forrest

collection of written miscellany

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I. The Dark Genie Cometh

I want to destroy you. Yes, you – the reader. You’re judgmental, self-righteous, and vain.

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Behold: a tubby nine-year-old boy obsessed with computer games and cheese pizza; absentminded, shy, and prone to angry outbursts; selfish, hyperactive, and if he didn’t find immediate joy in a task – he didn’t do that task. He would skip homework because “my dog ate it!” and couldn’t be bothered to come up with a more original excuse because The Legend of Zelda: Ocarina of Time and Transformers cartoons lived eternal in his mind. These antisocial proclivities landed The Boy in “special education” classes, but the more The Boy was treated as “special,” the worse his behavior became, and he retreated ever deeper into computer games.

The Boy’s Mom didn’t know what to do with him. She noticed The Boy’s digital obsessions and that they were violent; after all, Zelda featured a young boy that slayed monsters with swords. The Mom thought that if she replaced the violence with educational games that this would not only improve The Boy’s behavior – turning him boastworthy for soccer-mom-watercooler-confab – but also show that she cared about his interests, because above all else: she truly loved her son.

The Mom took The Boy to the local electronics store and told him to pick two computer games from the educational section. It was the year 2000 and stores were packed with computer games containing the prefix “Sim’” and the suffix “Tycoon”; these morphemical games were baby’s-first-capitalism; business simulators wrapped in graphical-interfaces targeted toward children. The Boy immediately gravitated to the vibrant theme park packaging of RollerCoaster Tycoon. He quickly dismissed the dated graphics of DinoPark Tycoon. SimCity 3000 was also considered but it intimidated The Boy with its technicalities. And just when The Boy was about to call-it-quits, he noticed a glimmering jewel calling out to him from the discount pile. The jewel was an Italian caricature sporting a floppy chef’s hat and a white apron stained with what was hopefully pizza sauce; he sported a mustache even more extravagant than Freddie Mercury’s during the recording of Queen’s 1980 album “The Game” and was grinning into the camera while holding a pizza-with-the-works as if breaking the fourth wall to summon The Boy into a universe of freshly cooked pizza pies forever. Not only was pizza The Boy’s favorite food, but Queen was also his favorite band – and by this logic: Fast Food Tycoon was bound to be his favorite game.

After The Boy came home and ate a few slices of pizza for dinner, he slid the pizza-shaped disc into the tray of the Windows 98 computer in Dad’s office and clicked through the many prompts of the installer. Upon boot, the words “Fast Food Tycoon, Eat Here” flashed in cold cathode above a seedy street corner that was positioned between a club and a pizza joint; the club was red carpet, and the pizza joint was a money-laundering scheme; both owned by the same organization. The Boy was about to learn many important life lessons.

Fast Food Tycoon – or Pizza Syndicate, as it’s known in Europe – is a business simulator centered around managing your own pizza franchise, created by the German developer Software 2000 and published by Activision in North America in November 2000. When the game starts, you are given the option to make your own pizza person, choosing their picture from a premade selection of Italian caricatures, selecting their name, and adjusting their starting stats from a long list that rivals the most complicated of role-playing computer games. Once your character is created, you are thrown into the sleazy world of pizza and quickly realize that you are smack-dab in the middle of an all-out pizza war between ancient crime families. And there’s no hope of survival unless you sell your soul to the mafia for better ingredients, better pizza, and guaranteed protection from getting whacked by Papa John. Once you become a made man in the dark underworld of pizza, you crawl your way up the pizza chain from Chuck E. Cheese Capo to Don of Domino’s and, if you’re lucky, to The Godfather of Pizza.

Screenshot-from-2024-03-30-08-57-00.png *The Boss evaluates your Pizza Performance; he is not impressed.

Fast Food Tycoon is as much about making the tastiest pizza as it is about sending armed goombahs to rival pizza joints; bursting with such depth as “goths like meat on their pizza” to “should I poison the food at Mario’s Pizza Palace or should I just plant a bomb instead?” to “which style of music should I play to attract the correct demographic?” to “should I bribe the mayor or just save the money for more machine guns?” All the while fudging numbers and trying to make the perfect pizza pies only to perpetuate The Great Pizza Wars – an endless cycle of pizza-funded violence.

Fast Food Tycoon teaches children many valuable lessons about the stygian horrors of not only pizza but also business and humanity as a whole. It teaches children that bribing the mayor has massive perks in the form of blind-eyes and tax-exemptions. It teaches that if you plant rats in a restaurant, the Department of Public Health will shut down that restaurant. It teaches that pizza joints are a surprisingly efficient way to launder stolen bank money. It teaches that fear is one of our most powerful motivators. And above all else, it teaches that pizza is very serious business.

Of course, The Mom had no clue that Fast Food Tycoon bestowed these valuable life lessons upon The Boy. To her, Fast Food Tycoon was just another educational business game for her son to level up his business acumen and help on his path to becoming a fitter, happier, and more productive human being. When she watched The Boy play, he was simply managing ledgers and decorating restaurants and there was nothing to be concerned about. The Mom was so impressed by Fast Food Tycoon’s ability to engage The Boy that she recommended her neighbors buy the game for their children, and thus, the ancient cycle of pizza violence continues to this day – The Great Pizza Wars rage on.

When The Boy looked back, he realized that Fast Food Tycoon was not prescriptive; instead, it was a warning – a commentary on the dangers of unregulated capitalism, the prominence of quid pro quo in the private and public sectors, and that, while fear and violence may rule humanity, the golden rule always kicks in and you will eventually reap what you sow; be that in the form of delicious pizza pies or a bag over your head in Papa John’s basement.


(Originally published on 4/8/2024)

#ComputerGames #FastFoodTycoon #Autobiographical #Review

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As I write this piece on The Powerpuff Girls: Bad Mojo Jojo for the Game Boy Color, I am completely shitfaced and drunk and stoned and very deep into adulthood; at this moment, I am the exact opposite demographic from the one that the developers at Sennari Interactive intended for this game; that demographic being: kids who begged their parents to take them to Toys “R” Us after school to buy some Crazy Bones and happened to wander into the computer games aisle only to find their favorite Cartoon Network cartoon wrapped in Game Boy Color packaging with a $50 price tag stamped on it – in 2000.

Yes, Game Boy Color games cost $50, even in the year 2000. I remember. I was there. I was that kid.

The bottom line is this: if Cartoon Network executives knew that a drunk man in his thirties would be writing a piece containing the words “shitfaced,” “drunk,” or “stoned” for their beloved The Powerpuff Girls: Bad Mojo Jojo and releasing that piece in a highly esteemed computer games magazine, those executives would be sending their goon squad to that man’s office to cut off his fingers, thereby ensuring that he neverever puts digital pen to paper again. And I imagine that goon squad would look very much like villains from The Powerpuff Girls.

The Rowdyruff Boys could be descending upon my location at this very moment.

It’s well known that the 2000s Cartoon Network-branded Game Boy Color games are merely palette swaps with different intellectual property names slapped-on, but The Powerpuff Girls: Bad Mojo Jojo has a unique twist: it’s the first in the mythical The Powerpuff Girls Game Boy Color Trilogy; the other two games being: The Powerpuff Girls: Paint the Townsville Green and The Powerpuff Girls: Battle HIM. Each game allows you to play as one of three prepubescent Chemical-Xers: Blossom, Buttercup, or Bubbles; and has you fighting a different group of villains in each title.

Cartoon Network executives clearly wanted to capitalize on mom’s hard-earned-waitressing-money by coming up with diabolical ways to get children to buy the same game three times. When we were children, being unknowingly taken advantage of by corporate goons was fun; as adults, it’s just another boring day in Townsville. I guess we can blame Pokémon for the Mephistophelian trend of let’s-release-the-same-game-with-minor-differences-as-an-entirely-separate-game-at-full-price-and-incentivize-children-to-buy-them-through-playground-shame-and-ridicule.

The Powerpuff Girls was created by cartoonist Craig Douglas McCracken in 1998; he also helped direct Dexter’s Laboratory, which released around the same time and had a strikingly similar artistic style, albeit Dexter’s Laboratory was created by the legendary Genndy Tartakovsky, known for creating the truly mythical Samurai Jack and Star Wars: Clone Wars cartoons. Don’t get these cartoonists confused; one created the greatest thing in the Star Wars extended universe, and another created a cartoon featuring a very irresponsible father who uses his three genetically engineered children for casual vigilantism.

That’s not a crack on Craig – I am getting wasted and writing about someone else’s creations for a zero-reader computer games blog while he’s had more success doing what he loves than I could ever dream of.

While The Powerpuff Girls was never one of my favorite cartoons as a kid, the significance of one of the villains spitting blood whilst being kicked in the mouth by Buttercup during the opening was not lost on me; being one of the few times blood was shown in a children’s show – and that’s special because this violence inspired me to become that 2000s Toys “R” Us kid who begged his grandma to buy the The Powerpuff Girls: Bad Mojo Jojo during one fateful 2000s summer. My friend also had the game and I wanted to battle him because we both knew all three games had link-cable-functionality but we soon found out that the link-cable-functionality was only for trading collectibles found in the game’s levels and the collectibles were nothing more than blurry pixel art and we were sorely disappointed but we played and beat our respective versions regardless because back then you got a new game once in a blue moon and you savored every moment with those blue-moon games because they were all you had until the next cerulean satellite.

image.png *something resembling an oval with pink eyes rams a man wearing a prison jumper

I asked that same friend if he remembered playing The Powerpuff Girls on Game Boy Color with me during that warm 2000s Charleston summer and he stared at me with a dumbfounded look on his face, indicating that this stuff is far more important to me than it is to him. And that’s probably a bad thing for me; a sign that I shouldn’t be waxing nostalgic on childhood frivolities so often; perhaps my brain power could be put to better use than writing over 1000 words on games that no one has thought about in over two decades and that are clearly targeted toward children?

No – it is he who is wrong, not I.

But I have been waxing far too long; you’re here for the riveting gameplay review, of course – so it’s time to start waning.

The Powerpuff Girls: Bad Mojo Jojo and its two sisters are side-scrolling beat-em-ups with controls as slippery as four glasses of wine at a dive bar after getting into a big fight with your girlfriend; all you can do is punch, kick, and fire some special-liquid-attack provided you have enough Chemical X in your bloodstream. There is no jump button, but holding up on the directional pad makes your character fly for a brief period, which never feels quite right. The levels range from The Professor’s Laboratory to Townsville Rooftops to Pokey Oaks School Playground to The Mouth of a Volcano and they all contain a non-zero-number of barely-hidden collectibles meant to be traded with friends using the link-cable-functionality. The enemies are mostly big dudes in prison jumpers with large muscles and guns; attacking said prison people is a combination of very-specific-angles and luck and always-taking-damage because you got too close to the enemy in the process of attacking. The bosses are just more-dangerous versions of prison dudes and there is no real strategy involved in anything and it’s about as entertaining as playing tic-tac-toe with a six-year-old who cheats.

The Powerpuff Girls Trilogy is an uninspired palette-swap cash-grab meant to encourage kids to trade in-game collectibles with their friends or – for those with no friends – buy all three versions and trade the collectibles with themselves in what amounts to the ultimate foreshadowing of lifelong depression. Of course, kids never did either of these things because the collectibles are lame and the game just isn’t fun to play. Cartoon Network tried to take advantage of children by tricking them into buying their insipid shovelware cash-grab games like Professor Utonium took advantage of three small children to fight crime in Townsville.

Except, Cartoon Network failed. The Powerpuff Girls Trilogy bombed commercially upon release and some Cartoon Network executive somewhere probably got fired for pitching the idea.

Instead of Sugar, Spice, and Everything Nice; The Powerpuff Girls trilogy is Exploitation, Corporatism, and Everything Wrong With the Licensed Games Industry. And, as a result, I am full of artificial sweeteners, sarcasm, and lots and lots of cynicism – thanks Cartoon Network.


(Originally published on 4/8/2024)

#ComputerGames #PowerpuffGirls #Autobiographical #Review

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The deer had to be grazing only fifteen yards away for I could see the tranquility in its eyes. It was a doe; no antlers. With silence and slow, I lifted the butt of Dad’s ancient lever-action rifle to my jawline and held breath while my index finger crept around the grip of the wood and quietly inched toward the trigger guard; trembling. I winked my left eye shut as my right focused into scope, and I could see the beast’s tranquility even clearer now. It wasn’t grazing; it was standing, perusing nature, and it bat lashes as it slowly lowered its slender head toward a solitary leaf on a sapling; nipping it most delicately off the hardwood. The scope revealed the doe’s spiky velvet, an uncommon trait; perfect for my induction ceremony. Dad would be very proud.

I first learned of Counter-Strike within the pages of a PC gaming magazine in Autumn Y2K; it was depicted as a realistic first-person shooter with a focus on multiplayer and teamwork. And although derived from Valve’s Half-Life, it lacked the science fiction aspects that attracted the taped-glasses demographic and appealed more to my audience: southern boys who dreamed of monster trucks and machine guns and mounted deer heads. I wanted Counter-Strike more than anything; especially after my friends at school started playing, but my Dad didn’t see the appeal and wanted me to focus on the three G’s: girls, grades, and guns – and football. But we made a compromise: if I made all B’s in school that year, he would buy me a Dell PC and a copy of Counter-Strike. Needless to say, I studied real hard, and I got those B’s.

As I watched the doe chew leaves from the hardwood, I thought about what Dad told me years ago: “the best way to kill a deer is to shoot ’em while they’re standin’ with one side of their body facin’ ya; that way, ya aim true an’ make every shot count. Ya gotta be quick but silent an’ steady as a rock; that’s the key to bringin’ home the bag, son.” He would say while chewing tobacco as naturally as the doe chewed leaves, “this ‘ere is called a broadside shot an’ it’s the quickest way to kill a deer, son – ya know, they’re still livin’ animals and we don’t want ‘em sufferin’ too bad.”

Counter-Strike is a simple premise wrapped in layers of deep first-person-shooter mechanics; two sides – terrorists and counter-terrorists – firefight across everyday terrain with objectives such as bomb defusal and hostage rescue. The game oozes realism, as each gun is derived from a real world model and handles as one would expect; holding down left-click to rapid-fire – or ‘spraying’ – decreases your accuracy, while firing in short bursts – or ‘tapping’ – keeps your aim steady; holding the ctrl-key to crouch increases precision even further which mirrors the real world firing technique of kneeling with your rear knee placed on the ground and your other leg supporting the elbow of your forward arm. All weapons benefit from these precision mechanics, but the AWP benefits most; the AWP is a sniper rifle that kills in one shot – the drawback being that it requires a reload after being fired.

When I used the AWP – which was always – I pictured my opponent as deer and recalled what Dad told me about the broadside shot, and this advice carried me to Counter-Strike stardom. I became so proficient with the AWP that my friends called me “The AWP King” and I joined local tournaments full of confidence and verve.

Mesmerized – I continued to peer through the looking glass. The doe basked in stray beams piercing the canopy layer, only breaking posture to pluck leaves off the hardwood. My thoughts veered to the ancient rifle that trembled lightly in my hands, passed down from grandfather to father to son in The Ritual of the Hunt. I wondered to myself; did Dad tremble too? Did he hesitate before shooting his first deer? Why was I hesitating at all? To stop the trembling, I took a note from Counter-Strike and held the crtl-key to crouch; my right knee crunched into dry leaves as my left supported my forward arm while I readjusted the ancient rifle. I winked and peered through the looking glass once more, but this time the doe’s magnified eyes were staring back at me.

For our first local tournament, we faced a team composed of kids from our middle school. The winners of the tournament would win brand new gaming PCs. It was hosted at a local LAN Gaming Center called the Arena; a dark warehouse overflowing with computers jam-packed with the most popular computer games of 2001. The ambiance was shadow and fluorescent, like that of a jellyfish in the darkest recesses of the oceans. The Arena was the natural habitat of stoners, outcasts, and those who played Everquest and Doom; a place where both hardcore nerds and potential school shooters mingled freely as there was a surprising amount of overlap in their interests. My team pushed through this unholy union and started discussing strategies for the upcoming digital gunfights when the opposing team walked in; their leader was wheelchair-bound with thick glasses, greasy hair, and a band-tee for a group I had never heard of. My teammate Ryan – an older boy who had been held back several grades and expelled for attacking other students at least twice – pointed at the kid in the wheelchair and called him the f-slur of the homosexual variety and we laughed like a wicked pack of hyenas gyred around a human baby. An Arena employee heard this slur-slinging and gave us a warning, but we shrugged it off because we talked like this all the time – it made us feel superior when someone got offended.

image.png *ancient violence consumes the LAN tournament

The tournament was not going well. The other team seemed to read our minds; we would go B and they would go A; we would go A and they would go B; we would try to camp at spawn but they would flashbang us into confusion and clean up in the aftermath; we would try to rush early but they would anticipate this and trap us in a pincer formation. And to top it off, the disabled boy was far more skilled with the AWP than I – his trigger finger was always seconds faster than mine. We lost the tournament and we were embarrassed, but we masked this embarrassment with the foulest language possible. We slung slurs like bullets at a drunken bar fight in a Wild West saloon.

The slur-slinging culminated in whirlwind-heat-and-flash as Ryan stood up and accused the disabled boy of cheating. I turned to face the altercation, but before I could do anything, Ryan grabbed the disabled boy by his long hair and was screaming slurs at him. Ryan then pulled the disabled boy’s hair with such force that it tornadoed him onto the floor and left a clump of bloody mess in Ryan’s clenched fist. He then started kicking the disabled boy in the gut, “this is what you get for cheating, you gimp fa—!” he shouted on repeat.

Horrified, I leapt in and grabbed Ryan from behind, but he was much stronger than myself and pushed me to the floor. Four Arena employees then jumped in and dragged Ryan off the disabled boy, who was moaning meekly between invocations of “mom” gurgled in spittle and hemoglobin.

The police were called, and an ambulance showed up just as the disabled boy’s mom arrived to pick up her mangled son. There was an exodus as the boy was wheeled out on a stretcher, mumbling incoherently. I watched as the mom hurried to her son’s side with tears swelling in her eyes. She turned to Ryan, who was being escorted by two police officers, and instead of screaming obscenities at him, she started to sob uncontrollably. I knew then that, even though Ryan had attacked the boy, I was just as much at fault as he was. I couldn’t articulate it at the time, but I had dehumanized that boy into a stretcher.

The doe was unmoving, as if stunned by the glare of an ancient violence. I lifted my vision to catch a glimpse of her beyond the glass, but there was no illusion; she stared in confusion, as if asking a single question – “why?” I shifted my vision to the glass once more, expanding her forehead into a perfect target just when two small fawns emerged from the nearby brush. The fawns obscured my view as they nuzzled into their mother, but the doe remained resolute in her questioning. The fawns, noticing their mother’s focus, turned to me, and then they too stood resolute – questioning my ancient violence.

I thought to myself: “Three heads to hang on the wall. Dad would be proud.” But as I looked into the eyes of the fawn, I remembered the boy at the Arena. And as I looked at the doe, I remembered the mother sobbing. I remembered the violence, and just as I remembered this ancient violence, the fawns nuzzled their mother’s velvet head and she nuzzled back, and then they turned with a skip and trotted slowly into the wood, as if there was nothing to be afraid of – as if I was one with nature itself.

My finger eased off the ancient trigger of the ancient rifle, and I slung the ancient violence over my shoulder as I walked back to camp.


(Originally published 4/8/2024)

#ComputerGames #CounterStrike #Fiction #Ethics #ShortStory

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I remember it as if it were last night. My cat – a strapping lad of gray shorthair named Digit – jumped through the open ground-floor apartment window onto my lap while I was sitting on the couch playing computer games with my roommate. The window was open not only to allow Digit free passage outside but also to filter the tobacco smoke that stained our lungs and jaundiced the light-colored walls. My roommate and I had Dreamcast controllers in hand and lit cigarettes dangling from our mouths and subtle glowers on our faces as we sat brand-new-to-adulthood and transfixed by the massive widescreen firing off psychedelic lightshows. The blues of hadoukens and the purples of reppukens flashed about inside puffs of cigarette smoke like ball lightning within the clouds of an alien planet. And although the room was loud, there was silence between us, for we were engaged in the digital-equivalent of a samurai honor duel and we were both great pretenders; pretending like we were engaged in just another friendly game of Capcom vs. SNK: Millennium Fight 2000 for the Sega Dreamcast; when, in reality, there was an intense clash of personalities playing out between the sounds of button mashing and pixelated fighters yelling the names of their ridiculous special-attacks and Satoshi Ise’s electro-infused drum-and-bass stage music.

Capcom vs. SNK: Millennium Fight 2000 was originally developed and released by Capcom in August 2000 for the arcades; it was later released on Dreamcast in North America on November 8th, 2000. The origin story – the myth – is that the magazine Arcadia featured a cover with both The King of Fighters ‘98 and Street Fighter Alpha 3 titles a little too close together and readers misread this thinking it was “KOF vs. SF”; when this imaginary game didn’t manifest, fans of both series went unhinged with hate mail and thus: Capcom vs. SNK was born – or something. And while it wasn’t the first crossover between Capcom and SNK, it was the first to reach a wide audience outside of Japan, as the previous title – SNK vs. Capcom: The Match of the Millennium – was only released for the Neo Geo Pocket Color; a handheld console that was poorly adopted in the West where Street Fighter and Pokemon infected the minds of young computer gamers like brain-eating amoebas. An updated version of this game, Capcom vs. SNK Pro, was released a year later – and the concept was so popular that it would eventually spawn a sequel, Capcom vs. SNK 2, which built upon the hip-hop back-alley beat-down eclecticism of Millennium Fight 2000 and further reinforced Capcom and SNK as the premier 2D-fighting game developers.

My roommate and I were on our centesimal round of Capcom vs. SNK: Millennium Fight 2000 and I had not won a single match. I played Iori and Sakura; he played Ken and Yuri. I must have smoked half-a-pack of cigarettes because I was getting my ass handed to me on a very dirty ashtray. I persisted in total silence with a look of unbothered determination on my face; this faux-stoicism belied the fact that I was a raging storm inside. I could have stopped playing; I could have called it quits after the nth loss; but something like pride compelled me to keep going, and as I kept going, my playing got worse and the hole grew deeper until it was quickly approaching Hell. My roommate’s faux-stoicism was much simpler; with every knock-out: his confidence grew and his gamer-cred multiplied, and he would always have this over me because computer games were very serious back then and he dared not speak a word lest the fisticuffs escape the television-set and stain the shag carpet with blood. The digital-equivalent of the samurai honor duel was about to end in seppuku.

Capcom vs. SNK was revolutionary as it combined characters from rival developers and introduced the lesser-known SNK fighting games to a wider western audience initially put off by SNK’s realistic-yet-very-anime art style, especially when compared to Capcom’s more western-palatable cartoon-like aesthetics. Both art styles exist in this game, with characters drawn in either style depending on which “groove” was selected before character-selection. The crossover makes perfect sense as SNK’s fighting games were directly inspired by Capcom; SNK’s Fatal Fury: King of Fighters was designed by Takashi Nishiyama, the director of Street Fighter, and was envisioned as a spiritual successor to that game. The two companies often parodied each other; Dan from Street Fighter, a parody of Ryo from SNK’s Art of Fighting, who himself was a homage to Capcom’s Ryu. And while Dan may not be in Millennium Fight 2000, the game does include a roster of over 20 characters from each series. As with most 2D fighters, the controls are obtuse to newbies but intuitive to those familiar with the genre; players are encouraged to use an arcade stick or learn to slide their thumb in circles, half circles, and quarter circles on very-small-directional-pads to execute special-attacks. Both series use this input method so there’s nothing to learn coming from one or the other; thus, combining Capcom and SNK characters into a single game was a no-brainer.

image.png *Iori rushes Ken in the digital equivalent of a samurai honor duel

Patience and practice of the key fundamentals are important with all 2D-fighting games and this is especially true for Capcom vs. SNK: Millennium Fight 2000; its 4-button control scheme, lack of true combos, and smaller skill list compared to the series it pulled from, make mastering the key fundamentals – footsies, blocking, looking for openings, and punishing – extremely important. You could master all a character’s inputs, learn all their moves and perform them perfectly, but if you didn’t time these moves correctly or space them out properly, you would fail every time. For example, Iori Yagami – my main character of choice in most SNK titles – has a super-special-attack called “Ura 108 Shiki: Ya Sakazuki” which can stun and heavily damage the opponent, but it’s blockable so throwing it out in a battle without respect to the opponent’s actions will result in the opponent blocking the attack and punishing you. In fact, one could bait these types of attacks and punish them with a simple low kick, and entire matches could be won doing this.

Even the most fancy quarter-circle-back-half-circle-forward-punch special-attack won’t save you if the opponent sees it coming

And that was why I failed to win a single match that dark night on that alien planet. I knew the cool moves but I didn’t know how to properly use them. I would fire a burning projectile, but my roommate would jump-kick over it. I would use a rush-down attack but my opponent would only block and punish me with a low-kick. I was bound for the floor. I realized what was happening early on but I couldn’t adapt to it because I was too focused on quarter-circle back and quarter-circle forward and getting those flashy special-attack kills. My roommate patiently punished every attack with normal punches and kicks while I was performing complicated inputs for cool-points from the gamer gods who never answered my prayers.

Several hours passed in silence. We both had to work in the morning and at a certain point it became too irresponsible to continue getting my ass beat. I said something like, “I have to get some sleep” and my roommate nodded and we went our separate ways without another word between us. We both knew what happened.

When the door closed behind him, only the miasma of angst and an embarrassed man-child were left behind. I stood silently as the Capcom vs. SNK: Millennium Fight 2000 title screen flashed before my eyes, and my hands were trembling, feeling a wail building up inside me. My failures replayed over and over again in my head; over fifty rounds and no wins; my opponent didn’t perform a single special attack but still managed to defeat me. And all my quarter-circle forwards and half-circle backs only resulted in a full-blown quarter-circle meltdown. The Dreamcast controller I was holding dropped to the floor, and I fell to my knees with my face buried in my hands. As I was doing this, my roommate walked in to grab the lighter he left on the couch but, upon seeing my crumpled form, immediately turned around and left the room.

We never played Capcom vs. SNK again.


(Originally published on 4/8/2024)

#ComputerGames #Autobiographical #CapcomVsSNK #ShortStory

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I: HERE BE DRAGONS – Endless

“I wouldst call thee foolish… But thou art mortal. Thou cannot go against thy nature, no more than a fish could walketh upon the firmament.”

–Fou-Lu

Eager explorers would find all manner of beasts illustrated on ancient maps – the most common of these beasts were Dragons. “Here Be Dragons,” the cartographers of antiquity would say before they inked fire-breathers upon lands that many explored but never returned from. These Dragons served as a warning to esurient explorers who wished to make a name for themselves, and the warning was clear: be careful what you wish for because you just might wake a sleeping Dragon.

The explorers in this story were called They Who Pass.

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o lover of light trapped, radiating, dying moth, was it worth it?

#poetry

forever trying for the perfect one-liner to make me famous

#poetry

scrolling characters into reverse waterfalls dehydrate the muse

#poetry

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Listen to the audio version here.


I: Et in Arcadia Ego

“The passing of time, and all of its crimes, is making me sad again.” – Rubber Ring by The Smiths, Louder Than Bombs (1987)#1

I.I: Summer in Arcadia

Betwixt red maple and palm sat Arcadian youth transfixed by dancing light.

Two boys sat on a small bed and another on the floor nearby. They were crammed in a tiny porch remodeled into a makeshift bedroom; the walls were windows and a sliding glass door revealed the living room while a patio door revealed the backyard and anything even resembling glass was covered by thick blackout curtains. The sun set, but the room was kept aglow by the epileptic flashing of a gray Magnavox cathode-ray tube actively working hypnotism upon the boys. Wires sprawled across the room like laser trip-mines while sounds of fiction and war – consecutive booming, warp and whoosh, ringing shrapnel, and screaming, both human and extraterrestrial – were occasionally drowned out by the uncontrollable laughter and expletive-ridden taunting of Arcadian youth.

All was well because school was out forever, and the extra-large thin-crust pepperoni pizza had just arrived. The boys had just torn into a new case of Diet Cherry Coke, and the only thing that mattered in that tiny pocket of the universe was dual-wielding pop and Xbox controllers, and, of course, the score in the Halo 2 deathmatch playing out on split-screens reflected in the eyes of Arcadian youth.

When the blue splashed into view and the guitar rang out like an engine’s rev before a Slash solo,#2 every teenage trouble melted away like ice on a warm summer day and the boys were transfixed and true. The boys would then proceed to argue over who received the prestigious title of player-one; a luxury typically afforded to the home team, which bestowed the advantage of a larger screen-slice for the cutthroat deathmatches so seriously considered by these Arcadian youth.

Lockout was the go-to fan-favorite map: a blue-gray maze of open steel pathways mysteriously suspended midair. Lockout devolved into a race of who-gets-the-shotgun-and-sword-first, culminating in one player dominating the match by camping the central gravity-lift for easy kills – a tactic the boys called “hoarding the power weapons,” which was ridiculed severely, yet the lust for winning was so strong that they continued to do it despite the shame.

Ivory Tower was another popular choice, a tropical multi-leveled indoor jungle park with plenty of places to play hide-and-seek; the game-mode of choice was something the boys called “GoldenEye,” in which shields would be disabled and only magnums could be used; this resulted in a one-shot-instant-kill playstyle that relied on reaction-time and skill rather than hoarding power weapons. GoldenEye was very serious business often used to settle insipid disputes and one of the boys would usually end up stomping home in a huff afterwards.

Every flaw; every virtue; every vulnerability; every strength; every weakness – all would be revealed when dancing light reflected in the eyes of Arcadian youth.

image.png *Lockout on the cathode-ray tube.

When the last slice of pizza was eaten and the bodies stopped respawning, and the boys got bored, they sneaked out of the backyard gate and walked to the neighborhood pool – which had closed hours ago. They swam chaotic before the neighbors called the police for noise ordinance violations, and when the police arrived, all they found were unused towels and a green shirt adorned with the words “The Smiths” – the only evidence left behind at the scene of the crime of Arcadian youth.

This was summer break in Arcadia between the ages of thirteen and sixteen. This was before cigarettes, before drugs, before alcohol, before nine-to-five, and before bills.

This was my time in Arcadia – my golden years.

I.II: The Arcadian Tribunal

Miles was a local youth of Arcadia and he was exalted.

Miles, also known as TauntButton, was younger than your not-so-humble narrator by only months. He lived three yards behind my grandma’s Arcadian summer-home. We met when I was ten years old; I ventured to the fishing pond behind grandma’s house and there he was sitting on a big rock with his tackle box: fishing.#3 I asked if he wanted to play Super Smash Bros. and it was instant kinship.

Miles was of average height and had hair like a sifting pan full of gold with most of the dirt filtered out. His favorite song was “Helicopter” by Bloc Party.#4 He was the most popular boy within a fifty-mile radius and seemed to be friends with the entire county and then-some. Lithe and handsome, Miles was built like a triathlon wonderkin. He could run up a tree without his hands and dunk a basketball with such force that the ball would burst at the seams. Late at night, when we played cops-and-robbers with the other neighborhood youth, Miles would hide in tall trees and never be found; I would lambaste this behavior, but he kept doing it out of pure contrarianism. He was charming and defiant in his own way. He had type-2 diabetes – the doctors said it was genetic – and he would prick himself with an insulin pen every few hours to charge up like a Sangheili energy shield; we would joke that he was shooting up heroin and this was peak comedy when sneaking-the-joke on those not-in-the-know.

Miles had a keen interest in computer games, but his parents were strict on the when-and-what; his mom wouldn’t let him play Super Smash Bros. because she believed it gave him nightmares; so he used my grandma’s house as a safe haven from his parents’ prying eyes. Miles’ parents would go on to claim that I corrupted him with rebellion and computer games, but our relationship was much deeper than that. I was different from his neighborhood friends, who were more interested in sports tournaments and fishing, and I was exotic by virtue of being a cynical nerd full of computer-game-and-anime knowledge. I had just enough charm to be intriguing instead of creepy.

Miles was practical, outdoorsy, and naive but very curious. I was isolated, reclusive, cynical, and a know-it-all-while-knowing-very-little. Miles and I were opposite and magnetic, but we had one thing in common: we were contrary to the core, very competitive, and, most importantly, we were obsessed with each other.

image-3-1.png *Arcadian fishing pond.

The third of the Arcadian Tribunal was Matt, also known as SupaSmallSlice.

Matt’s house shared a yard with my grandma’s summer home, a fact unknown until Miles and I stumbled upon him at the pond; he was fishing by himself, and – just like Miles – I asked him if he wanted to play computer games and it was instant kinship.

Matt was different; he was far less youthful than the rest of us, being four years older. Matt’s old age combined with his adamantine meekness gelled into a predatory aura that neither Miles nor myself picked up on immediately. Our youthful naivety paid off because Matt’s predatory aura never materialized into anything other than a very tall, slightly awkward-looking older boy just sort of standing there silently waiting for you to tell him what to do. Being alone with Matt was like playing host to a forever-bored-and-undecided person that would not leave because they were too coy to speak up; this was the primary reason I strived never to be alone with him.

Matt was the ultimate third wheel, someone for Miles and I to direct our adolescent rage and mockery toward. Whenever we wanted a third player in a computer game, we would get his attention by throwing rocks at his upstairs windows because we were scared of his father – a short, bulging man with a toad-like face that possessed the charisma of a goblin – opening the front door and killing us. Miles and I would secretly team up against Matt in Halo 2, and if Matt noticed, his meekness prevented him from telling us. If the tables turned and Miles or Myself teamed up with Matt: it was a good sign that some deeply extrasensory interpersonal angst was bubbling up in Arcadia.

Miles and I were unfair and cruel to Matt; we never treated him with the respect he deserved, something I regret because we were Matt’s only friends. Matt introduced us to Japanese Role-Playing Games, starting with Final Fantasy VIII, which threw us down a path of geekdom that we still travel to this day. Matt was always nice and polite and would do anything we asked of him; drive us to Wendy’s late at night or to the computer game store or the movie theater. Matt was forever eager to please, and perhaps this was due to the eldritch weirdness which prevented him from making friends his own age.

To these Arcadian youth, Matt was a sideshow, a freak, a weirdo; but he was our friend. And after years of friendship, my aunt – who eventually moved into my grandma’s home – would frequently ask Matt to babysit her teenage son.

And that completed the Arcadian Tribunal: Miles, Matt, and Myself.

But there was a fourth Arcadian youth, my aunt’s teenage son; my cousin.

Jake.

II: Et in Arcadia Insciens

“Drowning here in summer’s cauldron.” – Summer’s Cauldron by XTC, Skylarking (1986)#5

II.I: Jake, Pongo, and Perdita

His life up until this point had been Pongo and Perdita, and when it flashed before his eyes he remained instinctual and unawares.

Every Tuesday night betwixt red maple and palm, Matt babysat Jake at my grandma’s Arcadian summer home. My aunt had just divorced and moved in with my grandma, bringing along her son, Jake; and since I only lived there during summers and Jake was now a permanent resident, my room was given to Jake, and I was moved to the porch. The porch had recently been remodeled into a makeshift bedroom, now covered in blackout curtains and the epileptic flashing of a Magnavox cathode-ray tube and the sounds of The Smiths’ “Louder Than Bombs” and occasionally John Mayer’s “Room for Squares” and The Strokes’ “Is This It?”

My aunt didn’t trust me to watch Jake, so she chose Matt instead – the older and more outwardly mature of the Arcadian Tribunal – and he was paid handsomely for his services. Miles and I sat in front of the Magnavox transfixed by dancing light while Matt was off making sure Jake wasn’t hurting himself with kitchen utensils or breaking glass on his head or smearing feces on the walls or urinating in grandma’s bed or wandering outside into oncoming traffic or removing his dirty diaper before hiding it somewhere that wouldn’t be discovered until weeks after it had permanently stunkified the house – which was already stunkified and only getting more stunkified by the day. The sounds of clapping, screaming, banging on the walls, and door slamming were cacophonous during these babysitting sessions as Jake made it clear he did not like being away from his mama.

The doctors said Jake was autistic; they said he had always been this way, but his mom insisted otherwise: “He was a normal baby before the vaccines – he was even saying words like ‘mama’ and ‘dada’ before those damn shots.”

Explaining Jake through vaccine conspiracy was easier to process than the truth, and in the end: it doesn’t even matter.#6 Jake was Jake; he yelled, moaned, clapped, and enjoyed watching Disney films – and only Disney films – on repeat. There was nothing behind his eyes except complacency and primal rage in cycles, and if you handed him an Xbox controller, he would likely swing it – hard – into your face before clapping loudly and wandering off. Jake couldn’t speak a word, yet he was older than me by a year, incredibly handsome with a distinct pudginess to his face, blue-eyes-to-die-for, and dark waves of hair. Jake was the apple of many eyes – until he started screaming and taking his diaper off.

Jake was Arcadian and kin but impossible to connect with. The thought often crossed my mind: in an alternate universe, Jake would have been hoarding power weapons with us on Lockout, but instead: One Hundred and One Dalmatians one hundred and one times and counting.

image-2.png *Pongo, Perdita, and pups transfixed by dancing light.

Jake lived in Arcadia unawares – but, maybe, we all did.

One thing was certain: this was it for Jake – all he would ever know. I accepted this about Jake; Miles accepted it; Matt accepted it. This acceptance brought us closer together. We were comfortable being around someone who smeared feces on walls; acceptance of this mental handicap was the measure-of-a-man in our Arcadia. The Arcadian Tribunal protected Jake; we loved Jake and he was exalted. And if Jake was too much for a person to handle: that person had a ways to go before they were allowed into our Arcadia – they were not even willing to step through the front door to begin with.

And on the topic of front doors …

II.II: Diaper Pyre

Jake would often open the front door and wander around lost in Arcadia, and because of this: his mom installed a second door ahead of the front door. The second door’s knob was installed backward, the locking mechanism was on the outside facing the elements, preventing Jake from unlocking the door from the inside and thus escaping into the Arcadian wilds. The Trick Door – as we would come to call it – would require some arm-contortionism to lock from the outside after you had already entered the home but before the door fully closed; this was followed by a quick twist on the doorknob from the inside to make sure it locked properly. This Trick Door Lock Procedure was a crucial courtesy when entering the home; a life-or-death version of taking your shoes off.

One warm Arcadian summer night, my aunt and grandma left the house – dancing – and Matt was babysitting Jake. Miles and I were tagging along, playing Halo 2, until Jake started slapping himself on the legs and moaning as a wet gurgling emanated from his lower half.

This was a portent; the warm summer night was about to become much warmer.

Jake had diarrhea – bad diarrhea – and it would not stop. Jake was flowing foul for what seemed like forever; diaper after diaper after diaper of filth. We started to panic as the three of us repeatedly exited the front door to dispose of diapers in the garbage and the trash cans were nearing maximum capacity and the smell – my god, the smell.

The Arcadian Tribunal was defeated – we didn’t know what to do.

Fifteen years old and full of foolish ideas: I suggested we burn the diapers in the backyard. This idea was met with great fanfare; like most jaded millennials, we had pyromaniacal urges that were waiting to be fulfilled, and this was the perfect excuse to fulfill them. We secured a lighter and some gasoline from the backyard and this was how we started down the path of flame.

We piled the dung-drenched Depends#7 atop stray wood, poured gasoline all over, and tossed a burning piece of paper onto the uncontained pile of incredibly stupid ideas. The diapers burst into flames like the flared farts of a burning man. Stool flavored shit smoke escaped the confines of the backyard and spread a putridity so potent that it was a pox upon the entire neighborhood.

image-2-1.png *Jackals and grunts huddle around bonfire of questionable origin.

The diapers burned in effigy to our intoxicating Arcadian innocence but, like youth, they didn’t burn for long; the gasoline and wood did most of the burning, and we quickly learned that diapers are mostly fireproof – most of the fecal matter burned away, the absorbent turned to mush, and the outer material had charred to black. We ended up exactly where we started, only now with a big ball of rancid goop.

Crickets and crackling were the only sounds penetrating the now-much-warmer Arcadian summer night.

Until Miles spoke up: “Where’s Jake?”

II.III: Wandering Around Lost

There was a boy drowning in emotions beyond his understanding; water filled his lungs while he flailed wildly in the ankle-deep waters of a kiddie pool.

I could see a nervous smile forming on Matt’s face – it dawned on him that he had defaulted on babysitting duties in pursuit of pyromania and he was visibly distraught behind his eldritch weirdness. “I’ll go check on him,” Matt said as he stood from his chair and made a beeline for the patio door.

My mind was preoccupied with figuring out how to explain the rat-king of warm diaper goop to my grandma and aunt, but also with Miles’ simple question repeating in my mind. And due to a certain incident involving girls in middle school, I had developed a sixth sense for calamity that was often way-off-the-mark,#8 but I was feeling it now and it felt like bullseye. The gastrointestinal black hole, reminiscent of a trust-fall with someone you wouldn’t trust at all, grew as I watched Miles prod charred fecal matter with a stick. The feeling of doom grew so strong that I stood up and followed Matt into the house to check on Jake myself.

As I entered the back porch, Halo 2 was idling on the campaign section we had left idle in favor of pyrotechnics and a soldier kept repeating, “At this rate, we’re never gonna win this war!” and this transfixed me briefly until Matt approached me with a look of Holy Terror painted across his face. He said two words: “Jake’s gone.”

My transfixation broken – “What do you mean, he’s gone?”

Matt’s timbre trembled in barely-contained panic, “The door’s unlocked. I checked everywhere.”

My aunt’s worst fear was becoming reality; Jake was wandering around lost in the Arcadian wilds. My eyes grew wide at the very thought, “Who was the last to go out the front door?” My teenage brain instantly jumped to the blame-game as to proactively deflect punishment from myself when my aunt arrived home and realized her son was missing.

Then Miles walked in – looking smooth as always – only to see us standing there arguing about who left the door unlocked. “What’s up?” Miles said, only to be met with the faces of the might-as-well-be-dead. “Jake’s gone, isn’t he?” He said without a shred of fear in his voice, “well he couldn’t have made it far, let’s go look for him.”

My aunt and grandma wouldn’t get home for another hour, so maybe we could fix this before anyone noticed – maybe we could find Jake ourselves.

We wouldn’t bother to check the neighborhood pool because it was locked at eight o’clock and would require Jake to climb over a fence to get in – something he couldn’t do. And it was doubtful that Jake would get hit by a car, as it was late and there weren’t many cars out at this time of night. The worst possibility was that Jake fell into the pond and drowned, but the pond was shallow, and if he had fallen in, we should be able to drag him out before he hurt himself – if the neighborhood crocodile didn’t get to him first.

We decided to take a three-pronged approach. Miles would check the fishing pond; if Jake fell in, Miles was the most well equipped to get him out. Matt would rev up his Toyota Celica and drive every side-street and cul-de-sac; if Jake was wandering the roads, Matt would find him. I would go through a side-path near the house that led to a playground; Jake loved going there so maybe he wandered there instinctively.

image-1.png *Night; Arbiter searches the Arcadian fishing pond; clubhouse and pool seen in the distance.

But it was hopeless – each path was a dead end, and Jake was nowhere to be found.

The Arcadian Tribunal came full circle and regrouped betwixt red maple and palm; defeated and dejected. The soldier on the Magnavox repeated the words, “At this rate, we’re never gonna win this war!” before I forcefully silenced him by kicking the power button on the Xbox – the games were over, and my aunt would be home any minute now, and then my life would be over too. I would be banished from Arcadia forever.

Matt suggested we call the police. The police would illuminate Arcadia with flashlights and find the missing boy within minutes but then our paradise would crumble and the game would truly be over.

As if living in a ‘90s slasher-film, I decided for us: we would not be calling the police, at least not yet. “I’m going to check the pool,” I said after a round of thoughtful pacing – my words were deflated and blue but belayed a sense of seriousness that was rare in these parts of Arcadia.

“Matt, stay here – if they get home before us, try to keep them distracted; say Jake’s asleep in his room or something.” I said as I scoured for a flashlight in a nearby cabinet. Matt’s eldritch awkwardness would deflect any suspicion as it made him impossible to read even when lying, and he was immediately amiable – as always.

“Miles, come with me; I’m going to need you to jump the fence and unlock the gate.” Miles was contrary as usual, “What’s the point? The gate’s locked – no way Jake could climb that fence.” I found the flashlight then glared at him with a graveness he had never seen from me before, and as I made my way toward the patio door, Miles followed suit without a word.

Spontaneously, the plan had taken form, and I strode out of the backyard with a feigned confidence so convincing that I appeared like the leader of an Arcadian Battle Regiment or: The Arcadian Youth League.

Miles and I had to travel through four yards, around the rim of the fishing pond, and over a fence to get to the clubhouse pool. I flicked on my flashlight as we crept through the verdant alley between my grandma’s house and Matt’s house. A black cat ran from one bush to the next. It looked like Chips, my grandma’s rescue, but I couldn’t be sure. Through our creeping, we made it beyond the second yard, but the third house had an open yard with a dog pacing back and forth. I took a gamble and bolted across the edge. The yard was on the border of the fishing pond, and I was so focused on not falling into the water that my foot snagged a root, and my flashlight went flying into the air, and my face went headfirst into the dog’s dominion.

Miles yelled something out as he caught up with me and grabbed at my shirt, but it was too late; the dog had arrived. There was no barking, no snarling, only wetness on my cheek followed by a thick layer of slobber. The dog was licking my face and wagging their tail. I got to my knees and cupped the dog’s head in my hands; it looked like a Golden Retriever in the summer moonlight, and I pet the dog’s head before nudging them away. The dog sauntered off into a nearby shadow and returned with something thick in their mouth – a bone? No, it was my flashlight; the glass was broken, and the switch was in the off position, but it still turned on when flicked, albeit with the flashlight equivalent of a whimper: a flicker. I pointed the cone of light at the dog – a Golden Retriever, confirmed – and then to Miles, who was standing there with a blank look on his face: “Are you the dog whisperer or something?”

image-3.png *Jake’s home in Arcadia.

We took the incident with the dog as a sign of good fortune and crept with newfound confidence through the final yard. We made it to the clubhouse and walked toward the pool courtyard gate. I felt a nudge on my leg and looked down; it was the dog. They followed us. I patted the dog on the head and gave them a “Good dog” and then placed my hand on the top of the gate. “Alright, Miles, go ahead and –” I paused as the gate slowly opened with just a gentle touch.

Miles and I looked at each other, our eyes widening in revelation. Someone forgot to lock the gate – just like we forgot to lock the Trick Door.

All three of us rushed into the poolside courtyard and looked around frantically. I circled the edge of the pool, shining my flashlight into the water, but there was nothing except pennies and pool toys. Then the dog raised their wet nose to the sky and sniffed with purpose before bolting off into a corner of the courtyard consumed by dense shadow.

Miles and I followed the dog with purpose. The flashlight was dimming but still caused shadows to shiver and flee with some hesitation. Once we got close enough, we saw the dog standing on the edge of a kiddie pool, extending their head over the water as if signaling at something with their nose. I pointed my flashlight beyond the dog’s snout, and that’s when I saw it.

Jake’s body; floating; eyes closed and moonward. He was naked, and a diaper was floating near his head. The leaked contents of the diaper contaminated the waters around him. There was a gloom in the gravity so powerful that it stopped the Earth’s rotation.

The dog whimpered. Miles was staring at the frozen Earth beneath him. There were no words. He slowly removed his phone from his pocket and handed it to me – “you do it.” Neither of us knew CPR, so it was the only option. I nodded solemnly and started dialing the three numbers we had been avoiding this whole time.

But just then, there was a cough. I stopped dialing and looked over to Miles. “Are you fucking with me?” I glowered. But no, there was another cough, the sound of disturbed waters, and a moan like the moan of a boy obsessed with Pongo and Perdita. I swung the flashlight toward the kiddie pool, and there he was in all his naked glory.

He clapped loudly while walking circles in the ankle-deep waters of the kiddie pool, and his manhood swung wild like the wind. Jake was alive. Miles and I turned to each other, both stupefied, and we started laughing louder than we had ever laughed before.

When the laughter stopped, I grabbed Jake’s wrist and led him out of the courtyard. Before exiting through the gate, Miles turned to me and said, “hey, where did that dog go?”

The dog was gone, and as we returned home through the yards of Arcadia, the Golden Retriever was nowhere to be found.

III. Mea Aurea Annos

“The only thing true is nothing can last.” – My Golden Years by The Lemon Twigs, A Dream Is All We Know (2024)#9

Betwixt red maple and palm sits a man in his thirties transfixed by dancing light.

When I decided to replay Halo 2 in January of 2024, it was because I wanted to prove to Miles – and my younger self – that I could beat the game on Legendary difficulty – something I was never able to do during My Time in Arcadia. And when the marine in Chapter 1 said, “standard formation – little bastards up front, big ones in back”,#10 I knew I was in for a ride, and for a moment, I was fifteen again.

I soon found out that Halo 2 on Legendary difficulty is an ouroboros affair of trial-and-error and pure rage. Every encounter is death, and every respawn only takes you a centimeter closer to victory. If it had bonfires, character builds, and a third-person perspective, it would be Dark Souls – just far more frustrating and tedious and just not fun at all. Halo 2 on Legendary difficulty is only two weapons – the Plasma Pistol and the Battle Rifle – because everything else is a pea-shooter that doesn’t do sufficient shield damage; without the Plasma Pistol, every enemy turns into a minute-long bullet-sponge demonspawn that actively casts hair-loss magic on the player through the monitor; and since the Plasma Pistol can’t actually kill anything, the Battle Rifle has to be on swap to finish the job. Halo 2 on Legendary is why male-pattern baldness exists. Halo 2 on Legendary is why I pray for early onset Alzheimer’s so I can forget about all the time I wasted charging up Plasma Pistols and game-overing to grunts because every enemy has perfect aim and the jackals – my god – the jackals.

Alzheimer’s – that’s a strange thing, isn’t it? Just forgetting. Arcadia, lost…

If I were a masochist, I would consider Halo 2 on Legendary difficulty to be the greatest computer game of all time.

I did complete Halo 2 on Legendary, but I had no fun doing it – so why did I actually do it?

The truth is: when I decided to replay Halo 2 in January of 2024, it was because I wanted to be on the porch-turned-bedroom in front of the Magnavox. I wanted to hear my autistic cousin clapping and groaning behind the sounds of warp and whoosh. I wanted Miles and Matt to walk through my office door and sit down next to me as if no time had passed at all. I wanted to see the fishing pond through the eyes of fifteen-years-old. I wanted to return to Arcadia – my golden years.

It’s not just me – I see it everywhere. The computer game community, especially, is full of people just like me, obsessed with their youth – ignoring the present.

Nostalgia trespasses our minds like children with flashlights; highlighting the good, leaving the bad covered in shadow. So many of my preferences are formed from nostalgia’s sweet embrace, and I can point to the exact moment that I am trying to recreate each time. The existence of this essay is evidence of the fact that I am obsessed with the past; I could have written about my daughter, or my son, or my wife, but no – it’s not nostalgic enough yet. They say midlife crisis kicks in between the ages of forty and sixty, but it feels like I have a midlife crisis every day. And every time I try to recreate these treasured experiences, the magic becomes less potent – the feeling slips further away, and the thing is a little more bastardized than it once was.

My childhood is wandering around lost, and I am in the dark with a dying flashlight looking for Jake.

image-1-1.png *Master Chief overlooks fading Arcadia.

Miles went to college for mechanical engineering. He works in an automobile factory now. Occasionally, I still play computer games with him online, and we talk on Discord. He’s still into anime and computer games – maybe because of my influence. We live multiple states apart, and our friendship isn’t nearly as strong, but every time we talk, one of the stories in this essay inevitably comes up. I went to his wedding back in 2018. I don’t think his wife has ever liked me.

Matt moved back in with his parents; the same house in the same room with the same window we used to throw rocks at. Matt hasn’t changed much, if anything: his weirdness is even more eldritch than ever before. He’s gone from ultra-fit to mirroring his father to somewhere in-between, and he’s still as meek as ever. It seems like I’m still his only friend, as every time I visit my grandma’s house, he’s up there in his room. I’m not scared of his dad anymore. I walk right in and go upstairs, and there’s Matt: sitting in front of a few computer monitors playing old episodes of Quantum Leap while peculiar new-age music plays softly in the background and incense form a thick smoke throughout the room. It’s all very Lovecraftian, but my aunt still trusts him enough to let him drive my grandma to her ballroom dancing every Tuesday night.

My grandma can’t drive anymore – she has Alzheimer’s disease now.

And Jake, he still lives in Arcadia unawares. Clapping, moaning, taking his diaper off, and watching Pongo and Perdita. But one day, he too will change just like the rest of us. The doctors say his condition will only get worse – he’ll start forgetting; one day, he won’t even know who his mama is. But that’s not so different from everyone else – is it? Alzheimer’s: Arcadia just slipping away.

Some say the only thing true is nothing can last; everything fades away and nothing is forever. If the only thing true is nothing can last – then maybe we should treat every year like our golden years; maybe we should live in the moment.

This essay exists not only to wallow in nostalgia, but also to chronicle my life – in case I forget.

This essay will function as a Golden Retriever in the dark.


Footnotes:

#1. https://youtu.be/GG1ZYByvfqQ #2. https://youtu.be/4bMoHIllZOc #3. https://howdoyouspell.cool/forrest/tactics-ogre-reborn-ruminations-on-resentment-regret-and-retribution #4. https://youtu.be/2R6S5CJWlco #5. https://youtu.be/3DRUnkkjkds #6. https://youtu.be/eVTXPUF4Oz4 #7. https://www.depend.com/en-us/incontinence-products/protection-with-tabs #8. https://howdoyouspell.cool/forrest/no-disc-1998-seatbelts #9. https://youtu.be/jnylB5ylyw4 #10. https://halo.bungie.org/misc/h2dialogue/marines/cairo_littlebastards.mp3

(Originally published on 2/11/2024)

#ComputerGames #Autobiographical #Halo2 #ShortStory