unblocked games 911
Imagine that you're living in New York City in 1912 and you've just heard some horrific news. Last night, the largest ocean liner in history, the Titanic, collided with an iceberg and sank, leading to the deaths of nearly 2000 people. It's shocking. It shocks you. It shocks your family.
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Everyone in the whole country is blown away
and mourning this tragedy. The newspapers post gruesome witness accounts of
children freezing to death in the water, men and women jumping from the
elevated rear of the boat to certain deaths. Every sentence you read is
terrifying. In a single day, the incident becomes a shared cultural experience
of grief in America. 30 days later, there's an advertisement in your newspaper
for a new film coming out today.
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A movie set on the Titanic. The gruesome tale of hundreds of dead men, women and children coming and get your ticket only a month after the actual Titanic's disaster. How would that movie's release make you feel? Would you feel it was appropriate or disrespectful? A money grab?
How do you process that movie? In 1912,
that's the question society was faced with. Saved from the Titanic, a film
written, directed, edited, and released in the one month anniversary of the
Titanic sinking, opens nationwide. The film immediately gets shredded by
backlash. A notable critic in New York said the film was, quote, truly
revolting when the horrors of the event are so very fresh in our mind.
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The film was so despised that it straight
up killed the promising career of Dorothy Gibson, the movie's main actress. She
was accused of being a money loving harlatin and never made another big movie
again. None of this negative reception may sound unusual to you. I mean, what
do they expect? It's actually a huge surprise to the studio behind the film
because society had never dealt with capitalizing on disasters in multimedia
entertainment before.
Theaters were only getting built about five
years ago. Unlike books, this new technology of movies brought audiences into
tragedies to see firsthand the horrors of what had happened. And all of this
led to an important ethical question is entertainment based around recent
tragedy? Okay, on September 11, 2001, it was our generation's turn to face that
question. Beginning at 08:46, a.m.
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19 religious extremists organized in part
by Osama bin Laden hijack four passenger planes to commit suicide attacks on
US. Targets. One crashes into a field in Pennsylvania, one hits the Pentagon,
and the remaining two are flown into the north and south towers of the New York
World Trade Center. 40 minutes after initial impacts, the two towers fall. In
total, nearly 3000 people lost their lives in about an hour.
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Not unlike the people of 1912, we were
experiencing a shared cultural moment of grief around a tragedy. But this time,
the first use of that tragedy wouldn't be a movie. It would be a game. And that
game would come out 12 hours later. Hi, I'm Pepper Will.
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Join me as we analyze the history and
tricky ethics of interactive media designed around 911. Our goal is not to
condone or glorify these games. It's not even really to condemn them now. Our
goal is to understand them and why they exist. Let's get started.
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Keep in mind that casual gaming was in a
very different place in 2001 compared to now. It's impossible to overstate how
huge Adobe Flash games were, and Newgrounds.com was the most popular place to
play them. Founded in 1995 by 17 year old Tom Fulp, it was essentially the App
store of the early internet. And on the night of 911, at 09:57 p.m., a newgrounds.com
user by the name of Character Killer uploaded the first 911 game. It was titled
Grandfather Killed.
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It was a hyper simple, semi interactive
animation showing a plane hitting one of the towers, followed by red text
reading that the game maker's grandfather, Bill Willett, had fallen from the
World Trade Center observation deck. Initial comments were pretty supportive,
but in the weeks to come, there was some criticism of the game's author, as no
one by the name of Bill Willett actually died on 911. Considering how soon it
was after the towers fell, when this game was uploaded, and all the phone
service outages that day, it's possible the man named Bill Willett actually
survived and Character Killer just didn't know about that yet. It's also possible
he just made the name up to get some upvotes. We don't know.
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Regardless of the backstory, that fact
remains, this was technically the world's 1st 911 game. Less than 60 seconds
later, at 09:58 p.m., still on September 11, the second 911 game appears. The
only solution let you press a button and drop an American bob on a simple
twotone background representing the Middle East. It hits a poorly drawn brown
stick figure who melts into a cartoonist puddle of blood. The ending screen
finishes with a call to arms, a lesson these animals will never forget.
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This sentiment, while awful and horrible,
was not uncommon so and soon after the attacks, in the upcoming days and weeks,
there would be a high tide of lashing out against anyone who was perceived as
Middle Eastern. According to the FBI, hate crimes against Muslims increased
from 29 incidents between January 1 and September 11 to over 460 incidents by
December of that year. Thousands of people were harassed or assaulted simply
for vaguely looking like the men responsible for the 911 attacks. It's worth
remembering that many people consider the immediate post 911 period to be a
point of unity among Americans, and there is some truth to that. But we should
also keep in mind that those feelings of brotherhood didn't quite extend to all
Americans, and you'll see that reflected in many of these next few games.
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911
Steve C, the author of The Only Solution,
submitted several sequels in the next few hours. It's a bit more, not safer,
work than the last. I can't even show you his most popular game because it was
literally a game where you went around and shot Middle Eastern children who
were making the peace sign. Yeah, things got dark and remember, this is all
still on September 11. Several non interactive animations appeared in the next
few
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ours, but the next true game didn't get
uploaded until September 12.
Hosted on Angelphile Arcade was Trade
Center defender submitted by users Stefan Phil. The player had to shoot down
hijacked passenger planes that were headed towards the World Trade Center. If a
plane got through, it would hit the tower and the building would collapse. This
is probably the first 911 media of any kind to receive negative pushback, and
that huge response led Stephen Phil to taking it down the next day. The game
was so controversial that it even had an article published on BBC about it.
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When I started researching for this part of
the video, I had assumed that most of that pushback for the game was about
shooting down passenger planes that would have been full of civilians. I
figured that even if some people recognized that as a necessary evil, it was
still a bit unpalatable 24 hours after the attacks. But I was a little off. The
majority of comments had a much bigger problem, not with the content, but just
that a 911 game existed, grandfather killed, and the only solution games, well,
they flew under people's notice, as I think most people were just too busy with
911. But trade center defender snagged a lot of attention.
A couple of years later, one of the
creators did an interview and said that he was disappointed that people didn't
understand the game and the message. According to him, if you played Trade
Center Defender long enough, you would realize that there was no wind
condition. You just continued shooting until you missed a plane and the towers
go down. The point was that there's no way to win against terrorism with
violence, because it doesn't matter how many planes you shoot, there are always
going to be more planes. If he's telling the truth about his intentions with
this game, well, it's a layer of complexity that wasn't very common in early
911 content.
We also saw a slightly more hamfist message from the game designer Atrio on September 13 with the release of the game Turbine Hunt, which ferried the Nintendo Entertainment System's Duck Hunt game. It even used the original music from that game, but instead of shooting birds, you just shoot bin Laden's head a bunch. After enough shots, the game would chastise you for using violence, saying you are now officially no better than him. It was a less graceful attempt at social commentary, but it was an attempt. This 2001 period for 911 games was a wild west of experimentation, where creators were still trying to figure out which kind of content would get their stuff noticed without it also getting destroyed by backlash.
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For example, an early popular game was Whack Osama, submitted by a user antishow. It was a whacka Mole game where you hit Osama bin Laden. Even Tom phillip, the previously mentioned sured founder of newgrounds. Well he got into the ring and released his own game titled Bad Dudes Versus bin Laden. You play as a stereotypical badass Rambo character who fights Osama bin Laden with nut punches and shin kicks, and credit to him.
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His game had a strong emphasis on not
taking your anger out on people based on their ethnicity or skin color. The
opening said We've got no problem with our Arab buddies except for one Osama
bin Laden. The game description also read I tried to pack the game with a positive
message there are a lot of nice people in my city who wear turbans, and I don't
want other people giving them dirty looks just because of some wacko
terrorists. Philip was giving people an emotional release while also pushing
them not to buy into Xenophobic Blind Revenge. And there's some science that
supports this as an effective persuasive tool in Eon Bogost The Expressive
Power of Video Games, he says that not only can video games support existing
social and cultural positions, but they can also disrupt and change positions
before they solidify, leading to potentially significant long term social
change.



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