In 1899, Kate Chopin published a short novel called The Awakening. Considered controversial
at the time for its feminist themes and the candid way in which it deals with
female sexuality, it has gone on to become a major headache for unsuspecting
high-school and college literature students everywhere.
Thankfully, this essay has nothing to do with it.
The “awakening” I’m referring to was—for lack of a better
term—an event that took place during my freshman year of high school,
though it was not related to school itself. In June of 1988, I celebrated my
fourteenth birthday. One of the gifts I received was a Nintendo game called The Legend of Zelda. Since then, it has
spawned numerous sequels across numerous systems, has been featured in cartoons
and comic books, and has appeared on t-shirts, tote bags, and even cereal
boxes, but at the time it was a brand-new thing. I had gotten a Nintendo
Entertainment System (NES) the previous Christmas, and, having grown weary of Super Mario Bros., the game that came
with it and of which I had at one time been a rabid fan, and Elevator Action, the second title I had
picked up, I was eager to get into something else. I had no idea what Zelda was all about. At that time, the
Internet as we know it today didn’t exist, of course, so you could only get
information about NES games from Nintendo
Fun Club News (the precursor to Nintendo
Power), to which I did not have a subscription, or from word of mouth. I
didn’t know anyone who had played the game, but I had seen a lot of commercials
for it, so I decided to give it a shot. After all, Nintendo had cultivated a
reputation for quality, so the odds of its being a letdown were slim.
I imagine that for many players Zelda was a revolutionary game, as it was for me. Up to that point,
most console games lacked an adventure component. The aforementioned Super Mario Bros., for example, only
allowed you to go in a predetermined direction, and backtracking was not
permitted. If you missed something, you had no choice but to suck it up and
keep going. Zelda was different. Its
world was open and, for the time, vast. You could revisit areas again and
again. In fact, one of the chief elements of the game was exploration. You were
not told what to do or how to do it. You had to figure everything out through
trial and error, to traverse deadly forests and spooky graveyards to find the
entrances to the game’s various levels. You had to determine how weapons and
items worked and when they should be used. A map and instruction manual were included,
but they only told you so much. Every now and then a wise old man in a cave
would give you a clue, but it was often cryptic. For the most part, you were on
your own.
Computer-game players were already familiar with this kind
of thing. Games like Ultima, Wizardry, and Bard’s Tale worked this way. The difference was that while these
games required exploration and puzzle solving, they lacked action. The outcomes
of battles were resolved by the computer, in a fashion similar to tabletop
roleplaying games (RPGs). In a sense, the computer rolled the dice for you
during an encounter and told you the outcome. In many of these games, the
player controlled an entire party of characters rather than just one. The
reason for this is that tabletop games like Dungeons & Dragons (D&D)
are designed to be played by a group rather than an individual, with each
player having a specific function within the party (a fighter for combat, a
wizard for magic, a cleric for healing, et cetera).
Zelda, by
contrast, was an action game through
and through. It required fast reflexes and could be terribly frustrating at
times, particularly if you wandered into an area filled with monsters you were
not prepared to fight. Like computer adventure games, it had an overhead view
rather than a side-scrolling one. Its closest antecedent was the Atari 2600’s Adventure, but while this game required
exploration and experimentation and featured rudimentary action sequences
(mostly running from dragons or trying to stab them), it was much smaller in
scope, did not allow you to carry more than one item at a time, and had
primitive graphics due to the system’s limitations. No one had seen anything
like Zelda before.
As I recall, it took me about a month to conquer it. For
those four weeks, it was pretty much all I thought about. I even took the map
with me when we went on vacation. It was the most immersive game I had ever
encountered. But the experience of playing the game, while rewarding, was not
the most important thing. I got something much greater out of it. It was my
introduction to fantasy.
As an avid collector of Masters of the Universe (MoTU)
action figures and a devoted fan of the tie-in cartoon during my younger years,
I had been exposed to the concept of fantasy, but I had never really thought of
it as a genre. I didn't even know what “genre” meant. I just found it cool that
the warriors fought with swords and axes and that there were magic and monsters
involved. D&D had become huge by the early 1980s, and many toy lines
reflected its influence. I was a fan of many of the MoTU knockoffs, as
well, including Thundercats, Blackstar, and The Other World,
the first two of which also had their own cartoons. There was even a toy line
actually based on Advanced Dungeons & Dragons, which was the
preeminent version of the game at the time. The most memorable figure was
probably Warduke, who was later made into a miniature as part of the D&D
Miniatures set “War Drums.” Of course, there was also the D&D
cartoon (the “Advanced” was likely removed to prevent confusion, although that
didn't stop DC Comics from using it in the title of its early-'90s comic book
series), which was fairly controversial due to the absurd allegations that the
game was linked to suicide, antisocial behavior, and devil worship. I can
remember watching it standing up so I could keep an eye on the door of my
parents' bedroom. Not even kidding.
By the time Zelda came along I hadn't given fantasy
much thought in several years, having become instead interested in Garbage
Pail Kids, Madballs, and horror films like Friday the 13th
and A Nightmare on Elm Street. Soon after I began playing it, I
became intrigued by Zelda's fantasy setting, and when I had finished the
game I began looking for others in a similar vein. When school started, I met a
guy named John (with whom I remain friends to this day), who was a computer-
and console-game enthusiast, an RPG player, and a fan of speculative fiction.
He was the first full-on nerd I had ever met, and I mean that as an enormous
compliment. He introduced me to D&D, Commodore 64 adventure games
(with their cloth maps and copy-protection wheels), and Dragonlance novels.
(I subsequently turned him onto Forgotten Realms novels, thus returning
the favor.) It didn't take long to realize that I was onto something big. At
the start of 1989, I began collecting comic books. I had grown up enjoying Superfriends,
Spider-Man and His Amazing Friends, and The Incredible Hulk on
Saturday mornings, but I was a reluctant reader, so I had never bought many comics.
Even though most comic books are not fantasy in the strictest sense, they
feature speculative tales of a similar nature and borrow elements from fantasy,
so there are, therefore, a lot of crossover fans. There's a reason that many
comic-book shops also carry RPG books and accessories.
The “awakening” was, hence, my discovery of fantasy fandom.
In the span of just a few months, I had found my niche, and I have remained
there ever since. Today, I have a comic-book and magazine collection that would
have made fourteen-year-old me lose control of his bodily functions. I have
well over 700 miniatures, a plethora of dice (especially d20s, my favorites),
and a number of publications related to fantasy games going back to the 1970s,
which are just engaging to read. I have used my writing ability as a means of
sharing my passion, contributing to the hobby, and “giving back” to the
community. I have found incalculable joy in the books and games I have picked
up during the last 28 years.
I cannot imagine what my life would have been like if I had
never slid The Legend of Zelda into my Nintendo Entertainment System in
the summer of 1988. Traversing the environs of the fictional world of Hyrule
helped me discover myself.