So, you know how Frank and Joe are amazing at everything, right? At detecting — of course, otherwise there wouldn’t be a series — but also all sorts of athletic competitions and at knowing little facts and at shrugging off concussions and other injuries (but mainly concussions) and at somehow knowing where the universe needs them to be at any particular time so they can solve mysteries? Of course you do. Well, in Attack of the Video Villains, Joe adds something new to the things he’s absolutely great at …
(No, not at romancing the ladies. The opposite of that.)
Video games! Particularly one called Hack Attack. After Joe wins a regional competition, Frank and Chet accompany him to the national Hack Attack tournament in New York, where he’s one of 25 contestants. It’s difficult to believe that between detecting, school, athletics, and the firefighting training / firefighting in The Smoke Screen Mystery (#105) that Joe would have been able to get good at any particular video game. (I would be willing to overlook Smoke Screen, but the author specifically says Joe had hoped the video-game tournament would give them a rest after Smoke Screen.) But I suppose Joe has to do something in his down time … I mean, it’s not like he’s going to be spending any late nights with Iola.
Evidently, by 1991, when Video Villains came out, someone at Simon & Schuster had heard of this “Nintendo” thing that was going around, and she or he wanted to get in on some of that sweet action by making one of the boys a champion player. By the time Video Villains was published, the Nintendo Entertainment System had been released nationwide in American for about five years, long enough for the entire Hardy Boys target audience to have known the NES and its games intimately.
Hack Attack is played on the Videomundo platform, which is presumably similar to Nintendo. (Note the similar ending to their names.) Videomundo has been sold in America for three years, according to Video Villians; that’s not as many years as the NES had been in the US, but it’s longer than Videomundo’s main competitor, Omega. (Omega is probably a reference to Sega, which had been selling games and game systems in America for much longer than Nintendo had been selling the NES and NES games, but the Sega Genesis, Sega’s first success in America after the video game crash of 1983, had been released only in 1989.) Like the NES controllers, the Videomundo controllers have A and B buttons. One of the players says Videomundo cartridges are much larger than Omega cartridges; NES cartridges were about twice as tall as a Genesis cartridge, about the same width, but not quite as thick.
This isn’t the only time Hack Attack appears in the Hardy Boys series. In Mystery with a Dangerous Beat (#124), Joe plays Hack Attack in an arcade. I made fun of the taxi-based video game, which I claimed “has never been a thing.” This is not exactly true: in 2000, the game Crazy Taxi was released for the Sega Dreamcast, and the game was successful enough to spawn a few sequels. Hack Attack is a strange game, in some ways; the missions are random, and it doesn’t seem to have a standard opening stage. In other ways, it feels like a classic NES game. The player is a taxi driver who delivers his passenger from one city to another, with outlandish and stereotypical obstacles in between (tornadoes in Kansas, for instance). The game frequently sounds goofy but not atypically for games at the time. The author sounds like such an adult when he has the kids discuss it, though.
Anyway, Joe is trying to win the contest and the $50,000 grand prize. He’s up against Jason Tanaka, a Japanese-American who is of course good at video games; Nick Phillips, a nervous guy; Bill Longworth, the previous year’s champion; and 21 other mooks we never see or care about. Unfortunately for Joe’s peace of mind, thieves are stealing Videomundo cartridges from tournament participants, although the criminals eventually focus on a copy of Hack Attack that Chet acquired at a game swap. Although Joe was outraged at the hotel’s lack of action to find the thieves in Tricks of the Trade (#104), he lets the hotel’s lack of action in Video Villains slide. (Maybe he has gained a sense of proportion and realizes video games aren’t as valuable as jewelry!)
The thief has trouble figuring out who has the game, although this advantage doesn’t help the Hardys apprehend him. Joe is particularly frustrated by the thief, a small, wiry guy who regularly outfights and outruns Joe. Evidently Joe’s video gaming skills have caused his physical skills to atrophy. Ha, ha — Joe’s a nerd now!
One interesting thing: the Bayporters have never heard of the Konami Code. Jason shows them how a series of buttons pressed at certain games’ start screens can unlock various upgrades — more lives, better equipment, etc. Jason doesn’t use the exact Konami Code (up up down down left right left right B A), but the first code he uses is the Konami Code with the ups and downs deleted. As Jason says, such codes are used by developers to test the games. No known codes have been discovered for Hack Attack, although Joe says one “might come in handy at the tournament” (35). Jason, suspecting Joe of being a cheater (or willing to be a cheater), gives “him a dirty look.”
Frank and Joe — mostly Joe — spend most of their investigation accusing Omega of the video game thefts. Why would they want to steal games they could legally buy? Who knows! Omega handles the accusations about as well as you might imagine, with one exec pointing an Omega light gun at Frank to freak Frank out when he’s found snooping around Omega’s offices. Frank and Joe’s ineffectiveness continues when they stand by helplessly as Chet gets bundled into a car, but with the help of an NYC stoplight, they manage to recover their friend. The two men are quickly released on bail, which is possible, but getting released so quickly for kidnapping seems unlikely (and expensive).
Joe finishes in third place in the first round, after which the competition is reduced to only the top four. Between rounds, the boys find a weird note dropped by Nick Phillips: “SING EVERY NICE SONG WITH EASY NOTES” (94). Obviously this is a mnemonic; since the letters used are the same as the first letters of the cardinal directions, I thought this might be the pattern to get through a maze. But given what the Hardys learned about video-game codes and Videomundo’s contest coordinator’s ignorance of such codes, everything should come together. Unfortunately, the Hardys are completely oblivious, and Jason gets arrested for the video game thefts.
On the day of the finals, Chet urges Joe to have “a breakfast of champions” (109), which I thought was bourbon and cornflakes but turns out to be pancakes dripping with syrup. Live and learn! With the sound of chiptune jazz in his ears, Joe plays his heart out, but the competition is interrupted by a power outage. The video game thief gropes Joe in the darkness, looking for the elusive Hack Attack cartridge, but he’s disappointed — as is Joe, for that matter, since the guy didn’t even buy him dinner first.
Frank and Joe finally figure out Nick’s mnemonic works only with the cartridge everyone wants; when they input the code, the game plays itself. They realize Nick was going to use it to cheat, but they don’t figure out the rest: that someone behind the scenes at the tournament has to have been involved to put the cartridge in Nick’s machine. When the kids inform the contest director of everything they have learned, he turns on them immediately. He and Chet’s kidnappers threaten the boys and tell them the criminal plot (Nick was going to cheat in return for a lifetime of games, while the contest coordinator would pocket the $50 Gs.)
The kids escape to the New York subway system, destroying the rigged cartridge on the way. They lead the thugs into the tunnels, and all of them almost get hit by a train. The boys manage to leap onto the back of the train as it goes by, pulling the ringleader with them, and then dump the guy off at the police station.
In the finals, Joe plays the game of his life, but he loses to the freed Jason. (Bill comes in third; Nick is DQed.) In return for his phenomenal playing, Joe gets “a ton of Videomundo game cartridges” (147) that we will never, ever see anyone play. Perhaps that has something to do with how Joe feels; he ends the book by saying, “I don’t want to have anything to do with Hack Attack ever again” (148). He gets over this, of course, since he plays again in Dangerous Beat. Or maybe he just forgets! Memory loss seems a likely consequence of the number of blows to the head Joe has taken.
No comments:
Post a Comment