The extremely thoughtful and critical comments in response to my previous post got me thinking about the role of exploration in games. In this post I’ll try to do some justice to how gamers can still hang on to a sense of exploration for its own sake, and enjoying games as a form of pure entertainment.
Last night I was sitting with a friend of mine talking about our experiences playing games as kids. We were surprised to learn that we had both owned the cult classic (yet poorly marketed) ToeJam & Earl for the Sega Genesis/Mega-Drive in the 1990′s and brought back some fond memories for each of us.
Its re-appearance on the Wii Virtual Console was a welcome gesture, but I was disappointed with reviewer responses who felt that characters move “lethargically slow”, the gameplay was “unfair”, the funky visual style too “dated” to be enjoyable, and that its 16-bit synth music was too crippled for contemporary gamers. At the same time, most of these reviewers begrudgingly admit that it’s likely a “classic” and enjoys some nostalgic street cred, especially for its two player co-op mode.
After reading those reviews, I realized that ToeJam & Earl - a cult staple of the average SEGA generation child’s household -- has become just another brief glint in the endless library of emulated games available for casual play. This is where I want to part ways with the average reviewer out there, and try to show why ToeJam & Earl is still an important game today, and offers something wonderful to the kind of curious, exploration-driven, non-competitive, fun-loving, and non-violent child (or adult!) gamer that we talked about previously. It’s a game that you should be playing with your partner, your child, or a close friend, right now. Nostalgia for its own sake is a very real, and I think very dangerous, part of reflecting on older video games. I think that re-vitalizing them and finding value in them for a new generation is a noble, and difficult task. I’ll do my best.
It’s important to understand that TJ&E is thoroughly nonsensical and excels at it. It’s a game about a three-legged red alien reminiscent of Flavor Flav and his slug-shaped hot-dog eating alien buddy from the planet Funkotron, who crash their boom-box/surfboard equipped space ship on Earth. The introduction sets the players on a quest for retrieving the 10 parts of their funkay spacecraft that are strewn over tens of randomly generated levels. I won’t comment on the single-player mode, as the game was originally offered as a “two-player game with a single player option”. In the two-player co-op mode, one person walks TJ around while the other has Earl. TJ walks faster than Earl, but Earl has a larger health bar. Inevitably there is a fight over who gets to be TJ, as he can run away from most enemies. My friend and I both shamefully admitted that we always forced our younger sisters to play Earl.
A Brief Tour of the Game
TJ and Earl both amble around the level and search for parts of the space ship while avoiding all sorts of bizarre enemies: “insane dentists, hula girls, obese stay-at-home mothers, and phantom ice cream trucks”. Dropped randomly on each level are presents filled with all sorts of items: super hi-top sneakers that give you a speed bonus, rocket skates that send you flying off at breakneck speed, a telephone that reveals hidden areas of the level’s overhead map, springy shoes that allow you to jump across crevices, or a dummy that draws enemies towards it. Whenever one present is opened, both players receive the same the benefit (or punishment). Familiar to most Mario Kart 64 players, some presents with a question mark just ain’t safe to open. Randomly found throughout the game are helper (and hinderer) characters such as Santa Claus (who will drop a bunch of presents if you sneak up on him), Carrot Wise Man who can identify your mystery presents for a few bucks, the Viking opera singer who destroys all enemies on the screen with her awful singing, or the stampeding pack’o'nerds that will flatten you if you get in their way. Every imaginable hyperbole of American 90′s life is packed into the game.
TJ&E’s Unique, Funky, Style
Pulling all of these elements together is the famously funky soundtrack and visual style. Visually, the game reminds me a bit of the style of animation used in the cartoon Dr. Katz, called “squiggle-vision” meets the colourful personality of The Fresh Prince of Bel-Air. Straight lines and fonts and backgrounds all move around randomly and suggest to the players that gaming is about having fun! Similarly, the excellent bass guitar-driven funky beats lend your efforts at exploration a rhythm that I’ve rarely seen elsewhere… every track encourages you to bob your head along as your fingers do the hard work. This seems like a trite thing, but with the wild visual style and bright colours, the music definitely adds something unspeakably fantastic to the gameplay.
But those things, while goofy and entertaining in themselves, are not what makes the game great.
A Perfect Expression of Co-Operative Play
What makes TJ&E a great game is its cooperative mode. Playing with someone else opens up a lot of avenues for interaction that aren’t present when playing alone. Pooling information on presents together, arguing about the best route to the exit in a given stage, yelling obscenities when one player gets sucked into a tornado and dropped to a lower level.
Better than that, even, is that playing with someone else allows you to give the other player a high five (in the game, natch) in order to equalize both players’ lifebars. If Earl gets pretty beat up, all it takes to get him back up to speed is a high five. Best play mechanic ever? It’s up there.
In my experience, the 2-player co-op mode also invites (our admittedly adolescent minds) to all kinds of pranks. Threatening to cast a shower of tomatoes on the world (especially when your partner was in lifebar distress), or using the rocket skates present when they were near the edge of the screen, both guaranteed a scuffle at the controllers. At the same time, helping one another explore the world and uncover the fog of war on the map, or putting enemies to sleep by opening a boom-box gift, require a team effort.
And if actually collecting the spaceship parts is one of your goals, then cooperation is a must because the game can be a little unforgiving at times. If you fall off the edge of the map, you land on a lower level of the game. TJ can comfortably navigate level 4, even after Earl has fallen down to level 3. In order to get to level 5, Earl has to make his way back up to level 4, and both have to walk into the elevator. You can imagine how irritating this gets when someone opens up a rocket skates present and you go flying off the edge of the world.

Beyond the narrative’s stated goals however, I think the real value in the game is exploration and creative playfulness pure and simple. Finding each of the ship’s parts is simply an excuse to get into the elevator and hop onto another level where you might have a random encounter with Santa or something new that you haven’t seen yet. There’s even a “Jam Out” mode (separate from level exploration) that disables the drum track so you can play your own beats to the music, while TJ and Earl bust a move. The win in this game, if there is one, is in new encounters and the pure enjoyment of opening up mysterious gifts.
If gamers today believe that they have lost interest in the unforgiving cruelty of 1990′s platformers like Wonder Boy, or the barely-entertaining insane difficulty of the Mega Man series, then ToeJam & Earl should be the exact kind of game that caters to their desire for non-violent exploration and co-operation for its own sake. If you’ve played this game with a friend or partner or child, or have memories of playing it, I’d love to hear your about your experiences.
Note: My thanks to Mobygames for supplying the screenshots.
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There is nothing more to add, this game really just “suggests to the players that gaming is about having fun”! *BOOGIEBOOGIE!*


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