 

See? Doesn't Wario look crazy weird in this game?

After 23 years, I could put this tiny piece of my past out to pasture. It doesn’t seem like much, I know. And you’re right, beating an old video game with your cousin isn’t going to make headlines, or earn you more money, or look good on a résumé. Hell, it’s barely fodder for a post on a sporadically updated gaming blog. But for me, it was proving that yes, I do follow up on my promises. And it was a big ol’ eviction notice to the tiny space this loose end had been renting in my skull.

We don’t often get the chance to change the past. So even if it’s something small, doesn’t it make sense to take the opportunity?

As I waved goodbye to James and headed to my car that night, I wondered if I should tell him that I never finished the last level of Link’s Awakening on Gameboy either.