
It’s 1993. I’m playing on my NES. I’m about to fight Bowser at the end of Super Mario Bros. It’s time for dinner, however, and my dad has called into the living room probably five or six times. I don’t want to eat because I’m about to finally save Princess Toadstool, but I’m seven and I have no choice so I put it on pause.
When I come back, after eating and doing the dishes, my console’s turned off. I stare in horror at my dad who is now watching television. And because the original game didn’t let you save due to technological limitations, I find myself back at the first level when I finally turn the console back on. There are eight more worlds left to go and I will never get close to the end again.
Games have been flirting with their portrayal of failure and game overs for years–they’ve been dodging the subject of death for even longer. Arguments have been made for and against severe consequences in the digital world for over two decades. Each game treats the topic differently. Some don’t let you save often if ever, others put a checkpoint around every bend. Sometimes, a game over screen means starting from the beginning while other times it just means restarting from an earlier level. And, in the case of Super Mario Bros., saving and thus restarting without penalty wasn’t possible until later titles in the series–the game over screen was permanent, whether it was reached by personal failure or an external error. When Mario failed, it was all over.
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