Game boys
For the masters of early-'80s video games, the two saddest words in the English
language are 'Game Over'
by Chris Wright
Rick Fothergill doesn't look like a world-class athlete. With a gray-flecked T-shirt
clinging to him like Saran wrap and a pair of pale legs protruding from his
baggy shorts, the 27-year-old concrete tester from Ontario, Canada, looks as
though a round of golf might kill him. But Fothergill is on the verge of
accomplishing a rare -- historic, even -- feat of skill and endurance. After a
grueling six hours and 15 minutes of play, he is about to enter into the 256th
screen of Ms. Pac Man. Known as the "kill screen," it's the last screen
Ms. Pac Man's creators bothered to program. When you clear it, the machine
simply packs up, exhausted.
"Last board! Last board!" cries one of the spectators milling around behind
Fothergill's back. The announcement has people tottering atop stools, craning
necks, clicking cameras. Only a handful of players have ever reached this
stage. Fothergill has finished off Ms. Pac Man about a dozen times in his
long career, making him perhaps the most accomplished player in the history of
the game -- the Michael Jordan, the Mark McGwire, the Joe Montana of
Ms. Pac Man.
A hush spreads as the kill screen dissolves into a mess of squiggles, its
program scrambled by endgame glitches. The board is inverted, the score upside
down on the bottom of the screen. A roomful of techies fidget. Fothergill,
oblivious to the crowd, hunches over the controls, yanking and flicking the
joystick. Before him, a little yellow blob flees a cluster of multicolored
ghosts. "It doesn't get any more intense than this," mutters an awed
onlooker.
The action is taking place at the Funspot, a sprawling multi-entertainment
complex at Weirs Beach, New Hampshire, which is hosting a three-day tournament
of classic video games. In an upstairs room roughly the size of CentralFalls,
110 video games from the late '70s and early '80s -- the heyday of the video
arcade -- have been fixed up, turned on, and tuned to their tournament
settings.
The event, on the first weekend in May, is far and away the largest of its
kind to have been held in 15 years, both in the number of machines and the
number of world-champion players present. Mark Longridge, Pat Laffaye, Stephen
Krogman, Robert Mruzak, Perry Rodgers, and Billy Mitchell may not be household
names, but between them, these six men have set world records for Wizard of
Wor, Dig Dug, Space Invaders, Pac Man, Ms. Pac Man, Joust, Frogger,
Galaga, Arkanoid, Tetris, Doctor Mario, Firetruck, Donkey Kong, Donkey
Kong Jr., Q*Bert, BurgerTime, Centipede, Galaxian, Carnival, Mario Bros.,
and Star Wars.
"These guys were my heroes growing up," gushes one young local. "This is a
dream come true."
Right now, the attention is on Fothergill, who has just completed the kill
screen. The crowd applauds. He turns around and pumps his fists in the air.
Though his score of 901,540 failed to set a record, and indeed fell 900 points
short of Fothergill's personal best, it's still one of the highest scores ever
recorded for the game. The previous evening, he set a new world record for
original Pac Man with a score of 3,333,270, a mere 90 points away from a
perfect score. "This is unbelievable," he says, breathless. "I
never . . . "
All of the weekend's contestants share a similar sense of elation at having
been given the chance to compete once more. "I haven't walked into an arcade in
15 years," says Pat Laffaye, a Connecticut computer consultant who's hoping to
regain the Frogger record he lost in the early '80s.
"I never thought I'd be doing this again," says Wizard of Wor whiz Mark
Longridge.
Galaga master Stephen Krogman is equally thrilled. "It's an honor to play with
all these champions, people I've just read about in books," he says. It's
difficult to overstate the momentousness of having all these players, all these
years later, gathered together under one roof. But Walter Day, the organizer of
the tournament, somehow manages: "It's like Batman coming out of retirement,
Superman coming out of retirement, Spider-Man coming out of retirement."
IF THE video-game world has a patron saint, it's Day. With a thick beard, a
receding hairline, and a pair of intense, smiling eyes set in a gaunt face, he
patrols the floor of his tournament in a black-and-white-striped referee's
jersey, carrying a clipboard and encouraging the contestants. Day's interest in
classic video games dates back to 1981, when he opened a small arcade in
Ottumwa, Iowa. "I became fascinated by the superstars who get the high scores,"
he says. The following year, Day founded the Twin Galaxies Intergalactic
Scoreboard, which is the nearest thing to an official record-keeping body for
video games. If Twin Galaxies hasn't verified your record, you don't hold it.
"I'm the scorer for the whole world," Day says. "It's a very, very busy job."
Every serious video-game player in the country is aware of Day's work -- at
least, every player who is considered serious by virtue of having had Day tag
him as a champion. Thus the large number of superstars at the tournament.
"These are extraordinary people." Day says. "They have a higher sense; they're
seeing a bigger picture. They have more creative intelligence, more integration
with their nervous systems."
J.C. Herz, author of Joystick Nation: How Videogames Ate Our Quarters, Won
Our Hearts, and Rewired Our Minds (Little, Brown, 1997), puts it even more
strongly: "A lot of these guys have the same understanding of Asteroids that a
concert pianist has of Haydn. They play these games like musical
instruments."
Plenty of people at the Funspot share her high opinion of the players. The
place teems with youngsters: rookies eager to learn a trick or two, whiz kids
intent on flaunting their own virtuosity before the masters. There's even a
small contingent of reporters, scurrying around after the contestants.
The level of enthusiasm for a tournament of early-'80s video games has
surprised even the hosts. "I can't believe it," says the Funspot's Gary
Vincent. "I thought we'd get some locals, some people from Massachusetts. But
I've got people calling me from all over the world."
It wasn't always so. Technology moves fast, and the taste of 13-year-olds
moves even faster. The video-game industry long ago left games like Galaga and
Dig Dug behind, replacing them with a series of increasingly realistic
shoot-'em-up and kung-fu fantasies. Plus, there was the crash. "The whole
industry went bust in '84," says Walter Day. "A lot of arcades went out of
business." By the mid '80s, the days when people like Perry Rodgers appeared in
TV commercials ("When I'm not playing games in the arcade,
I'm . . . ") or competed on the US National Video Game Team
were over. The Guinness Book of World Records, which had previously
published the scores Day compiled, withdrew its video-game category. By then,
most video-game superstars had given up. In fact, Day himself retired in 1986.
"I was so tired," he explains. "It wore me out."
But a handful of classic games survived in arcades such as the Funspot, and
interest -- perhaps buoyed by a growing '80s nostalgia -- began to revive. In
1995, Day got back into the game, and last year he edited the first edition of
Twin Galaxies' Official Video Game & Pinball Book of World Records,
a 984-page tome that logs thousands of scores and statistics culled from 31
countries. Suddenly, the old stars had a new reason to go on competing. The
response to his book has been so overwhelming, Day says, that next year it will
be published in two volumes.
Home-entertainment giants such as Hasbro Interactive, Midway, and Sega
recently decided that they want a piece of the pie, too, re-issuing many of the
classics for home game systems. Web sites carrying the MAME (Multiple Arcade
Machine Emulator) program -- which allows home computers to mimic classic video
games -- are proliferating like mad. Classic video-arcade consoles, which a few
years ago could be bought for as little as $50, are suddenly worth much more.
TO SOME extent, the resurgence of classic video games is fueled by a
generation's predictable longing for the toys and joys of its teenage years.
But there's also a growing consensus that these old machines are simply a lot
more fun than their modern counterparts. Kids still drop millions of
quarters into the new games, but no one would argue that anyone is forming the
kinds of emotional bonds to House of the Dead that people did to Pac Man.
"I like simpler games from a simpler time," says Frogger champ Pat Laffaye.
"Some people might look at Frogger and say it's corny. Some might even say it's
a girl's game. But I find the violence of the new stuff disturbing. It doesn't
really interest me."
"There's a big difference between old-school and new-school games," says J.C.
Herz. "The old games are better designed because they didn't have good
graphics, they didn't have the realism. Game design was all they had, so they
had to work harder to design an entertaining experience. Now they spend more
money, but the design is a lot more sloppy."
You could think of the difference between old and new video games as analogous
to that between old and new films. Old filmmakers, without special effects to
rely on, had to work harder to cultivate a mood, and the same goes for the
creators of classic video games: without modern graphics and powerful
processors, the designers of games such as Centipede and Donkey Kong had to
rely on simple human creativity, and that turns out to be a lasting thing.
"Pac Man is very primitive," says the Funspot's Gary Vincent. "As far as
memory, the only thing it remembers is the high score." New games, on the other
hand, have multi-layer logic boards, adjustable everythings, and
high-definition screens. The result is that when you're driving one of the cars
in Daytona II, you're not only looking at a very realistic road before
you, but your car behaves as it would in real life. There's a lot of technical
skill involved, but not much artistry.
"A lot of people are seeing these media masterpieces for what they are," says
Herz of the older video games. "I really think that one day they will be
considered great pieces of modern art. They hew to the same principles:
simplicity and elegance. I honestly think that Asteroids should sit next to
Mondrian in a museum one day."
There's also a quirky surrealism to the classic video games that's lacking in
their contemporaries. It must have taken a delightfully trippy imagination to
dream up Frogger, with its little green critter hopping on the backs of
turtles, dodging streams of traffic, occasionally getting flattened. Or
BurgerTime, wherein the object of the game is to help Peter Pepper assemble
enormous hamburgers. In today's bloodthirsty video-game market, it's unlikely
that we'll see the likes of Mr. Egg and Mr. Pickle again.
IF YOU'RE reading this and thinking, "Ah, Mr. Pickle!", you'll
understand why these guys have traveled to New Hampshire from all over the
country and beyond. Walk into the upstairs game room at the Funspot and it all
comes flooding back: the dim lighting, the whiff of physical exertion, the riot
of bleeps and squawks.
And then there are the players. Wizard of Wor ace Mark Longridge, fairly or
not, fits the video-game-player stereotype perfectly. Disheveled, untucked,
with the facial and cranial hair of a revolutionary poet, Longridge came all
the way from Hamilton, Canada, for the chance to compete. "I haven't woken up
yet," he says. He insists he didn't think twice about making the trip.
"Everyone gets nostalgic about what they liked to do as a teenager," says
Longridge, who is 33. "We actually get the chance to do it again."
It's no surprise that every contestant in this tournament is circling 30. Look
at the dates the games were conceived: Space Invaders (1978); Asteroids (1979);
Defender and Missile Command (1980); Donkey Kong, Frogger, Galaga, and Space
Duel (1981); Tron, Q*Bert, Millipede, Pengo, BurgerTime, and Zaxxon (1982);
Congo Bongo and Star Wars (1983).
The majority of these guys were in their early teens when they hit their peak,
which happened to coincide with the golden age of arcade games. They were
hotshot kids, skipping school and showing off to their buddies. Now they're
approaching middle age, with jobs and families and mushrooming midriffs.
"When I heard about the competition, it was an odd feeling," says Mario Bros.
champ Perry Rodgers, 36. "It felt like the '80s weren't that long ago, like
it's all been continuous."
Youth, as someone once said, is wasted on the young -- and so, apparently, is
video-game prowess. The Funspot tournament doesn't offer contestants a chance
just to relive childhood, but to improve on it. As Pat Laffaye says, "I didn't
know how good I was back then. There was no one there to push me, to take me to
the next level." Then, after a pause, he says, "This is my chance to make up.
"I'm not one to toot my own horn," he continues, "but I should be the Frogger
world champion by the end of the weekend."
There are a lot of world champions here, but when video-game buffs talk about
their heroes, one name keeps cropping up: Billy Mitchell. He was one of the
first players to get his name in the Guinness Book of World Records. He
set records on a mind-boggling selection of games: Donkey Kong, Donkey
Kong Jr., Pac Man, Ms. Pac Man, BurgerTime, Centipede. He still holds
the longest-standing record: in 1982, he scored 874,000 points in Donkey Kong,
and no one has topped it since. Indeed, Billy Mitchell might just be the most
famous player in the world.
Sporting a stars-and-stripes tie over a denim shirt, with a trimmed beard and
a head of immaculate, Shaun Cassidy-caliber hair, he certainly looks the part.
And he acts it, too. Speaking on the phone on the first day of the tournament,
Mitchell begins our conversation by saying, "If I sound a little absent-minded,
I'm playing while I speak. There's a world record in the making here."
In the mid '80s, Mitchell set high scores for Pac Man and Ms. Pac Man,
only to have both records snatched away shortly thereafter, an experience he
describes as "agonizing, a tremendous disappointment." Fifteen years after the
fact, he says, "I've come to take them back." This weekend, Billy Mitchell is
setting his sights on the elusive Pac Man perfect score, yet to be achieved by
any player.
"My motto," says Mitchell, "is play to win. People ask, `Do you ever play for
fun?' I say, `No. I play to win.' The satisfaction is that you achieve what
others can't. If you can get 100,000 on Pac Man, you'd surely be in the top one
percent in the country, you'd turn heads anywhere you go. You've achieved a
level that three or four people in the whole world could achieve. But if you
don't get that top score, you feel like you're beaten. I know it's silly, but
it's the truth. If you're not the lead dog, the view never changes."
Mitchell insists that his passion for winning has abated somewhat, or at least
shifted. On the phone, he says he can't wait for me to get there -- he's
itching to talk about Rickey's, a hot sauce put out by the chain of restaurants
Mitchell owns in Florida. "Now," he says, "I bring my passion to the sauce."
As the weekend wears on, however, it becomes increasingly apparent that the
sauce is only sharing his attention, at best. The whole weekend, Mitchell
barely budges from his Pac Man console -- often playing the game and speaking
into a cellular phone at the same time. If he made a trip to the bathroom, if
he ate anything at all, I didn't see him do it.
"That's the kind of player Billy Mitchell is," says Gary Vincent. "Last night
I had to switch off the machine and tell him to go home."
VIDEO-GAME LORE is rife with tales of players pulling all-nighters, all-dayers,
all-weekers. Mitchell says it took him 47 hours to set his Centipede record
("25 million and one"). Perry Rodgers did 27 hours at a charity event playing
Mario Bros. Rick Fothergill says that in his heyday he'd regularly play 12 to
16 hours at a stretch. Stephen Krogman, who works in a video arcade ("I play
them and fix them"), recently knocked off his 10-hour shift, only to spend
another 10 hours playing. Robert Mruzak once spent 49 hours playing Star Wars,
an experience he describes, with deadpan understatement, as "draining."
"These people are bound by the fact that they've gone through this ordeal,
this manic dedication to a fringe activity," says J.C. Herz. "There must be
something like a Tao of Galaga in the seventh or eighth hour."
There is certainly a philosophy that grows out of spending long hours before
the console. At least, if you're Billy Mitchell there is. "You have to be able
to question everything that happens in the game," Mitchell explains. "Every
time you die there's a reason, and if you discover the reason you can prevent
it."
According to Pat Laffaye, there's something pre-logical, even extrasensory,
about mastering the game. When he's playing Frogger, he says, he has to
"predict" what's going to happen next. "When you hop on a log," he explains,
"you have to have a leap of faith." At this point, when you don't even have to
think, you've entered what players call the Zone -- or what cognitive
scientists call "flow."
"It's basically when you can do no wrong," Laffaye says. "It's hard to
explain: you're totally focused on the game, you've blocked everything out,
everything happens naturally." When Laffaye's in the Zone, he says, "I see
everything in slow motion; I see this clear path, this very wide path.
Everything is exaggerated. Milliseconds seem like eons."
And then there's Bob Mruzak, for whom the weekend is all Zone, all the time.
He just smashed his Star Wars record by nearly a million. "I thought I'd lost
my knack," he says, beaming. "It just came back to me after 13 years."
I, ON the other hand, am a complete stranger to the Zone. All weekend I play
1942, a game I vaguely remember being quite good at as a kid. The object is to
fly a little World War II aircraft over a series of rudimentary terrains,
shooting squadrons of enemy planes as you go. The only problem is, the little
bastards shoot back. No matter how hard I try, I can't seem to log more than a
few thousand points before being blasted out of the sky. It's a very sobering
experience. Not to mention tiring, and maddening. At one point, as I slam my
hand on the control panel and utter an Oedipal profanity, Walter Day happens
by. "Remember," he says, "1942 is a state of mind." I watch him to see if he
laughs. He doesn't.
So, with this advice ringing in my ears, I go on to log a score of 207,000,
a high for the day. "Here!" I yelp at one of the clipboard-wielding officials
wandering the floor. "Over here!" My name is entered onto the roll of honor.
Never mind that the next day, when I walk past the machine, I will notice that
some anonymous player has quadrupled my score. For a brief, shining moment, I
am the best. It's a good feeling.
"Getting a high score is a real rush," says Krogman. "I don't drink, I don't
smoke. When I get a record, I've proved myself a thousand percent. I'm not
ashamed to say it, I'll stare at a high score for 10 minutes and think, `No one
will ever beat me.' "
Krogman is keen to come out of the weekend a winner. "I've been pushing
buttons and moving joysticks for 19 years," he says. "I don't want to look back
and go, `Yeah, I'm okay.' After all the time and money I've put into it, I'd
better be the best."
Time, though, might just turn out to be the video virtuoso's greatest enemy.
Krogman, like most of the other Funspot contestants, fails to live up to his
teenage brilliance. "I'm a bit disgusted with myself," says Mark Longridge.
"I'm not as sharp as I used to be. I'm slower. I'm finding it hard to get the
scores I used to, and that's frustrating."
Billy Mitchell doesn't buy this at all. "Past my prime? Not at all. It's like
being a boxer: you're not as sharp, but you're a lot wiser."
As the weekend draws to a close, however, only two records have been set: Rick
Fothergill's 3,333,270 on Pac Man and Bob Mruzak's 2,599,701 on Star Wars. At
nine o'clock on Sunday evening -- Mother's Day -- Billy Mitchell is still
sitting at the Pac Man console, still reaching for the perfect score, still not
quite making it. The tournament has officially been over for three hours. As I
walk out of the arcade, I try to get his attention.
"Bye, Billy," I say. He doesn't turn around.
Chris Wright can be reached at cwright[a]phx.com.