Mark Twain meets today's Tom Sawyer on the NES in February 1989
Now, friends, gather ’round while I tell you of a most peculiar contraption that has found its way into the parlors of the nation this February of 1989. It is called the Nintendo Entertainment System, a grey box of electronic wizardry that promises to transport a body into worlds unseen without ever having to scrub a single fence-post. It seems the folks at Seta have seen fit to take the American hero Tom Sawyer—a boy who, I can testify, has a natural aversion to anything resembling honest labor—and trap him inside a plastic cartridge. They call it The Adventures of Tom Sawyer, though I suspect Tom himself would find the whole business far more exhausting than a Sunday school lesson.
In this digital diversion, you take up the role of Tom, though he’s looking a bit more square-edged than I remember. He’s wandering through his own dreams, it seems, which is just like a boy of his temperament. But instead of the peaceful Mississippi, he’s beset by all manner of fantastical nuisances—giant frogs, birds with ill intentions, and even a pirate or two.
Tom’s primary weapon in this endeavor? He throws rocks. Now, I’ve known Tom to throw many things—mostly tantrums or longing glances at Becky Thatcher—but here he’s a veritable artillery unit. The boy jumps and climbs with a nimbleness that would make a mountain goat blush, all to the tune of a repetitive little melody that stays in your head longer than a bad cold.
It’s a strange thing, seeing the raft and the cave rendered in flickering lights and "pixels." I reckon if the real Tom Sawyer could see himself now, jumping over pits of doom for the amusement of a child holding a plastic controller, he’d find a way to trick some other poor soul into playing the game for him. He’d likely charge them a glass marble or a dead polecat for the privilege, too.
These modern young 'uns, they sit cross-legged on the carpet, clutchin' a little red-and-gray joypad, and make Tom leap from platform to platform like a grasshopper with the St. Vitus dance. The controls, from what I hear tell, are a mite loose—kinda like tryin' to steer Huck's raft with a piece of string—and one wrong step sends you tumblin' into the drink or straight into the jaws of some pixelated varmint. One hit and you're done for, no two ways about it. Hard as nails, they say, and not always fair.
Still, there's a kind of poetry in it, if you squint. That river-raft level—now that's the genuine article. You're floatin' down the ol' Mississippi on a log, dodgin' logs and jumpin' barrels, shootin' at fish what leap out like they got a personal grudge. It's the closest thing to the real feel of raftin' I ever seen on a screen, even if the jumpin' mechanics make a feller want to holler.
If you find yourself with a few "doubloons" to spare, you might pick up this NES adventure. It’s a fine way to spend an afternoon, provided you don't mind losing a "life" or two. Just remember: it’s much easier to defeat an electronic Injun Joe than it is to avoid a lickin' from Aunt Polly.
So here's to February 1989, when Tom Sawyer traded his slingshot for a game controller, his whitewash brush for a jump button, and the Mississippi for a side-scrollin' dream. If it ain't exactly what I had in mind after readin' that big book, well, maybe that's the point. Adventures, after all, have a way of gettin' away from a body and runnin' off in directions nobody expected.
And if some wide-eyed boy somewhere, thumb on the A button, manages to rescue Becky and wake up feelin' a little more alive—why, I reckon that's adventure enough for anybody. Even if it does come in a cartridge.
