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Super Mario Bros.: The Movie. The first movie ever made based on a video game property, we widely
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consider it the worst, the one that ruined video game cinema forever.
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But what if we didn’t? What if we had liked Super Mario Bros: The Movie?
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Never in the history of the Polygon Interdimensional Study Society has a proposed alteration to
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the time stream been so contentious. You see, my co-PISSers insist this episode
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of Versus should be about correcting the Super Mario Bros. movie. That I should timeline hop
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until I find the universe in which this movie is good, and trace back what changes made it so.
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But I believe the Super Mario Bros movie IS good. And that we're already IN that universe.
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And with a few minor tweaks to our cultural
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subconscious that change absolutely nothing about the movie itself, we could be living
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in an alternate reality where Charlize Theron makes her action debut as Samus, where Luigi is
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a gay icon, and where nobody gives a f*ck about comic book movies.
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(dramatic, hopeful music)
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So how do we arrive at the so-called Luigiverse? Well this movie needs an advocate, one person
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to engage earnestly and argue for its positive qualities. You might say, Jenna, you bodacious
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interdimensional science genius, that’s not how cultural opinion works. If something's
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good, it rises to the surface! If it stinks, it sinks!
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Except that the scenario I’m describing is exactly what happened to Halloween. One
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review, written by critic and monk Tom Allen, put the movie in conversation with well-respected
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horror icons like George Romero, Hitchcock, and Meet me in St. Louis.
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- “I killed him!”
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- This piece is considered instrumental in
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convincing audiences and critics that there was something worthwhile about Halloween.
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And the rest is history. In our universe, Super Mario Bros.: The Movie
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had but one paltry week of sales before another dino-based blockbuster smashed box office records.
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(loud t-rex roar)
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- But in the Luigiverse, long before these movies were made, our reality-warping change
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occurs. In fall 1987, Gene Siskel, of Siskel and Ebert, eats some bad chowder. Suffering
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from food poisoning, he is kept company by episodes of Max Headroom, a cyberpunk TV show
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directed by duo Annabel Jankel and Rocky Morton. He forcefully forgets this experience until
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1993, when Super Mario Bros.: The Movie premieres.
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Siskel: ...best video game turned into a movie
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that I’ve seen. These are minor rewards, but they're important I’m sure to the filmmakers.
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-These memories resurface, and Siskel decides that SMB reflects directors Jankel and Morton’s
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work on Max Headroom. He describes SMB as a more earnest take on the genre, hybridized
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with fantasy elements without relying on the cynical dystopian tropes. He doesn’t convince
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everybody – especially not Ebert – but he does spark a conversation about whether
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or not cyberpunk, a firmly 80s genre, is indeed dead.
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So instead of sinking in the wake of Jurassic Park, Super Mario Bros. proves to be more buoyant. When
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it finally leaves theaters, it’s in the black: profitable, if not a hit. Some savvy
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theater operators even package Jurassic Park and Super Mario Bros., selling discounted tickets
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to a night of dino-based fantasy family fun. In our universe, Super Mario Bros almost immediately
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became a laughing stock, largely because of the video game association and poor box office
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showings. Its failure burdened every video game movie that came after it.
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In the Luigiverse, the absence of this perceived curse has huge ramifications on the
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movie industry, but before we dig into that, I want to see how fame changes Mario and Luigi.
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In our universe, Luigi is a second-stringer,
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the cowardly shadow to Mario’s vapid heroism. But the movie is clearly about Luigi and Daisy,
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and in the aftermath of its success, Nintendo finally gives them the respect they deserve.
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Luigi takes center stage in a Super Nintendo game entitled LUIGI CENTER STAGE. Riffing
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on the haunted house concept, the player must help Luigi overcome his stage fright and also
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his ghost fright. And by the end of the game, Luigi has transformed into the movie version
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of himself:
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A himbo.
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After the success of LUIGI CENTER STAGE, the franchise continues to be named Super Mario Bros.
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Mario being, of course, their last name:
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- “Name!” - “Mario”
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- “ Last name? - “Mario!”
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- But now when the character selection screen pops up, Luigi is your default choice. And
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Nintendo realizes he needs an arch rival all his own. Somebody to represent the shadow
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ego, the instinctive cruelty at the heart of every man, the unhimbo.
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Yes, with the rise of Luigi so too do we see the rise………….. of Tuigi. Beautiful
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but vainglorious, pessimistic and cruel, Tuigi is the Regina George of the Nintendo universe.
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He becomes exponentially more popular with the releases of TuigiTap, Inc.: TipTop Competition!
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on the Game Boy Advance in 2002 and the Nintendo DS game, TouchTuigiTouch, in 2004.
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Wario recedes in the Mario mythos, his spot taken over by the more symmetrically appropriate
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Tumario – often referred to by fans as Tumatillo for his bulbous green shape.
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And Waluigi? Well, he never exists. There is simply no need for him.
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Daisy likewise becomes the preeminent Princess in the Luigiverse. But neither she nor Peach
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have much agency in either universe so this doesn’t make much difference….
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In our universe, Super Princess Peach was
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a puzzle platformer where you grant Peach super powers by... controlling her emotions.
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It’s a little icky, but it was fun, and despite being one of the best-selling DS games,
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for reasons unknown, it never got a sequel. In the Luigiverse, the developers treat Daisy
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the same as Peach, so they make the exact same game. By this point, Daisy has become
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a beloved icon not only for young women that got into gaming because of the movie, but
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also for queer gaming communities who interpret Luigi and Daisy as gay-lesbian solidarity.
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These fans deride the sexist and generic concept as perplexing for this beloved sporty icon,
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and as such meme it into the ground.
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- (robotic voice) “My wife!”
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- Super Princess Daisy likewise sells well, and likewise no sequel is ever made. After
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a few years, an editorial about Nintendo’s “Daisy problem” suggests that we never
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got a sequel because Nintendo didn’t want to alienate its fanbase or risk backlash.
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Although this is just speculation, it’s repeated as though it’s fact, and used to justify
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Nintendo’s lack of dame-led games. Back on the cinematic side of our universe,
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Nintendo didn’t really care one way or another how the Super Mario Bros. movie did; they
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believed, correctly, that the Mario brand would hold up regardless how the film performed.
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So they sold the license for a relatively cheap $2 million dollars and sent the producers
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on their merry way. In the Luigiverse, Nintendo continues to be pretty
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hands-off with media in the 90s – although they do start charging more for licenses.
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What really changes is Hollywood’s belief that there’s money in them there properties.
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The following decade sees the release of Jim Henson’s Star Fox series, a Legend of Zelda
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movie starring Leonardo DiCaprio at his peak teen heart-throbbiness, and an Earthbound movie
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from DreamWorks. The success of the latter encourages Nintendo to officially localize
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Mother 3 for an English-speaking audience. Also, 1998’s Mighty Donkey Kong is a technically
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profitable, unfortunately extending that weird 90’s era of ape-centric media.
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Luigiverse-Nintendo looks at sales on games that were licensed out and sees a positive
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trend. However, we, as dimension-shamblers, can compare alternate universe sale numbers
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and see that in fact, there is little to no difference. What Nintendo sees as a cross-media
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boost is actually just the result of a number of inseparable cultural and market forces.
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In our universe, Nintendo became more hesitant about licensing under Gail Tilden, Vice President
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of Brand Management. Tilden understood that in the rapidly globalizing world of the internet,
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licensed media in one market could effect other markets. She still rises to this rank
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in the Luigiverse, but by then this licensing model is making Nintendo a gross amount of money,
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so there’s no reason to change. At least…. Until John Woo’s Metroid is
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released in 2008. But I’m getting ahead of myself.
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In our universe, it’s taken a long time for video game movies to shake off the SMB
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curse. In the Luigiverse, that noxious reputation never exists. At first, this change
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is minimal. Street Fighter (1994) and Mortal Kombat (1995) arrive as they did in our universe:
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with big box office returns and mixed reviews. But instead of being perceived as exceptions
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to the curse, producers believe the success represents what audiences want: more video
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game movies. Both are immediately greenlit for sequels.
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In our universe, the success of the movie Street Fighter, based on the video game Street
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Fighter, results in Street Fighter: The Movie, an arcade machine based on the movie based
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on the video game. In the Luigiverse, somebody anybody says “hey
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wait, let's not do that.” So instead, Capcom collaborates with director Steven E.
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de Souza for Street Fighter 2: The World Warrior, the movie, and Street Fighter EX, the game.
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EX uses the actors’ likenesses for the characters, and the two production teams work together
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to create special moves that appear in both properties.
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In our universe, Mortal Kombat director Paul W. S. Anderson was invited to direct the sequel,
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but opted to go make Hellraiser… in spaaaaaaace! Buuuut he regretted not coming back to “shepherd”
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the series further. Our version of MK2 was financially successful but critically panned
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– considered, like so many other video game movies, to be the “worst movie ever made.”
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In the Luigiverse, Anderson sticks with the franchise.
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MK2 and SF2 are released, head-to-head, in June 1996. Both are established as fully blown franchises,
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ironically turning the box office into a battleground for these cinema rivals. We skip the “pirates
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vs ninjas” period in history because in the Luigiverse, you’re either a fighter or a kombatant.
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It is equally inane. Because Anderson directs Mortal Kombat 2,
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he isn’t free to launch Resident Evil in 2002. He never meets his future wife Milla
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Jovovich, and he never becomes Hollywood’s most prolific wife-guy. Instead, Capcom goes
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for their first choice for the Resident Evil movie: George A. Romero. And the title of Hollywood’s
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most prolific wife-guy goes to Len Wiseman. In our universe, Romero did write a script
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for the first Resident Evil movie, one that stuck closely to the game’s plot – itself
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basically a rip-off of Romero’s own work. But Capcom passed
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on the script, saying it, quote, “wasn’t good," so Romero was fired. In the Luigiverse,
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it's a safer bet to stick to your sources, so Capcom keeps on Romero to direct his script
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– after a few rewrites. Plus, Capcom decides to push the collaborative
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strategy they’ve been using for the Street Fighter movies and games even further. The
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Luigiverse version of Resident Evil, the movie, follows Chris Redfield, while the 2002
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Gamecube remake only lets you play as Jill Valentine. The stories are divergent but intersect
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at key moments. To keep the experience consistent, the remake has extensive FMV cutscenes directed
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by Romero. A low budget affair, the movie has no problem
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recouping its costs. The game does unexpectedly well, luring in horror movie fans who have
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no idea Resident Evil is about to become an action franchise.
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In 1998, director Rob Cohen reads an article in Vibe about illegal NYC street racing, and
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it just makes sense to meld it with hit PlayStation game Gran Turismo. Starring Vin Diesel and
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Paul Walker, the Gran Turismo movie is praised for its first-person driving sequences – a
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stylistic choice that remains consistent in the *many* sequels that follow. As part of this
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ongoing franchise, Sony produces a series of hugely popular arcade versions of the movie,
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which revitalize the mostly dead arcade industry. Gran Turismo: The Movie, the arcade game,
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helps popularize the concept of the bar-backed arcade by giving adults a place to safely drink and drive.
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All of this causes another curse from our universe to begin disintegrating. Much like
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video game movies, movie video games have a dire reputation as uninspired cash-ins.
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This is mostly because of Atari’s E.T. The Extra-Terrestrial, itself the Super Mario
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Bros: The Movie of video games. It has been cited as one of the main causes of the video
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game crash of 1983. But in both universes, it’s still standard
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practice to make game tie-ins for any big blockbuster, so both Jurassic Park and The
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Lost World have plenty. Among the best received was an action game called The Lost World:
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Jurassic Park (1997) by DreamWorks Interactive. In the Luigiverse, Universal Studios is keenly
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aware of the increasing overlap of the game-movie industry. So they purchase DreamWorks Interactive
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in 1999. The production cycle for Jurassic Park III (2001), the movie and game, are synced up,
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to allow for a deeply collaborative experience. This includes script and cutscene direction
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by Steven Spielberg and FMV performances by the main cast.
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This strategy becomes known as “dual production” or “dupro.” Because Jurassic Park III
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is the most successful dupro to date, it’s hailed as the innovator. Of course
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we dimension-straddling wizards have seen the slow build-up of this kind of production
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for years, and know that many studios contributed. In our universe, The Wachowski Sisters did
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something very near to this for The Matrix (2003); they filmed cutscenes for Enter the
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Matrix on set, with the actors from the movies. They still do this in the Luigiverse, but by then,
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it's just standard procedure. In the Luigiverse, DreamWorks Interactive releases
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Jurassic Park 3: InGen Force (2001) alongside the movie. It roughly follows the same story arc,
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but extends the ending by including an additional action-packed chapter. There is
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hearty debate among fans about whether this is canon;
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- “Ah, ah ah, you didn’t say the magic word!”
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- Regardless, they buy the game in droves. But this does nothing at all to correct the screenplay
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issues that delayed Jurassic Park 4’s production by 15 years in our universe. In fact, it takes
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even longer in the Luigiverse. But DreamWorks Interactive continues to produce Jurassic
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Park games, loyally waiting for the day the films return from war.
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JP3: Squads (2003) sees the franchise morph into a Counter-strike-alike, where InGen security faces off against Biosyn
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invaders, and also there are dinosaurs. It sells in the millions.
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By the time HBO prestige drama and video game experience The Last of Us premieres in 2013,
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the majority of triple-A games are produced in the dupro strategy. Some of the biggest directors
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have lent their talents to the FMVs of some of the biggest games. And they have the power
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to stop what they see as unlicensed streaming of their movies on a relatively
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new platform known as Twitch.mv. Streamers argue that fair use applies to video games because
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the act of playing is interpretive and transformative, as it is in our universe. But in 2012, the
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courts decide that a significant portion of most games is in fact movie-based cutscenes, and therefore
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streaming is copyright infringement. The streaming industry dries up almost over night, and many
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YouTube gaming channels we know and love are never created at all.
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Back in our universe, action genius John Woo was set to direct a Metroid movie, but it
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collapsed because Nintendo wouldn’t let Woo make decisions about Samus’ backstory.
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In the Luigiverse, Nintendo still doesn’t care what licensed movies do with their characters.
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So Woo goes wild. The movie cuts out the Alien-themed horror and goes full-throated bullet opera.
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Charlize Theron, star of Mighty Donkey Kong, captures Samus’ warm but stoic independence
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while turning out some truly captivating stunts. Metroid smashes the box office record set
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by Kathryn Bigelow’s Fallout. But in the Luigiverse, Nintendo – as always,
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10 years behind any trend – still isn’t doing dupro, so when Metroid: Other M is released
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two years later, it’s entirely unrelated to John Woo’s masterpiece. Critical and fan reaction
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is largely positive – except for the writing, acting, characterization, and cutscenes, which
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fall flat compared to Woo’s pert direction. Not to mention that other games pull in some
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of the biggest directors of the era, while Metroid: Other M still sounds like this.
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(extremely flat robotic voice) - Code name: Baby’s Cry A common SOS with the urgency of a baby crying…
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(robot continues) The nickname comes from the fact the the purpose of the signal is to draw attention.
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- In both universes, Reggie Fils-Aimé stated that Nintendo’s bar for success on Metroid
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was around $1.5 to $2 million. In the Luigiverse, it falls shy of that. Executives at Nintendo
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believe it’s because of the Metroid movie, and fans believe it’s because of the Daisy Curse.
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Except that you and I know that Metroid: Other M received similar criticisms in our
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universe, even without the comparisons to Woo’s work. The game is by no means a failure in
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either reality, but it develops a reputation in both as a franchise-killer.
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In the aftermath of Other M, Nintendo cancels all pending licensing deals and goes dark
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on cross-media production for three years. Until 2011, when Nintendo announces "Mario Brothers,"
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a grounded, heartwarming story of two estranged brothers forced together on
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a cross country road trip to their childhood friend Toad’s
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funeral.
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But of greater interest to the media industry is the launching of Nintendo Studios, an entirely in-house production company.
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After the success of Mario Brothers, Nintendo Studios plans an ambitious slate
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of origin flicks for their main franchises. The once-disparate Nintendo media landscape
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is rebooted with one unified canon. And who should appear in the after credits
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scene for Kirby’s Dreamland but Masahiro Sakurai himself, saying
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"What if I told you we were putting a team together?”
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(Kirby shrieks gleefully)
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Super Smash Brothers (2014) is heralded as
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the most ambitious crossover event in history. Fans clamor to play the dupro Super Smash
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Brothers 4, causing sales of the Wii U to nearly double. Nintendo Studios starts planning
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the next phase of its movies – only to realize its backlog of recognizable characters is
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