Showing posts with label X-Men. Show all posts
Showing posts with label X-Men. Show all posts

Monday, June 17, 2013

The Cat Lady and the Munsons


1.) The Cat Lady

You might not have grown up in the same neighborhood as a Cat Lady, but in all likelihood, one of the neighborhoods next to yours had a Cat Lady. That was the case with me. I had to bike five blocks to my friend Willy's house to get a load of the Cat Lady on Adderley Street. Neighborhoods, like thermostats, so often change one degree at a time. And that single degree that separated Willy's neighborhood from mine permitted a habitat for an old woman whose ramshackle house was swarming with cats.


The Cat Lady (I never got her real name) lived across the street from Willy. One day we asked Willy's mom if there was a Cat Man in the picture for this Cat Lady, and she replied that, to her knowledge, the Cat Lady had never married. She had been willed a large sum of money, so the story went, but she spent it sparingly.

Willy's mom was one to adorn ceramic plates and coffee cups with phrases such as “Blessed are the meek.” She was an artist who made enough to get by and co-provide, along with her husband. She never begrudged the Cat Lady. Some of her neighbors felt otherwise; they instilled some anti-Cat Lady sentiments in their children. Rex Munson from across the street used to complain about her. Like all the Munsons, he was incensed by the Cat Lady's indifference to the fortune she supposedly had.

We'd put a game of catch on hold and gape at the lonesome Cat Lady as she lurched and labored toward the bus stop. On one such occasion, Rex slugged the football with his fist.

“That lucky old bag...” he griped, shaking his head and coveting.

I was too young to appreciate the humor.

We watched her shamble around the corner, out of view. Then something strange and magnetic happened: The six of us were compelled to gather in a huddle. Those among us were either summoned or summoning. The effect was the same. To children on the brink of puberty, there is no human-noise more compelling than: “Psssssssstt.”

It was agreed upon that we should take a look inside the Cat Lady's home while she was away. We reasoned we'd be exploring rather than breaking and entering.

To add some intrigue and suspense to the mission, we slunk past her house and followed the gravel driveway to her garage. It was a small structure composed of worn and peeled siding. The door was chained shut by a Master-lock. We crept around to a window that was bug-ridden and sheeted in dust. One by one we peered in. When it was my turn, I strained my eyes and made out the shadowy form of a bed.

“She lives in there now,” Willy explained. “The cats took over her house.”

I reeled, shook my head, and cupped my hands against the glass again. Sure enough, there was a kerosene heater inside. I considered the nights of bitter cold that would eventually come, shivered at the thought of how she must survive the winter: surrounded by that worn and peeled siding, beside a smelly fire, hidden beneath a mound of blankets, for five months. Alone.

It was too much. I jerked my head away, toward daylight and friends. Despite the pleasant weather, I was still shivering. When it came time to ascend the rickety steps into the Cat Lady's back entryway, I felt conflicted. Rex turned the knob and cracked a Grinch-like smile, for the door was unlocked. My guts sunk heavily. I kept my mouth shut and considered aborting the mission.

“Last one in's a chicken-shit,” Rex declared.

The matter was settled for me, but two others expressed their misgivings and opted out. Tyler feared his father's wrath should we get caught; he seemed to have horrid visions every time he blinked. Lucas cited religious reasons that still remain unclear. Willy's little brother Calvin fussed with his jean shorts and tangled with trepidation. Our gazes met for a second and I gave him a quick, understanding nod.

Rex shoved against the door until a barrier of trash yielded enough room for passage. He slithered inside, followed by Willy. I was next, dreading all the germs but pushing forward, anyway—and that made Calvin the De facto “chicken-shit.”

“Hey! At least I'm doin' this,” he called out.

Tyler and Lucas fled to the latter's home for lemonade and Super Nintendo. The rest of us were determined to snoop around. We sought answers from this spinster who'd left civilization without so much as murmuring goodbye. How did she succumb to this cat uprising? We searched for clues left behind by this ghost who somehow lived among us.

The closest I ever got to walking on the moon was walking atop the rubbish in the Cat Lady's house. The stench notwithstanding, the sheer elevation of the garbage made me queasy—and Neil Armstrong had no equivalent to the surreal feeling I had as I climbed the trashy summit into the kitchen. During our tour, we leaped from one flimsy plank of cardboard to another—landing-spots that must have been strategically placed by the Cat Lady herself. (Years later this strikes me as a pretty ambitious move for a shut-in: to even bother laying down a big piece of cardboard here and there to plateau the heap of squalor you've amassed in your own home.) Feral cats with coats like defiled carpet-samples hissed at us as they backpedaled. Countless trash bags spewed their contents: shards of Coke bottles and light-bulbs, mold-consumed bread, soiled rags and tissues once coated in fluids that had long-since hardened, coffee-filters splattered and laden like neglected diapers, newspapers from decades ago and yellowed mail that had decidedly become the junk kind. Clothing that would never be worn again was strewn everywhere, and so were impotent cans of Pledge and Lysol.

In the living room we gaped at grime-encrusted knickknacks of fishermen and sad clowns. I spotted crushed games of Life and Sorry and an antique vacuum lying kaput in the corner. Its rubbery bag was bloated. Its chrome had been reduced to tiny dots amidst all the rust. We surveyed the end of the world and its dearth of redemption. We breathed fitfully through our mouths and gagged our noses as we pointed and hooted at the cat droppings littered throughout.

We marveled at all the crap until we got bored.

“Let's get the shit out of here.”

That was Rex again. He cussed more than the rest of combined, and though he may very well never amount to much, to this day I give him credit for that suggestion.

As I've mentioned, he belonged to the Munson clan. They were not exactly known for breakthrough moments in wisdom.

2.) The Munsons

White Kids Dunking...



^Spud Webb, a black man dunking.^

Rex was a participant in the Slam Dunk Contests we had during those summers in the mid-'90s. The events were held on a modest slab of concrete in Willy/ Calvin's backyard. The hoop was adjustable, and so we lowered it to a height of about 8 feet, for slam-dunking purposes. To that same end, we procured two mini-basketballs that were easily palmed.

Our slam dunk excitement was brought on by ideal circumstances. The best player at the time, Michael Jordan, was also a sensational dunker. Ho-hum dunkers like Bird and Magic had retired from the NBA. They gave way to a new breed of high-flying freaks whose M.O.'s were posterizing chumps and then losing to MJ's Bulls in the playoffs. Finally, the sprites in NBA Jam paired superhuman leaps with a tempo that catered to our Mountain Dew dependencies.

In retrospect, few things are sillier than prepubescent white kids charging a hoop and exclaiming in the high-pitch of Mickey Mouse. “Clyde Drexler!” “Shawn Kemp!” “Spud Webb!”

More Stories, and Additional Stories is the name of that eBook.

Sunday, March 6, 2011

Nick Again Lists His Favorite Video Games




For what it's worth, we know that although I enjoy video games, I'm not fond of the roll-playing genre. A friend from college jokingly took exception to my dissing of an RPG for Super Nintendo titled Chrono Trigger.

“What in the hell is a 'Chrono Trigger,' anyway?” I wrote. “A robotic clitoris?”

It occurs to me now that, having a game called Super Metroid on my precious countdown makes me guilty of hypocrisy. Someone could just as easily scoff...

“What in the hell is a 'Super Metroid,' anyway? A robotic anal fissure?”

Instant Karma got me again. John Lennon warned me about that. My apologies, Rick, and thanks for reading.


20. Marvel: Ultimate Alliance for X-Box 360: From the apparent perspective of an aloft owl fitted with a helmet-cam, a quartet of interchangeable superheroes prowl through 3-D landscapes as diverse as the Villain's Fortress Stronghold and the Super-Villain's Fortress Stronghold. The goal of these superheroes is to clobber Evildoers into comas. In addition to traditional means of punching & kicking, the superheroes also have weapons such as swords, sharp claws, and guns—and many possess mutant powers like the ability of flight, superhuman strength, and eyes that shoot laser beams. This litany of ways to inflict pain is all done in the name of Justice; the Evildoers, eternal foes of the superheroes, must always be punished for the malice they reap on the Innocent.

It is a familiar story—marred perhaps by rampant clichés and adventures that become as predictable as the workweek routines that get us by—and the story extends beyond video games, of course. But it is also an ESSENTIAL story, one we'll never be rid of, for reasons both realistic and fantastical. Marvel: Ultimate Alliance is a highly effective rerun of the Tale of Good versus Evil.

East of Eden, the brilliant retelling of the fable of Cain and Able by John Steinbeck, concerns the nature of Good & Evil, too. But even a mind that likens Bionic Commando to the White Stripes can see that Steinbeck offered the realistic inclusions of moral ambiguity and human fallibility into his story. Superheroes are different. Their appeal is fantastical in the sense that their crusades are not subjected to such concerns. Captain America embodies all that is Good and Dr. Doom embodies all that is Evil. There is no Gray Area of Moral standing in video games inspired by comic books.

What a relief! But at the expense of literacy and understanding of how the real world works, of course.

As a thoughtless post-script, I would like to mention that I believe the 4 superheroes to choose to maximize the group's ass-kicking potential in MUA are as follows: Wolverine, Spiderman, Deadpool, and Iron Man.

No offense intended, Ms. Marvel. It's just that, you know...you're a WOMAN.

19.Ken Griffey Jr. Presents Major League Baseball for SNES...And a fine Presentation it was, Mr. Griffey Jr. It's way better than the finest thing I've ever presented: A lifetime achievement award to you, Junior, for single-handedly designing and creating this terrific Vid—not to mention dropping some funky bass lines on the infectious soundtrack.

Ken Griffey Jr. did not return my phone calls or fan letters and therefore did not make an appearance at the ceremony in my brother's attic, but a plastic robot I call Professor Radington was there to accept the award on his behalf.

Such nonsense.

The soundtrack really is incredible. And the controls allow for fluidity and technique on ground-balls and fly-outs; a skillful Jr. player could negate 2 or 3 extra base-hits with a quick jump and a perfectly timed dive or leap. Pitching is simple and, by today's standards, obsolete, but semblances of change-ups, sliders, curveballs, and of course fastballs could be thrown with great effectiveness. Hitting is even simpler, but requires subtleties of timing and location relative to the plate.

It's a sweet Vid, but my appetite for playing it has been sated. The only way I'll ever play it again is if some chump challenges me to a game.

Yeah. You heard what I typed, would-be challenger.


18.Super Smash Brothers for N-64: For every Ocarina of Time-caliber game for the 64, there are at least two Castlevania: Symphony of the Night(s) for the Playstation. This means that, concerning one-player quests, PS1 definitely has the edge over Nintendo-64. But the 64 counters with a much deeper array of multi-player classics, and Super Smash Brothers is a fine example. Between the two, I'd opt for a Playstation in the all-important “stranded on a deserted island with a power source” scenario, but only because it is implied that I'm all alone on said deserted island. If the Gilligan's Island technicality can be employed, however, then I'd much rather order Donkey Kong to execute a break-dance double-kick on the wing of Starfox's ship to inflict damage on Samus, Kirby, and Mario (under the respective control of the Professor, Ginger, and the Skipper).

It's that simple.

The single-player mode for SSB is easy and a bit repetitive, worthy of a B- grade, and the skill challenges afterward are fairly fun, but make no mistake: If you honestly have NO FRIENDS to play with, this game loses most of its appeal...and I'm sorry to hear about your life.

But I had friends to play SSB with, fortunately, and that is what made this game so great. Every match ignited cartoon bedlam, a frenzy of Nintendo icons out to clobber each other for reasons unknown and immaterial.

It's still an addictive Vid today, too. If all parties involved are drunk and/ or stoned and not expecting sex or the needs of others in the near future, one match with 4 players can easily turn into a 3-Hour Tour*.

The original Super Smash Brothers: It's the next best thing to having a 3-way with Ginger & Mary Ann.

17. Super Mario All-Stars for SNES: One of my shrewdest moves as a child and budding consumer was to ask for Super Mario All Stars for Xmas, circa '93. All 3 of Mario's quests for Nintendo are included on just one cartridge, with enhanced graphics--and the Lost Levels were thrown in just to sweeten the deal. Do the math. It was well-worth the cash mom & dad shelled out to keep my brothers and me happily busy after school for the entirety of a cold and snowy winter in Wisconsin.

It's a shame Billy Mays missed his chance to peddle SMAS on infomercials that would have aired 2 hours after broadcasts of Saturday Night Live. Billy's untimely death in 2009 has left me to ponder the effusive sales-pitch he never got to belt out in promotion of such a wondrous cartridge...

“For just ONE EASY PAYMENT of $49.99, you can RELIVE all of MARIO and the Gang's THRILLING ADVENTURES in the Mushroom Kingdom and Beyond. If you liked the sight of Mario in 8-bit, YOU'RE GONNA LOVE HIM IN 16-BIT! Whether you want to FLATTEN KOOPA TROOPAS, shoot FIREBALLS, dig a hole in the sand QUICKLY with TOAD, JUMP over a bottomless pit and GRAB hold of a FLAG-POLE to slide down, knock BOWSER and his entire FAMILY into PITS OF LAVA, or dress up like a RACCOON and take flight to COIN HEAVEN, you'll find all the ACTION YOUR HEART DESIRES in just ONE VIDEO GAME!

“CALL NOW and we'll include the LOST LEVELS FREE OF CHARGE. Or call later and we'll STILL give it away! SWING YOUR ARMS from side to side in CLELEBRATION and call to order your copy of SUPER MARIO ALL-STARS today!”

Thank you, spirit of Billy Mays. And thank you Nintendo for offering so much bang-for-my-parents'-bucks all those years ago.

16.Super Metroid for SNES: I didn't own this one as a kid, and when I played it at a friend's house, the struggle vexed me and in no time I passed the controller back and looked on in awe at the stunning graphics, innovative weapons, and level design of an eerie underground labyrinth that harbored all sorts of deadly alien creatures.

A decade later, in my early-20s, burdened by the excess of projects and classes of senior year and harassed by the recurring thought of so much hard work being squandered on so many unhappy lives, mine included, I plunged into a deep depression, a ghastly funk of psychosis, and dropped out for a semester.

I lived at home and worked 3 or 4 days a week frying chicken at Ma & Pa's Grocery Express. The first few weeks were miserable, but in time my interest in the things life had to offer—major and minor, genuine and fickle—began to seem at least a little bit worthwhile, and I finally conquered Super Metroid.

It remains a feat of relatively little merit—a feat to be scoffed at, perhaps, by Super Bowl Champions and winners of the Slam-Dunk Contest, but I'm proud of how I mustered the 16-bit gusto required to defeat all sorts of vile monstrosities from outer space—Mother Brain included—and escaped the planet before it blew up.

Deciding to conquer Super Metroid and following through actually holds magnitude to me. It was a way to prove I was interested in something rather than nothing when times were bleak.

15.A tie between the arcade versions of Teenage Mutant Ninja Turtles, X-Men, and The Simpsons: These three get lobbed together because they were so similar in terms of genre, control, and appeal. All three allow for four friends to direct their beloved cartoon characters on ass-stomping quests across vast side-scrolling landscapes. In all three arcade classics, short-range attacks and jumps are the linchpins of button commands. As for further controls, the Ninja Turtles can do a quick but effective vertical jump-strike, the X-Men have mutant powers such as Cyclops' optic beam blast, and The Simpsons can join up for outrageous co-op moves. Aside from those minor differences, they are in essence one and the same.

I have fond memories of plugging fistfuls of quarters into these arcade games at pizzerias, truck stops, and skating rinks. They were much more fun to play with three friends.

To my bucket list, I'd like to add that someday I'd get a kick out of playing any of these three with an all-star team of three pals while Tenacious D's “Friendship” blares on the stereo on repeat for an hour.

“Oh shit, there's a bear/ Could you hand me that shotgun, buddy?/ Also, that chair.”

And “I never had any friends later on like the ones I had when I was twelve. Jesus, does anyone?”--Stephen King, The Body

Okay. That's it for tonight. On your way home, if you're gonna drive, don't drink, and if you're gonna drink, don't drive.

*A 3-hour tour.