East Bay Times

35 thoughts about Mario on Super Mario’s 35th anniversar­y

- My Stephen Totilo

Almost exactly 35 years ago, Super Mario Bros., the iconic video game from Nintendo, debuted making a high-jumping plumber named Mario the Japanese video game company’s equivalent of Mickey Mouse.

Back in 1985, Super Mario Bros. was revelatory. The game, which popularize­d Nintendo’s first home console, the Nintendo Entertainm­ent System, played like a challengin­g, dreamlike cartoon that scrolled across a TV screen. Players controlled Mario, making him run, jump or sometimes swim through levels filled with giant mushrooms, menacing turtles and other strange obstacles. It was a tough game, but not too tough to discourage its avid players from giving it another try. And another. And another.

A sequel (which has its own fascinatin­g history) followed. And another. And another.

The latest Mario game, Super Mario Bros. 35, which was released Thursday for the Nintendo Switch, lets 35 people play the original Super Mario Bros. simultaneo­usly, each vying to be the last Mario standing. It’s sort of Super Mario meets Fortnite.

Here are some things to consider about the overachiev­ing plumber.

1First,

it is Super Mario Bros. that’s 35, not Mario. He’s 39. Mario debuted in 1981 in another famous Nintendo game, Donkey Kong.

2In

the early years of video games, characters were defined less by who they were than by what they could do. Pac-Man gobbled dots and Mario jumped. In fact, before the creators of Donkey Kong called him Mario, they called him “jumpman.”

3Mario

is so famous that even his brother, Luigi (who was playable in Super Mario Bros. in two-player mode), is a superstar.

4It’s

unclear what Mario’s last name is.

5There’s

also Wario, a sort of evil Mario, relation unknown.

6There’s

even a Waluigi. He’s starred in nothing. 7As

modern games rely less on mascot characters, Mario stands out as a relic.

8Even

Nintendo doesn’t make many characters these days. They’re busy capitalizi­ng on old ones.

9The

Super Mario Bros. theme music, from composer Koji Kondo, might be the most recognizab­le tune in gaming.

10The

essence of the entire Super Mario Bros. gaming experience can be understood through the arc of a jump: the ascent for discovery, the descent for conquest. The original game’s first delightful discovery comes in its opening seconds, when the player makes Mario jump and bonk his head into a floating block.

11Mario’s

reputation as an enthusiast­ic jumper has allowed Nintendo to morph him into an avatar of exuberance. He stars in a host of spinoff games, each with a cartoonish approach to its genre.

12There’s

even a line of Mario games involving over-the-top

takes on the Olympics.

13T

he color f ul, happy vibe of Mario games has sometimes put Nintendo out of step with gaming trends. In 2003, the hottest gaming franchise was Grand Theft Auto, which gave players the ability to steal cars and kill just about anyone, including prostitute­s. Cue George Harrison, a former executive at Nintendo, awkwardly defending his brand at a news conference: “Mario will never start shooting hookers.”

14Mario’s

cheerfulne­ss remains irrepressi­ble. These days, Mario and Grand Theft Auto can sit side by side in their popularity.

15Ma

r io ’ s sup e r b strangenes­s also survives. The initial dreamlike quality of his game worlds extends to modern Mario sequels.

16If

you think this Mario stuff is bizarre, you’re in good company. In 2012, a New York Times copy editor asked me to clarify why Super Mario collects coins. To ... get them? To score a free life after every 100th coin? Because the designers put the coins in the games to guide players through the levels?

17The

original Super Mario Bros. contains what might be the most famous video game shortcut: an intentiona­l exploit in which Mario can break through the ceiling of the game’s first undergroun­d level and enter pipes that lead to later portions of the game.

18There

are two major styles of Mario games. The so- called 2D games feature a Mario who runs across the screen from left to right. The revolution­ary 1996 game Super Mario 64 moved the series into three dimensions and brought much of the video game industry with it.

19Mario

game designers rarely whiff. The closest to disaster they’ve come is Super Mario Sunshine, which saddles Mario with a backpack that shoots water. It’s OK.

20Super

Mario Galaxy is divine. Its main idea: setting Mario’s adventures on small, spherical worlds and letting Mario leap or fly from one to the next.

21Mario

popularize­d 3D gaming but also repopulari­zed 2D gaming. In 2006, Nintendo broke a 16-year dry spell of 2D Marios with the release of New Super Mario Bros. Its popularity defied the medium’s convention­al wisdom that artistic progress should be synchroniz­ed with technologi­cal advances.

22Three

decades of Mario sequels exemplify how video games have generally gotten easier or how they’re now designed to better respect a player’s time.

23Earlier,

Super Mario Galaxy offered another innovation in game difficulty: a “co-star” mode that let a second player use a second controller to assist the main player.

24The

Mario franchise embodies the tension between corporate ownership and fandom. Fans have created countless unofficial Mario games, many of them then stomped out of existence by Nintendo’s lawyers.

25If

you can’t sue them, sell them something. In 2015, Nintendo released Super Mario Maker, which lets players create, but not own, their own 2D Mario levels.

26Even

Nintendo re- creates classic Super Mario Bros. sequences. Their best riff might be a circular version of Super Mario Bros.’ first level, offered in WarioWare: Twisted, in 2004.

27Mario

games have helped popularize the grassroots speedrunni­ng scene, in which skilled players use every trick imaginable to complete games as quickly as possible.

28M

ar io games have inspired the charming Super Mario Broth, a Twitter feed of Mario obscuritie­s that recently revealed a detail about Mario’s irises.

29Some

superfans h ave pr op o s e d that all Mario games exist on one narrative timeline. It doesn’t quite work out.

30Some

Mario games are a little retrograde. The thin plots of all three Mario games in the new 3D All-Stars collection, for example, feature Mario rescuing a kidnapped Princess Peach.

31Princess

Peach has been a protagonis­t at times, with mixed results. She was a playable character in Super Mario Bros. 2, in 1988, and in the soon-to- be-remade Super Mario 3D World.

32Mario

games highlight the industry’s preservati­on problems. Games run on hardware that often becomes obsolete in a decade, making it hard to play the classics. While fans and preservati­onists collect and share ripped copies, copyright holders wield the power on whether or not to ensure games remain accessible.

33On

the other hand, Nintendo first sold Super Mario Sunshine on the GameCube, which ceased production in 2007. That game also ran on the Wii, which was retired around 2012.

34Nintendo

is a popular company but also a weird one, known for being an engine of brilliant creativity and odd policies. Exhibit #1452 (probably): Nintendo says it will only sell its new collection of 3D Mario games (as well as Super Mario Bros. 35) until March 31.

35And

finally: Mario’s best jump? I nominate the triple jump from Super Mario 64 a trio of high-arc leaps, accompanie­d by three giddy yelps.

 ?? NINTENDO ?? With “Super Mario Galaxy,” Nintendo perfected its 3D Mario formula and it shows in “Super Mario 3D All-Stars.”
NINTENDO With “Super Mario Galaxy,” Nintendo perfected its 3D Mario formula and it shows in “Super Mario 3D All-Stars.”

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