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July 03, 2004
gimme gamepunk
Video games come from the heart of machines. They bend us over plastic and make us obey their rules. Game characters are mostly power fantasies: action heroes offering easy escapes from the mundanity of humanity. Game companies push these characters at us on trading cards, comic books, and fast food wrappers. It's not a pretty sight for eyes searching for signs of intelligent life in cyberspace. But games are the best hope for the future of communication! They encourage us to grab ahold of what we see on-screen and twist it and make it ours. Literally, to play with it - to understand media, situations, all of life as something fun, to experiment with. We cast ourselves into another world, try, fail, try and succeed, and we emerge unscathed - entertained, inspired, awake and aware, prepared for technology and citizenship. How can we see that our culture of video games stays true to this spirit of innovation? This spirit of failure and play? To keep games from being training for passivity, to ensure games remain the domain of hard-rocking innovators hell bent on making their own stories? It may already be too late - Off an alley behind an abandoned theater near Los Angeles's Skid Row, sits a narrow club called The Smell. The Smell was closed down for violating fire codes in early 2003, but they bootstrapped compliance and they've since reopened. They don't serve alcohol. They don't have enough ventilation. There's only one bathroom, with a long long line. Outside the Smell on this Saturday night, a crowd grows. They're in their twenties, faces darkened by the dim lights in the alley. They're smoking, waiting for friends, talking into their cellphones or typing text messages into tiny portable computers. Just past the door, the Smell starts - it's early in the evening, only just after 10pm, and the place is thick with human heat. Bodies are mashed against each other, shoulder to shoulder, sweating. People are pushing past each other, past a weak table supporting hardware from Atari, Nintendo, and Commodore. These devices must be contributing to the warped bleeping coming from nearby speakers. The eyes of the unmoving bodies are fixed on pulsing discolored pixels - an 8-bit era Japanese game being played large on the wall, upside down and backwards, at too much resolution for its own good.
Pushing through three front rooms into the back room of the Smell, a crowd swells around a catwalk. A catwalk with a rope swing at the end, and two alligator heads spinning, snapping their jaws along the side - recreating Activision's Pitfall for fashion. Long sheets of shimmering green fabric hung from the ceiling, only slightly obscuring the stage behind - a rendering of the castle from Super Mario Brothers, as tall as two men.
They launched into their set, a shower of distended beeping. Raunchy fun with the simple songs of early game consoles - they took the epic themes and clear melodies of Japanese game nostalgia and worked some new wave angst over it. Raina said it sounded like the soundtrack to her aerobics class. And a heavy dose of severe performance, building to a crescendo of clothing removal. Perhaps it's not a party until someone strips and lays belly up on a catwalk playing the keyboard guitar over their sweaty man meat. Either way, Totally Radd!! overstayed their on-stage welcome by two songs and they had the audience singing along and screaming and so happy to see them unleash their id - dorky and unafraid.
Men, or women? - in black unitards took the stage wearing pantyhose over their heads, pantyhose festooned with odd shapes. They gathered on the catwalk, and they jumped around - erratic movement, jerking animation - Ms. Pac-Man fashion from design trio GayMover. And then, pirates from Yoaska: men and women with cheeks rubbed red, with hooks for hands and eye patches, sauntering down the catwalk and back towards the castle.
Early video games might represent the final resting place of innocent heroism, where we suit up as superheroes and do battle against absurdist archetypes. So it was on the catwalk - the models and the clothes did battle. They were torn, ripped, slashed. And then they were knitted back into each other, with their sexuality all kinds of confused. There were schoolboys in their underwear and pirate boys in skirts, sexy girls and androgynous boy beauties, street thugs and a broad-bellied "Insanty Claus" throwing presents from a giant trashbag. The audience grabbed ahold of him on the catwalk and stripped him of all his boxes. They were empty inside.
And the fashion parade continued - a blur of fast-walking models in mindbending clothes, costumes signifying action and potential. Men and women in JeromeJerome's bright orange towel clothes. Neeeeeeeeeeeeeeel's schoolgirl carrying an AK-47. Fetish-clad models swung briefly over the catwalk and alligators on the rope swing, from SprFkr. Tatooed bespectacled nerds with plastic pistols shoved in a belt of bullets.
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One guy right behind us was determined to hear one song "CASTLE FUCKING VANIA" he yelled at throat-scraping volume, fingers up in rock horns.
And when they played the theme from CastleVania, he collapsed in relief and rose up in joy all at once, along with dozens of other fans, nearly foaming at the mouth. Their enthusiasm was overwhelming - it was all I could do to stand out of the way and not let their exuberance overwhelm my notetaking.A woman in a shimmering purple gown with blood on her arms took centerstage. She pulled out Deckard's BladeRunner gun and shot herself under the chin. Blood spilled out from her mouth. The Minibosses began their encore: an extended rendition of the Zelda song, drawn out into loving minutes in the dark.
The state of the art in this industry debuts on giant screens with free cocktails at vaguely upmarket hotels. People talk about graphics and marketing, licenses and sequels. This night there wasn't a corporate sponsor in sight, only the crowd's deep-running affection for Atari, Nintendo and Konami. The budget for the event was $150, Crystal said laughing, rubbing at the dried red caked on her fingers. There weren't consoles and televisions and computers strewn about The Smell, there was little chance to actually interact with electronic entertainment. Instead the enemies and heroes, art and struggle were lifted out of the screen into the physical space. Here you could get ahold of games, dance with their pieces and their players, see game culture reflected in the sweaty faces around you. Games in your face. Games in question. Games appropriated. Games under siege. Games making you sweat. I didn't touch a joystick, keyboard or mouse all night, and I had a multiplayer blast.
Justin Hall wishes to thank Raina Lee and her 1-Up Zine crew for the invitation, and the use of her camera, and some of her photos when his device ran out of batteries. Brick Attack fashion coordinator Grace Lee pulled together her own collection of photos from the event. Comments
actually the minibosses finished out their set with metroid not zelda. i was the guy who tried starting the "da-ryl" style metroid chant a good half dozen times. my girlfriend was also the one clocked in the head by the guy in the studded jacket who dove off the runway into a sparse part of the crowd. the guy yelling "castle-fucking-vania" was right behind us too, so you had to be nearby. how ammusing. i've upped my photos from the event here. cheers! Posted by: boogah on July 4, 2004 01:06 PMThis sounds like the next step up from a cosplay convention: More intense, alot cooler and no where near as sickly sweet. Posted by: SpindleBoard on July 4, 2004 07:57 PMGreat photos - thanks boogah. I can see myself in a few of the shots; in one, I'm holding up a camera, taking a picture of the Minibosses in action. The "Castle-Fucking-Vania" guy went from one side of the stage to the other; from my side, to your side. We were able to share him, while being on opposite sides of the Minibosses. Next time, I hope to see you around! Posted by: justin on July 6, 2004 01:08 AMJustin, Thanks for the write up and it's quite impressive that you were paying such attention to the show. I couldn't really enjoy the show from the back, so I didn't get a chance to absorb all the details. I actually have a better idea about what happened now. hearts, Wow, thanks for the words! My little ass-kicking high-flying crowd-surfing models appologize for not shouting "INCOMING" to the sweaty and mystified crowd below. Otherwise thanks again and thanks to everyone who showed up and sweated it out with the rest of us! Posted by: Rad Rosa on July 6, 2004 01:25 PM"But games are the best hope for the future of communication! They encourage us to grab ahold of what we see on-screen and twist it and make it ours. Literally, to play with it - to understand media, situations, all of life as something fun, to experiment with. We cast ourselves into another world, try, fail, try and succeed, and we emerge unscathed - entertained, inspired, awake and aware, prepared for technology and citizenship." I don't mean to be obtuse, but what does this mean? How does playing games prepare us for citizenship? And I don't think many games really allow us to make what we see on-screen 'ours'. Most games are quite prescriptive when it comes to controlling your possibilities for action. Cheers, Michael Posted by: Michael Butler on July 11, 2004 07:00 PMHey Justin, great review! ^_^ - I remember you at the show; I was the one with the Zelda shirt that said, "Don't make me go Zelda on you." Hopefully you'll be at the next show on the 25th of September, yeah? Hope to see you there buddy. Peace and chicken grease. Cordially yours, Thom Vilela Posted by: Tom Vilela on July 12, 2004 01:43 PMnice f'n review, now looks like im all set to go to the show on sept 25 when the minibosses clashes back at the smell once again. Also i heard alot of cars were towed, any suggestions where to park or what to do? maybe some tips for the sept 25th show? Posted by: Scar on July 12, 2004 04:29 PMPost a comment
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