Arab Times

Why being high score game champ makes you ‘king of wrong’

Major changes coming to ‘Gwent’

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TBy Jon Irwin

he truth is the priority. That is the concern. Whatever it takes. (from Twin Galaxie’s official statement on stripping Billy Mitchell of his high scores.)

I saw Billy Mitchell in person last year at an arcade convention in Atlanta, Georgia. It was summertime, and so it was hot. Amidst the seething crowd of t-shirts and shorts, Mitchell wore a white suit draped atop his lanky 6’ 2” frame. A stars-and-stripes tie peeked out between the lapels. He looked like a cross between Tom Wolfe and Colonel Sanders. I watched as he posed for pictures with fans, most of whom knew him as that guy from the film “King of Kong”, a 2007 documentar­y by Seth Gordon about his tete-a-tete with Steve Wiebe for the world record high score in “Donkey Kong”.

The first world record on Nintendo’s 1981 arcade machine pitting an angry ape against an unnamed Mario belonged to a youthful Mitchell way back in 1982. Just 17, he was featured in a 1983 issue of Life magazine alongside other recordsett­ing phenoms in what was then a still new and misunderst­ood scene. Surgeon General C. Everett Koop said about these arcade amusements, “There is nothing constructi­ve about these games”. And yet people like Mitchell have spent their entire adult lifetimes pursuing something like perfection within their digital walls, the title of World Record Holder being passed back and forth between a cadre of scorechase­rs for decades.

In 2010, Hank Chien, a plastic surgeon from New York, catapulted to the top of “Donkey Kong” high scores only to have Mitchell dethrone him months later. In more recent years, the top score on the game would bounce between Wes Copeland and Robbie Lakeman. But Mitchell could always claim a sliver of victory: he was the first ever to have reached the million-point mark.

Earlier this week, Twin Galaxies, the group that maintains the official high score tables for hundreds of classic games, published a statement effectivel­y stripping Billy Mitchell of his record-setting scores, including his milestone first-ever million score on “Donkey Kong”. Mitchell had sent in videotape documentin­g his achievemen­t; after long-held rumors of impropriet­y, a group of experts and hobbyists found evidence of wrongdoing through impressive sleuthing and careful observatio­n: Mitchell had achieved his high score on an emulated version of the game, not the official arcade machine. Cue the decrescend­o sound effect as our King of Kong finally falls from grace.

But what strikes me as notable here isn’t the ignominy of Mitchell, who already was cast as the de facto villian in Gordon’s film. It’s that video games, and arcade games in particular, have always leaned on numbers as an absolute indicator of excellence. Arcade-goers will know the tiny euphoria of playing well enough so that when your game is over, you are asked to input your initials: as if the machine itself is in awe of your prowess and wishes to remember your name. In a way, that’s all Mitchell and his compatriot­s were fighting for, year after year, game and game: To be remembered as the best there ever was. But to boil down the playing of a game into something as cold as a number is a false triumph.

David Sudnow was an award-winning musician, author, and professor who devised a method to learn to play piano in 30 minutes. He also wrote a book in 1983, the same year as Mitchell’s appearance in Life magazine, called “Pilgrim in the Microworld”, about his obsession with the Atari game “Breakout”, a simple blockbreak­er game where the goal is to achieve the highest score possible. In his introducti­on, he watches his 10-yearold son play in an arcade and is at once suspicious and gobsmacked by these fantastica­l worlds of light and sound. “How utterly more spectacula­r,” he writes, “if we didn’t forget so fast.”

Improve

You can never play a piece of music perfectly; the song lingers, then is gone, the instrument ready and waiting. And yet we continue to practice and improve and play music for the beauty of the playing.

The only way to play “Donkey Kong” perfectly is to reach a level the computer inside never intended the player to reach; the game effectivel­y self-destructs as the timer resets to four seconds, an impossible amount of time to complete the stage, resulting in your character’s inevitable death. This is called the “Kill Screen”.

Sudnow died in 2007, the year “King of Kong” released to wide acclaim. In it, there is a notable scene where Steve Wiebe approaches the game’s Kill Screen and one onlooker dashes across the room, letting others know what’s about to happen. With this week’s pronouncem­ent that Mitchell cheated, Wiebe, he who dethroned Mitchell’s 20-year hold on the world record high score back in 2007, is now officially the first player to attain one-million points in “Donkey Kong”.

There’s always been a Bradburian “man vs machine” feeling to playing a video game. We want to “beat” the system, unlock the hidden code pulsing beneath all that circuitry and push the game, and ourselves, to some far-off limit. That finish line often resembles a string of numbers, a “high score!” But the victory is illusory. Mitchell’s world record scores were accomplish­ed over 30 years and the foundation on which his celebrity stood. Yet they proved to be ephemeral, as temporary as a quarter plunked into a slot. The truth is: You never actually win. The machine will always be standing there, ready and waiting.

Wiebe and others will push each other onward to higher scores. If they find self-subscribed meaning in that endless pursuit, who am I to fault them? To the rest of us: Let us continue to play games for the beauty of the playing.

Also: LOS ANGELES:

Polish game studio CD Projekt Red laid out its plans to rehabilita­te collectibl­e card game “Gwent” on Thursday. In an open letter, co-founder Marcin Iwinski, game director Katarzyna Redesiuk, and product director Rafal Jaki said their team needs another six months of “fully focused developmen­t” to deliver what they promised fans, including the “Thronebrea­ker” story campaign it teased last year.

“Compared to the single player RPGs we had been creating so far, we didn’t realize how different it was to operate and develop a live game at the same time,” the team wrote. “What we didn’t realize back then was that we also started slowly drifting away from our original vision for standalone ‘Gwent’. While fighting with the everyday reality of regular updates and content drops, we lost sight of what was unique and fun about the game”. (RTRS)

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