Not exactly Cory Arcangel’s Super Mario Clouds, but…

While reading Galloway’s chapter on countergaming, I very much focused on the idea of modding. I thought it was very interesting that Peter Wollen’s seven theses on countercinema could be used to create a similar list for countergaming. In searching for media to share, I found two videos on YouTube that, like Arcangel, also modify Super Mario – except in a different way. While these examples probably don’t fall under the category of “artist video game mods” (since Galloway states that most are completely noninteractive), these examples do illustrate interactivity vs. noncorrespondence and gamic action vs. radical action. Both mods stress the contrast between what the player expects will happen during game play, and what actually, unexpectedly happens as the modified levels are played. In this example, the levels are made extremely hard not only by the seemingly long, impossible jumps, but also by the presence of invisible blocks that can cause Mario to fall and die. Natural physics vs. invented physics is also subtly used in that sometimes you can travel right through walls or tubes, and other times, you can’t. (While there are other videos of someone providing humorous, profanity-filled voice over while these difficult levels are actually played, I chose to share this edited video instead so that the entirety of all the levels could be seen without the numerous deaths that inevitably occurred.) On the other hand, this example plays against the assumption that coins are good in order to make it appear that the level is very easy. The description for this video also includes a link where you can edit or create your own levels.