Showing posts with label Attack of the Video Villains. Show all posts
Showing posts with label Attack of the Video Villains. Show all posts

Friday, June 10, 2016

Radical Moves (#113)

Radical Moves coverYou know, Chet gets laughed at for his numerous hobbies, but no one says anything about all the avocations Frank and Joe pick up for a mystery and then never refer to again.

Take, for instance, Radical Moves. Frank and Joe start skateboarding; Joe, in particular, is pretty good at it. Will this be referred to again? No. No, it will not. Just like Joe playing video games in Attack of the Video Villains (#106) and both brothers firefighting in The Smoke Screen Mystery (#105), skateboarding will be forgotten. And how many hobbies has Chet had in that same eight-book period? Two, if you count his attempts to win a costume contest in The Secret of Sigma Seven (#110). Well, three, if you count him playing video games with Frank and Joe in Attack of the Video Villains, but frankly, Chet didn’t expend enough enthusiasm for the video games or the costume contest to qualify, and in neither case was he completely blind to his incompetence.

So Radical Moves is based on the idea that Frank and Joe are skateboarders now, and Joe’s pretty good. The narrator explains skateboarding to the readers, often using Frank’s thoughts, and yes, it sounds exactly like a middle-aged guy explaining the latest hip youth craze to aliens. By page 40, I was thoroughly sick of the word “thrash” and all its variations, and I despaired that I still had more than 100 thrashin’ pages left to go.

While at the Bayport skatepark a few days ahead of the Bayport (*ugh*) Thrashathon, the Hardy brothers meet Zach “the Hawk” Michaels, whom Joe immediately recognizes as a great professional skateboarder. Frank embarrasses himself by asking about skater lingo (“Hey, just what is a thrasher, anyway?” [3]), and Joe embarrasses himself with his adulation of the Hawk. Zach emulates the Hardys’ stilted speech, and I’m sure he’s making fun of them without them knowing it. But after Frank and Joe foil an attempt by a motorcyclist all in black to steal Zach’s skateboard, Zach decides they’re all right and takes them up on their offer to investigate the attack, even if he’s not willing to tell Frank and Joe about his past.

If you’re wondering: By the time this book was published in 1992, Tony Hawk had been a professional skater for a decade, and he’d been winning championships for almost that entire time. (We have always had Tony Hawk with us.) That’s obviously what the author is referencing with the “Hawk” nickname; when Zach performs a “pop off” — going up over the edge of a half-pipe, then descending — Frank “could see why his nickname was ‘Hawk’” (9). Given that actual hawks can get quite a bit higher (Frank doesn’t seem all that impressed by Zach’s altitude) and aren’t that good at skateboarding, I have to think it’s a reference to Tony.

Zach introduces Frank and Joe to the skateboarding world gathering in Bayport: Rick “Rocket” Torrez, a competitor who is Zach’s ex-best friend; Barb Myers, who sponsors Rocket, used to sponsor Zach, and now doesn’t like Zach very much; Maggie Barnes, a skateboarding reporter “on cable” (18; Joe repeats “on cable” throughout the book, as if skateboarding is equally likely to be found on C-SPAN, The Nashville Network, or ESPN); rival Danny Hayashi, who Zach says “leaves a bad taste in my mouth” (28; I just bet he does, wink wink nudge nudge); and Chris Hall, president of Scorpion Boards and Danny’s sponsor.

Zach is evasive about the root of his bad blood with Barb, Rocket, and Danny, and he won’t tell the brothers about secret deals he’s making with skateboarding companies. Frank and Joe find this extremely suspicious, although why should he trust Frank and Joe with intimate details of his personal life? And why would he divulge information about deals that could net him a fortune? (He eventually tells the brothers about his plans to sell his skateboard design to Hall, and Frank blabs it to Rocket like a total Chet.)

The attacks / attempted thefts keep coming. At Zach’s house, the mysterious motorcyclist pushes Zach into an empty pool, then drives off with Zach’s board; in the ensuing chase, Joe tries to run him off the road — total villain behavior from Joe — and the motorcyclist tries the half Ghost Rider, swinging a chain at the Hardys van. (Not a flaming chain, unfortunately.) The chase ends in the Bayport Mall parking lot when the motorcyclist takes a spill going around a delivery van. The rider beats up Frank and Joe but loses the board before he flees. The motorcycle is stolen, which closes up the lead the Hardys bade Lt. Con Riley to follow up on. While the Hardys and Zach were chasing the thief, Zach’s workshop is trashed.

Zach eventually reveals his secrets. Rocket hates him because they used to work together, but Zach robbed the place for skateboard components, and Rocket was fired; Zach then quit Myers’s team out of guilt, which caused Myers to hate him. Zach apologizes to Rocket and says he’ll get Rocket’s job back, even pay back their former employer, but he doesn’t admit he stole Rocket’s idea for a skateboard. (He does say he’ll split the profits 50/50, though, after Frank spills the beans.)

Frank and Joe are left home alone for the second straight mystery; this time the adults are on vacation. It’s a good thing, though, because someone turns on the gas in the Hardy home to … discourage Frank and Joe? No, it seems more likely that someone was trying to kill them, since they were asleep when the gas was turned on and no vague threat was issued, as the villains so often do. Frank and Joe are not concerned, though. I mean, they survived, after all, and the house didn’t explode. Why should they care?

Well, perhaps because Joe at least is left with a “fuzzy feeling and … [a] throbbing at his temples” (77) the next morning. That suggests there might be lingering effects they might want to get checked out, but whatever — that’s not the Hardy way. Frank uses the gas as the reason he laughs at Joe’s suggestion that someone is watching Zach’s home from the vacant house across the street. Joe’s right, though, and they find food wrappers and a cup with lipstick on it when they finally investigate. Immediately Myers becomes a suspect. Frank and Joe even let the police know about the break-in … eventually. But they don’t visit Riley to tell him what’s going on; they don’t want to get caught up in his “questioning” and “investigating” and “documentation.” The Hardys have to be free to fly and “carve large” (78), just like the Hawk, dude!

Later, Zach cracks his shoulder after someone pours silicon lubricant at the bottom of the pool he uses for skateboarding practice. Zach asks Joe to compete in his place, but after another failed attempt to steal Zach’s board, the Hardys, Zach, and Rocket construct a decoy board. Frank cannibalizes “an old shortwave radio that had been gathering dust in a closet” [116] for some of the board's tracking components, in case you wondered what had happened to their shortwave sets.) They let the board be stolen and follow the thief to the Bayport Arms Hotel, and they hear the thief’s first name — Danny — before the tracker and bug are destroyed.

After they figure out who the thief is, Frank and Joe are stumped at what to do next. Although it’s true that they might not have much evidence against Danny, they have two weapons in their arsenal they never use, despite how effective they would be: they could accuse Danny of the many crimes that went along with his mugging attempts (fleeing the scene of an accident, assault and battery, and attempted murder), and they could call upon the Bayport Police Department to use its full majesty and authority against him. I mean, this guy attempted to gas Frank and Joe to death! He’s more than a petty thief or even an industrial spy — he’s a menace! Well, really, it was his employer who broke into the Hardy home, but they could still say that unless Danny gave up his boss, Danny was the one who is going to go to jail.

While Joe competes, Frank uses library resources to discover Myers’s company is in great shape, so she could pay for Zach’s board design if she wanted. Hall’s company, however, is about to go under, so he probably couldn’t pay Zach anything, despite what Hall promised Zach. Frank is so excited by this discovery he “almost [forgot] to return the volume … to the periodical room” (136). My God, Frank — you’re a library-science monster!

At the skateboard competition, Joe battles Danny, but Danny uses his board to knock Joe down. Danny is DQed, and Frank recommends Danny be arrested while he investigates Hall. Frank picks the lock on the back of Hall’s truck and finds lockpicks, silicon lubricants, and a black motorcycle riding costume. Hall smacks Frank upside the head and drives away, but Frank rallies the skateboarding community, who pursue Hall. Joe and Rick grab onto the back of Hall’s truck — bad example for the kids! — before vaulting onto the back of the truck. Frank, following on a borrowed board, chases down Hall when he abandons his truck.

Oh, that lipstick on the coffee cup? Total red herring. Myers previously dated Hall and hoped to be cut in on his new skateboard deal (or theft). So … she watched Zach’s place from the vacant house with Hall, witnessing his attempted larceny, vandalism, and bodily harm? Geez. And she gets away scot-free, despite her horrible morals.

The bad guys are arrested; Zach gets Rocket his job back and convinces his old employer to produce his radical board design. Joe, despite his high-intensity training with Hawk and relatively good showing at the *sigh* Thrashathon, decides to give up skateboarding and thrashing.

Thank Odin for that, at least.

Wednesday, May 11, 2016

Panic / chronology / Hack Attack

The next book in the sequence is Panic on Gull Island (#107), in which Iola goes missing on Spring Break, and no one in the media or law enforcement can muster any interest in a vanished pretty white girl. The Hardy Boys books have some pretty unbelievable plot twists, but that might be the most unbelievable.


***

The Smoke Screen Mystery (#105) is set during Winter Break, while Panic on Gull Island takes place during Spring Break. This gives us a definite and plausible time frame for the intervening book, Attack of the Video Villains: somewhere in the first quarter of the year. Attack of the Video Villains even mentions The Smoke Screen Mystery, strengthening the chronological ties.

This demonstrates a slow tightening of chronological continuity in the digests. The Secret of the Island Treasure (#100) is set during the summer, and The Money Hunt (#101) falls during Bayport High’s fall break. Terminal Shock (#102) is set during Spring Break, and The Million-Dollar Nightmare (#103) takes place during a San Francisco summer. Tricks of the Trade obviously occurs between The Million-Dollar Nightmare and The Smoke Screen Mystery, but that’s not much help, as The Smoke Screen Mystery takes place at the end of the year. There’s a lot of months between those two points, and we don’t even know what part of the summer The Million-Dollar Nightmare is set during.

So for the characters, those eight books (#100 to #107) take place over about 21 months. Logically, Frank and Joe would have gone up a grade during that time, and they might even have graduated. Although if they did, they would have to be in college: you don’t get Spring Break when you’re out of school. Frank and Joe are never in classes, so it’s impossible to tell. For readers, those books were released over about 14 months -- #100 was the first digest released in 1990, while Panic on Gull Island was the second for 1991. As I’ve said in other posts, I really appreciate this sort of chronological care, even if it makes no sense in the long run.


***

As I wrote in my post on Attack of the Video Villains (#106), the video game Hack Attack comes up again in Mystery with a Dangerous Beat (#124). I have to imagine the probability that both books were written by the same ghostwriter is high; why else would the same fictional video game appear in both books? I suppose an observant editor could have realized Mystery with a Dangerous Beat’s arcade scene would be a great place to insert a reference to a previous book, and editorial tinkering would explain why Joe is playing the game despite claiming he never wanted to play it again in Attack of the Video Villains.

On the other hand, maybe Joe is just a teenager and prone to hyperbole.

Friday, May 6, 2016

Attack of the Video Villains (#106)

Attack of the Video Villains coverSo, 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 the firefighting in the previous mystery, but the author specifically says Joe had hoped the video-game tournament would give them a rest after The Smoke Screen Mystery. 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 to overcome (tornadoes in Kansas, for instance). The game frequently sounds goofy but not atypically reality-averse 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 Attack of the 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 copy of the game he wants to steal, 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 the company want to steal games it could legally buy? Who knows! Omega handles the accusations about as well as you might imagine, with one exec pointing a light gun for the Omega game system 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 by kidnappers, but with the help of an NYC stoplight, they manage to recover their friend. The two abductors 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 tournament's 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, they should figure out it's a keypad code — down right up down left right up, or something like that — that gives an advantage. 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 Mystery with a Dangerous Beat. Or maybe he just forgets! Memory loss seems a likely consequence of the number of blows to the head Joe has taken.