When I was around eight years old my family lived in Oklahoma in a house with a log exterior and twenty acres of land. Although this might sound like a lot of land, I know my family wasn’t rich, per se—we just benefited from the fact that next to nobody lived out in the woods in our little corner of the state, and land was cheap. Our nearest neighbor lived a quarter mile down the road and had a home-made smoker built from an old refrigerator. We spent our summer days either digging holes in the dirt, swimming in the “crick,” or tromping through the woods.
We also had a fairly large garden, and after picking the ripe veggies, we had the chance to earn some extra money by catching all manner of beetles and grasshoppers and dropping them in jars of rubbing alcohol. When we decided to pool our money to buy a Nintendo Entertainment System (NES), our parents agreed to meet us halfway. The system cost $50, and we had to earn $25 on our own by embalming garden pests. We got something like 1 cent for potato beetles, and 5 cents for grasshoppers, so we actually grew fairly expert at catching those cash cows from the air, or pouncing on them as soon as they touched the earth.
When we bought the NES (pronounced “ness” despite being an acronym), it came with a single game cartridge that had two games on it—Super Mario Brothers and Duck Hunt. In Super Mario Bros., you play either as Mario or his brother Luigi, differentiated only by the color of their overalls (Mario wears red and tan, Luigi green and white). Throughout the game you defeat monsters by either jumping on their heads or spitting fireballs at them, which ability you gain from ingesting a fire-flower, but only after you have eaten a mushroom to get big. All the while you are in pursuit of Princess Peach, whom the evil dragon-like monster Bowser stole. You have to play through all eight worlds before you find her, of course. Until then, you find again and again that “We’re sorry, but the princess is in another castle!” If you’re lucky you can find an extra guy mushroom, which gives you another chance to play the level should you die or fall down a hole. Or you might find a bouncing star that makes you temporarily invincible, and run with it until the music changes back to normal.
The music in Super Mario Bros. is distinctive, repetitive, and maddeningly catchy. Four basic musical themes accompany the twenty five or twenty six levels in the game, depending on whether the individual level is above ground, underground, underwater, or in one of Bowser’s castles. I remember lying in my bedroom (upstairs and at the other end of a hallway from where the NES was kept) wondering whether someone was playing downstairs, not sure if I could hear the music, or if I only imagined it. Both of my older siblings have reported the same thing—that after playing for several hours, they thought they could hear the music even after the game was turned off. As an adult I have come across several remixed versions of those same themes, including an a cappella version that took me right back.
We also used to get what I could only describe as thumb fatigue. The NES controllers were rectangular, with a cross-shaped directional pad on the left and two round, red action buttons (labeled “a” and “b”) on the right. If you played for long enough, the skin on your thumb-tips grew tender, to the point where playing any more became painful—although we were tough enough to play through the pain. Unlike the Nintento Wii controller, the NES controllers could not sense motion. However, this did not stop us from “jumping” with our controllers by lifting them up and over while guiding Mario over one of the many, many holes in his world. If we ever had to explain to an adult why we liked Nintendo games so much, we always claimed something about how they “improved our hand-eye coordination.” Unfortunately, I have never found the job that requires me to push little buttons at the right time depending on what I see on a screen, in order to succeed.
Even if Super Mario Bros. hasn’t prepared me for a career, it did teach me how to play video games. At a young age I got used to playing, or watching someone play, for an extended period of time. The game itself is more challenging than many later games, because you do not have the option of saving your progress part of the way through. As a result, any time you start the game, you have to be mentally ready to play it all the way through. Furthermore, when school started, or if we fought over it too much, my parents usually put the Nintendo away, so we learned that you have to get your playing in while you can. Unfortunately, these same habits have come back to bite me since becoming an adult and managing my own time.
Even though I can, for the most part, choose whether I am going to play a game or not, and for how long, I still get the feeling that once I start playing, I “need” to play as much as I can, because I can’t be sure whether I’ll get to play tomorrow. Furthermore, I don’t like to stop and save, unless I’m at a natural break in the game, even if the game allows me to save at any time. As a result I sometimes struggle because I want to play computer games, but I know that if I play, I will probably abuse the privilege.
Also, I have noticed that if I play a game too much, to the point that I feel guilty about it, I usually want to delete the game the next day. The problem with this tactic is that by deleting the unfinished game, I never get the sense that I’ve completed it, so it is likely that a few months down the road I’ll want to play it again. Once again, this leads me to feel that I can’t be sure how much I’ll be able to play a game, so when I do play it, I’d better play it to the max. This sort of binge/purge behavior is frustrating to me, but since I started playing so young, it is also deeply rooted.
Super Mario Brothers is unique because it was the first video game I played, and it created the interest and desire to play more, different games. It is as firmly entrenched in my ideas of childhood as is playing in the dirt or swimming in the “crick,” or running through the forest with sticks as swords. Unlike these other activities, however, Super Mario Bros. is one I can have again. All I have to do is download an emulator, which allows me to play old school NES games on my computer, and I am back. Interestingly to me, but in this context perhaps not surprisingly, I find that the old school games I played as a kid are more alluring to me than the newest, hi-tech, hi-graphics computer games available today.