©This story is property of The CyBurr, the online version of The Burr, Kent State’s student magazine. Spring 2004.

 

Joystick Generation

The children of the '80s have grown up, but not out of their love for gaming.

 

Story by Steven Hido

Photos by Pat Jarrett

 

Build a personal arcade machine. Play football in a bar. Boogie the night away on a lighted steel platform.

There are no holds barred these days when it comes to playing video games, and there is certainly no age limit.

Gaming has become a hobby, a contest and a weight-loss plan. It has permeated the lives of young adults in America and around the world—and it’s here to stay.

 

“Riding the Nostalgia Wave”

 

Building a custom arcade machine seemed impossible to senior advertising major Pat Kellett just last spring. But after some quick online research, he discovered the venture would be quite possible. He spent the summer monopolizing the family garage, sawing, hammering and wiring.

By 4:30 a.m. one August night, Kellett and his extremely skeptical friend Bob Gross were left with a single question: What game would christen the freshly constructed, fully operational arcade machine? They chose Teenage Mutant Ninja Turtles.

“It was sweet,” says Gross, a junior accounting major. “We had finally achieved what so many could only dream about: building the ultimate arcade machine.”

They dubbed it the Ubermachine.

“Every child who grew up in the ’80s played a video game at some point in their young life,” Gross says. “Building and playing that arcade machine brings back memories of our childhood. It brings back memories of late-night sleepovers with friends crowded around 8-bit Nintendo or the birthday parties at the arcade.”

After conjoining condensed wood, a refurbished computer, a dissembled keyboard, a hard drive, a sub woofer, four flat-panel speakers, two joy sticks, some buttons and a fluorescent light to illuminate the machine’s moniker, Kellett insists, “It’s not as complex as it looks.”

He says it just runs off a computer. All its games are downloaded from the Internet, burned onto a cd and installed in the computer.

Complex or not, the Ubermachine is an impressive-looking apparatus. Kellett’s homespun machine towers over any human who enters his dorm room. The sides are intricately hand-painted with the faces of Japanese Anime characters and Marvel Comics heroes.

Despite its computer hardware, no computer games are played on the Ubermachine.

“Computer games are fine,” Kellett says, “but they seem to be much more involved. I don't have a whole lot of time on my hands. I’d rather just fire up the arcade, play a quick game of Pac-Man and go back to my homework.”

The Ubermachine houses about 1,000 games. That's about every game Nintendo has ever made plus about 300 old-school games such as Pac-Man.

“I’ve been riding the nostalgia wave,” Kellett says.

As illegal as his project technically is, Kellett says he isn’t concerned.

“I built this arcade machine to regain a wonderful part of my childhood and share it with everyone,” he says. “So it doesn’t concern me that I'm downloading roms illegally because I'm not making any money off of it. It's solely for my enjoyment.”

As resident assistant for the first floor of Centennial Court F, Kellett always has students coming into his room to test his creation. Kellett’s favorite experiment is to see how his supposedly technically advanced floormates fare against simple video games of the 1980s.

“They get so frustrated when they can’t beat Donkey Kong,” Kellett says, smiling.

Gazing at his handiwork with affection, Kellett says, “Some people have their alcohol. I have my arcade machine.”

 

The Madden Tournament

 

The rules for the Paninis Bar & Grill open-invitation Monday night Madden NFL tournament are stated in red marker on a white board. The board promises the winner half of the evening’s jackpot. Every contestant puts $5 in the pot, so tonight’s winner will walk away with about $30. Madden NFL is a game that has two players controlling the electronic movements of opposing football teams.

Faith Hill’s voice fades. From this point on, the jukebox belches more battle-friendly sounds. Rage Against the Machine’s Bombtrack and Nirvana’s Come As You Are easily drown out the crackling of raw potatoes as they morph into French fries. The games are set and will be played on two 4-foot screens mounted on the wall, separated by Heineken and Coors Light mirrors.

“I’m Philly, and you’re not,” Wes Purvis says, three inches from Paninis owner Jimmy Tribuzzo’s face.

“Why are you Philly?” Tribuzzo asks.

“Because I won the coin flip,” Purvis responds. “You made the rules, now live ’em.”

Purvis doesn’t usually like to play as Philadelphia. His electronic team of choice is Green Bay. He just knows that Philly is the only team his novice opponent Tribuzzo has ever practiced with and the one team whose tendencies Tribuzzo knows.

Kent State senior psychology major Aki Braxton says the public atmosphere makes play more intense.

“No matter how good you are at home, you might fold under pressure here,” Braxton says. “It’s like, if you’re watching a game, you know all the answers. But if you were there, you might freeze up.”

Adding Madden NFL as an attraction took some tricky rewiring through the bar’s ceiling and walls, but Tribuzzo says it was well worth it.

“It’s a good opportunity for guys to get together for some friendly competition,” he adds.

Or not.

Upon being jettisoned from the tournament for the second time in one night (early losers can buy their way back in for $2), Ross Slovenec, senior justice studies major, kicks over a bar stool and mutters the f-word. He then proceeds to fling the bathroom door open with his fist, letting loose a second, much clearer, much louder, f-word. Tribuzzo shouts a reminder that it is only a game while returning the stool to its upright position.

“I’ll be back next week and collect my money back,” Slovenec says after a pee and a breather.

Jamal Nickens of Macedonia owns 1,200 games, typically spends 30 hours a week mastering them and sleeps on public concrete when a new system hits the stores so he can be the very first to experience it.

As a sales associate for E.B. Games, as well as master of ceremonies to his own in-home, five-day-straight video game festival, he understands the camaraderie video games can induce.

“Human interaction in many games is so important,” Nickens says. “Like that one time with five seconds left in the game. You’re on defense, and your opponent throws up a Hail Mary and wins. Or you’re at the bar, it’s the 18th hole and you sink a 40-foot putt to win the round. These things will be discussed amongst everyone who participated forever. It’s just another bonding experience but through the use of video games.”

As the majority of tempers are kept in check, alcohol keeps flowing at the bar—a fact not lost on the consummate strategist Braxton.

“What I’m hoping for is that as the night goes on, everyone keeps drinking,” says the social drinker, who claims to not touch the stuff in an arena like this. “Then maybe they’ll be indecisive. If I had a little more money I’d buy everyone drinks.”

 

The Revolution

 

Upon stumbling onto a home edition of Dance, Dance Revolution for the first time in July, Jason Jones had no idea how much the game would eventually deplete his free time—or his waistline.

“I was drunk at a party and decided to make an ass out of myself,” Jones, a 22-year-old gas station attendant from Streetsboro, says. He says he has been a long-time video game fanatic and that the video game tricked him into exercising.

At first, I was like, ‘This is fun.’ Then I was like ‘Wait. Why am I sweating?’”

“I’m sure it was out to get you,” says Erika Dearman, a 25-year-old Canton resident and Jones’ Dance, Dance Revolution comrade.

“I know,” Jones replies. “I’m sure the machine was like, ‘I’m going to make this pudgy kid work out.’”

After discovering the art of DDR that fateful night, and after deciding the Atkins Diet “sucked,” Jones hit the public arcade-style machines full time. With 10-pound weights latched onto his ankles, he danced, danced for six hours a day until an astonishing 50 pounds melted from his frame.

“I’m like the Subway guy with goggles,” Jones says, referring to the yellow swim goggles wrapped around his forehead.

DDR is a decade-old Japanese interactive game in which players keep up with streaming arrows that dictate which of four hot spots the player must hit with his foot. The 3-by-5 metal platform is divided in two sections with a total of eight squares so two can play side-by-side, each at his own level: beginner, light, standard, heavy or the master’s realm known as “oni.” Then players choose from almost 200 songs (some American standards like “In the Navy” and “We Are the Champions,” but mostly Japanese tunes), each of which has three to four difficulty levels.

Garon Niehaus, senior history major, then points to Jones, who has already mounted the DDR machine in the Eastway Center bowling alley.

“And he can probably do them all,” Niehaus says.

Niehaus, like most everyone else in the clan, has played ddr for about two years. But the stern dedication Jones has put into the game has left his more experienced friends in the dust.

A sincere sense of dorkiness unquestionably unites Jones, Dearman and the bunch. As they take a break from ddr, sitting between the bowling alley and the pool tables, they delight in mocking a couple who unknowingly step onto their turf.

“First date?” Dearman quietly asks the gang.

“Wow,” Jones wonders.

“If you take your first date to play DDR … That’s umm … Yeah, that’s what I would do.”

His tone doesn’t quite reveal if he is kidding. He confirms the joke by saying he would like to have his wedding reception at an arcade.

“That would be sweet,” Niehaus replies.

The look in his eyes reveals he is definitely not kidding.

After the young lovers move to the air hockey table, Jones reclaims his post. Only this time he paces across the entire platform, not just the left or right side. Jones is about to cover the entire board. That is, he is going to do the work of two DDR players dancing side by side.

“This is gonna make me sick,” Niehaus says.

Freshman computer science major Jordan Smith, a two-year veteran of the game, shakes his head in awe.

With Jones’ display of showmanship over, Niehaus steps up. His hulking body taking up just half the base, leaving the other half empty. He programs the machine to play La Bamba on a medium speed.

Niehaus is not nearly as graceful as Jones. His bulky boots thump the arrows like Godzilla in a freshly painted Okinawa housing development. His long, braided ponytail thrashes behind him. The computerized version of Ritchie Valens’ classic ends, and Niehaus wobbles back, lightly gasping for breath. If not for the padded railing at the edge of the machine that greets Niehaus’ ass, he might have fallen off the machine.

 

Back at the Ubermachine

 

Video games have been with us since the early 1970s. But just as technology has grown in the last 20 years, so has America’s ability to comprehend and access it.

“We are in the middle of a technology revolution now where games are becoming more and more mainstream,” Kellett says. “People have been addicted to arcade games and home console systems since I was a baby. It’s just becoming more mainstream.”

Kellett’s Ubermachine has garnered him much attention. He predicted that would happen. It has also brought a few unwarranted slurs his way. He’s heard everything from “rich snob” to “weird” to “Oh, my God, that kid’s got an arcade machine” as people leisurely pass his dorm room.

The Ubermachine was named in honor of Kellett’s friend, Gross, who he describes as “real German.”

“And I’m pretty sure it means super or great,” Kellett says.

 

Steven Hido (shido@kent.edu)

 

The Future of Video Games

Video games have surpassed the film industry in revenue, says Thomas Jung, academic director of media arts, animation, game art and design at the Art Institute of California-Orange County.

Jung currently teaches a course on designing backgrounds for video games. He has worked on designing such titles as Oddworld: Abe’s Exodus and Diablo 2 Expansion.

Jung says he sees the future of video games expanding in who they appeal to.

“Eventually, there will be a game for every market, from a 5-year-old to a 70-year-old. The Japanese market has already begun to exhibit that,” he says.

Matt Twogood, vice president of Triggerfingers Games, an Internet game rental company, says he sees the future of gaming as becoming more interactive.

“Things similar to the sci-fi world like holodecks and virtual reality,” he says.

Twogood also says he envisions video games within the next ten years will resemble the technology in the film Minority Report.

--Steven Harbaugh

 

©This story is property of The CyBurr, the online version of The Burr, Kent State’s student magazine. Spring 2004.