x The Michigan Daily - michigandaily.com f the b-side)l Thursday, November 9, 2006 - 3B The Michigan Daily - michigandailycom th e b -sid e Thursday, November 9, 2006 - Welcome to the jungle: Super Smash Bros. By PAUL TASSI Daily Arts Writer To fully appreciate the significance of Nintendo 64's"Super Smash Bros." you need to go back to an era of true competition in video games. This does not mean trash-talk- ing a 12-year-old Korean you just "pwn3d" from across the ocean on Halo's Xbox Live. We're talking real competition at its core, four friends in a room fightingto the death, screaming obscenities right in each other's faces. Egos are inflated and destroyed all within the course of a 10-minute round. It's way more intense than a bunch of fighting cartoon characters should be. What makes "Super Smash Bros." so dif- ferent from other games is the massive sub- culture of followers it's gathered since its release seven years ago. Though fairly well- received at its launch, the game's popularity has grown almost exponentially each year since then. Today, it's staggering how many people still play the game - a large per- centage of them college students. There's something so simple, yet so addictive about "Smash Bros." that makes it perfect to pick up at anytime, whether it's an organized 16- person tournament with a case of beer for the winner or a quick five-life grudge match between roommates before class. A good part of the game's appeal is its nostalgia factor. Not only has the game itself been around for some time, but the charac- ters are the stuff of legend. If you were born in the '80s you grew up with either 8-bit or Super Nintendo and surely played "Super Mario Bros," "The Legend of Zelda" or "Donkey Kong" for hours until your mom You picked Pikachu? Seriously, who are you? threatenedto take your system away. "Super Smash Bros." allows Nintendo fans to play out the battles they've always envisioned with the characteirs they've grown up with. Sibling rivalry is settled between Mario and Luigi once and for all. The fastest pilots in the galaxy duke it out as Fox McCloud duels Captain Falcon. And the title of most effeminate pink ball of fluff is up for grabs as Kirby faces off against Jigglypuff. But in contrast to the fuzzy feelings of childhood the game evokes, the other half of its appeal is the kind of primal, barbaric competition it creates. Though the competi- tive game ofchoice for most college students is "Madden" or some other sports title, "Smash Bros." trumps them all in terms of intensity. The range of emotions that can be experienced in a round of this game is truly astonishing. Strong bonds of friendship can be bent and nearly broken in 10-min- ute rounds as the gloating winner makes the once-proud loser storm out of the room, truly angry about what just happened. You can actually see a progression through the emotional cycle of a cocky player from the moment he realizes he's outmatched to the point of reflection after he's lost his last life to the abyss. It begins with denial: "Bullshit, you're getting so lucky! This game is all luck!" Soon, it turns to anger. "Goddamnit! At least let me get back to the edge you bitch!" Next is bargaining. "OK, ok let's team up against Pikachu. Just don't hit me!" Then it slips into depression. "This game fucking sucks. I'm just killing myself." And finally, acceptance. "You have way too much time on your hands, you loser." But you and they know - you're not a loser. They're just jealous. "Super Smash Bros." is a simple game relying not on breathtaking graphics or an in-depth storyline, but on gameplay phys- ics and an innovative, addictive reworking of the traditional fighting game platform. "Smash Bros." is unlike most games, where you can button-mash your way to an easy victory. It takes speed, timing and strategy to beat the crap out of your opponent rather than just having Ryu "Hadoken!" his way to victory 75 straight times in "Street Fighter." "Super Smash Bros." perfected something that every video game wishes to achieve - it has truly infinite replay value. Despite the fact you started playing it before you had hair on your body, there are still new tac- tics to be discovered even today. You'll soon be fluent in the language of the game using phrases like "I just down-A'ed the shit out of you" and "You're such an edge whore!" The much-anticipated sequel "Super Smash Bros. Melee" was released for Game- cube a few years back, and though it's decent enough, fails to live up to the original. This was mostly due to the Gamecube's control- lers looking and functioning like they're manufactured by Playmobile. You usu- ally end up spending more time combating the arena hazards than other players. The essence of simplicity from the first "Smash Bros." has been lost, a key factor that makes the game so easily playable by so many. A new hope will soon arrive in the form of "Super Smash Bros. Brawl," slated as a release for the absurdly named Nintendo Wii due out this fall. The third game looks to branch into new territory using Ninten- do's ground-breaking but strange-looking motion sensingcontroller. And you can fight as Solid Snake. How cool is that? But the first will always be the best in the eyes of true fans. Nintendo 64 was king of four-player havoc with games like "Golden- eye," "Mario Kart 64" and "Perfect Dark," but "Super Smash Bros." stands atop them as the most innovative, most fun and most timeless cartridge of all. WHAT YOUR CHARACTER SAYS ABOUT YOU Everyone knows who you play is who you are Pikachu - You're a rookie, and an annoying one at that. You spend thetgame zipping around the screen shocking people at random without a hint of strategy. Hearing "pi-ka-CHU!" squeaked out 97 times in the caunse ot a round is enough to make esen the most veteran playesthrow downtheir controllers in disgust. Kirby - You're an expert but you're also a cocky bitch. Kirby is without a doubt the best player, if you taketfull advantage ofthischeap tricks that send everyone plummeting to the bottom with ease. When you win everyone is pissed and says it doesn't count Jigglypuff - You're an idiot, plain and simple. ligglypuff is terrible; that should be clear by looking at herpicture and sayingher name out loud. Her"unique" moves include singing and faling asleep. Samus - You're just lazy.;You'll never actu- ally win a game with Samus - her moves just annoy ratherthan actually do hard damage. During the course of a game you proceed to piss everyone off as you hidein the corner shootingotfplasma rounds at the people who are actuallytfighting each other. Fox -You're a truefighterwith a sense of honor. Fox is the quickest in the game mak- ing him a great player, but proves himself without the useoftcheap tricks. Iftyou win with Fox you can feel truepnide about your- self, unlike those pink Kirby bastards, A wild and crazy Ivy comic By PUNIT MATTOO Daily TV/New Media Editor An Ivy-league Mitch Hed- berg without the drug habit. It's a description Demetri Mar- Demitri tin is probably Martin tired of by now, Friday at8 p.m. but it inevitably remains the best $26.10 way to describe At the Michigan his act to friends Theater before linkingthemtohisYouTube clips. His reliance on stoner-obser- vation jokes without traditional punchlines has allowed Martin to establish himself as one of college students' favorite post-Hedberg comedians. After multiple appear- ances on late night shows and his own "Comedy Central" stand-up special, he's on his first national tour and will stop at The Michigan Theater tomorrow night. The road to standup started a little differently for Martin. Con- tradictory to the harsh childhood experiences and dysfunctional families comedians typically source for jokes, Martin dealt with the problem every college stu- dent has to eventually ask at some point: What the hell do I want to do with my life? After graduating from Yale, he headed over to New YorkUniversi- ty for law school, but soon realized it wasn't the best choice for him. "I was not passionate about what I was doing, and I thought, I'm too young to be feeling this much dread to wake up and go do my stuff," Martin said. "I figured it'd be better to change out early before getting caught up in it." With obviously disgruntled par- ents hovering in the background, Martin tried to decide where he could go after his already miser- able experience, and began think- ing about investing his time in an Photography as performance art There has activity stories.I his wayt "Joke: zle to m( led to ad up set,c music am the usua relations lies in p activitie granted. Marti A roi long one barrage attempti themsel "It's j ing and career," I'm a bi crowds, safely us His e) with a By ANDREW SARGUS KLEIN ManagingArts Editor The 1960s art scene was as diverse politically as it was aes- thetically. The Civil Rights Move- ment, Vietnam, racism - it was r nearly inspossible for issues such f{ as these to take center stage in modern art. Second-wave femi- nism, a movement concerned with gender inequalities found in soci- ety (as opposed to those found in legislation), was in full swing with the publication of Betty Friedan's "The Feminine Mystique." Mod- ernism as defined by heavyweight critics was crumbling, -aking unsteady headway into postmod- ernism. Performance artists such as Carole Schneemann were pushing untold boundaries with their art, defying gender stereotypes with graphic effort (see: Schneemann's lv be a better way to se sDemetri Martin "Interior Scroll" performance). Photography began to hold he loved - telling funny filmed for perennial college favor- as equal weight as painting and With that, Martin was on ite "The Daily Show." After he was sculpture as part of the avant- to a new career. contacted by the show's producers, garde, and nowhere is this devel- s have always been a puz- he pitched them his ideas. opment more evident than in the e," Martin said. That logic His "Trendspotting" pieces work of Cindy Sherman. distinct multimedia stand- on issues ranging from Xbox to Born in New Jersey in 1954, complete with projectors, MySpace helped extend his full Sherman cut her teeth on Ameri- nd an easel. Martin avoids creative freedom and allowed for can and European art films dur- ml topics of family life and helpful input from Jon Stewart, ing the '70s. Her experience with ship issues, and his charm who, Martin explained, remains cinema would directly evolve into icking apart the everyday very involved in the entire show's her landmark photography series, s most people take for content. "Untitled Film Stills" (1977-1980). Though he covered the topics, By conjuring various female ste- n's journey has been a he remained adamant that he isn't reotypes found in film, Sherman really a fan of YouTube, despite its attempted to erase the notion role as an online networking tool of the voyeuristic photographer M alternate and a comedian's publicity haven. - instead, the viewer is the voy- n "I'm getting a little tired of all eur. Her deft manipulation of Lute for a Yale that stuff. I just want to go out- angles, lighting and body language side," Martin said. "I'm from a demands the viewer to recognize graduate. time when people actually talked how society (specifically film) to each other." depicts women. In addition to his career as a Instead of defining their own stand-up comedian, Martin has autonomy, Sherman's film stills guiding him through the also sold a few film pitches and are in dialogue with contemporary of comedians each year now is looking to take an extended culture. "Untitled Film Still no. 6" ing to make a name for break from the road. is a closely cropped shot of Sher- ves. He explained: "I can write jokes man reclining on a couch in eve- ust really hard perform- anywhere since that's usually easy. ningwear with a dreamy look on to make living with this But a screenplay is like a big paper. her face, her limp hand holding a Martin said. "It's not like It's much easier if I can just go to mirror. At a glance, the pose drips g act. I'm getting decent the library or work in my apart- with vanity, her clothing eliciting but I think I'm kind of ment than (do) all the things of a nder the radar." comedy show." xposure to audiences grew Maybe he's got a little bit of col- number of segments he lege student still left in him. a voyeuristic sentiment. With another glance, the composition isn't so shallow. She begins to look like that of a shocked corpse, the pose one of rigor mortis. Uncertain questions arise: What should the viewer feel for the woman (note, Sherman's character, not Sherman her- self)? Pity? Compassion? Is she in Sexualized gender statements? Must be the '80s. need of a man's arms? It's flat-out unsettling. Sherman leaves you no answers - she simply exposes sex- ism as it exists in popular culture. In a 1982 untitled statement, Sherman wrote that "a photo- graph should transcend itself, the image its medium, in order to have its own presence." Her art does exactly that. Each film still creates its own personality, its own per- sonal interaction with the viewer through common culture.. "I'm trying to make other peo- ple recognize something of them- selves rather than me," she said in the same statement. Sherman'swork, from her "Unti- tIed Film Stills" to 1981's "Center- folds" to 1992's "Sex Pictures," is constantly evolving, time taking no toll on their overall effect. Although she has claimed her work is not feminist, her manipu- lation of cultural norms (conscious and subconscious) completely tri- umphs. The result, whether intended or not, stakes a huge claim for female artists and the female gender as a whole. Wolverine Access (wolverineaccess.umich.edu) Unavailable November 10-13 Wolverine Access Information & services for - Students . Parents & family " Alumni " General public will be unavailable from 8:00 p.m., Friday, November 10 to 7:00 a.m., Monday, November 13 For details see www.mais.umich.edu/waunavailable.html _ I& AV AIML 0 . 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