Last month, Oscar Villalon wrote a piece on The Rumpus echoing Tom Bissell’s sentiments that many members of this generation do not catalog their lives by albums or movies, but through video games. Of course, I made a few remarks in the comments section. One responder said that while interested like Bissell in thinking about the new narrative opportunities afforded by video games, she doesn’t actually want to play them. In fact, she wouldn’t even know where to start, and instead, she offhandedly hoped that somebody would make a gaming mix tape for those whose only introduction to the form is Tetris.
BEHOLD THY MIXTAPE.
I thought that I might cover a couple video games over the next few months with the same literary lens I’ve been using to look at comic books. And the first one I’ve decided to go with is Earthbound, a 1994 release for the Super Nintendo. That should come as little to surprise to Earthbound veterans, but I’m imagining that most people who read this blog, even some gamers, aren’t aware of this relatively obscure game. The first thing we have to talk about right out of the gate is the box.
That shit don’t mess around. And when you’re a ten-year-old boy wandering around the local Electronics Boutique, that giant face-sized behemoth is going to stick out. The box is so big because the game comes with its own strategy guide and a John Waters-esque pack of odorama gross out cards. Imagine me in 1994 utterly captivated by this box, so foreign, so alien, the sleek golden curvature of that figure on its front practically demanding a purchase.
So what’s the premise? Earthbound is about a group of kids who band together to fight hippies, eat cheeseburgers, break up Heaven’s Gate style cults, beat people up with frying pans, put their souls into robots, and ride the Loch Ness Monster. It’s a Japanese Role Playing Game, and for anyone not unspeakably nerdy enough to know what that is, JRPGs are text based narratives where your only method of interaction is steering the avatar (the figure the player controls onscreen) and selecting actions from a text box. Think Myst fused with Dungeons and Dragons. And up until 1994, these games for the most part followed the same formula. Dragons and magic and swords and castles. Plucky young hero watches his village destroyed by an evil empire, then has to fight them to save the world.
What’s so noteworthy about Earthbound is that it takes place in the present (199X to be exact), and the avatars are average kids with yo-yos and baseball bats for weapons. They drink soda, not potions, to repelnish their health. They get money by using their fathers’ credit cards in ATM machines, not collecting golden coins from fallen enemies. They fight crazed neighborhood dogs, not dragons. They pal around with the Blues Brothers.
The aforementioned would be enough to make Earthbound noteworthy, just one in a line of excellent JRPGs released during the Super Nintendo era. But what pushes Earthbound over the edge from obscure gem into groundbreaking classic is the fact that it’s a satire, and it’s actually funny. Most people who play games acknowledge the fact that they’re funny. But games are rarely intentionally so. Games get chuckles when they have awful translations, not because of in-game jokes. Earthbound breaks that rule repeatedly. Sometimes you discover a trinket called “Insignificant Item” that does absolutely nothing. Other times you knock at someone’s door only to hear the hushed quotations of Beatles’ lyrics. If you approach a character called The Annoying Old Party Man you get one of these two messages: “The Annoying Old Party Man/Reveler grumbled about today’s youth” or “The Annoying Old Party Man/Reveler lectured you”. Mr. T makes a cameo. Sometimes, when fighting hippies, the game literally gives you this message: “The New Age Retro Hippie used a ruler! Now he can measure things more easily!” I’m not doing the game’s humor justice, because text can’t do the game justice. Its combination of offbeat soundtrack, Norman Rockwell-cum-Nintendo visuals, and insane story and dialogue in tandem are what make this game so truly bizarre and set apart from all the other deadly serious RPGs.
And did I mention the meta aspects of the game? Earthbound begins when an alien named Buzz Buzz (yes, Buzz Buzz) crash lands in the protagonist’s sleepy American town and explains to the young boy that he’s the inheritor of an important prophecy. This is typical JRPG crap, but Earthbound plays it off with style. Buzz Buzz alerts the player that he is critically injured and about to die, but after hearing his speech about what the game is about, he tells you he can explain it again if necessary, and in fact, can explain it an infinite amount of times despite being only seconds away from death. Multiple times throughout the game, the action will stop and a character onscreen will call to you (the real life sitting at home player, not the avatar) and ask you to take a picture of the avatars. At one point, they even ask you for your real life name and hint that they’re curious to know about the person who’s controlling them (again you) like a god-like figure in their 16-bit “lives”. And in the finale, the game asks you to send all your good karma to the protagonist so that he can defeat the final boss.
And the ending? The ending. There’s no cut scene that finishes the game. The player has complete control and you’re free to roam around the massive game world where people thank you for playing or offer investment opportunities or chide you for missing school. There’s no true end other than turning off the power. And in 1994 this was truly memorable shit. Earthbound was the first game that made fun of itself for being a video game. Earthbound was the first game whose characters understood that they existed in a video game world, and they frequently commented on that fact.
I can’t imagine many people are going to rush out and play Earthbound after reading this (unless, like me, they’ve already played through it countless times). But like Bissell argues in Extra Lives, I think it’s important for the literary set to look at games and think about their narrative potential. They require a level of active participation that a book can never have (and that’s not a judgment on either medium). Bissell focuses much of his work on newer games, but my only true access point to gamer culture is fueled by nostalgia. Earthbound is the first game that truly made me aware of the storytelling capabilities within the video game, the first that made it clear that not everything had to follow the tired and culturally outdated “save the princess” plot line. And when I open up my Earthbound strategy guide and smell my Master Belch odorama card? Yeah. That’s a straight snort back to what it feels like to be ten-years-old again.
Do I lose my writer card if I call Earthbound the Infinite Jest of 1994 Super Nintendo Japanese Role Playing Games?