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Just Go For A Walk: Non-Competitive Gaming
On March 20 I went to a tiny art studio nestled deep in Torontos industrial quarter to see an exhibition called Play. The show brought together three works with the idea of exploring alternative modes of gaming in response to the pervading themes of violence, competition, and Hollywood saturization that currently permeate North American gaming culture.
The piece Im going to talk about is Myfanwy Ashmores Mario Battle No. 1.
Players were invited to sit in front of a television and pick up the controller hooked up to a concealed Apple computer running a ROM of Super Mario Bros. on a small black television. Myfanwy had hacked the ROM to remove all enemies, prize boxes, power-ups and scalable architecture, leaving nothing but the solid floor and the bushes and clouds of the background.
The music and sound was still there, complete with the music speed-up when the counter reached around 90 seconds. Mario responded normally to the controller as well, and could perform his usual jump, big jump, and dash. Luigi was unfortunately not playable.
The first level was set to loop without end. The in-game timer still counts down, and after the time elapses, Mario dies.
The player is therefore presented with an environment that has been deliberately stripped of its competitive and goal-oriented elements. There are no enemies, no coin-collecting or power-ups, and no level to reach the end of. The only option is to go for a walk, and the idea becomes to explore the environment without the distraction (or obligation) of performing the pre-programmed tasks that the game has laid out.
In an interesting twist, the onus was now on the players to amuse themselves instead of passively responding to the challenges the game places before them. We were forced to find our own methods of challenging our minds and imaginations.
It was fascinating to observe how each gamer approached existence inside this new Mario landscape. How each person chose to spend their 192-second countdown to death reflected their own personalities. Some would dash as fast as they could through the world, while others walked. Some would jump in one spot, engaged by the rhythms of the jump sound-effect. Some would hop over bushes as they ran, creating a more traditional challenge for themselves. Some would remain on a single block, seeing how far in the air they could jump away from that block and still be able to return to it. Even in the most barren of conditions, people still found ways to entertain themselves and make a game out of their surroundings.
Near the beginning of the level, Myfanwy intentionally left a single prize block embedded into the ground, making it inaccessible. She told me she had seen several people become obsessed with this block. These people would stand on the gold, flashy treasure until they died.
Myfanwys piece spurred a discussion among the visitors about game architecture and physics. The general consensus was that physics that let the player roam around freely and dont try to dictate where they go are more popular. We discussed how gamers have always been astute at straying outside a games architecture and finding ways to exploit bugs and go where they arent supposed to go. I talked about the infamous void in Daggerfall, where the character sprite could literally fall through the seam between two pieces of scenery into a kind of black limbo. Another person mentioned fans discovering combos in Street Fighter, and a camera glitch in Silent Hill 2 that lets you see inside the faces of characters.
Myfanwy says she hopes to create a second hack based on The Legend of Zelda.