The imagination gap

Header image: A blocky, polygonal depiction of Bowser (from the Super Mario franchise) stares into the more sleek rendering of him that appears in THE SUPER MARIO BROS MOVIE.

So, I saw THE SUPER MARIO BROS. MOVIE recently, and a lot of it just kinda ran right through me. It was a weird experience.

It’s not that I expected it to be funnier or more interesting or better-written than it was. The movie was everything I had figured it would be going into it. But something still felt off.

I’ve been a Mario fan (or, more accurately, a Bowser fan) since I was a kid. THE SUPER MARIO BROS. MOVIE would’ve been the first time in decades that I saw these characters I grew up with in a movie. It felt exciting. It should’ve been exciting. Why wasn’t it more exciting?

I think I have an idea.

See, when I was growing up, movies looked way better than video games.

A shot from JURASSIC PARK showing two raptors entering a room. They're strikingly and dramatically lit from one side, and one of the raptors is bowing low and growling at the other, mouth wide open, its tongue curling expressively.

Raptors in the movie JURASSIC PARK (1993)

A screenshot of a raptor from TUROK. The polygons making up its body have obvious edges and gaps between them. The lighting on the model is minimal, and the shadow under it is a generic dark circle that doesn't correspond to the raptor's body shape.

A raptor in the game TUROK: DINOSAUR HUNTER (1997)

And so, when a game got a movie adaptation, it was like getting a multi-million-dollar glow-up for your favorite toy - letting you see it more fully realized than it could’ve been in the grainy pixels of your CRT TV.

Plus, Hollywood’s general refusal to consider animated films that weren’t Disney musicals meant that these adaptations had to be live-action - which forced a lot of redesigns.

That added a weird sort of excitement to it, too, especially where the source material really didn’t lend itself to a realistic depiction. Bowser is a fire-breathing turtle king with devil horns and a mohawk - what’s the “live-action” version of that?

Dennis Hopper as King Koopa (a.k.a. Bowser), a man in a suit and tie. Behind him, a diagram shows a dinosaur turning into a human.

In the 1993 SUPER MARIO BROS., Bowser is a person who evolved from a T. rex, and happens to style his hair…like that

So there was always a pretty high level of baseline hype around movie adaptations of games.

Some adult fans at the time may have wanted the “legitimization” that comes with being adapted into a more mainstream art form (and were thus pretty upset when the movies came out pretty bad); most kids were just hyped to see a cooler version of that thing we love.

The film adaptation of MORTAL KOMBAT wasn’t very good, but kid-me fucking loved it, because it shows my favorite character spitting fire out of a screaming skull - an act that I could otherwise only see rendered in graphics with a lower resolution than most emoji today.

A shot from the 1995 MORTAL KOMBAT movie, showing the skeletal face of the hellish ninja Scorpion, starkly lit in red light.

The first MORTAL KOMBAT movie (1995)

An image of Scorpion's skeletal face after performing his signature fatality from the 1992 MORTAL KOMBAT game - so heavily pixelated that you can't make out individual teeth. Each eye is maybe four pixels big.

The first MORTAL KOMBAT game (1992)

But that’s not really the vibe anymore, is it?

I mean, sure - gameplay graphics still aren’t on the same level as major motion pictures, and never will be. But the gap between the two of them feels much smaller now.

Back in the 90s, even the very best-looking games tended to give you chunky polygonal forms wearing stretched-out low-res textures. When you saw Bowser in SUPER MARIO 64, you had to turn that model into what you knew Bowser should look like, in your mind’s eye - because that wasn’t what was on the screen.

A screenshot from SUPER MARIO 64 showing Bowser. He is blocky and stiff-looking. The "joints" on the model (his elbow, his jaw) show gaps where the polygons don't fully connect.

Bowser, as he appears in SUPER MARIO 64 (1996)

Sometimes there were bits of official artwork (in strategy guides and on the boxes the games came in), but these were always too few and too static. Having to extrapolate the appearance of these characters and creatures from the graphics of the 90s left us hungry to see what they “really” looked like, to see a depiction with the fidelity of the official artwork (or better!) but in action. And only movies could actually hope to sate that hunger.

But now, well…

In BOWSER'S FURY, you can see every individual spike on Bowser's bracelets, and each individual plate on his shell is modeled. He is slick with rain. An orange fiery mist escapes his mouth.

Bowser, as he appears in BOWSER’S FURY (2021)

I’m not saying that Bowser’s graphics in a Nintendo Switch game look as good as the work of Illumination’s visual effects artists in a major motion picture.

But I am saying that he looks good enough in modern games that we don’t need the help imagining what he looks like anymore. And Hollywood’s increased willingness to make animated features means they don’t need to redesign the character that much, either.

So when I’m watching THE SUPER MARIO BROS. MOVIE, I’m not going “holy shit, it’s Mario!” - I’m going “yup, that’s Mario.”

A shot from THE SUPER MARIO BROS. MOVIE of Mario looking expectantly at his own upturned palms, as if waiting for something more.

That’s just…what Mario looks like.

And so, when the movie did things that should’ve felt cool and exciting - like turning actual stages from the games into action movie gauntlets - it didn’t feel like a dazzling upgrade to what I was already familiar with.

The movie still looks way better than the games, but the gap between what the games look like and what we imagine when we look at them is too small now to be exciting by itself. An adaptation like this ends up feeling less like it’s fully realizing the source material, and more like it’s just recreating it.

A shot from THE SUPER MARIO BROS. MOVIE showing Mario mid-jump, tiny in the center of the frame, surrounded by the floating blocks and pipes of a typical Super Mario Bros. level around him.

The biggest difference between this shot and a screenshot from a level in SUPER MARIO 3D WORLD is just where the camera is.

I think that’s why sequences in THE SUPER MARIO BROS. MOVIE that were clearly meant as flagship moments of callbacks and spectacle fell flat for me.

It’s not that my expectations for a children’s movie were too high; it’s that my own inner child’s expectations came from a time when we needed to do more work to picture what games were telling us to. It’s why adaptations of video games were inherently exciting: they promised to show you more than the games could; to show you something you hadn’t seen outside your head before.

And this suggests something excitingly counterintuitive, in itself: That the coolest parts of faithful video game adaptations might actually be what’s not in the source material.

When I was a kid, if a movie wanted to show me a video game character doing something I’d never seen before, they just needed to show me them walking around in a fully-rendered world with a higher polygon count than the N64.

Now, the bar for “something I haven’t seen these characters do before” is both higher, and easier to clear at the same time: show me them doing something brand new.

A shot from THE SUPER MARIO BROS. MOVIE: the camera looks down on Bowser from above. He is playing the piano, his head back and eyes closed as he sings a ballad, while a single ray of light illuminates this passionate moment.
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