![]() ![]() ![]() He stops speaking and the two fall out of touch. But when Sam discovers Sadie has been using him as a community service project – even though Sadie has long since begun to consider Sam not only a friend but her best friend – he is furious. ![]() Sadie and Sam spend nearly a whole summer together, getting to know each other, crafting elaborate inside jokes and, always, gaming. Sadie’s mum reminds Sadie that she needs to do community service for her upcoming bat mitzvah – these visits to Sam could count towards that. The nurse asks Sadie if she’d be willing to meet Sam in the games room regularly. Instead, he’s been absorbed in gameplay and in drawing intricate mazes on paper in the style of M.C Escher. As a nurse later informs Sadie, Sam has spoken to no-one since the accident – no-one except Sadie. This is more significant than it might appear. A keen gamer herself, Sadie strikes up a conversation, and soon the two are amiably gaming and chatting. Sadie has just wandered into the games room to find Sam in the middle of rescuing Princess Peach. Sam, as the cage-like contraption around his foot attests, is recovering from devastating injuries sustained in a car crash that also killed his mother. Sadie is visiting her older sister Alice, who is 13 and has leukemia. ![]() But these two kids – their names, by the way are Sam Masur and Sadie Green – aren’t sitting in a living room. It’s Los Angeles, 1987 and two kids, both eleven years old, are sitting on a sofa and playing Super Mario Bros. ![]()
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