The Time Henry Thomas Buried Atari, Then Dug It Back Out

One of the more interesting aspects of our current Movie of the Month, the violent children’s action-adventure Cloak & Dagger, is that it was in part designed to rescue Atari from financial ruin. After the video game crash of 1983 that nearly put Atari out of business for good, the ailing company hoped a movie tie-in deal might help boost its popularity (and promote video game culture in general) by joining the ranks of popular films like Tron & WarGames. Hitching its wagon to the in-development Cloak & Dagger project, which was eventually named after a real-life Atari 2600 cartridge that never made it to market, was a strange choice for a couple of reasons. On a big-picture level, Cloak & Dagger functions as alarmist propaganda about the dangers of video games & fantasy roleplay, so its dual role as an advertisement for a specific Atari game seems a little self-defeating. On a smaller, more specific level, the film’s pint-sized lead Henry Thomas seemed like an odd choice for a video game poster boy, seeing as how he was already closely associated with the industry’s 1983 downfall. It was kind of a bold move both for Henry Thomas’s agent and for Atari to risk associating the young actor, best known for his role as Elliott in E.T., with video games again so soon after the E.T. video game disaster. The E.T. tie-in video game was such an embarrassing flop for Atari (due mostly to poor craftsmanship in its rush to market) that it’s cited as one of the major contributing factors for the 1983 industry crash – the very thing that made desperate last-ditch efforts like Cloak & Dagger necessary in the first place. The game was such a flop that it inspired an urban legend about its unsold stock being buried in a New Mexico landfill—hundreds of thousands of deadstock cartridges with Henry Thomas’s face on the cover discarded underground. That’s not necessarily the first face I would think to cast in my movie meant to rescue the industry.

The most fascinating thing about the E.T. video game legend is that’s it’s (at least partially) true. The 2014 documentary Atari: Game Over is especially illuminating on the subject, tracking the search for and excavation of the E.T. landfill meant to prove its existence. In a way, it’s a total success. Excavation crews uncover a landfill packed with thousands of unsold Atari games in Alamogordo NM, near where scientists first tested the nuclear bomb. An entirely different kind of bomb, E.T.: “the worst video game of all time,” was included among those buried titles, but it did not comprise as much of the loot as the urban legend may have suggested. Only 10% of the video game cartridges recovered in that New Mexico landfill featured Henry Thomas’s face; buried along with E.T.: The Video Game were much better-respected titles like Yars’ Revenge, Pac-Man, and Centipede. Blaming the massive cartridge burial and, by extension, the entire video game crash of ’83 on the E.T. game just makes for a better story, whether or not the infamous flop deserved the mockery. Much of Atari: Game Over functions like rehabilitative PR for the E.T. game in that way. It explains how the game was rushed to market in just five weeks’ time to capitalize on the Christmas season, so that its very existence is kind of a computer programming miracle for the game’s designer, Howard Scott Warshaw. Although its frustrating gameplay that it lands its avatar, an unrecognizably pixelated E.T., in holes from which he can’t escape is explained to be far from the worst gameplay to grace the Atari console; it only seemed that way it compares to the quality of the movie. Interviews with Spielberg also confirm that the director himself approved the game before it hit the market, so it seems unfair that was effectively driven out of the video game business after E.T.’s failure, despite having designed more beloved games like Yars’ Revenge and the Raiders of the Lost Ark tie-in. Most damningly (but perhaps least surprisingly), industry experts also explain how the video game crash of ’83 was far from E.T.’s fault; the game’s failure was just the convenient scapegoat for much larger financial issues. The whole film serves as a pretty convincing argument for why Henry Thomas shouldn’t be barred from video game adaptations after the E.T. game’s failure, even if the optics are initially questionable.

As useful as I found Atari: Game Over in illustrating exactly what happened with the E.T. video game landfill, I can’t exactly recommend it as a well-made documentary. The only feature film produced for X-Box’s video content wing X-Box Originals, this very slight 66min doc feels like it has a target audience of 14-year-old boys and not that much wider. Director Zak Penn brings a decent pedigree to the project, as a writer for many major Hollywood comic book adaptations & one-time collaboration with Werner Herzog on The Incident at Loch Ness, but he mostly crafts this documentary like the video game equivalent of Guy Fieri’s Diners, Drive-Ins, and Dives. Since the actual excavation of the Atari landfill can’t comprise an entire feature’s runtime on its own, the film busies itself crosscutting between the dig & an oral history of the early days of Atari that led to the E.T. debacle. There’s a lot of useful insight to be pulled from these interviews, but they just as often feel like a boys’ club glory days nostalgia trip – boosting the programmers’ own nerdy legacy instead of maintaining properly distanced, documentarian honesty. Ready Player One novelist Ernest Cline is a perfect mascot for how this unexamined, nerdy pop-culture worship comes across in its worst moments. He injects himself into the narrative of the landscape excavation it the cringiest of ways, staging a road trip to witness the dig by driving in a replica Back to the Future DeLorean he picks up form Game of Thrones author George RR Martin, accompanied by a life-size E.T. replica in the passenger seat. The self-described “screenwriter, novelist, and gentlemen adventurer” provides some useful context about how E.T.’s gameplay helped inspired the video game “Easter Egg” trope that guided the plot of Ready Player One, but mostly he just serves as the Guy Fieri of the piece—representing both its TV special qualities & its unwillingness to engage with pop culture nerdery as anything but The Greatest Thing Ever.

Regardless of Game Over’s quality as documentary filmmaking, the movie is extremely useful in illustrating both how the unsold E.T. cartridges featuring Henry Thomas’s face aren’t entirely responsible for the 1983 video game crash and how the urban legend surrounding them was so strong that casting him in Cloak & Dagger was risky anyway. As supplementary material, the film is more an act of reputation rehabilitation for the E.T. game & its creator than it is a revelation of anything directly related to Cloak & Dagger. Still, it’s an illustrative history of the cultural climate Cloak & Dagger was released in, a time when the future of video games as a lucrative industry did not seem as set in stone as it does now. It has no trouble finding nerds who were on the ground floor for those troublesome early days to reminisce about the era as if they were Guy Fieri singing the praises of Donkey Sauce.

For more on December’s Movie of the Month, the hyperviolent children’s action-adventure Cloak & Dagger (1984), check out our Swampchat discussion of the film and last week’s look at another alarmist 80s roleplay gaming thriller, Mazes & Monsters.

-Brandon Ledet

Ringu (1998), Suicide Club (2002), and the Horrors of the Technological Myth

The opening dialogue of the 1998 horror genre game-changer Ringu is an urban legend, a Candyman-style recitation of the now-iconic curse that drives the film’s plot. At a casual slumber party, two teenage girls discuss a cursed VHS tape that, once watched, will kill its viewer in a week’s time. The scene starts playful, but once the reality of the tape’s existence is accepted the tone turns sinister. In the dead silence of their now-terrified mood, a landline phone rings loudly in an abrupt, bloodless scare. It’s difficult to see now in the 2010s exactly how monumental of a shift Ringu was on the horror landscape. Along with the found footage-pioneering The Blair Witch Project, Ringu helped usher in a new era of horror that shifted away from the previous decades of stale slasher rehashes & sequels towards a then-fresh aesthetic built on atmosphere & folklore instead of a mad, masked killer. Ringu’s success (and the success of its Gore Verbinski-directed American remake, The Ring) is often credited for sparking the “J-horror” wave of the early 2000s, but I don’t think it gets enough credit for inspiring a wave of technophobic horror works that adapted the concerns of earlier films like Videodrome to the culture of the digital age. The Grudge, Pulse, and Dark Water are perhaps the most notable properties directly inspired by the Cursed Technology folklore of RIngu, but I think few movies pushed its aesthetic into as weird & wild of a place as our current Movie of the Month, Sion Sono’s Suicide Club.

I don’t believe it’s possible to truly, genuinely participate in modern mythmaking without including technology in the text. Ringu smartly fulfills that requirement by focusing on technology that’s just barely outdated: VHS cassettes, cable access television, Polaroid cameras, and landline telephones are all just barely-obsolete technologies that the film uses to establish the world of its televised curse. It also mixes in traditionalist concepts like vengeful ghosts & clairvoyant visions to match this new Evil Technology folklore with a sense of dark, old world magic. Suicide Club distorts this method drastically in the way most post-Ringu technophobia horrors tend to, by making its Evil Technology current. For all its strange pondering on the crepiness of cults, pop idols, cheerful children, and kawaii culture, Suicide Club is at its heart a movie about the evils of the internet. Released at a time when the internet was young & sparse, the movie gets a lot of mileage out of the eeriness of haunted websites and the danger of anonymous message boards. The traditionalist technophobic lore of Ringu is an idea picked up from works like Videodrome and (going way further back) The Yellow King: the idea that viewing or hearing something cursed could be lethal. Most technology-obsessed horrors that followed in Ringu’s wake echoed that same pattern, killing its victims by exposing them to lethal websites. The basement-level trash pic FearDotCom even featured the tagline “Want to see a killer website?” to drive the point home. Suicide Club pushes the idea much further, disorienting its audience by emphasizing the way Online Discourse has “disconnected” us from our “selves” and using the internet to spread a killer idea instead of a killer website. The curse that spreads through the internet in Suicide Club is a philosophical question, dangerous information that can be passed on through new technology in just a few key strokes. By now, the technology on display in the film is just as outdated as anything was in Ringu, but that dissociative, information-spreading aspect of the internet remains creepily relevant.

Surely, the most iconic image in Ringu is its money shot of a wet-haired ghost girl climbing out of a television set to claim her final victim in the film’s closing minutes. Like Blair Witch, Ringu strayed from the traditional trills of a body count horror to focus more on atmosphere & folklore, so the emergence of this TV static ghost is a one-time affair. The ghost’s victims tend to die open-mouthed, as if in shock, their bodes discovered after the fact. Suicide Club is a much gorier movie, even opening with a scare of over fifty high school students jumping onto train tracks in a mass suicide pact, coating the screen in rivers of blood. Where Ringu lingers on the imagery of spooky technology, filtering the occultist images of its vengeful ghost girl through the digital camcorder grain of a VHS tape, Suicide Club mostly uses the internet as a conduit for its killer, suicide-inspiring philosophy. Given its more hyperactive, gore-minded style of horror, I’d understand if some people would bristle at my suggestion that the films should even be compared. Whenever I doubt Suicide Club’s direct lineage form Ringu, though, I just think back to its trailer. The ad focuses in on a creepy fax machine in the film’s hospital setting. Like with the spooky technology on display in Ringu, the fax machine is kind of an obsolete redundancy in the film, set in the early days of email. The ad pushes the connection even further, though, including cutting room floor imagery of long, wet, black hair emerging from the machine and stretching across the floor. The only way the image could have been closer to Ringu’s most iconic moment is if the fax machine were instead a computer monitor or a television set. For all its myth-minded tonal seriousness, Ringu also ends with a thumping, dance music club track over its closing credits, which isn’t all that different than the incongruous J-pop soundtrack that clashes with Suicide Club’s horrific indulgences in gore. Suicide Club isn’t as faithful to Ringu’s aesthetic as other technology-obsessed J-horror releases that it inspired, but the two films are inextricably linked in my mind.

I don’t understand the widely-held belief that the American remake of Ringu is somehow better than the Japanese original. Gore Verbinski certainly has a slick, distinctly cinematic eye and there’s a sensational scene involving suicidal horses that raises the energy level, but there’s nothing especially innovative about the picture. Ringu is much scrappier & more adventurous, looking for new, modernist modes of horror mythmaking on a bargain budget. It’s only a step above Blair Witch in that way, attacking an ambitious idea through drastically limited means, something The Ring could never claim. However, I do believe Suicide Club successfully picked up the better aspects of Ringu (particularly its technophobic version of modern mythmaking in a horror context) and pushed them into weirder, more ambitions places far surpassing the limited imagination of its inspiration. Ringu is a traditionalist, folklore-minded work in which ghosts invade our modern spaces through slightly outdated technology. Suicide Club, by contrast, is a wildly kaleidoscopic work of blood-soaked mayhem in which then-current technology is a conduit for unknowable, unstoppable evil. Even though I prefer the no-fucks-given audacity of the latter aesthetic, I do majorly respect Ringu for inspiring it. In case you couldn’t tell from my last two Movie of the Month selections, Suicide Club & Unfriended, I’m a huge fan of technophobic, internet-obsessed horror and I can’t imagine that subgenre existing in its current state without the guiding hand of Ringu (or the camcorder technology obsession of The Blair Witch Project, its American cousin).

For more on March’s Movie of the Month, Sion Sono’s technophobic freak-out Suicide Club, check out our Swampchat discussion of the film, this comparison with its goofy American counterpart, FearDotCom (2002), and last week’s look at its unexpected Danish counterpart, Bridgend (2015).

-Brandon Ledet