The Letters and the Law, The Meaning and the Cause (Super Mario World)
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There are two ways to begin this.
I am, of course, talking about Super Mario World here and not The Super Nintendo Project, where there were an infinitude of ways I could have gone. No, I’m referring to the start of Super Mario World, where you are presented with a straightforward choice between going left to Yoshi’s Island 1 or right to Yoshi’s Island 2.
(Here’s a secret history for you.
The 1986 wide release of the Nintendo Entertainment System was one of the great marketing successes of 1980s American capitalism, a period with no shortage of contenders for that title. At the heart of the success is simply the sheer degree to which Nintendo triumphed over conventional wisdom. Following the shocking collapse of the Atari-led American video game industry in 1983, the American market was enormously wary of the entire idea of video games.
Indeed, it was in some ways surprising that Nintendo even had the opportunity to try, given that they very nearly allied themselves with Atari in 1983, just before the crash, an alternate history prevented only by a staggeringly unforced error in which Atari executives mistook a Coleco Adam running Donkey Kong at a 1983 trade show as evidence that Nintendo was making a deal with Coleco (formerly the Connecticut Leather Company), when in fact the Adam was simply playing the Colecovision release of the game via its backward compatibility. This resulted in Atari abruptly pulling out of its deal with Nintendo to distribute their successful Famicom console in the US.
Nintendo thus went it alone, initially trying to release the system as a personal computer akin to the still popular Commodore 64 or the Apple IIe, and, when this faltered, regearing the product as a straight video game console, and creating R.O.B., a console peripheral/toy robot that allowed Nintendo to situate the system not as a video game system in the mould of the failed Atari 2600, but rather as a toy.)
It’s more of a choice than it might first appear. The sense of linear progression would obviously lean towards starting with Yoshi’s Island 1, but this undersells the degree to which movement from left to right is a fundamental part of the conceptual grammar of the side-scrolling platformer genre that Super Mario World is in many senses the apex of. Likewise, the world map as visible at the start of the game emphasizes the importance of going right – the path extending forth from Yoshi’s Island 2 has two nodes that are visible markers for where Yoshi’s Islands 3 and 4 will appear, as well as a castle, recognizable as the end-of-world objective.
Funnily enough, I don’t remember the exact circumstances of getting the system. It would have been somewhere in the vicinity of my ninth birthday, which was the official release date, although systems arrived in stores a couple weeks earlier.…