A long-form essay about "The Game Formerly Known as Hidden Nazi Mode"

I know, I know, IF Comp. But we all need to come up for air now and then.

I have been threatening to write this essay for years: a long essay about Victor Gijsbers’s The Game Formerly Known as Hidden Nazi Mode. Well, it’s time to make good on that questionable promise.

Areas of interest:
a concept of interpretive abjection. Can a text be infected?
Should we believe authors?
Critical reception of the game: why did it take so long for someone in a curious and technically competent cummunity to mention the hidden mode publicly? And why has no critic ever written about it?
Treatment of fascism in the work.

Amd so forth. A wide ranging essay that hopefully will appeal to someone.

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This is great, Drew.

I don’t claim to speak for any of those guys called “Victor Gijsbers” that you mention – fifteen years on, the already crucial gap between them and me has only grown. But speaking for myself, I fully share your unease about the depiction of Nazism. The real horrors that the game is based upon are at such an utterly different level than the supposed problems that the essay claims the piece is about, that one has to conclude that the “Victor Gijsbers” who wrote the essay is not just lying to us, but is also banking on our lack of morally clear thought. And he clearly lacks morally clear thought himself! No doubt the cultural impact of The Game Formerly Knows as Hidden Nazi Mode is negligible, but it fits all too well in a context where real-life nazi’s can hide behind the cartoon mask of Pepe the Frog.

What I love most about your essay is the shrewd insight that the accompanying essay steered the game’s critical reception even though it – clearly – evades and avoids everything that is problematic and worth discussing about the game. Its success in doing this is an event that is more interesting and worthy of analysis than the text itself. What The Game Formerly Known as Hidden Nazi Mode does blatantly and overtly, happens in much more subtle ways in all games and texts, and it is great that you make us more sensitive to this.

A few minor remarks. (1) I’m fairly certain that back when I released it, I used Z-tools to reverse engineer the game file and check that the hidden mode could be found. So the tools were indeed there, and they were usable by someone like me who was not at all skilled at reverse engineering. (2) The real-life Victor Gijsbers who published this game was still doing a PhD, rather than being a professor. Not that this is very important, but his status as a professor is insisted on several times in the article, so I thought I’d mention it for the sake of precision. (3) There is a German translation of the game, which was made using the publicly available source code – not the only-on-my-harddrive source code. It is not accompanied by a translated version of the essay. As far as I know, there is no hidden Nazi mode. There are some interesting critical questions to be asked about how much the German translation shares or does not share the problematic properties of the original.

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Also, I miss that rabbit. :cry:

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I have found this game fascinating for years. I also find this essay fascinating. I think I disagree, however, with the assessment about the game’s “cavalier treatment of fascism.” I’d go so far, in fact, as to say that the treatment of fascism is the “whole point” – not, though, because it is “crass,” as Gold Machine asserts. The “fictional” essay by the “fictional” Victor, the game’s supposed concern about the transparency or translucency of the code, this all pretends to be the game’s heart, but it is really window-dressing. Fascism is the heart. Fascism is the battery from which the game draws its power. Without the Nazi angle, indeed, I doubt the game would’ve been created – even though you could take the “version integrity” mechanics/themes and drape them over another subject. But would they have been draped over another subject? No. They were draped over this subject for a reason.

The game is pro-Nazi, supposedly blindly at first. The author, recognizing this error, removes the Nazi content, transforming it into an anti-Nazi game.

At this layer, most players have seemingly, over the years, stopped. They take the “fictional” essay at face value. They trust the game. And over the years, this has vexed me, since I have pointed out to people that there are more layers – but people often do not follow up, they don’t look deeper, they rest on their half-informed (flawed) analysis.

But if you peel back that extra layer, you see that the anti-Nazi sentiment was in fact a pro-Nazi sentiment, hiding the fascism gleefully in plain sight. The Nazi mode is still there. All the anti-fascist moralizing was a hollow act. Morals themselves are transformed into a game. The horror is low-stakes because genocide is a plaything for the pro-Nazi author’s amusement.

But pull this layer back, and you find that there really is a sincere anti-Nazi author who is depicting a sincere pro-Nazi author who is depicting a facetious anti-Nazi author, and all the dominoes come tumbling down.

To put it another way, before the resurgence of fascism in the USA had achieved its current velocity, this game, for me personally, is one of the cultural artifacts that pried the “cartoon mask of Pepe the Frog” away to show the ugly truth behind the mask. I didn’t learn any lesson like “Make sure to double check your source code!” from this game. That, despite supposedly being the game’s main concern, is, as I mentioned before, almost irrelevant. But the game did demonstrate to me how fascism erodes truth and undermines reality purely for its own amusement, specifically in the context of the online world. As someone who lives in the USA, and who has had family members fall into the spiraling death-vortex of the rising right-wing tide, I feel like this game is one of the bulwarks I’ve had in my own life to guard against said tide. Not hypothetically. Actually! If my family members had played and understood it, they might not be so far gone.

So this is me “hunkering down and confronting this text in a serious manner.” Not that I haven’t before, but I haven’t posted about it publicly.

Does situating the subject in an argument about source code make sense? Well, yes, since source code = reality, and this game is about how fascism defines reality.

Maybe the game is too clever for its own good. Since lots of people don’t pull back all the layers, there’s a risk that any player might stop at any point along the way – including one of the false pro-Nazi points, which may not feel false if more layers haven’t been unpeeled. Maybe that’s too dangerous. Maybe it’s irresponsible. But it worked for me, and I feel that it intellectually armed me. So consider my reaction a data point, if nothing else.

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Disclaimer: I havn’t played the game.

I’m pretty disappointed in the timeline we currently live in… I grew up with the understanding that “never again” had an universal meaning. Now it feels like it is being redefined to mean never again should 1940 happen again in Europe. When it is about other minorities or in other parts of the world, we are ready to do similiar things again.

I think, on the contrary, that the banality of it all, and how easy normal people became war criminals is the most important lesson one can draw from that period. Hannah Arendt famously coined the phrase “the banality of evil”.

Neighbors: The Destruction of the Jewish Community in Jedwabne, Poland by Jan T Gross and Ordinary Men: Reserve Police Battalion 101 and the Final Solution in Poland by Christoper Browning are other books that affected me.

My belief is that many people need to reflect on their personal responsibilty when following orders, in this slide into fascism we are currently on.

If this game is a good or bad example to illustrate this banality, I don’t know, but I admire the effort and I don’t think we should be afraid of using that period to illustrate parallells in our time.

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That’s a solid read! My takeaway was that the work was an elaborate–and effective–troll regarding authorial reliability rather than one making a larger point about the way people are sometimes willing to accept on-their-faces incredibilities, even and up to fascist ideologies. But I can’t find fault in your take.

I think it is great that we are at long last discussing the core elements of this work; I hope others will share their readings as well.

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It is somewhat trollish (just like real-life Nazis), and I agree that it’s about reliability. I guess the difference is whether someone views the game as “talking about fascism in the service of analyzing reliability” versus “talking about reliability in the service of analyzing fascism.” I fall into the latter camp myself. Without the Nazi angle, as I mentioned, I don’t think the game would’ve been written at all, which highlights how fascism is really the core thing under examination here. But my own biases, of course, undoubtedly influence my reading, especially since the material hits so close to home.

Something curious about the game as a game, and how it has been discussed over the years, is the matter of – spoilers! I peeled back the game’s layers on my own, which I found to be illuminating. I have tried to be delicate, when discussing the game with others, about how much I say – to give other people the chance to peel the layers away on their own too. After all this time, though, I think my own reticence about spoilers has actually done the game a disservice. This game expands beyond itself, into the conversations people have about it, and the hidden Nazi mode is supposed to be dragged out into the open; to be revealed, hidden no more.

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I think we all carry ourselves to the media we consume. There is no interpretation without an interpreter!

My own body of creative and critical work warns against trusting authors too much (including myself), for instance.

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I liked Hidden Nazi Mode, but I considered it one large practical joke more than anything else. Forgive me for a bit of pretension.

Nabokov applied Fichte’s ideas of thesis-antithesis-synthesis to his fiction, though he erroneously credited Hegel for the concept. There was a surface or thetic layer, a secondary antithetic layer, and a third synthetic layer; the meaning of the first was cleverly subverted by the second, and both were consummated in the third for the purpose of artistic sublimity. The Nabokov fan forums go nuts over this and quibble all day like paranoiacs over how this applies to various books; there is no right answer, of course, though there are frighteningly many wrong ones. But even in books where it was not intentionally implemented, I have found it a remarkably useful means of analysis.

Hidden Nazi Mode was sort of like that, if the end result of the synthetic layer was not a feeling of wonderful artistic delight but a smile and a nod at a troll well done.

The essay tells you that the work is open-source for the purpose of verification: so a teacher or parent may ensure that the game is about nothing more than what it claims to be. And, should you quickly scan the code, it seems to be the game it promises–a simple jaunt about little rabbits and feeding them. Of course, there is more to it than that, but the twee, basic impression it might leave on a child or the historically-uninformed will be our thetic layer.

I had read multiple reviews before playing the game. I read them again, afterwards. Given HNM’s extreme reliance on metatextuality for any semblance of meaning, I consider them inseperable parts of my experience with the game: perhaps that’s a bit silly, but it’s how I felt it. They all, to some extent or another, seemed to agree on the idea that HNM was a deliberate rebuttal of its accompanying essay–even with the source code fully accessible. On the antithetic layer, it emerged as an argument that it was ultimately impossible to scour things clean of objectionable content, no matter how accessible: the numerous references to the Holocaust fundamentally undergirded the work, even if they were just in service to a cute little bunny game.

Personally, I didn’t much like this argument, even if I thought it was the one HNM supported: the essay claimed that the cultural elements had been placed to create a certain dark atmosphere in preparation for the Nazi mode, and had simply been left in because some people liked them. Thus contextualized, the uneasiness that these symbols evoked was obviously the point of the game, and it was hard to say that HNM was a good example of inescapable subliminal messaging when it wasn’t subtle in the least. Anybody with sufficient worldly knowledge could see that “Victor Gijsbers” deliberately wanted it to be read this way. There was a point to be made, but this did a poor job of it. Besides, you could still censor it, if you were a concerned teacher–take bus number 20 to Morrison Square, enter a bakery filled with nondescript gentile food, put Beethoven and Brahms on the piano, Locke on the bookshelf. Just punch in a few different numbers and letters.

And then I went and found the actual hidden Nazi mode.

I thought it was extremely funny, personally, and at once it shut up everything I had objected to. The reviews, the essay, and the rest of the game itself all had egg on their face: The Game Formerly Known as Hidden Nazi Mode really was just a hidden Nazi mode. It was not a poor treatment of credulity and concealment in text, about how we could never be sure if there was hidden Nazism, but a prank. And in its own small way, the essay was thus vindicated: if you’d really probed the source code, you’d have found the secret. I thought it was a great joke–and, at least by my lights, untangled the contradictions that had made it so frustrating. The fact that it undermined everything before it was the reason it worked.

I’ll make no claim to this being anything more than a ramble. I don’t have the correct interpretation, of course, and I won’t even argue for having a more correct interpretation than others; I played this game in about an afternoon and didn’t dwell on it much further. Perhaps I have hallucinated the reviews that I mentioned: perhaps I have committed the even more grievous sin of misrepresenting them. In any case, they were key to my experience, and I don’t expect anybody else to feel the same. But the way I had it, Hidden Nazi Mode was a very satisfying troll, and I rather liked it. I was strongly reminded of Signs and Symbols, by the forementioned Nabokov, which also uses the Holocaust to set up meaning in order to spring a practical joke. Perhaps I have read Signs and Symbols into it too much.

It definitely didn’t feel like a serious work. Maybe it was a bit too edgy, but I don’t think it was outright disrespectful. The invocation of the Holocaust was effective enough to set up the gravitas of the supposed argument on the second layer, and subsequently puncture it. There was a decent enough rationalization there, the way I saw it. You could do worse. Hell, when I was an immature youth, me and some other members of the tribe would make cracks that were a whole lot worse.

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I looked into this game after two reviews mentioned how the meta-authorial elements of my latest game, 3XXX, and the discussion it provoked was similar to the stuff discussed in this thread. And of course, I’m not implicating the real author for any of this. To highlight this, I’ll be putting author in quotation marks.

For transparency (a strange word to use in this discussion), I played this game first, then read “Anatomy of Failure”, then Drew Cook’s essay, and finally returned to the game to test out the “hidden Nazi mode” since I had no idea.


Originally, I thought the game was gonna be a Nazi take on the Hot Coffee mod controversy. If we take the “author”'s essay at face value, then the released game was a product of naivety at best: the cultural references including Jewish artists and thinkers who were harassed by the Nazis and the blatant Anne Frank allusion are so obvious that I thought it was a matter of laying it too thick. I read the game that conjures the same feelings people have when they read creepypasta: wouldn’t it be scary if the video game is haunted? I found it amusing and silly.

The “Anatomy” essay also brings up the possibility of a professor who unwittingly assigns a secretly problematic work to the class. While reading that essay, I didn’t think of abjection but the constant right-wing talking point of so-called campus politics and their recent appropriation of freedom of speech. I am rather skeptical about this argument not only because it is in service to downplay actually negative elements but also to suggest that a highly educated worker who surely must have read literary criticism on the work is somehow unaware about what they’re doing.

If anything, I think the abjection – this horror that something might be ambiguously lurking in the text like a ghost in the game cartridge – creates a scenario for plausible deniability, that this game wasn’t made by a Nazi “author”. I basically agree with CMG that the everything until the discovery of the actual Nazi mode was a diversion, a giant troll: wouldn’t it be funny if I made a game so blatantly Nazi that, if I acknowledge it, will be an anti-Nazi game? This is the kind of tactics that will appear in the fascist playbook.


I do wonder what it means to probe the source code and discover the truth. It’s not like literature is easy to get either: we have varying manuscripts on the Bible for example and it’s kinda impossible to get what we may consider a “definitive” edition of Chinese literature since things keep getting added and removed. Hell, I was surprised to learn that The Diary of Anne Frank was compiled from several diaries.

And there have been cases where archival efforts reveal the bigotry of the author, and people start to wonder if they should revise their understanding. A random example I can think of right now is Immanuel Kant whose ethical philosophy is appealing because it’s so rigorous, but then he fails to follow it up when it comes to non-white people. I’ve read scholars who argue Kant is not Kantian enough, and it is possible to reclaim his ideas now that we know better. But you’ll also start reading his other texts in this light … and it’s hard to remove the taint once you know.

What do we do with the information that we’ve uncovered from our literary archaeology? That, too, requires some interpretation and the game doesn’t devote much room to explore that. I think that’s why I also agree with Vyner that it’s “one large practical joke more than anything else”. It doesn’t provide any direction, even in a satirical tone, on where to go next. I think it’s a great prank but a questionable satire at best. And I am also not optimistic that uncovering the origins of a text will help us figure out an anti-fascist approach to literary criticism. If anything, it complicates how we read anything and how the same mechanisms we use to read anything all boils down to trust. This trust that the author is doing it in good faith is going to be manipulated by bad faith actors to hide their Nazi mode of choice, and I think art criticism is deeply susceptible to it.

This little prank is at least just an edgy prank, but it’s a surprisingly thought-provoking one.

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Maybe I’m just too open-source-pilled, but when I read the linked essay (having no prior awareness of the game) and heard that the game was released with both source code and a compiled binary, along with assertions that providing the source code offers a degree of certainty about the contents of the game, my immediate first thought was “there’s no way that the provided binary is actually compiled from the provided source code, is there?”

I guess what I’m saying is that I’m surprised it took as long as it apparently did for people to find the hidden mode (though, of course, hindsight is 20/20), and given the author’s comments about checking at the time to make sure it was findable, I wonder whether the game took a lot longer for someone to “solve” than intended, which is maybe making the obvious surface reading (as a comment about open-source code & distribution of binaries) seem more suspect than maybe was intended?

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For what it’s worth, the Inform source code containing the Nazi Mode is bundled with the game in the Gijsbers archive. This is the way I played it, and although that skips over the allure of the discovery, in this instance I don’t believe the discovery warrants the allure. The cantankerous meta caricature author is better handled in and better suited to Nemesis Macana.

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