Berfrois

PacT

Print


From “Anthology of Interest III”, Futurama, Season 3, The Curiosity Company

From The Millions:

The medial bulk of the book is accounted for by the actual “addict’s guide to battle tactics” promised by its ungainly subtitle, and this is where it really flourishes as a bizarro-world extracanonical oddity. It’s as though Kingsley Amis’ youngest son had shied away from the family business and wound up making a living as a games reviewer with a weakness for the high literary style. Here is one of the great aesthetes of the sentence offering tips on dealing with Space Invaders’ descending alien infantry:

The phalanx of enemy invaders moves laterally across a grid not much wider than itself. When it reaches the edge of the grid, the whole army lowers a notch. Rule one: narrow that phalanx. Before you do anything else, take out at least three enemy columns either on the left-hand side or the right (for Waves 1 and 2, the left is recommended). Thereafter the aliens will take much longer to cross their grid and slip down another rung. Keep on working from the sides: you’ll find that the invaders take forever to trudge and shuffle back and forth, and you can pick them off in your own sweet time.

For what it’s worth, this is actually very solid gaming advice. I tested it out on one of those classic arcade websites, and the man knows what he’s talking about — it is all about phalanx-narrowing. (If I ever happen to pass Amis on the opposite side of the street, I’m not sure I’ll be able to prevent myself from shouting across at him like one of the garrulous yobs who populate his novels, “Oi, Mart! Narrow that phalanx!”) He’s technically correct, too, about the fact that, when the aliens descend to the very lowest rung, “you can slide around underneath them, touching them with your nozzle, and survive!” — but I’m not sure he’ll be wanting that sentence to show up in The Quotable Amis, should such a volume ever appear.

He is almost as enthusiastic about PacMan, although you get the sense that he sees it (in contrast to Space Invaders) as a fundamentally unserious endeavor. “Those cute little PacMen with their special nicknames, that dinky signature tune, the dot-munching Lemon that goes whackawhackawhackawhacka: the machine has an air of childish whimsicality.” His advice is to concentrate stolidly on the central business of dot-munching, and not to get distracted by the shallow glamor of the fruits: “Do I take risks in order to gobble up the fruit symbol in the middle of the screen? I do not, and neither should you. Like the fat and harmless saucer in Missile Command (q.v.), the fruit symbol is there simply to tempt you into hubristic sorties. Bag it.” Curiously, for a writer so deeply preoccupied with stylistic refinement and playful innovation — who elevates the pleasure principle to a sort of aesthetic moral law — Amis favors a no-frills approach to gaming. The following piece of Polonian advice pretty much encapsulates his whole arcade ethos: “PacMan player, be not proud, nor too macho, and you will prosper on the dotted screen.” I’m no expert, I’ll admit, but I’ll go out on a critical limb here and suggest that this might be the sole instance of the use of the mock-heroic tone in a video game player’s guide.

“The Arcades Project: Martin Amis’ Guide to Classic Video Games”, Mark O’Connell, The Millions