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The Eternal Question: Why Is Super Mario Bros. Fun?

Posted by John Constantine



No, seriously, take a minute to think about it. Pour yourself a stiff drink or brew up a nice cuppa tea, put on your thinking cap and try to summarize your conclusion in a single sentence. It’s a peculiar question, really. I found myself trying to answer it late last night after spending some time with Mirror’s Edge. DICE’s platformer shares a lot of the same fundamentals as good ol’ SMB and, concerning the question at hand, both are fun for similar reasons. Super Mario Bros. lets you go wild on a playground where the laws of gravity are paying only loose attention and injury is not a threat. You can run and jump to your heart’s content, and if you see something, like a shiny coin or glowing box that might hide unknown treats, you can hit it with your fist and never worry about bloodied knuckles. Super Mario Bros. is fun because running and jumping, whether in real life or on a screen, is fun, and it’s this maxim that’s fueled platforming as a genre for twenty-five years. But the greatest platformers, the Marios and the Mega Mans, owe their success to more than just running and jumping. They also let you change their world. In Mario, especially in later series entries that allowed flight, crushing bricks opens new ways to move through the Mushroom Kingdom’s surreal landscapes. Mega Man has to destroy robots to ensure safe landings after a jump. If jumping and running was all you did in Jon Blow’s Braid, it could barely be called a game at all.

When you settle into Mirror’s Edge, when you trust yourself to move through the level properly and let DICE’s carefully laid out obstacle courses subtly guide you, it manages to transcend the natural abstraction that comes from making things on TV move. It is physically and mentally affecting. It is fun. But, and mind you I’ve only played the first three levels of the game, all you do is run, jump, and climb. It is purely a jungle gym, and when you’re confronted by hostile elements, your chief task is to avoid them, not eliminate them from the play field (at least, not unless it’s absolutely necessary to do so.) As I continue through the game, I find myself stopping to wonder if there’s something else I’m supposed to be doing, some other facet of the challenge that is going to change the rules after you’ve learned how to run. What is its platformer hook and, more importantly, does it need one?

I’m beginning to suspect that Mirror’s Edge isn’t revolutionary because of its presentation, perspective, or control. It’s revolutionary because it’s redefining the plumber’s definition of fun.

Related links:


Mirror’s Edge: Everything You’ve Heard Is True
Trailer Review: Mirror’s Edge
E3 Day 4: No Blades, No Bows. Leave Your Weapons Here.
Mario Will Not Retire. He Will Outlive Us All.
Super Mario World is Terrifying!


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Comments

al said:

I love the pick up and play of Mario games, there's very few tutorials to master or complicated gameplay, not that those are bad things but it is nice to be able to pick up a game and jump straight into the action.

Whoops sorry, I'v gone over my one sentance limit ; )

November 11, 2008 6:34 PM

Demaar said:

This is why I've been looking forward to Mirror's Edge for quite a while. At first it appeared to be "just another" free roaming game with a first person perspective set in a clean, crisp world without a hint of brown (which was enough to get my attention). But it really grabbed me when they showed that movement was the point of the game, rather than confrontation with hostiles, and that just plain sounded cool.

November 11, 2008 8:32 PM

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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia's prized possession is a certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

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