Zone Rapture of Fliffy Sandwich --
page 2
(I didn't change the picture, honest.)
 |
As a continuation of Zen's legacy -- the Intergalactic Ninja took a
leave of absence for reasons I can't quite grasp -- I have acted on his
advice and enlisted Zebu, one of Crystalis' four wise people, to
take his place. As with Zen, when you see and hear Zebu (he's been
possessed too; it's just that he doesn't talk much), remember that you are
reading unadulterated philosophizations. Thought in action,
man! |
I'd ask you to brace yourself for a ludicrous
practice of aesthetic Crystalis, but that doesn't really make
sense.
Code Name: Viper --- A Shocking Espousal of Public Nudity
The war on drugs. A nice, pious early-90s
cover, isn't it? The casual gamer would be content to believe he/she and Mr.
Smith are at war against LSD, and so was I for some time. However, if you look
slightly below the white-rectangle bullets and renegade soldiers who decompose
in five seconds (that's what narcotics do to you, kids), you will discover
something frighteningly contrary to all social conventions.
 |
Mr. Smith -- given uncoincidentally the most common last name in the
United States, that of Jimmy Stewart's immortal and idealistic senator --
ISN'T WEARING ANY PANTS! Oh, sure, he could be wearing khaki, but what
self-respecting federal agent would wear Dockers into the jungle? They're
too thin for winter and too heavy for summer, and the "camouflage" effect
really only works in the desert. I wish I could believe those were just
skin-tight, flesh-colored pants. I wish I still lived in Pleasantville,
but everywhere I look I see the non-greyscale hue of Mr. Smith's exposed
legs. |
Like Pleasantville, there is more
to CNV than meets the eye. At the core of this seemingly innocent juxtaposition
of the absurd and the grave is an exhortation that all people have the freedom
to dress, and not dress, as they choose.
This jungle is a cavalcade of phonies -- wherein female hostages wear
clean business attire. Is it just me, or does that sound slightly
prearranged? Tattered rags are standard among kidnapped persons, and so it
becomes clear that clothing and the genuine nature of the unclad human
form are what this game discusses.
We have been led by the society
of our fathers to assume that "Pts.", whenever it appears in a video game,
stands for "points." However, following the clothing motif out a bit
farther, we see that this brilliant indictment of mainstream morality
means us to take that abbreviation to mean not "Points", but "Pants" (the
ROM doesn't work, so you'll have to trust me when I tell you the game uses
"Pts.) After all, most games opt to introduce their points system with the
word "Score", or assume that the numbers speak for themselves. Could it
really be just a coincidence that CNV opted to use the unpopular
"Pts." lead-in? I think not. |
 |
The
more enemy soldiers Smith kills, the more "Pants" he salvages. Yet he does not
elect to don any of them. He takes a stand, refusing to be like the soldiers
against whom he is fighting -- with their stylish berets and their pants rolled
up around the calves -- those people who only accept well-dressed hostages.
POSEURS! Mr. Smith is far too good for you! He will pass his days with his
beat-up green shirt-wearing kryptoanalyst -- spend his time among the REAL
PEOPLE. Follow his example, reader. Don't let yourself be drawn into the fickle,
volatile morays of contemporary fashion. That's the message of this game. Every
traffic light is the domineering eye of Big Brother. Put cotton in your ears and
free Truman!
Dief: ". . .
. ." (Taps his foot.)
Dief: "Uh... what did you think of that, Zebu?"
 |
"Man who see beyond self find peace of
mind." |
Dief:
"No, no. My - my theory -- what did you think of it? The guy
who used to do this and I had a kind of... rapport on this topic."
 |
"Man have nothing to do to save life. Find what to say, much more than
'what a day.'" |
Dief:
"That's not what I asked you. I want you to tell me what you
thought of my bit of pedantry."
 |
"Must find way upstairs. Somebody speak, you go in
dream." |
Dief:
"I'm not seeking enlightenment just now. I want you to say
something about my article -- something sarcastic, preferably."
 |
"Never to see any other one. Fun money no buy. Not matter if wrong.
Right where belong. |
Dief: "Wait a minute. Are you quoting
Sergeant Pepper's Lonely Hearts Club Band?"
 |
"Damn. You find me out. Next I quote Cosby
Show." |
Dief:
"You can't do Cosby."
 |
"Man want Jell-O. Mwa wa wa." |
Ultima: Exodus -- The West's Damn-Fool Work Ethic
Aren't we Westerners lucky to live in the
culture we live in? -- a magical land where the study of psychology has as much
to do with the anus as it does with the mind; where taking anything on
faith is an act of unparalleled stupidity, and faith itself is synonymous only
with a few incorporated societies wherein the most awing force in this universe
is considered completely separate from humankind; where cynicism is realism; and
where idealism is counted in the same lot as believing in spectres of things
that never existed in the first place. The prescribed antidote for the latter
affliction, if one cannot make a worthwhile empirical discovery, is to bury
oneself in an infinite series of unrelated tasks defined under the heading of a
particular "career", and in so doing to make a meaningful, appropriately boring,
contribution to this little rat maze. I suppose that's the price of workable
democratic leadership -- societal validation and outside empathy for only one's
ridiculously long-suffering, unhealthy, and stupid decisions. There is no
greater evidence of this trap than that presented in Ultima: Exodus.
 |
Suppose you have a particular task put upon you by your community --
say, doing away with a demon that is about to wreak havoc on said state.
Now, suppose you possess a set of talents that make you particularly
suited to the completion of this task -- say, a strength rating of 25 --
regardless of whether or not completing it would be personally fulfilling
to you. That is exactly the sort of long-term goal set on this game's
heroes by their king -- a man ever so befittingly named British (they
might as well have called him "Lord West" -- the criticism is that
obvious.) However, like any ultimate goal, the destruction of Exodus is
actually comprised of a series of smaller tasks relevant, by association,
to its achievement.
Among those tasks, as in any RPG, is the
building of levels. You venture out, and you kill the many monsters that
have been summoned because of Exodus' foul presence. For that you earn
experience, which enables you, at fixed intervals, to "level up" and
increase your power.
The trouble with this particular experience
system, though, is that British seems to be pulling all the strings. Your
levels don't increase by their own inborn volition. Rather, you have to
speak to your king in order to be promoted. This would be patronizing
enough on its own, but there is also something rather essential that
British neglects to mention. |

You see, as your levels increase, more
powerful monsters begin to appear on the mainland. This does have its perks --
such as letting one commandeer a pirate ship -- but, on the whole, it just
underscores what an unsettling, duplicitous employer Lord British truly is.
"Because you have done so well, I will give you more power" proves, then, to
truly mean "Because you have done so well, I will 'reward' you by making you
work even harder." Could there be any greater embodiment of the Western
workplace ethic? He who does well does more -- great incentive, king.
But wait! Could there exist someone uncorrupted by all this Sisyphan
crap -- someone who doesn't just look at the veneer of what these "heroes"
are doing and spout off some generic "Oh, you're going to fight against
Exodus? How brave!"? Yes, Virginia, there is such a Santa Claus -- and in
true Dickensian manner, he's a barfly -- a gaunt, pitiful little man
already resigned to life's cruelties, but wiser than time itself, and more
astute than even the Magical-Mystery-Tour shopkeeper in Milon's Secret
Castle (not quite as Confucian, albeit, but he's a much more effective
pundit). While everyone else cheers the player and the heroes on toward
the goal they never even chose for themselves, this man expresses a
genuine concern for their health and well-being -- not just whether or not
they are poisoned, but whether or not they are happy. "Go to bed or you
will be sleepy tomorrow".... Not "keep on truckin' till you're finished.
I'd be lost without you." Just a staunchly dissident exhortation that has
been embraced ideologically for generations, but seldom practiced: "Know
and take care of yourself before you try to help others." There's
something... just swell about that. You're a good man, Gin-soaked Earl. |
 |
I've said in the past that I
play this game only for the sheer enjoyment of walking around and not getting
anything accomplished. Now I understand why. By spending more of my time at a
casino playing high-stakes Rock-Paper-Scissors than I spend on my appointed
task, I am, in a silent way, sticking it to that stupid bearded man in the
castle -- that fool who took more responsibility upon himself than one man can
sanely handle. Lord British is not the model character here. The "wretches" --
the drunkards, the convicts, and the gamblers -- on the other hand, are. Camus
wrote that there is no fate (i.e. "no externally imposed task, however absurd")
that cannot be surmounted by scorn. However, Camus himself was caught up in his
own workhorse need to make a point. There may be no fate that cannot be
surmounted by scorn, but there is likewise no fate that cannot be placidly
surmounted by laziness.
 |
"This Denise's answering service." |
Dief: "Look, I already know you're doing
The Cosby Show. You don't need to keep on doing it."
 |
"How come every time I in bathroom, is
parade?" |
Dief:
"You know, I was kind of counting on your emotional
involvement in my interpretations."
 |
"Big deal. So he go on boat for few months. Did he have take children
to museum -- 'Can I go to
baaaathroom?'" |
Dief:
"You keep mentioning bathrooms. Toilet humor is not at all
reflective of your... uh... wisdom."
 |
"Here have things that Mrs. Huxtable want us to try. 'We not want
any!' Have healthy rice cakes. 'Throw out!' Well, I
try." |
Dief: "You're not funny. You know that, don't you?"
 |
"Wise man not need be funny, not need be competitive. He know that
funny man is wise -- like good man Andy
Kaufman." |
Dief:
"HA! That wasn't from Cosby."
 |
"Wise man not need worry about consistency. Knows that consistency
take care of itself in world, not
person." |
Dief:
"That wasn't from The Cosby Show
either."
River City Ransom -- The Progression of a War Against
Conformity
Before I begin, let me make
a statement about the traditional American high school: It sucks. Nobody ever
legitimately referred to that experience as "the greatest four years of my life"
(in fact, the precepts of time and space forbid that any group other than
farcically and unconvincingly sympathetic guidance counselors use that
expression. A professional athlete once tried to invoke it for one of those "The
More You Know" promotions, but a stage light fell on him before he could
finish.) Even if a given individual claims to have enjoyed "high school", the
enjoyment to which they refer more likely stems from some matter related to
their actual school only by ludicrous tangent or cultural stereotype. That said,
how does one cope with the anguish of spending period-in and period-out in the
company of two or three thousand stoic jackasses and emotionally paralyzed twits
(ALL high school students are idiots in one way or another -- it's the fourth
inevitability of life*)? The solution to this seeming conundrum, as formulated
over decades of intense dehumanization, is "by finding a clique." 99% of all
high school students will spend the first two weeks of their experience
scrambling to incorporate themselves into some group of people who seem
sympathetic or potentially sympathetic to them** -- kind of in the same way that
cockroaches scuttle to the dim cracks and corners of a room whenever the lights
are turned on.

This is where River City Ransom
comes into play. As the story begins, an entire town is threatened by the
tyranny of a psychotic overlord. It seems this person -- a high-school student
who calls himself "Slick" -- has kidnapped Ryan's girlfriend Cyndi, and
mobilized all the local "gangs" to terrorize the area until his demands (which,
it bears noting, are never specified) are met. This all seems standard enough --
at least from the standpoint of terrorism. The problem is that these "gangs" do
not seem very much like gangs. Granted, the members of each such incorporated
society do all dress the same, and have rhyming or at least thematically
consistent names. However, if one looks at the names of these groups (FRAT GUYS,
GENERIC DUDES, HOME BOYS, JOCKS, MOB, SQUIDS, INTERNATIONALS, COWBOYS, PLAGUE),
they seem indicative less of actual gangs than the cliques standard of any high
school (with the exception of the SQUIDS and the PLAGUE, which were likely
included to represent the sophomorically dangerous sect -- juxtaposed with the
maturity and hedonism of the MOB -- every school seems to have.) The FRAT GUYS
are, as is explained in the manual, the rich kids; the GENERIC DUDES are those
one sees everywhere but can never identify by name; the HOME BOYS are the kids
who act as though they live in the ghetto even though they obviously don't; the
JOCKS are the athletes; the INTERNATIONALS are the exchange students (actually,
it was for a time commonplace in my high school for people of particular ethnic
backgrounds to seek each other's company -- so that might be the type of union
to which this heading refers -- but I don't think I'm allowed say that); and the
COWBOYS are the "out-of-towners" -- those who have "just moved in." (I assume
Technos omitted the ARTISTS, NERDS, and OVERACHIEVERS because it would have been
pitifully easy to beat the shit out of them and take their money.) The
explanation of the territory bosses is more or less the same (note the color of
their shirts) -- with especial reference to the Zombies and Benny and Clyde.
This "Slick", then, seems to have established himself as a chieftain of
conformists -- sort of "the best conformist of all." More on him later.
If the hordes with which one does battle in this game can be, in this
way, divided into sects and subsects of adherents to larger group morals,
the question arises of what makes the heroes different. How, exactly, are
Alex and Ryan not drawn into the masses by their ties to a particular
clique? Ryan's incentive is easy enough to justify: his girlfriend has
been kidnapped, and he feels obligated to save her. He, thus, is bound by
a force stronger than fear of rejection to a clique of two people -- sort
of like the one to which Benny and Clyde belong. Ryan's clique -- his
motive for involvement -- is simply the clique of love. That matter is,
however, BORING -- to say nothing of sappy -- so I'll devote my attention
to Alex.
It isn't suggested, within the game, that Alex has any
friends other than Ryan. In fact, it is never expressly stated that the
two heroes are friends. So, one may say that, where Ryan has a vendetta,
Alex simply has a vested interest in what is right. That is likely the
reason his is the only colorless shirt in the entire game -- he is
untainted by the "gang colors" that have divided the city's conformists
into different groups. |

 |
We are
meant to see Alex as something of a loner -- not necessarily in the sense of a
brooding misanthrope, but of someone who, through some uncommon strength of
character, manages to go through life without being indoctirnated by one
particular set of people. He lives by his own sincerely cultivated values, and
never submits to the will of any critic of his lifestyle (hence the ease with
which he beats such people up.) However, this life of principle is not
significantly complicated until he confronts the warped mind behind all the
mayhem.

Slick, it is revealed, is a person
named Simon whom Alex evidently knew as a child. Further, it comes out in the
one-way conversation between these two reunited adversaries that Alex used to
make fun of Simon's name. Now, "Simon" -- thanks to the recent popularity of the
Chipmunks -- is a somewhat geeky name; it is... well... not exactly a common
name; but most importantly in this case, it is a Christian name
(actually, I was baptized at St. Simon's Episcopal Church, but I've probably
done or said something over the years that has gotten me excommunicated -- or at
least named a heretic or something. Damn, now there's NOWHERE I can wear my
sportcoat.) The message Technos seems to be conveying, therefore, is that
religion is the genesis (no pun intended) and general of ALL conformity -- that
it introduced conformity into the world back in Sumer, and has continued
propagating it since that time.
Simon, it seems, was a religious child. By mocking his name, Alex also
mocked his faith -- or rather, his blind adherence to that faith. Simon,
unable to endure these taunts (precisely, one would hazard, because he did
not place his beliefs in himself, but in external mores), went mad and
began plotting revenge on the enigmatically pious bully who lived life his
own way ("even when we were kids you were... always too good.") However,
to insure the concealment of his identity, he took on the moniker of
"Slick", which Alex finds "dumber than Simon." By condemning his pseudonym
as more ridiculous than his real name, Alex tells Simon that, when he went
by his given name, he was being himself -- at least to some minute degree.
But by this point Simon has been driven to complete devotion to any and
all established ethics -- in this case, the taking of a shady "villain
name." He is able to lead a city of conformists as effectively as he is
because, by this point, his identity has been completely annihilated. At
the game's end, he is referred to as "evil Simon" because of this
self-surrender. |
 |
 |
The above detailed revelation, however, does not stand alone within
the thematic content of the game. In fact, the entire work is riddled with
stealthy references to religious -- predominantly, but not exclusively,
Christian -- imagery; or at the very least, to eras and regions identified
with an overabundance of or obsession with a particular religion (TURK,
PLAGUE, TEX, Roman, and Nero.) Alex partakes of each of these theological
implications in various ways -- for example, by eating the "Nero Pizza" at
"The Roman Cow" -- and draws from them whatever understanding and meaning
is pertinent to his own endeavors. However, he is not swept feverishly
into any of these concepts -- he eats the pizza rather than being consumed
by it; he defeats Thor instead of being subdued in awe of him (this would
be up to more heated debate if Thor were somewhat more... let's say,
mobile.) Brewing these experiences with his own principles, he is able to
introduce to River City an entirely original, unfettered way of existing.
And even though, after he defeats Simon, the majority of the gang members
wind up as vehement students -- conformists to the value system of their
school, rather than that of the psycho-religious Simon -- the meaning of
Alex's life is left in Messianic fashion for coming
generations. |
 |
Of course, in order to fill out his role as a Messiah of sorts (just
how many religions have I insulted in this article, I wonder?), Alex must
be martyred. Cognizant of that need, Technos officials waited until the
end of River City Ransom, snuck up behind the hero in a deserted
Sherman Park (all the gang-members-turned-grade-whores were too busy
studying to offer any help -- bastards), and decapitated him. About two
years later, his head was grafted onto the absurdly burly body of Crash
Cooney and made to compete in a series of cruel and unusual track meets.
The triumph of his team of comparatively bumbling athletes (how many times
can Dragon be named "Best of the Worst", anyway?) over the ostentatious,
worldly Hillers might be thought something of a beatitude, but nonetheless
Alex's pristine identity has been fractured. Rumors that, before being
shipped off to the Street Challenge, he was given an eye tuck and forced
to captain the U.S. Men's Soccer team (a fate several trillion times worse
than death, as calculated by a task force of NASA mathematicians and
people who watch ESPN) in Nintendo World Cup have been disclaimed.
Apparently the surgeons were still rather preoccupied with painting funny
faces on him when the alleged "soccer playing" would have taken place. His
head was supposed to have been removed again and attached to a hockey
uniform named "Crash" for some indefinite purpose, but that plan fell
through when an undisclosed source informed Technos that hockey isn't a
sport. Now, Alex's head sits embalmed and bronzed at the center of the
Waterfront Mall, where appreciative River Citizens are every day
reprimanded for touching it -- an act Alex himself would've supported. All
in all, I'd say it's a fitting end for Technos' first mature alleogry
(let's face it, the only message in Super Dodge Ball was that
international relations won't improve until world leaders stop acting like
seven year-olds.) |
 |
* The
other three are death, taxes, and cockamamie web sites.
** 99% of the
remaining one percent will either lose their minds or transfer to another school
within that time frame. The remaining .01% tend to be robots.
 |
"You insult faith of many generation! I not appreciate your impudence!
By my spell you are frog!" |
Dief: "That... uh... didn't work."
 |
"Is because I not know frog spell. I will go get Tellah and he will
show you the evil of rudeness." |
Dief: "Wait, you're leaving?"
 |
"I leave because you no have respect. I bring man who will make you
respectful." |
Dief:
"Amphibians are a respectful species, are they?"
 |
"More respectful than kid with snot of
nose." |
Dief:
"Well, I do have a cold, if that's what you mean."
 |
"You not pay attention. I leave!" |
Dief: "But now I won't have a commentator."
(Shoves his hand up a sock and writes "Mr. Dief's Hand in Sock" on it.) "Okay,
folks, this is my new symbol of focus that thinks I suck." (Scratches his head
with the sock-hand.) "This isn't going to work at all, is it?"
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