
I didn’t grow up with Super Mario. My experience of Mario games is for the most part fragmented and third-hand. A friend owned a copy of Super Mario All Stars so I would see the first few stages of each Mario over and over again every time I visited. In high school, when I was getting into emulators, I would load up the same games, play for five minutes sitting stiff-backed at a keyboard, then never play again. In the last couple of years, I played both Super Mario Bros. and Super Mario World to completion on my WiiU and felt like I finally understood why these games were significant beyond the fact that many of my peers played them as a child.
And despite my frustration with the narrowness of videogames’ accepted canon (“Oh wow you’ve never played Super Mario World before??”), these are important games. They’re elegant, clever, well designed, imaginative. They’re the kind of games that if I played them in the late 80s or early 90s I would have been absolutely captured by their charm and the way they suggest through hidden paths and invisible blocks the existence of countless mysteries to discover.
Most crucially is the movement. The “sticky friction” of Mario’s inertia that makes momentum so crucial and movement constantly fluctuating between frustrating and fluid. While other platformers see movement as just the baseline on which ‘real’ interactions are developed, the Mario games understand that movement itself (of fingers, of avatars) forms the base pleasure of videogame play.
It’s for this reason alone that Super Mario Maker works as well as it does. Outsourcing level design to players was always going to result in an overwhelmingly number of mediocre levels. But that’s okay, because each and every level give you a new environment to move Mario through and a constantly new environment to explore. Movement and exploration have kept Mario fresh for thirty years now, and Super Mario Maker taps into this. Continue reading
