Super Mario Brothers - Welcome To Warp Zone

First of all, an Italian plumber? Why on earth did Shigeru Miyamoto pick that particular outdated ethnic stereotype? Robot Chicken unpacks it in their breathtaking Super Mario Brothers: Vice City sketch.

My late stepmother Giovanna was from Florence in Tuscany, and never let you forget it. She had an understandable hair-trigger sensitivity towards anti-Italian slurs. Had she lived into the era of the Sopranos, she would have refused to allow HBO in her home. But so all of a sudden, there was this mustachioed presence in her living room, in my stepbro's bedroom, in the car, etc. You'd think she'd have made more of a fuss. But Giovanna mostly just shrugged off Mario; my guess is that his otherworldly Japanese weirdness overwhelmed his offensiveness.

Mario first appeared in Nintendo's 1981 arcade juggernaut Donkey Kong. Nintendo had been trying to crack the American video game market with something based on Popeye. When the licensing deal fell through, the company decided to take the opportunity to create new characters that could then be marketed and used in later games. First-time game designer Miyamoto came up with a gorilla/carpenter/girlfriend love triangle, based on the rivalry between Bluto and Popeye for Olive Oyl. Bluto became Donkey Kong the ape, who in Miyamoto's words was "nothing too evil or repulsive." Miyamoto's hero, later named Mario, was supposed to be "a funny, hang-loose kind of guy." Donkey Kong was Mario's pet (because I guess in Japan, handymen often have pet goriillas.) As the game begins, Mario mistreats the ape, so Donkey Kong escapes and kidnaps Mario's girlfriend Pauline. Your goal, of course, is to save her.

Donkey Kong was actually the first example of a complete narrative told in video game form. It was also the first game to employ cinematic cut scenes to advance its plot. The animation is hilariously primitive by 2007 standards, but animation it nevertheless is. The narrative 'concludes' when, after Mario rescues Pauline, the game starts over at a higher level of difficulty. In addition to presenting the goal of saving Pauline, the game also gives the player a score. But no one ever cared about the points; you played Donkey Kong to see how high you could get without dying. Seeing how high you can get without dying is also the goal in hard drugs and extreme sports, of course, but Donkey Kong is a lot safer.

Nintendo was wise to create its own licensable characters. Donkey Kong is still very much with us, routinely appearing in new games. The coolest ones are the Donkey Konga series, music games using a bongo controller. Music and dance based games are huge in Japan and getting to be more of a thing here. Keep your eyes on this trend if you're interested in the future of music. Once hip-hop really comes to grips with the possibilities suggested by Dance Dance Revolution, it's going to be off the hook.

After Donkey Kong's runaway success, Nintendo had Miyamoto do a spinoff in 1983 called Mario Brothers. In the sequel, Mario supposedly becomes a plumber, but really, he's more of an exterminator, killing 'pests' as they emerge from pipes. The 'pests' are turtles and crabs, as I recall; wouldn't it be cool if your plumbing really had turtles and crabs living in it? Mario's twin brother Luigi made his debut in this game, as a palette-swapped version of Mario.

Super Mario Brothers came free with Nintendo Entertainment Systems in 1985, and much to Disney's chagrin, Mario passed Mickey Mouse as the world's most recognizable cartoon character a few years later. Nintendo puts out a new Mario title quite regularly, and every entry in the series that I've tried shows the company's inventiveness and dedication to craft. People with young kids sometimes ask me to recommend non-violent games, and you can't go wrong with the Mario titles - their violent content is so cartoonishly abstract as to be no worse than an episode of Spongebob. Nintendo games are rarely about the slaughter of digital enemies; Mario games in particular are usually quite challenging exercises in timing, pattern recognition, memorization and logic. Mario continues to evolve as his technological and commercial habitat does. For the latest iteration, dig the opulently psychedelic web site for New Super Mario Brothers on the Nintendo DS.

One morning back in 1985, my grandfather was watching me play SMB in the living room for probably the forty thousandth hour. He asked me what it was I was doing in the game exactly; what events on the screen was I controlling? It was so obvious to me that Mario was my onscreen avatar, and I was amazed that Grandpa didn't get it intuitively like I did. How quickly our civilization changes.

Antonio Damasio describes your ordinary consciousness as comprising three distinct imagined beings:

The subject, your awareness of your body's present state.

The object, whatever perturbation to your body's state is momentarily at the center of your focal attention, whether it originates inside or outside your skin.

The third-person observer, creating narrative memories describing the relationship between subject and object.

It's this internal third person narrator that enables us to 'step outside' of a situation, a crucial tool in our adaptive toolbox. None of the other animals can do this to the degree we can, so far as we know. You could debate me on the other highly-encephalized mammals and birds, but if you've ever watched an animal try to solve a logistical problem, its lack of third-person perspective will be conspicuous. For example, if you tie your dog to a tree, and the dog gets tangled up, it often has a hard time untangling itself. The dog tries to just pull against the rope in whatever direction it was facing when it got stuck. You figure out instantly that it needs to back up to get its leash unwrapped, but unless you intervene, the dog will be stuck a long timt. I've seen many dogs in this situation, and without exception, they just strain forewards at the leash until they get tired. Watching a dog struggling with a difficult spatial logic problem like a knot is like watching a human try to see in the dark or breathe underwater.

The third person can manifest in the heads of modern humans as many additional people, a chorus or entire society of voices in our heads. Gerald Edelman calls the third person 'higher-order consciousness' in the sense that it's a meta-consciousness, a consciousness of being conscious. I don't like the term 'higher-order' because it suggests greater importance or executive control, and nothing could be further from Edelman's meaning. He describes your brain's consciousness of its own consciousness as an emergent property of your conscious processes, the way your primary or core consciousness emerges from the interplay of the body's reporting to the brain on its many states.

When you play Super Mario Brothers, Mario is the subject, the rest of the game is the object, and you, the player, are both the primary consciousness and the third person. The difference is, though, that when you make mistakes, Mario gets hurt, and you don't. In your ordinary non-gaming life, you are continually generating temporary internal Marios and running him through internal scenarios, seeing how they play out before you subject yourself to the irreversible consequences of your actions.

Your own mind's internal simulations of the world have to be realistic. Video games don't. Super Mario Brothers is has a complete, internally consistent set of physical laws, some of which are lifelike, some of which are wildly counterintuitive. You need to absorb a substantial body of abstract new concepts and program them into your fine motor control areas before this game will make any kind of sense at all. My wife and I went to Japan on our honeymoon, and now some of the cultural context of the game is beginning to make more sense. The anthropomorphic animals and plants come from Japan's Shinto tradition, which includes a lot of animal and plant spirits, and the landscape over there is full of weirdly geometric evenly-spaced shrubbery. But no amount of context can prepare you the casual surrealism of SMB's basic internal conventions.

The buttons control the actions of your two-dimensional cartoon avatar. Your/his mission is to rescue a princess from a group of turtles and anthropomorphic mushrooms. If you die, you're instantly reincarnated at the beginning of whichever region you died in. Death can result from running out of time, touching enemies from certain angles, touching fire or lava, falling into pits, or being pushed off the left edge of the screen by its scrolling. You get three extra lives, extra identical avatars, and you may earn more throughout the game.

Some bricks, when tapped from below, emit brown and orange mushrooms as tall as you are. They glide frictionlessly along the ground, reversing direction if they collide with an obstacle. If you touch one, you double in size and become Super Mario. You are now able to smash bricks from below, and when touched by fire or an enemy, you revert to your normal state instead of being instantly killed. It is also possible to find bricks containing glowing flowers, which, when touched, turn you into Super Mario with the additional ability to emit bouncing fireballs that can kill enemies. There may only be two of these bouncing fireballs in existence at any time, which limits your firing rate.

You can acquire extra lives by absorbing green and white mushrooms. These mushrooms are concealed in invisible or ordinary-looking bricks. You can search for these bricks in the hopes of finding one at random, but it's much faster to consult the maps published by Nintendo or have your stepbrother show you. If you find one, it plays a beautiful chime of ascending perfect fourths.

I was born in 1975, which puts me in just about the oldest age cohort for whom computers were ordinary household appliances. Nearly all people I've ever met who are five or more years older than me find computers obtuse, counterintuitive, incessantly frustrating. Nearly all Americans I've met who are five or more years younger than me find computers to be variably exciting, effortless extensions of their consciousness and memory. The rate of technological change has accelerated to lightning speed since I was a kid, and my early lifetime experience with computers has turned out to be a significant advantage for me - it's the basis for my only marketable skills, for one thing.

Dig this simple-seeming 3D graphics demonstration by NYU professor Ken Perlin that I found while idly googling. The instructions, in their entirety:

As you drag the mouse the platform wobbles.

If you've ever tried to teach computers to a member of the Greatest Generation, you know that you need to unpack the phrase "drag the mouse" quite a bit. It has to go more like this: "Okay, so that thing on the table is the mouse. When you gently drag it across the table, this pointer on the screen moves in a corresponding way. Oh, and so it helps to keep the mouse oriented in an orthogonal way, because otherwise the pointer's movements will be angled wrong. And don't be alarmed when the pointer seems to flicker arbitrarily in and out of existence, it just changes shape depending on where it is on the screen." It's a while before you can even get to the clicking, much less the dragging. In no way do I mean to make light of older people's mental faculties. This is difficult, abstract stuff. It took my age cohort many many hours of intense practice and study to be able to master. The thing is, we enjoyed most of our study time, because we did it inadvertantly while we thought we were playing. It doesn't feel so difficult for kids to learn new skills, because everything they experience seems equally weird and difficult, and figuring out the computer is just part of their overall project of getting the hang of their environment.

Most of the computer software you interact with on a day-to-day basis was written by Americans: Windows and Office, OS X and iTunes, Internet Explorer and Safari. There's a major exception, though: games, where the Japanese (and that one Russian cat who wrote Tetris) are producing a lot of the best stuff. Japanese games have a bottomless appeal in America, because our two societies have an enormous amount in common once you get past Jesus and raw fish. For all its cutesiness, SMB is demanding and competitive. It requires concentration, effort, and countless hours of practice. The clock is always running. If you make mistakes, you have to start over, and you have a limited number of tries before you have to start over at the very beginning. You don't get to save your progress; you have to slog your way through the first few levels every single goddamn time out. The more modern Mario games all enable you to save your game, which is a good thing, because they're vastly larger and more complex and are impossible to play through in a sitting.

People frequently accuse video games of making people antisocial and emotionless. My experience has been different. I spent a lot of my childhood playing video games alone, but I also spent a lot of it playing them in social settings, especially with my sister and stepbrother, but also with friends or total strangers. Actually, SMB is the setting for some of the high points of my relationship with my stepbro, and indirectly with my dad. Like all Nintendo-owning families, we developed our own rituals around the game - for some reason, we nicknamed world 2-2 "Clark Gable Street" and whenever someone got there, we all had to say "you're on Clark Gable Street" in a silly voice.

Most of my dreams take the form of 3D first-person video games, in that I'm constantly on the move through an endless succession of different physical locales and dealing with an endless succession of people, some familiar, some exotic, most a combination of the two. I frequently dream of being in a familiar room and discovering a new door or extension that I'd somehow never noticed before. I think this dream models the experience of your consciousness discovering within the confines of its familiar neural surroundings a hitherto undiscovered aspect of itself. One theory dreaming's purpose observes that people deprived of REM sleep eventualy lose their ability to form new long-term memories, so presumably dreaming is a stage of the brain's process for creating those memories. While you're sleeping, your brain becomes active in a state closely resembling consciousness, except with your eyes closed and motor areas disengaged.

Like the internal landscape of the mind, the world of SMB is topologically complex, with strange and unexpected interconnections. The pipes that transport Mario from one place to another are basically stable wormholes in SMB's 2D spacetime. Advanced players (or those tipped off by Nintendo's viral marketing division) know that hidden pipes in the "Warp zones" let you skip big swaths of the game. One warp zone is in level 1-2 and is reached by walking on the blocks at the top of the level passing the exit pipe. This zone allows jumping to worlds 2, 3 and 4. The other two are in 4-2. One is past the end of the level, like the one in 1-2, which only allows access to world 5. The other is at the top of a beanstalk that grows from a hidden block and takes the player into a surface area, from where you can hop to worlds 6, 7 and 8.

Somewhere in the game is a solid-looking wall that one can pass through into "World negative 1". This stage is identical to world 2-2 but upon entering the warp pipe at the end, the player is taken back to the start of the level. The "minus world" attained legendary status among my childhood circle. It was probably an unintentional programming glitch, but Nintendo has since made getting stuck in a recursive loop something of a frequent trope in their games. There's a recursive puzzle in the graveyards of several different Zelda games, including the original. There's also an infinite spiral staircase in a later Mario title. These puzzles are extremely strange places to get stuck; it's a real window into computer consciousness. Are you having a Douglas Hofstadter tingle?

By the way, mad props to Koji Kondo, who wrote SMB's infectious theme song and the even more infectious 'underground' theme from 1-2. Take a listen to my hip-hop remix of these tunes. And if you want to put a boost in your step for the rest of the day, here are three gentlemen in tuxedos playing the main theme on trombones. Also, here's a fun deconstruction of SMB's inner workings by computer artist Ben Fry. And here's Line Rider's breathtakingly simple visual remix of world 1-1.

Like any major cultural icon, SMB has inspired endless variants and clones. One of the most original is Gish - it's well worth downloading and ponying up the modest shareware fee. Gish is the first platformer I've seen with a non-rigid protagonist - you control a big squishy blob, like an amoeba. An even more liquid and curvilinear SMB variant is the highly-recommended, sublimely trippy Loco Roco for PSP. In Loco Roco, not just your avatar but parts of the environment are soft and squishy. There's a strong biological feel to the whole thing, especially in the levels that take place in an enormous penguin's digestive tract. Fun!

© ethan hein 2007 | back to memebase | back to top