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You are here: Home / Archives for museum

museum

Playing with Life and Death: Meghan Boody’s Pinball Exhibit at MONA

October 28, 2025 By ausretrogamer

A Different Kind of Museum

Our recent visit to Hobart’s Museum of Old and New Art (MONA) was a sensory overload in the best way possible. If you’ve ever been, you’ll know that MONA isn’t your average gallery – it’s part subterranean labyrinth, part art experiment, part philosophical provocation.

Conceived by Tasmanian mathematician and art collector David Walsh, MONA invites visitors to wrestle with ideas rather than just admire objects. Ancient Egyptian relics share space with installations that talk about sex, death, technology and everything in between.

Descending into its sandstone halls feels like entering a creative underworld – one that challenges, surprises, and rewards curiosity.

But amid the weird, the wonderful and the downright puzzling, one installation struck a chord with us – a haunting, pinball-shaped meditation on control, mortality, and the human psyche:
New York artist Meghan Boody’s Deluxe Suicide Service.

Descending into the earth!

When Pinball Becomes Philosophy

At first glance, Deluxe Suicide Service might make you do a double-take – it looks like a pinball machine, but something’s off. Instead of flashy lights and pop bumpers, the backglass features haunting photographic collages and medical apparatus. Cables, electrodes, and vintage imagery replace the familiar joy of the arcade.

According to Boody, she discovered the machine “in a pinball graveyard” and felt compelled to rebuild it into something entirely new – part sculpture, part narrative device.

“It is unclear whether the electrodes and X-ray cables fastened onto the image of the prone girl are sucking the life out of her or restoring her vital fluids”,
Boody explained in her interview with MONA.

That ambiguity is the heart of the piece. Is it a game? A medical ritual? A metaphor for the choices we make? Boody’s work refuses to offer an easy answer.

A Game You Don’t Win, You Understand

Pinball has always been about control versus chaos. You nudge, flip, and fight against gravity, knowing the ball will eventually drain. Boody takes that familiar rhythm and turns it into a meditation on life itself – the game of self-discovery, the illusion of control, the inevitability of surrender.

The machine’s photographic surface blends self-portraits, found images, and oceanic motifs, creating a visual swirl that feels at once personal and mythic. There’s nostalgia, yes – that satisfying pinball form, but also a psychological depth that lingers long after you’ve walked away.

Boody has said,

“If you don’t know who you are, if you don’t know about your dark compulsions, therein lies the road to insanity.”

Her reimagined pinball table becomes a literal machine for self-reflection, a device that asks: are you playing, or being played?

Our Take as Retro Gamers

As lifelong arcade and pinball fans, we were instantly drawn to the flippers, the lights, the mechanics – all the comforting signs of home. But Boody’s twist pulled us somewhere deeper.

It reminded us that gaming, especially physical gaming, has always been about interaction, emotion, and consequence. In Deluxe Suicide Service, those ideas are magnified, distorted, and transformed into art.

It’s as if Boody took the DNA of pinball – skill, luck, gravity, frustration, and used it to talk about being human.

🕹️ Why This Matters to the Ausretrogamer Crowd

For the Ausretrogamer community, Deluxe Suicide Service sits at the perfect intersection of mechanical nostalgia and conceptual innovation. It proves that a pinball machine – that glorious relic of the arcade age, can transcend entertainment and become something profound.

It’s a reminder that behind every cabinet, there’s a story about control, risk, and reward. Boody just happens to tell that story through a lens of mortality and transformation.

So if you love games that make you think as much as they make you play, this one’s worth the pilgrimage.

You’ve been warned!

A Note on Safety and Interpretation

Let’s address the elephant in the room – the title. Deluxe Suicide Service sounds confronting, and it is, but it’s important to know that the artwork does not glorify or promote self-harm. Instead, it explores what it means to face dark thoughts safely through art and metaphor.

MONA’s curation is designed to guide visitors through difficult themes gently, and there’s always space to pause, breathe, and move at your own pace.

If any part of this topic feels distressing, please reach out for support.
Lifeline: 13 11 14 | Beyond Blue: 1300 22 4636

Final Thoughts

Our visit to MONA reaffirmed something we’ve always believed at Ausretrogamer: the worlds of art and gaming aren’t separate – they’re deeply connected. Both explore systems, feedback, control, and consequence.

Meghan Boody’s Deluxe Suicide Service just happens to do that with one of the most iconic machines ever built.

So next time you’re in Hobart, take the ferry, head underground, and see this curious creation for yourself. It might just flip your understanding of what a pinball machine – or even a game can be.

The MONA ferry (MR-II) – the perfect prelude to descending into the depths of art and imagination.

Filed Under: Pinball, Retro Gaming Culture Tagged With: Art, art aficionado, David Walsh, Deluxe Suicide Service exhibit, Ferry, gamers, Geeks, Hobart, Meghan Boody, MONA, museum, Museum Of Old and New, new york, pinball, Pinball Art, Pinball Exhibit, Retro, Tasmania

The Nintendo Museum To Be Completed By March 2024

September 15, 2023 By ausretrogamer

How darn awesome will this be when it’s finished in March 2024!

Nintendo is converting their old plant in Kyoto, Japan, into a museum to showcase products from throughout their long history in gaming.

If you are planning a trip to Japan next year, perhaps consider checking our the Nintendo Museum while you are there for the cherry blossom season 😉

Previously announced as Nintendo gallery, the Nintendo Museum in Kyoto, Japan, will display a wide variety of Nintendo products from the company’s history. Stay tuned for more info, as construction is planned to be completed by the end of March 2024. #NintendoDirect pic.twitter.com/xeEOivcVHp

— Nintendo of America (@NintendoAmerica) September 14, 2023

Birdseye view of the Nintendo Museum roof – love the question mark [?]
Image source: Nintendo




story source: theverge.com

Filed Under: Announcements, Retro Gaming Culture Tagged With: gamers, gaming, Gaming Museum, Japan, Kyoto, museum, nintendo, Nintendo Direct, Nintendo history, Nintendo Japan, Nintendo Museum, Nintendo Museum in Kyoto, NintendoDirect, The Nintendo Museum

Keeping San Francisco’s Musée Mécanique Open to the Public

August 4, 2021 By ausretrogamer

We last visited Musée Mécanique in San Francisco in 2012, which was a major highlight for us, so when we heard that this antique arcade was doing it tough, it was definitely difficult to hear.

We had a blast when we last visited Musée Mécanique! To view the album of our visit, go here
Musée Mécanique

The below ‘Nostalgia Museum’ short documentary by Sofie Kodner and Eleonora Bianchi, provides an intimate portrait of owner Dan Zelinsky as he struggles to keep the legacy of this iconic San Francisco institution alive in the face of economic loss and mechanical deterioration.


source: KQED Arts




Filed Under: History, Retro Gaming Culture Tagged With: Antique Arcade, Arcade, Dan Zelinsky, Eleonora Bianchi, Geek, Musee Mecanique, museum, Nostalgia Museum, oldschool, Retro, Retro Gamers, retrogaming, San Francisco, Sofie Kodner

Grade 2A’s Museum of Gaming

November 19, 2016 By Ms. ausretrogamer

We were blown away when we saw this tweet (thanks to Dan Donahoo) – a museum of gaming put together by primary school kids, wow!

The tweet that piqued our interest
mog-tweet

We just had to get in touch with teacher Tamryn Kingsley from Aitken Creek Primary School to find out more about Grade 2A’s Museum of Gaming.

Grade 2A’s Museum of Gaming
mog-11

Tamryn was originally a Merchandise Planner, but she has now found her calling as a teacher. She’s been at Aitken Creek Primary School for two years and is passionate about integrating technology into her classroom.

AUSRETROGAMER [ARG]: How did the museum come about?
Tamryn Kingsley [TK]: At our school we engage students in an inquiry process through ‘Challenge Based Learning’. Challenge based learning revolves around students being set a challenge and working towards finding a solution for the challenge. The ‘Big Idea’ this term is ‘Change’ and the challenge is ‘Inform society of the changes in gaming’. In discussions with students (Grade 2) none of them had ever heard of the Atari! I knew that my mum still had our old Atari’s from when we were kids so I began to raid her garage which opened up a can of worms… I thought, what better way to engage students with their learning than having the physical items to explore.

To learn about ‘Change’, Grade 2A accepted the challenge to ‘Inform society of the changes in gaming’
mog-9

ARG: Is the museum a regular part of the curriculum – or is this the first time you’ve done it?
TK: This was something that only my class participated in and it was the first time I had done it. It is something I would definitely do again as the children were so engaged in the learning that was going along with it, as well as developing fundamental skills.

Last year my Grade 2s developed their own games using the program Scratch and we are currently working with the whole Grade 2 cohort this year to do the same thing. This is a huge inquiry process into gaming which results in students creating games and then showcasing their games through a game convention.

We have a new Digital Technologies curriculum that has been rolled out across Victoria this year. Wherever I can, I integrate tech and gaming into my curriculum. For example, making game controllers using Makey Makey invention kits.

Controller designs for the Makey Makey project
makey-makey-controllers(photo source)

ARG: What was the aim of the museum?
TK: As well as relating to the ‘Challenge Based Learning’ challenge, the museum also linked with Literacy and Numeracy curriculum areas. During Reading and Writing lessons we explored the purpose of informative texts. It was then that I introduced the gaming consoles to the students, from there they worked in groups to explore and find out information about their console. Their aim at this stage was to find out everything they could about it. We created timelines of when the consoles were released comparing consoles in years.

Kids worked in groups to find out about the consoles
research

During discussions we talked about where would we find these kinds of ‘artefacts’. From this the kids came up with wanting to open their very own ‘Gaming Museum’, which brought up a lot of questions: Who works in a museum? How do they run? Who is in charge of what? How do they make displays? In order to run an effective museum we began to explore different jobs required in the museum and the skills that each job brought with them. Students began to assess the skills they could each bring and chose the jobs that they thought they could provide the most to.

The class created timelines of when the consoles were released and chose jobs
mog-10

With the jobs allocated, it was time for everyone to take on their role and prepare the museum.

The Directors and Public Relations team organised an open day for parents and other students to come in and explore the museum.

The Registrars took lists of the artefacts we had at the museum to make sure we did not loose anything!

The Educators reviewed all the research so when they took ‘tours’ they were able to answer questions.

Graphic Designers were busy designing the ‘look’ of the artefact labels, choosing fonts, colours, size and typing up all the information. We had been to Melbourne Museum and ACMI this year, so they looked back at photos and used their knowledge of the labelling to help them.

Designing the artefact labels
mog-6-2

The Exhibit Designers were trying to work out how they could make glass cases… They decided to use their knowledge of 3D shapes to make cases using PlayDoh and skewers. Unfortunately as the artefacts were bigger their structures began to collapse – they got 10 points for effort though…

ARG: What consoles and games did you have in the museum?
TK:

  • Raise the Devil Electronic Pinball
  • Tomytronics Tennis
  • Mario Cement Factory
  • Xbox 360
  • PlayStation 2
  • Atari 2600 Jr
  • PSP
  • Pokemon Nintendo 64

All the lovely consoles and games
mog-5

ARG: Where did the consoles and games come from – are they yours?
TK: Some of the consoles were ones my mum had hidden in her garage. Most of them were actually my brother’s when he was younger, which I fondly remember playing. She had the Atari, Mario Cement Factory, and the Tennis and Pinball games. The rest were from my sister and her husband, who are big fans of gaming. I was warned not to damage or lose them!

ARG: Are you a fan of video games, and classic games in particular?
TK: I do love playing games occasionally, but I am not a huge gamer. What I love about games is the connections that you can make with kids though gaming and the types of learning that takes place. Making these real world and authentic connections with students creates more powerful learning.

ARG: What did the kids think of the museum?

  • ‘Magnificent!’ – Ronan
  • ‘Our museum was good because we added lots of information’ – Jaylen
  • ‘It was like a mini ACMI’ – Jessica
  • ‘I liked it because it was ordered from oldest to newest’ – Zain
  • ‘I thought it was amazing, because we put a lot of effort into it’ – Talia
  • ‘I think it was very good because a lot of people commented on how good it was. We really liked it too and we were really proud of ourselves’ – Abaan

The awesome kids of Grade 2A – great work guys!
mog-1

The museum opened for business and parents and other students came to enjoy it and learnmog-3

mog-4

So, that’s the story of Grade 2A’s Museum of Gaming – an awesome example of Challenge Based Learning. We can’t wait to see what Tamryn and the kids and staff of Aitken Creek Primary School do next!

Photos from Tamryn Kingsley (unless otherwise stated)

____________________________________________________________________________________________________________________

msausretrogamerMs. ausretrogamer
Co-founder, editor and writer at ausretrogamer – The Australian Retro Gamer E-Zine. Lover of science fiction, fashion, books, movies and TV. Player of games, old and new.

Follow Ms. ausretrogamer on Twitter

 

 

Filed Under: Retro Gaming Culture Tagged With: Aitken Creek Primary School, Atari 2600, Atari 2600 Jr, Grade 2A's Museum of Gaming. Museum of Gaming, interview, Mario Cement Factory, museum, N64, Nintendo 64, PlayStation 2, Pokemon N64, Pokemon Nintendo 64, PSP, Raise the Devil Electronic Pinball, Tamryn Kingsley, Teacher, Tomytronics Tennis, Xbox 360

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