the Round Table gave me pride—until I learned that these exploits weren’t historical, but legendary.
Years later, with my mother’s help, I would scour the library in the hopes of separating the mythical from the factual. I found out that Stirling Castle in Scotland had been renamed Snowdon Castle, in honor of this Arthurian victory, as part of an attempt by the Scots to shore up their claim to the throne of England. Reality, I learned, is nearly always messier and less flattering than we might want it to be, but also in some strange way often richer than the myths.
By the time I uncovered the truth about Arthur, I had long been obsessed with a new and different type of story, or a new and different type of storytelling. On Christmas 1989, a Nintendo appeared in the house. I took to that two-tone-gray console so completely that my alarmed mother imposed a rule: I could only rent a new game when I finished reading a book. Games were expensive, and, having already mastered the ones that had come with the console—a single cartridge combining Super Mario Bros . and Duck Hunt —I was eager for other challenges. The only snag was that, at six years old, I couldn’t read as fast as I could complete a game. It was time for another of my neophyte hacks. I started coming home from the library with shorter books, and books with lots of pictures. There were visual encyclopedias of inventions,with crazy drawings of velocipedes and blimps, and comic books that I realized only later were abridged, for-kids versions of Jules Verne and H. G. Wells.
It was the NES—the janky but genius 8-bit Nintendo Entertainment System—that was my real education. From The Legend of Zelda , I learned that the world exists to be explored; from Mega Man , I learned that my enemies have much to teach; and from Duck Hunt , well, Duck Hunt taught me that even if someone laughs at your failures, it doesn’t mean you get to shoot them in the face. Ultimately, though, it was Super Mario Bros. that taught me what remains perhaps the most important lesson of my life. I am being perfectly sincere. I am asking you to consider this seriously. Super Mario Bros. , the 1.0 edition, is perhaps the all-time masterpiece of side-scrolling games. When the game begins, Mario is standing all the way to the left of the legendary opening screen, and he can only go in one direction: He can only move to the right, as new scenery and enemies scroll in from that side. He progresses through eight worlds of four levels each, all of them governed by time constraints, until he reaches the evil Bowser and frees the captive Princess Toadstool. Throughout all thirty-two levels, Mario exists in front of what in gaming parlance is called “an invisible wall,” which doesn’t allow him to go backward. There is no turning back, only going forward—for Mario and Luigi, for me, and for you. Life only scrolls in one direction, which is the direction of time, and no matter how far we might manage to go, that invisible wall will always be just behind us, cutting us off from the past, compelling us on into the unknown. A small kid growing up in small-town North Carolina in the 1980s has to get a sense of mortality from somewhere, so why not from two Italian-immigrant plumber brothers with an appetite for sewer mushrooms?
One day my much-used Super Mario Bros. cartridge wasn’t loading, no matter how much I blew into it. That’s what you had to do back then, or what we thought you had to do: you had to blow into the open mouth of the cartridge to clear it of the dust, debris, and pet hair that tended to accumulate there. But no matterhow much I blew, both into the cartridge and into the cartridge slot of the console itself, the TV screen was full of blotches and waves, which were not reassuring in the least.
In retrospect, the Nintendo was probably just suffering from a faulty pin connection, but given that my seven-year-old self didn’t even know what a pin connection was, I was