image

Any overall roadmap for Super Chart Island (and my brother’s related predecessor) is very lightly sketched, but this is a useful point to reflect on it. We grew up playing Dizzy games; part of what we’re doing is trying to reclaim video game history as we and many other Brits lived it, to demonstrate how the American-led received wisdom is a rewriting of the record. All of my research suggests that we were in the majority there – in the UK the NES didn’t get a look in, and we’re not going to properly encounter the Game Boy until it’s a decade old.

Even this first Nintendo direct encounter is somewhat of a guess. Super Mario All Stars was a documented best-seller for the SNES, but in an absence of evidence I don’t know for sure that it was big enough to be an overall UK #1. I remember hearing about it a lot at the time, and by then the SNES had had a chance to build an audience, but remember that this blog covers games which were a #1 but not necessarily always the #1. Yet at the same time as I refute the story that Nintendo swept in to replace a dying industry – neither happened like that in the UK – we’re pretty keen on many things Nintendo. I have a NES Classic Mini, SNES Classic Mini and a Famicom Classic Mini sitting under my TV: loving recreations of consoles which I never owned.

In the internet era, this kind of adoption of history is probably more common. When I wrote the first version of this post I had recently watched the period piece music video for Satellite Young’s “Don’t Graduate, Senpai!” and was overwhelmed with contented nostalgic feelings, left with the power of a glimpse into a familiar and loved past. All that despite the fact I’ve hardly ever listened to the Japanese genre that it takes after, City Pop, or watched shoujo anime, and never when I was growing up. The person who it is precision targeting isn’t me. But it needn’t be. There can be a feeling that is just as real, but second hand, a gravity exerted on adjacent culture that was invisible until something made me look over and notice its force.

There are lots of ways that the influences on the song and video reached me. My partner did grow up with a lot of Japanese pop culture in Hong Kong, and talking with her about that and having watched a couple of episodes of Creamy Mami means having a feel for her fond memories. I have years of happily browsing tumblr gifsets of Sailor Moon, absorbing love for it and its place in culture. I can still get good use from a “but you didn’t do anything!” meme even if I’ve never actually watched the show. I’ve listened to 80s referencing music elsewhere, and modern Japanese music taking cues from City Pop, and that has added up to giving the sounds of the song a similar personal gravity.

And all of that has been made easier by the world getting smaller, by the internet giving providing an easy route to interests you share with people elsewhere in the world and from there to interests they share that you don’t. Look at it negatively, and it means a winning narrative can travel faster and become more comprehensive than ever, reaching into places where it doesn’t belong. But at the same time, it gives us a Japanese band and some Swedish animators uniting in their shared nostalgia, and it reaching out to me through next door culture which I’ve taken in via friends from all round the world, and me having feelings shared with those friends. That’s an amazing thing.

In common with most people I knew, we didn’t have the internet when Super Mario All Stars came out, and the world was still huge. Nintendo had other tools to work with, though. Their games were successful enough to reach out and have an outsized cultural impact beyond the limits of people actually playing them.

When I started primary school, before football stickers, there was a craze for Nintendo sticker books, and friends and I collected images of all of their games. People tried to negotiate enhanced swaps for stickers of Game Boy screenshots by maintaining that they were gold stickers, even more valuable than the special silver ones. I knew more about the characters and background for Mario through Saturday morning cartoons, and I remember watching American TV programmes where people competed through playing Super Mario Bros. levels. I assume it made it to the UK’s own Gamesmaster at some point too. And of course, many of the European games we were playing took their own influence from Nintendo. I may have been unaware of Metroid until years later, but hours spent playing Turrican still gave my first impressions of it that nostalgic gravity.

Mario was Nintendo’s most successful reach out to the wider culture, and that wider culture drove people back to Mario’s original form. That could work better for Nintendo if Mario games were easier to access, and so we get Super Mario All Stars. What to do when moving on from the NES to the SNES? Reissue, repackage, re-evaluate the games! Super Mario Bros., Super Mario Bros. 2, and Super Mario Bros. 3, now brought together in one place. With an extra track, no less, in the form of Japan’s very different Super Mario Bros. 2, new to the rest of the world and hence called The Lost Levels. From 2019 the very idea of levels being lost feels faintly absurd – someone will dig it out in a mod, or you can just log onto your alternate Japanese online console account, surely? I guess a handful of British people probably did own imported Famicoms even in 1993, but everyone else got their cross-fertilisation of culture mediated by Nintendo’s eccentric international release schedule.

Super Mario All Stars presents each game in its entirety, complete with newly upgraded graphics. Yet, in some way, the games seem to shrink in the transition. The act of selecting a game to play from a menu, turning them into pinned specimens labelled by year, emphasises the overall history and starts you off with a reminder that each world is only a part of a newly defined whole. Maybe that’s why there is no Super Mario All Stars on the SNES Classic Mini, an assessment that the bird-inside-a-bird effect of featuring a retro collection on a retro collection would be that bit too spookily recursive.

And that idea of recursion is where the realisation struck me as I played Super Mario All Stars. It wasn’t the first version of Mario I played, (it was the first Super Mario Bros. 3 that I ever played, though, the briefest of enchanting glimpses). But it feels absolutely right as my version of these games, even for Super Mario Bros. 2 where I’m pretty sure I’d never played this version before. The very sense of diminished scale, the way that All Stars exists as a Mario game aware that not only each individual game, but the games as a whole, are but a small part of the Mario out there in the world, feels totally fitting. The feeling runs through everything. The upscaled renditions of the music which expand on it but nonetheless can’t escape how iconic the basic originals were. The decision to put Super Mario Bros.’ underwater waltz on the title screen with the new confidence that duh, it rules. The little portraits of what to expect that have been added to the start of each level, not spoilers but cute reminders. This is a Mario for the late to the party, an artefact of the games’ immense second hand cultural gravity, reflected back into the games themselves. It’s a sign of so much to come.

In reflection of it being the first time these games have come up on my route through history, here are miniature entries for each of the four games on Super Mario All Stars, pinned to one place:

Super Mario Bros.

image

It’s all about the movement. Specifically, the jump, the balletic means of progression which sits at the tempting boundary of predictability and control. It is not the only game jump, it was not the first game jump, but it is somehow still the Jump. When you press the jump button the moment stretches in time, a repeated joy that resounds slightly differently from Jump to Jump. Sometimes the Jump is relaxed, sometimes the Jump is tense, sometimes the Jump is a celebration of achievement. Gravity and momentum make their claim on you, and you must not reject them or bow to them, but turn towards them, take their hands, and dance. Only when you are the lead in the dance can it proceed in its full majesty. All of the subtle design, killer music and cleverly revealed secrets play their part too, of course. The richness of the world, day and night, water and dungeon, clouds and green groundclouds, isn’t to be underestimated. The dance wouldn’t be as kaleidoscopically beautiful without all of that. Fireworks might not always be necessary, but they are still fireworks. And yet it is the dance of the Jump that gives meaning to it all.

The Lost Levels

image

It’s common in games for many a character or object to be accompanied by its inverse, its mirror, its shadow. Maybe it’s a product of how games are made, were made, of the commonality of repetition and the short distance from repetition to repetition with a twist. Super Mario Bros. 2 (“The Lost Levels”) introduces one such shadow as almost its first move with the poison mushroom, power-up turned to power-down. It takes that to a whole new level with the negative warp zones: welcome to warp zone, now a trick on you. The whole game, in fact, is a cruel mirror held up to Super Mario Bros., a reflection that looks right but doesn’t wave back. Much of its cruelty comes from luring players into familiar actions and then turning them back against them. This game is a dance too, but it’s one where the floor is trying to throw you off, where the steps and flow that you have learned are not only impossible to use but will quicken your downfall. But for some people who already know the dance back to front, perhaps trying to freestyle your way through some spiky math-rock is an enjoyable next step.

Super Mario Bros. 2

image

It’s common in games for many a character or object to be accompanied by its inverse, its mirror, its shadow. Maybe it’s a product of how games are made, were made, of the commonality of repetition and the short distance from repetition to repetition with a twist. Super Mario Bros. 2 (“Super Mario Bros. USA”) is the Waluigi of early Mario games, a mirror of a mirror. It doesn’t focus on the shadows of objects and characters, though, but whole shadow worlds. Pick up a magical potion and you can open a door anywhere, take a subtle knife to the fabric of the universe, walk through the doorway and find yourself literally in shadow. Even outside of that mechanic, there are doors everywhere, and each one could go anywhere. This is the world of the subconsciousness, where possibilities extend to such things as a playable princess and gliding across the world on a gravity-resistant egg. Super Mario Bros. 2 is barely even a Mario game, and handles more awkwardly than one. Yet among all of its doors, it opens one to one of the series’s futures, platforming which is first and foremost a series of puzzles and doors to unlock.

Super Mario Bros. 3

image

This is the game where Mario learns to fly, tail flapping, on unseen wires in front of platforms casting shadows on a sky painted on sheets. The game is a show, and it’s some production. It has a cast of thousands and is the introduction point for almost as many iconic series images as the original. Its brilliance as sequel and as theatre is in taking the solid and dependable gameplay and mechanics of the original and using those as building blocks, the platforms of its stageset, then rearranging them. Each world rejigs and relights them and makes them interact with new props and characters for a set of dramatically different scenes. Water levels go from brief distractions to an entire world; the desert and an idyllic grassland emerge; World 7 turns off all of the lights to interact with the bare mechanics of pipes. The transitions between levels feel like curtains down and a chance to move things round. And then occasionally it breaks all the underlying rules and throws you into giant world or climbs up through the clouds, and there is nothing to do but laugh in delight. This is the game where Mario learns to fly.

image

SNES chart, Edge 004, January 1994