Simon Parkin has a review of the fascinating Retro Game Challenge over at Eurogamer.
Retro Game Challenge is an intriguing title that, in part at least, trades in 8-bit nostalgia and retro chic as it presents a raft of 1980s-style NES mini-games. The game is actually based on a Japanese TV series of the same name and makes some references to some of the challenges faced on the silver screen in the kind of transmedial way that we’re used to a new media audiences.
As the official RGC (UK) site explains, the game’s backstory isn’t hugely inspiring…
Thrown back in time to the 1980s, you are turned into a young boy and forced to play video games by an evil self-proclaimed ‘Game Master’. Game Master Arino will test your gaming skills by throwing various challenges at you in a wide variety of retro games including shooters, racing, action and even an epic role-playing game. To escape you must defeat him in every retro game challenge he throws at you.
But, as it transpires, the actuality of RGC is far more interesting. This is no repackaged Famicom-collection or retro-chic marketing opportunity. Rather, RGC concocts a variety of pastiches of recognisable classic titles from the period and challenges the modern player to undertake a series of tasks ranging from gaining high scores to performing specific special moves. Successfully completing the tasks unlocks the next challenge and eventually the next title. So far, so traditionally sequential and linear.
However, there is more to this than a series of loosely-connected mini-games. What is really interesting about RGC is found not so much its perfect emulation of imaginary historical games but in its simulation of the broader videogame culture in which these games exist. Central to RGC‘s game world and narrative structure is GameFan, the equally imaginary but equally plausible in-game magazine that drip-feeds information about forthcoming releases and dishes out cheatcodes, hints and tips. As Parkin points out, the writing style and format of this magazine will be immediately recognisable to those of us who grew up with titles like Zzap! 64 in the 1980s*. Twenty-something years ago, these magazines were the best – and really the only source – of information for the excited and excitable gamer. This was pre-Internet, don’t forget. Far more so than today where uninterrupted, raw footage of in-development games is broadcast in glorious high-definition is commonplace, magazines built up a loyal following and set the agenda for gamers’ anticipatory excitement as well as giving them new ways to play their existing games with cheats, hints, tips and high score challenges. By simulating GameFan and building at least part of the game’s structure around the magazine’s release schedule, RGC shows us that it isn’t really a game about games at all – whether retro or otherwise. Instead, it’s a game about being a gamer.
The game perfectly captures the sense of build/release excitement felt by the young consumer. The young Arino’s anticipation for newly announced titles is infectious. He palpitates at the mere whisper of a new game, trading techniques and secrets for his current favourites with friends in the school playground (relaying them to you breathlessly each day) and following the exploits of professional gamers through GameFan’s pages. [from Eurogamer]
As you can see from our mission statement, the NVA is not only concerned with documenting and preserving videogames because videogames on their own tell only part of the story. We’re interested in the cultures of play and playfulness that support games – the things gamers do with games, the ways they play them, the materials that surround them like magazines, instructions manuals, ads…Retro Game Challenge captures our interests pretty neatly and turns them into a playable experience.
Being able to play through the narrative of being a 1980s gamer – that’s a good idea for an exhibition, right…?
* footnote: the Def Guide to Zzap! 64, like the High Voltage SID Collection, is an excellent example of the kind of archival resource that gamers have created over the years. The sheer amount of work and attention to detail that goes into these projects – the clear demonstration that this stuff matters – is one of the reasons we formed the NVA.