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June 04, 2005
70% and rising
I'm guess I'm up to about 70% of normal, which is a real relief. My doctor gave me clearance to go out in public again, so I've been able to go to the store and help out a little bit around the house. I still get super tired pretty quickly, so I'm taking lots of naps, but I've got enough base energy to read and write, so I can get back to work on my new books this week, and I'll be able to ship out all the Just A Geeks that were ordered through the fundraiser. I wish I could have gotten them all out sooner, but at least I'll be hitting the 6 week mark of the 4 to 6 weeks I promised. Over the last two weeks, I've spent a lot of time thinking about where my energy is going, both physically and emotionally, and I've decided that it's important for me to redraw some boundaries and refocus my energy . . . my life has been severely out of Balance for the last six months or so, and I think it's a big part of why I got so sick. So I'm making some changes to my life, including my blog and other creative commitments. I'll write more about that next week, because I'm going to walk Ferris to the stop sign now. That's funny — it's like we're doing physical therapy together. This entry is from the
blog department.
Posted by wil at 11:54 AM
June 07, 2005
sure . . . I'll get right on that . . .
Looks like I'm running for Vice President in thirteen years. This entry is from the
blog department.
Posted by wil at 12:31 PM
fundraiser geeks now shipping
About 60 Just A Geeks went out in this morning's mail, so if you participated in the WWdN Fundraiser, start checking your mailbox in about four days. To everyone who has been patient and understanding while your orders got pushed back two full weeks while I was sleeping, thank you :) I think I will be able to fill all but about five of the orders that came in, based on the stock I have on hand, which is pretty cool. This entry is from the
blog department.
Posted by wil at 01:40 PM
driver 8
As an actor and writer, husband and father, I have two often-conflicting monkeys on my back: Monkey number one is Creative Monkey. He occasionally digs his claws into my brains, and refuses to let go until something wonderful comes out. I love him. Monkey number two is Pragmatic Monkey. He regularly wraps his prehensile tail around my neck and only eases his grip when I'm doing the things I need to do to support my family. I don't necessarily love him, but I'm glad he's here. From time to time, I can satiate both monkeys, like writing Games of Our Lives, working on CSI, or touring with Earnest Borg9. More often than not, though, I can only satisfy one monkey at a time, and when push comes to shove, Pragmatic Monkey always wins; with a family to support, I just don't have the luxury of turning my back on him. For the last few years, I've been luckily enough to to strike a Balance that makes both Monkeys happy . . . but for most of this year, Pragmatic Monkey has been squeezing the everlivingfuck out of me, and in an effort to make him happy, I've ended up taking on far too many responsibilities, and given away way far too much of myself to other people. I've rarely seen Creative Monkey, let alone felt his wonderful claws in my brains, and that's got to change. I miss him. I believe that everything happens for a reason, and I believe that I didn't come down with a crippling case of mono that forced me to bring my life to a complete halt just because The Universe hit a two-outer on the River to take me down. So over the last couple of weeks, I've taken a very hard look at my life, and looked for The Lesson. After a lot of soul-searching, and long talks with the two most important women in my life (my wife and my mother) I've come to the following conclusion: I'm tired. Really, really tired. I guess it's appropriate that I got mono, because my body physically manifested what I've felt emotionally for a long time. Call it what you want: over-extended, spread too thin, burned-out . . . the bottom line is, in an effort to put lots of irons in the fire, help some people out, and increase my opportunities to retire in style at the age of 25, I've given too much of myself to other people, and there hasn't been enough left over for me and the people I love. The scary thing is, if I hadn't had to cancel the Red Hat Summit appearance, I may not have realized it until it was too late. When I had to cancel the Red Hat Summit, I was shocked, that, rather than expressing compassion and understanding, I was called "unprofessional," and a lot of people got very upset with me, because my health prevented me from speaking at their precious conference, and it made them "look bad." I felt like I wasn't even a person anymore. I felt like I was an object, a commodity, a number. For months, something had been bothering me, and I couldn't put my finger on it. It was like seeing something out of the corner of my eye that vanished whenever I tried to look directly at it, but it suddenly came into focus: I have felt, for a very long time, like people wanted a piece of me, and I'd willingly given it up. I was filled with empty spaces. I had to take a step back, and redraw my boundaries. To quote my favorite TV show of all time: "I am not a number, I am a person." There are so many things I want to do, and I haven't had time to do them. I want to plant a garden. I want to walk my dog every morning. I want to write fiction. I want to finish the two books I'm working on, so I can get into the third. I want to play more poker. I want to take my wife out on dates. Mostly, though, I don't want to miss out on what little time I have left with my stepkids before they fly right out of the nest in a couple of years. I was working my ass off to provide enough financial security to do all those things, but I had hardly anything to show for it. I was undervaluing myself and my work, and at the end of each day, I was emotionally exhausted and I couldn't even think about enjoying time with my family. All the while, these people who had gotten a small piece of me — some of them business associates, many of them random Internet readers — kept demanding more and more and more. When I was so sick about ten days ago, I had a fever-induced epiphany: I needed to make several changes in my life. I needed to redefine some boundaries, and re-organize my priorities. So let's get to it. The first thing I have to do is refocus my creative energy, which brings the following changes:
I also need to make some fairly significant changes to my blog. I have to keep perspective and focus: I write this blog because it's fun and enjoyable, and ultimately I have to write it for me, and I have to write in a way that keeps me comfortable. There's this guy named Paul Phillips, who the poker pros call "Dot Com," because he made a megatillion quatloos during the dotcom boom. He retired in style, and became a seriously good poker player. He also writes one of the greatest blogs (actually a live journal) that I have ever read, and I don't say that with any hyperbole. He writes about poker, other players, technology, geeky things, and his baby girl with wonderful, honest, prose. But he's got his boundaries, which he makes very clear. His Live Journal helped me come to the conclusion that I could redefine my boundaries and still have a blog worth reading and writing. For example, his FAQ is unambiguous and makes it clear that he's not interested in any bullshit. It doesn't mean he's a dick, it just means that he knows what his boundaries are and that he'll defend them. I respect that more than I can possibly put into words, and I intend to follow his example. (Though I probably wouldn't have folded that Queen-high flush to TJ Cloutier at the Bike, when only two cards in the deck beat me ;). I've also read and thought about another blogger I respect, Tony Pierce. Tony recently wrote a great post about what happens when bloggers experience blogger burnout. At one time or another, I have been guilty of every single entry on his list, right up until today. Starting right now, I will change that. I don't think everyone is going to be happy with these changes, but I think that will say more about the individual than it does about me. In fact, if you see me as a fellow blogger, writer, stepparent, privacy advocate, spouse, pet owner, poker player, [whatever] aficionado, geek, or human being, I'm pretty sure you're going to understand all of these things. As a matter of fact, if these changes upset or offend you, you should probably not be reading WWdN in the first place, and I hope you'll leave.
I'd like to close with a little blast from the past . . . a thought for the day: A small leak will sink a great ship Thanks for reading. :) This entry is from the
blog department.
Posted by wil at 05:06 PM
June 09, 2005
voices ring the halls
There is a Reuters story in Wired News today about the settlement reached between SAG actors and video game producers. SAN FRANCISCO -- Hollywood actors unions have reached a contract deal with video game publishers, accepting higher pay instead of the profit-sharing they had demanded, the unions said Wednesday, removing the threat of a strike.This may seem like stupid semantics on my part, but actors are so often misrepresented in the press, I feel it's important to set the record straight here. Residual payments are not profit-sharing. Residual payments are reuse fees that producers pay to actors when they've re-used the actor's performance a certain number of times. For example, when an actor works on a TV show (commercials are a much more complicated beast, so I'll stick with TV for this example) the initial fee that actor earns usually includes one or two re-airings by the producer. If the producer chooses to run the show again, a cycle begins, where the producer pays the actor a residual, or re-use fee, that slowly diminishes over time. The logic behind this is that if producers are re-running an old show, rather than creating a new one, actors have fewer opportunities to work. Also, if a show is re-run very often, the producer will continue to profit from advertising sales, while the actor gets over-exposed as one character, which can severely hurt that actor's chances of being hired in different roles. I suppose one could make the argument that, in that case, it is profit-sharing, but I think that's largely semantic as well. The point is, producers and actors have had this residual payment agreement for my entire career, and it's not exactly a controversial issue. Profit-sharing, on the other hand, is entirely different from residual payment. True profit-sharing, which is usually a percentage based on the amount of money a film earns, isn't addressed by SAG contracts, which only set minimum wages and working conditions for actors. Profit-sharing has to be negotiated, and the only actors who can grab that brass ring are superstars like Tom Hanks or Julia Roberts. As I understood the video game negotiations, SAG wasn't asking for per-unit payments from video game producers. The proposal I read and supported asked for an additional session fee, after the game in question had sold a minimum of 50,000 copies and was profitable. Yeah, that sure seems unreasonable, doesn't it? Especially since actors account for something like 2% of the average game's budget. Anyway, the gains we made are not that great, but they don't completely suck, either:
Before some readers freak out that I don't think $695 for four hours is very good, let me put this into perspective: in those four hours, we usually do several hundred takes, often screaming and yelling. It's hard work, and we deserve to be compensated for it. But the thing is, most voice actors are lucky to work three or four of these jobs a year, so when the year is up, most of us are looking at under 3,000 dollars earned from games that gross several million. That seems a little out of balance to me. Before this contract, SAG actors hadn't had an increase in minimums in twelve years. Producers can afford to pay actors more, and they should. And while I'm talking about things producers should do: I'm really sick and tired of employers and non-actors lecturing actors about how useless and replaceable we are. If it's so easy to replace us with Dave from Human Resources, then go for it. Otherwise, show us just a tiny bit of respect for the craft we practice, and the value we provide to your movies, TV shows, commercials, and, yes, video games. I recently reviewed Area 51 for The Onion AV Club, which meant that I played it for about 7000 hours in three days. The gameplay is great, and I enjoyed it . . . but the story made it more than just another shooter, and it was the reason I kept playing until the end. And guess what? If you watch the "making of" features, you'll discover that just about everyone at the company thought it was important to hire actors who could bring "unique" voices to their characters, like Marilyn Manson, David Duchovny, and Powers Boothe. Maybe I'm wrong, but I seriously doubt that Kenny, the Hot Topic kid from the IT department, could bring the same energy and creepiness to the project as Marilyn Manson. When I read Xeni's story in Wired about the pending strike last week, I was really sad to discover that programmers and developers had largely taken an "us vs. them" attitude regarding the actors who bring their characters to life: "I'll back (the actors) when game programmers and artists get residuals first," said Mark Long, co-CEO of independent game-development company Zombie Studios. "(They're) nuts if they think they deserve residuals for a half-day of voice-over work," said Long. "A development team (might) slave away for two years to produce a title."If a development team is "slaving away" for two years, and not getting properly compensated for it, what does that have to do with actors? It sounds to me like we're both after the same thing: increased wages that reflect the value we bring to the title, which we all feel the most successful game producers can afford to pay. As Peter Babakitis said, "When gamers think that actors are out of line for asking points, then you are also preventing programmers, writers, level artists and everyone else from asking for participation. When actors get points, then perhaps programmers, artists and writers might not be that far behind -- and game production might suddenly become competitive internationally again."Again, I don't believe we were asking for points, per se, but I appreciate and agree with the sentiment. Developers: We're on the same side, guys, and by playing into "Actors vs. Developers," you've let the game producers divide and conquer us. If you're getting screwed, why not organize a union? I seriously doubt they could replace programmers, designers, and developers with Becky and Don from ad sales. You've got to believe in yourself, and not undervalue the importance of your contribution to the final product. We should be talking about the common goals we have, and how we can reach then, rather than arguing about who is more important. This entry is from the
blog department.
Posted by wil at 09:46 AM
sarge goes stable
I'm a couple of days behind on this, but I wanted to mention that Debian Sarge has officially gone stable. This is really exciting news, and I suggest anyone who is interested in running Linux celebrate by giving Debian a try. I built my current system using their phenomenal network-install, which is probably the easiest way to go until Ian Murdock finishes Progeny. Congratulations, thanks, and a kettle of tasty fish to the whole Debian developer team, who have worked tirelessly to create one of the greatest free distros in the world. This entry is from the
computers department.
Posted by wil at 07:09 PM
June 10, 2005
ghosts appear and fade away
From the guess-what-I-totally-forgot-about department:
From the I've-got-a-new-favorite-rss-reader department:
From the shuffle-up-and-deal department:
From the it's-about-time department:
From the she's-grows-up-and-grows-up-and-grows-up department:
This entry is from the
random thoughts department.
Posted by wil at 10:40 AM
June 12, 2005
on tenth floor
Since I wrote about voice actors the other day, I've been personally attacked, called names, and vilified all over the Internets, often by people whose work I respect and admire. I'm not under the delusion that I'm going to change any minds, but this has bothered me all weekend, so I want to just clarify a couple of things:
I'd also like to reprint a few things I wrote to a developer whose work I very much enjoy and admire: I completely support developers getting seriously improved wages, including profit-sharing. As many have pointed out, without the developers, there is no game, so when a game (or the engine that drives it) really takes off, the people who created the damn thingAs I said, I don't expect this to change any minds, but I hope it clarifies some things, at least a little bit. But just to belabor one point, because this is incredibly important to me: I did not intend to disrespect, discount, or demean developers, level designers, artists, programmers, or any of the people who put thousands of hours into the games they help create. I know what it feels like when someone insults and belittles the work you do, and if I caused anyone to feel that way, I sincerely apologize. This entry is from the
blog department.
Posted by wil at 02:18 PM
June 13, 2005
on green dolphin street
When I was couch-bound the last couple of weeks, I watched a lot of movies, and I thought it would be fun to do a few mini-reviews:
This entry is from the
movies department.
Posted by wil at 08:39 AM
possum kingdom
I signed, and Anne helped me pack, label, and stamp the remaining fundraiser book orders this weekend. We just got back from the post office, where we shipped the domestic fundraiser book orders — if you haven't gotten your book yet, look for it in 3-5 days. I forgot that even though it's just a book, I have to fill out customs forms and crap, so the international (including Canada) orders will go out tomorrow. Sorry :( We did all the math last night, and the fundraiser completely covered all the office visits and medication for Felix, Sketch, and Ferris, with was just under $500 left over. Anne and I rounded that up to $500, and we are donating it to a no-kill shelter later this week. I don't know if the shelter wants the attention, so unless they give me permission, I won't disclose their name. My deepest, and most sincere thanks to everyone who bought books, and my apologies to the five of you who had to get refunds because we ran out. This entry is from the
blog department.
Posted by wil at 11:10 AM
June 15, 2005
i am not a number! i am, rather, a series of numbers, painted across my fingernails
Quoth Xeni:"This is so 0111001101110111011001010110010101110100." This entry is from the
random thoughts department.
Posted by wil at 11:33 AM
June 17, 2005
do they wear plaid in china? or leather in bombay?
So I decided to do a little online shopping at Think Geek. I picked up a couple of cool shirts, including The Geek Workshirt and The Wargames T-shirt. I got a T-shirt for Ryan that says "Schrödinger's Cat is dead" on the front, and "Schrödinger's Cat is alive" on the back, and I picked up this hilarious shirt for myself that says > SELECT * FROM users WHERE clue > 0I decided that I'd wear my hilarious SQL query shirt today, so when I got out of the shower, I grabbed it off the counter, pulled it on over my head . . . and realized that I'd put it on backwards. 0 rows returned, indeed. This entry is from the
blog department.
Posted by wil at 11:05 AM
June 19, 2005
Happy Father's Day, Dad!
I'd like to take a moment on this beautiful Sunday morning to wish my dad a Happy Father's Day. I love you, Dad. And a Happy Father's Day to all you other dads out there, especially my fellow stepdads. I don't know what it's like for you guys, but Father's Day always feels a little weird for me, because it's the only day in the entire year that I really feel like I'm just the backup goalie. So, from one stepdad to another, I salute you, my brothers. :) This entry is from the
blog department.
Posted by wil at 10:11 AM
June 20, 2005
freakin' sweet!
LOS ANGELES (Hollywood Reporter) - "Family Guy" creator Seth MacFarlane is preparing his long-awaited direct-to-DVD movie based on the exploits of his cartoon clan for a Sept. 27 release. This entry is from the
movies department.
Posted by wil at 11:09 AM
June 21, 2005
on the first day of summer, my true love called me . . .
"So I guess you're not swimming today?" I said. "Probably not." She said. "Unless you go in the little kid ool," I said. "I hear that there's no 'P' in it." "You did not just say that," She said. "Hey, they don't swim in your toilet . . ." "I'm hanging up now," she said. I could hear a smile in her voice. "I love you." "I love you too." This entry is from the
blog department.
Posted by wil at 01:44 PM
June 22, 2005
pink champagne and swimming pools
Back when I installed Debian, I backed up my entire old /home directory into /home/oldmachine/ and promised myself I'd get to it later. Well, today, apparently, was later. I cleaned up a ton of duplicate and out-dated files (I had WWdN backed up in four different places. Yeah, that makes sense . . . thank god I know how to use diff) and felt very satisfied when I was done. I suddenly found myself with a nice, organized filesystem. No more chasing those goddamn rabbits with locate for me, George! I guess it felt really good to clean up the virtual workspace, because before I even realized I was doing it, I had pulled four of my five desk drawers out, and started cleaning them up. Holy crap, did I have a lot of stuff in there that I don't even know why I saved . . . there were a few bittersweet items in there, which I will hopefully be able to turn into a nice bit of writing. In my second drawer, all the way in the back beneath a stack of Obey Giant stickers, I found one of those two-sided CD sleeves, and it had three CDs in it: on one side, I had an early draft of Just A Geek in .sxw format, and in the other side I had Bob Marley's Exodus Though it's been all REM all the time for the last 36 hours, I've been listening to Pork Soda today . . . and I forgot what a fucking brilliant album this is. Now I have to go dig through all my CDs (I never get rid of them, so I've accumulated about 10,000 since I bought Kiss Me, Kiss Me, Kiss Me Perhaps we'll have some fun tonight so stick around and take a bite of life This entry is from the
blog department.
Posted by wil at 06:30 PM
June 23, 2005
shuffle up . . .
Big news coming to this space, in the next 24 hours. Update: . . . and deal. This is so awesome, and I'm so excited, I don't know where to begin. I'll have to write more about it tomorrow, though. I've been writing without a break for almost twelve hours, and I seriously need to get away from the damn computer. This entry is from the
poker department.
Posted by wil at 07:02 PM
June 24, 2005
action dan
Dan Harrington won the WSOP in 1995, and made back-to-back final tables in 2003 and 2004. His two books are the best guides to tournament play I've ever read, and by studying them, my game has improved tremendously. I've learned so much from him, I've got a lot of excitement to go along with the terror about playing in the WSOP. I listened to the Lord Admiral podcast this afternoon while I mowed the backyard, and found out that Barry Greenstein has a website, where he ranks several of the top players, as well as some celebrities who he's played with. At the end of each player ranking, he shares an anecdote about the player. They're all great, but I absolutely loved this anecdote about "Action Dan": When Dan made it to the final table of the 1995 World Series of Poker, he proposed a nine-way settlement to the other players. He explained how they would each get enough money that they could invest it and be rich. Chuck Thompson, one of the players and a friend of mine, rejected the idea and told the other players that this was a once-in-a-lifetime opportunity to make a million dollars. One by one, as each player got knocked out, Dan tried to sell the idea, even offering investment counseling. There were no takers and eventually Dan came away with the full million. This entry is from the
poker department.
Posted by wil at 06:20 PM
June 27, 2005
event forty-two
Holy shit, it's really happening: Mr. Wil Wheaton, This entry is from the
blog department.
Posted by wil at 11:04 AM
pablo at the park
I spent much of last week writing, editing, and rewriting my seven month overdue "Ask Wil Wheaton Anything Part Deux" answers for Slashdot. I don't want to steal /.'s thunder, but I just happened upon something that supports one of my answers, so I'm going to steal just a tiny little bit right now. I was asked a question about doing creative things without getting crushed by "the system" in the process. Part of my answer is: Here is the most important thing I can tell you: You do not need the so-called traditional channels of distribution to get your work to an audience, and you'll probably be happier and more successful by not going through those channels. I've done it both ways, and self-publishing and distributing was more fun, more creatively satisfying, and much more financially rewarding than the indescribably frustrating process of doing it the other way.Because I'm so picky about music, I've always relied on word of mouth to find new stuff that doesn't suck. Ten years ago, I spent a lot of time wading through a bunch of crap on KXLU or Rodney on the Roq, hoping to discover a couple of good new bands, and occasionally I'd luck out with a great opening act at a concert, (like when I saw Redd Kross open for The Butthole Surfers way back in 1992, or CornMo open for They Might Be Giants last year). In this Brave New World of media consolidation, it should be harder than ever to find new stuf . . . but thanks to The Internets, the opposite is true. Earlier today, I came upon a band called AeonSpoke. GrapeJuicePlus describes them as "a bit of Radiohead, a bit of Blur, a lot of good stuff." I couldn't agree more. The band has made a couple of their tracks available as MP3 files on their website. Here are my two favorites:Ten years ago, I never would have found out about this band, or been able to buy their music, unless a major label picked them up — and they're from right here in California! Thanks to The Internets, this band has been able to take the traditional means of distribution out of the equation, and bring their music directly to me, the audience. That is why this whole revolution is so goddamn cool. This entry is from the
music department.
Posted by wil at 04:10 PM
just a geek charity auction, ends july seventh
Last year, I donated an autographed Dancing Barefoot to a charity auction benefitting St. Jude's Children's Research Hospital. This year, I donated an autographed Just A Geek. If you're interested in getting an autographed copy, and you'd like to help the children, or your favorite hobby in the world is looking at things on eBay, you can use This Link to the auction to do your thing. This entry is from the
Just A Geek department.
Posted by wil at 05:59 PM
June 28, 2005
it's the bond, the bond, the bond
I've got a big old interview up at Slashdot today (read at +5 for the best signal:noise ratio), I also found a few really cool things on the Make Blog this morning that I wanted to share:
This entry is from the
blog department.
Posted by wil at 11:22 AM
screenwiter's blues
Jesus, man. Shane just keeps getting better and better: During my ten years in Los Angeles, I have visited the Sunset Strip a handful of times. In my first year here, I was convinced that Hollywood Deals® happened within the "glamorous" nightlife of Hollywood. I showed up to places like Union and SkyBar, convinced that I'd find a door into the action; a route into "Hollywood, The Machine," not just "Hollywood, The City." "Hollywood, The City," as viewed from a depressing little apartment across the street from a fire station on Sierra Bonita, was not what I had imagined. Surely "Hollywood, The Machine" would be waiting for me in a dark bar tucked underneath the billboards and street lights. After all, Hollywood is decadent and shallow, so the key to cracking it's hull surely resided within it's nerve center: The Sunset Strip. Even before trucker hats and pithy clothing slogans, The Strip provided me no such door into the action. Instead, it taunted me with its money and lip gloss. Beautiful, empty people stared past me waiting for someone important they hadn't yet met as I envied their money and clothing and ability to blend into such a hip scene without having to worry about whether the whole place was wondering if your flannel shirt was intentional or tragic.I don't want to be a "celebrity" blogger. I want to be a blogger who is really a writer, like Tony Pierce and Shane: In spite of my obvious fashion savviness, I wore a ten-years-too-late western style shirt that a thousand other Urban Outfitters shoppers surely own, and a pseudo-knockoff-vintage tee-shirt from J Crew underneath it. It occured to me as I valet parked my car that my commonness was surely not masked by a 35 dollar daring shirt nor the mass-produced "one of a kind" tee shirt underneath it. I laughed at my own hypocrisy as we thanked the surly doorman who braceletted our arms with wristbands that were the envy of the line of hopefuls outside.Please to go read Shane's entire entry, aging hipsters. I have not done it justice with these short excerpts. Hey, Shane, when are you going to write a book, man? All the cool kids are doing it! (bloglines keeps thinking this post is new. hopefully, adding this pointless bit of text will convince it to think otherwise.) This entry is from the
blog department.
Posted by wil at 08:02 PM
June 30, 2005
the seat with the clearest view
I'm frequently asked how I choose the games I write about for Games of Our Lives. Do I randomly pick them out? Do I take suggestions from people? Are they assigned? Do I go out on massive wumpus hunts to find the most obscure ones I can find? No, yes, no, and no. I mostly choose games that, for one reason or another, are important to me. If a game as been important in my life, I'll consider it for games of our lives. Two recent columns provide good examples. A couple of issues ago, I looked at Wizard of Wor: It was one of the earliest machines to actually talk to you with creepy, synthesized speech that added as much character to the game as the dark, moody music and graphics. Few people could ignore the command, "Hey, insert coin! Ha. Ha. Ha." In fact, a newly fabricated report shows that between 1980 and 1982, more than 6.3 billion quarters were pumped into Wizard Of Wor machines by destitute gamers who later said, "The game told me to [insert a coin]."Har. Yeah, it's a swell game and all . . . but why did I pick Wizard of Wor instead of Berzerk, which also talks? When I was a kid, I had auditions almost every day after school. It was a predictable routine: mom would pick me up, drive me through Burger King or Taco Bell or something, and we'd head "into town" for my calls. In those days, it was not uncommon for me to have three or four auditions in an afternoon, and they were usually spread out across the city in very inconvenient ways. I'd have a commercial call at 3:45 on Fairfax near Sunset, then a 4:25 call for a movie of the week down in Venice, followed by a 5:10 appointment, back in Hollywood somewhere. It was a brutal grind, and I don't know how my mom did it, day after day after day. Occasionally, we'd get somewhere early, and we'd have twenty or thirty minutes to kill between auditions. Because it was the early 80s, just about every store in the world had arcade games in it, and if my homework was done, my mom would stop somewhere, give me a dollar and let me play whatever I wanted. My auditions were in a limited number of places, so I quickly built a mental Rolodex of good games and their locations. In Culver City, it was a donut shop on Washigton: Mr. Do! and Star Castle, with the bonus possibility that mom would let me get a devils food with sprinkles, In North Hollywood, it was a convenience store: Donkey Kong, Pac-Man, and Tempest. In Venice, it was a skanky head shop with one Asteroids Deluxe machine near the cash register. In late 1982, or early 1983 I had a callback at 20th Century Fox to play the kid who can wish people into cartoon land for Twilight Zone: The Movie. We got to West Los Angeles very early, and my mom let me stop at that arcade. Pico was a busy street, and when I walked out of the hot, bright afternoon sunlight and into the dimly-lit arcade, I left the roar of traffic behind me and entered another world. There were neon and black lights, posters of girls and rockstars, and the faint smell of mildew hung in the cool, recycled air. Runnin' With The Devil blasted out of the jukebox. I carefully smoothed out my one dollar bill, and fed it into the token machine. Familiar excitement and anticipation welled up while it whirred and prepared to spit out five tokens. In the back of the arcade was my intended target: Super Pac-Man. It had recently replaced a Battlezone machine with a flaky controller at Sunland Discount Variety, and I'd stumbled upon a pattern that was virtually fool-proof. I could play for an incredible ten minutes or more on Super Pac-Man, an impressive feat among my group of friends. Five tokens clanged out of the dispenser, and I eagerly picked them up. I jingled them in my hand as I walked through the arcade. In my memory, I can hear the sounds of Tempest, Space Invaders, and Defender occasionally rise above Van Halen as I pass them. A kid kicks a machine and says, "That's bullshit, man! I fucking shot him!" before an employee shouts, "Hey! Take it easy, guy!" over the pong! pong! pong! ka-chunk! ding! ding! duk-duk-duk-duk-duk! of pre-digital pinball machines. Just before I got to Super Pac-Man, I passed a tall white machine I'd never seen before. The decals on the side showed a scary, blue-robed warlock with his hand raised. On the marquee, the same wizard shot lightning bolts from his fingertips. I paused to look at it, and it said, "Hey, insert coin! Ha. Ha. Ha." I looked around. "Holy shit!"I thought, "this thing talks!" Before I knew what I was doing, I'd done as the machine commanded. Creepy synthesized music played and the screen showed me that I could play with three Worriors, or I could insert another coin for seven. "Seven men?! For just two quarters?! Awesome!" I reached into my pocket, but stopped short of buying the additional men. Did I want to risk almost half my tokens on a game I'd never even seen before, much less played? I'd play it once, and reassess my situation when I was done. For the next few minutes, I was blown away. The game didn't just talk — it was cool! It was a combination of D&D and SciFi. It was like someone had reached into my dreams, found the two things I loved more than anything else in the world, and put the result in front of me. This perfect storm of passions wouldn't happen again until I visited Olympic Gardens when I was 22, but that's all you're ever going to hear about that story. When I lost my three Worriors, I quickly inserted two more coins and played with seven. I didn't see the feared Wizard of Wor, but I blasted the Worluk, figured out that I could get a thousand points if I killed the other Worrior on the screen, and made it to a level called "The Arena." I got the fifth-place high-score, and didn't even care that I couldn't put my initials into the game. I spent all of my tokens on Wizard of Wor before my mom came in and told me it was time to go on my audition. I talked her ear off the whole way to Fox, all about how cool this talking game was, and how I couldn't wait to play it again. "I'm glad you enjoyed your game so much, Willow," she said, "but you need to focus on your callback right now." She was right, and I did focus . . . on how cool that game was, and how much better Van Halen sounded than the Barbara Streisand stuff she had playing in the brown Toyota hatchback that was a second home to us after school each day. For whatever reason, I hardly ever found Wizard of Wor in other arcades, other than a brief appearance at Shakey's Pizza Parlor on Foothill Boulevard in La Crescenta, so the music, the glittering starfield, the color palette, and the graphic design are all inextricably linked with that arcade on Pico. Whenever I see Wizard of Wor, I am worm-holed back to that hot afternoon in the early 1980s, when I heard a game talk to me for the very first time. ~
Kids today might not like it because: They've grown up in a world where monkeys are cool and hip, not pink, apple-throwing wusses. It could turn their whole world upside down.Even though Kangaroo is sort of a forgettable game, it will always be special to me because, like Wizard of Wor, it reminds me of a specific time and place in my life: the set of my first feature film, The Buddy System. We shot that movie at 20th Century Fox during the summer of 1983, and the art department had both Kangaroo and Turbo set on free play, and because the sound was turned off, I got to play them whenever I wanted to. That movie was a lot of difficult work. Richard Dreyfuss hadn't gotten sober yet, and many days he just didn't show up for work, so I spent a lot of time playing gin rummy with my aunt, racing cars, and beating up the evil pink monkeys. The director didn't know how to talk to kids, so he just gave me lots of line readings (which annoyed me, even as I neared my eleventh birthday) . . . but when I look back on that summer, what I really remember is the time I spent with Susan Sarandon, who played my mother in the film, and how much fun we had together. She took me under her wing, and treated me like I was her son, colleague, and friend. When the director was a dick, she made it okay. When Richard was looney on the cocaine, she made it okay. But more than anything else, she never talked down to me. She made me feel like I was part of the cast, and I deserved to be there, even though I was just a kid. The only other person to treat me that way when I was a child working in movies was Rob Reiner. I remember one afternoon, while we were on a break between scenes, I walked through an empty set, and saw Susan listening to her Walkman (like an iPod, but it uses these things called "cassette tapes," that you may have seen on "I Love The 80s.") She pulled off her headphones, and said, "Do you want to hear some cool music?" "Sure," I said, and walked into the room, which was her character's bedroom in the movie. They'd built an entire house on the stage, and even though I'd been on lots of sets before, it was still magical to me. There were lights and catwalks and cables and all the elements of movie magic just outside the camera's view. Some lights, flags, and C-stands crowded the corners of the set, and our chairs were pushed up against one wall. The room was dimly lit by the reflected light from the shooting set, a few rooms down the hall. I sat down next to her and heard music coming out of her headphones. "How are you doing today?" She said. "I'm fine," I said. "I saw Superman III last night." "Oh? How was it?" She said. She paused her Walkman, and the tinny sound of a guitar was replaced by the voices of the crew setting up the next shot. "It was really stupid," I said. "They tried too hard to be funny, so it wasn't cool like the first two." "Do you know who Richard Pryor is?" She said. I shook my head. "He played Gus." "The guy who made the machine?" I said. "Oh god! I hated him." "He's a famous comedian." She said. "Well, he's not very funny," I said. Compared to the antics of Jack Tripper, or Arnold Jackson's Watchoo talkin' 'bout, Willis? which was the height of comedy as far as I was concerned, Richard Pryor just didn't rate. She was right. When I was fifteen or sixteen, my friend Pat and I picked up Richard Pryor Live in Concert, and I laughed so hard I almost forgave him for Brewster's Millions. He went on to be a comedic influence in my life, joining Bill Murray, Bill Hicks, Bill Cosby, and a few comedians who are not named Bill, including Chevy Chase and Steve Martin. "If I do, I'll call you," I said. Unfortunately, by the time I did, we'd lost touch. That has always made me feel a little sad. "We're ready for first team!" The first assistant director called out. She picked up her headphones and put them over my ears. "Quick! Before they find us!" She said. I giggled as she pushed play. A man started to sing. His voice was deep and beautiful. The music was soft, and felt sort of sad. If I'd known what "haunting" was, that's how I would have described it. After a minute, she said, "Do you like it?" I did. It was unlike any of the music my parents listened to, and was very different from the pop music I heard on the radio. "Who is it?" I said. "It's my friend," she said. "This song is about an astronaut who blasts off and never comes back." "It's really cool," I said, as an assistant director poked his head into the room. "I have first team," he said in to his walkie talkie. "We're ready for you on set," he said to us. We got up and went to work before I could find out the title of the song. As the day went on, and the work took over, I never thought to ask, and by the end of the day, I'd forgotten about it entirely. Later that year, I helped my dad repair a gate on the side of our house. We listened to KMET (the greatest rock-n-roll radio station in history, which was tragically replaced in 1987 by the worst light-jazz pile of shit in history) while we worked, and that song from Susan's friend came out of the radio. "Dad!" I said, "This is the song that Susan played for me when we filmed The Buddy System! This is her friend!" My dad stopped hammering, and listened. "Do you know who it is?" I said. "Yeah," my dad said. "This is David Bowie." The song was Space Oddity. To this day, whenever I hear it, I can see my eleven year-old self, sitting in that empty, dusty, dimly-lit set on stage 18 at Fox. I can feel the rough pads of Susan's headphones on my ears, and remember how happy I felt to be part of a secret club. Kangaroo spent much of that summer sitting in the darkened corner of stage 18 near the art department. It only worked in one shot, as part of a montage that we filmed at a miniature golf course out in Sherman Oaks. When I was looking through MAME for a game to write about for Games of Our Lives, and I saw Kangaroo, all these memories came back to me, just like they did with Wizard of Wor two weeks ago. It's funny . . . for most people, Kangaroo and Wizard of Wor are just arcade games, but for me they are much more — they are important touchstones. They are just two of the games of my life. This entry is from the
blog department.
Posted by wil at 01:59 PM
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