Playground Dealers - Vol. 1 Ed. 11

Sep 29, 2020 8:16 pm

The bell rings. Kids pile into the schoolyard. Some pick up a game of football. Others gather around the swings for gossip.


Tag, you're it.


In the pre-Internet days the original Geek Squad was a few 3rd graders in faded Batman t-shirts scratching circles into the dirt with their neon velcro sneakers.


They brood under the jungle gym like a pack of shady dealers waiting for their junkie marks to slither up and beg for a taste.


The drug du jour: video game secrets.


Some brats had rich parents who didn't flinch at the Nintendo Power Line charges on the phone bill. Others were able to con them into a monthly tip mag subscription.


Look, ma! You save $2 an issue when you subscribe today!


Whatever their lucky disposition, it put them at the top of the market for dishing the info we craved.


image

If you ain't cheating, you ain't trying. (Photo by Jason Leung on Unsplash)


Video games in the early 1990s were notoriously difficult. It was a result of the vestigial practice of designing impossible quarter-munching arcade titles and the industry's push back against rental outfits like Blockbuster.


We didn't have access to the volume of games that we're accustomed to today. Look at the average Steam user's backlog: 22% of games go unplayed. We were happy to come into two games a year, let alone hundreds.


A junkie doesn't leave a drop of the good stuff unused.


We had to make that shit last.


Without these game-breaking codes, you were left in the lurch with only your two thumbs and developing cortex to save you. That was a losing position if you just scored Contra for your birthday.


Out came the treats squirreled away from the cafeteria. You were behind in the negotiation when your mom forgot to pack the Gushers.


Kids with weak lunchpails got creative with their propositions.


"I'll let you borrow my Matchbox car for a week." That thing's lame. "You can ride my new skateboard later!" Maybe, but what else you got?


"I'll let you win at football tomorrow."


Throwing the big game for that hot password gravy? It's the playoffs, Joey. Have some self respect. How bad do you need to beat Double Dragon anyway?


No matter. Deal's a deal.


"Done. Two touchdowns. Here. Don't tell nobody else."


He extracts a crumpled corner of looseleaf smeared with pencil hieroglyphics from his pocket. Barely readable, totally unverifiable, but raw with potential. He folds it twice, scans the horizon for authority figures, then pushes it into your sweaty palm.


You exhale a conflicted sigh. Recess will suck tomorrow. Your ego will recover, but you might have died without knowing what happens in level 8.


Worth it.


Now, get the hell outta here until it's time for your next dose.


Sharpening the Toolkit



To future worlds,

Matt Ventre


If you received this email from a friend, be sure to subscribe to the World Builders' Guild Newsletter and follow me on social media for more exclusive content on world building and creative processes!


imagetwitter.com/mventre

image matthewventre.com

imagetwitch.tv/PlayArchitect

imagematt@matthewventre.com


Love what you're reading? Tell a friend to join the World Builders' Guild today.


image

Comments