Mario, as we're all aware, is one of the most successful and instantly recognisable video game characters of all time. He's starred in more games than you've had hot dinners and, via these escapades, has racked up combined sales of around 400 million copies – as well as spawning spin-off franchises with massive sales figures of their own, such as Mario Kart and Mario Golf. However, while Mario has headlined more than his fair share of classic adventures – Super Mario World, Mario 64 and Super Mario Odyssey to name but three – he doesn't boast a totally perfect record, and one of his most questionable outings has to be Mario is Missing, an educational title from 1993 that, even to this day, elicits a vitriolic response from many players.
To make matters worse, as the title implies, Mario isn't even the true star of the game, which was released on MS-DOS, NES, SNES and Apple Macintosh. The player instead controls his brother Luigi, marking his first significant starring role outside of the 1990 Game & Watch LCD game Luigi's Hammer Toss. His quest, as the title suggests, is to track down his more famous sibling by travelling around the globe to return various stolen artefacts and ultimately rescue Mario from the clutches of the evil Bowser.
Created by The Software Toolworks – famous for its 'edutainment' titles on home computers – Mario is Missing arose thanks to the company's pre-existing business relationship with Nintendo, which included the expensive but critically lauded Miracle Piano Teaching System for the NES, which taught children how to play (you guessed it) the piano. "Toolworks had enjoyed good success with Chessmaster, Mavis Beacon Teaching Typing, and The Miracle Piano Teaching System," explains Donald W. Laabs, the lead designer on Mario is Missing.
As Laabs explains, Software Toolworks had one major rival at the time, and the company saw Nintendo as the critical tool in winning the war. "We wanted to compete with the Carmen San Diego series by Broderbund. At the same time, we had an early relationship with Nintendo and had developed Chessmaster titles for the NES and Game Boy. To compete with Carmen San Diego, it was thought that a licensed character like Mario would carry a lot of weight. One of our new execs had an excellent relationship with Nintendo of America and was able to secure a licensing deal for Mario edutainment products."
One of our new execs had an excellent relationship with Nintendo of America and was able to secure a licensing deal for Mario edutainment products
Laabs reveals that the team at Software Toolworks was made up of avid Mario fans. "Most of us had played and enjoyed a lot of Mario games on various platforms. In fact, because we had development systems, we were able to play the Japanese versions of Mario games before they were available in the US. We were surprised to learn that Yoshi was called 'Yoshi.' We called him 'Dude.'" Jeff Chasen, who programmed the MS-DOS version of the game, explains that it wasn't a job that was taken lightly. "I had played Mario on various platforms. We were all excited to work on such a well-known character, and we felt privileged that Nintendo allowed us to build Mario is Missing."
Nintendo was clear from the outset that it wanted an educational title, and therefore left Software Toolworks to its own devices – after all, that was the company's area of expertise. The Japanese giant was primarily concerned with making sure the characters looked right. "They were very interested in the look of the Mario characters," explains Laabs. "Our lead artist was required to travel to Japan to attend 'Mario Art School' to learn how Mario characters should be presented. On the other hand, we were the first non-Nintendo studio to be granted permission to do a Mario title on a console." This, as Laabs readily admits, was a huge deal. "It wasn't clear that Nintendo of Japan fully realized what the Nintendo of America deal committed the company to," he adds. "Nintendo of Japan did not want us to do a game that might be confused with a traditional Mario game."
While it was a great honour to be given a chance to work with Mario and his friends, Laabs admits that he and his colleagues were under no illusions about their chances of matching what had previously been created by Shigeru Miyamoto and his staff at Nintendo. "One of the reasons that Mario games were so amazing was – and probably still is – that the multiple competing game teams and the hardware teams work hand-in-hand during development. Hardware considerations inform game design decisions, and game design considerations inform hardware decisions. In the end, the game and the platform are perfect for each other. We were never going to be able to match that." Even so, Chasen reveals that the Mario is Missing developers still referred back to the 'original' games whenever possible. "The design team and the engineering team continually looked at other Mario implementations for inspiration," he says.
For those customers who expected a traditional Mario game and got an educational game, the console versions upset people more
While traditional Super Mario games are famed for their wonderful accessibility, they're still capable of posing a welcome challenge for skilled players – something that, as an educational title, Mario is Missing would have to avoid if it wanted to appeal to its target audience of very young children. Ultimately though, the obsession with beating edutainment rival Broderbund was a key motivation when it came to creating the ideal design and interface for the game – rather than mimicking a Mario outing.
"The dev team was intent on competing with Carmen San Diego, and we hired the Carmen game designers to work on our design team," Laabs says. "There was a lot of push-pull between company factions that wanted a Carmen San Diego competitor and those that wanted to fully leverage the Mario license with traditional Mario action-based elements. But Nintendo's guidance was clear: don't make it look like a traditional Mario game." Chasen concurs, adding that much of the team's attention was on its direct rival and not what Nintendo had done previously. "We did spend a lot of time looking at Carmen San Diego and its design and trying to balance that out with what we knew about Mario. We tried to find the balance between keeping it true to Mario and ensuring it delivered its educational promise."
Mario is Missing was initially coded for MS-DOS and released at the start of 1993, with the SNES title coming later alongside a NES port coded by Radical Entertainment. Each title is slightly different, not just in terms of content but also in appearance; the SNES version, for example, takes audio and visual cues from Super Mario World. As the design lead, Laabs was responsible for all of the variants of the game. "All of the Mario is Missing teams reported to me, so if there's stuff people liked or didn't like about the game, the buck stops here," he says. "There were things that worked better on one platform or another, and each Mario is Missing version sold enough to easily recoup the investment. For those customers who expected a traditional Mario game and got an educational game, the console versions upset people more."
The main criticism of Mario is Missing is fair: that it was packaged and marketed as a traditional Mario Game, and it wasn't
Given the game's currently standing, it's easy to overlook that, at the time of release, Mario is Missing not only helped Software Toolworks generate $7 million in profit for the second quarter of 1993, it also kickstarted a series of Mario-themed educational releases which would include Mario's Early Years: Fun With Letters (1993), Mario's Time Machine (1993), Mario's Early Years: Fun with Numbers (1994) and Mario's Early Years: Preschool Fun (1994). The game also garnered some positive reviews; one of EGM's writers gave it a score of 8/10, while rival publication GameFan compared it very favourably to the aforementioned Carmen San Diego series. However, the overriding critical reaction was negative, with other magazines lamenting the slow gameplay, lack of action and disconnection from the wider Mario series.
Over time, the game's reputation has taken even more of a nosedive – a fact which thankfully hasn't kept Laabs awake at night. "If you want to be in the game business, you're signing up to have your work both admired and maligned," he says. "Even the products I worked on that were significant critical and commercial successes, like Chessmaster and Sims 2 Expansion Packs, inspired many detractors. That having been said, the main criticism of Mario is Missing is fair: that it was packaged and marketed as a traditional Mario Game, and it wasn't. We were worried about this at the time, but the ability of game communities to communicate with developers and publishers in 1992 was nothing like it is now, and none of us would have predicted in a million years that 27 years later, people would still be documenting the missing diacritics and debating about how the Eiffel Tower would fit into a suitcase."
Despite the negative legacy attached to the game, Laabs has very fond memories of its production. "For me, it was an honour to be able to work on Mario titles, and we had a lot of fun. I'm tickled that it still remains a topic of conversation all these years later. I would say that I'm significantly happier about Mario is Missing than George Lucas is about the Star Wars Holiday Special."
Chasen shares this sentiment. "As Don says, it was honestly just an honour to work on such a key title at a time in the industry when there was a focus on leveraging tech and gaming to build educational titles. I suppose I can understand some of the criticism if you approach it from a pure gaming perspective. When you approach it from an innovation perspective, and trying to create a new way for children to learn, you do need to have taken risks – which we did. It was just really fun to be part of the adventure."
Comments 16
The thing is, the game concept isn’t even that bad. They explored it years later with Super Princess Peach where Mario and friends are trapped by bowser. If it was solid gameplay and not a stupid educational game, it might have worked out
I played the SNES version for the first time earlier this year and the biggest crime for me is the lack of any evolution in the gameplay. Each world is a cosmetic reskin of the previous one. Would be better if the later levels had more objects to return, or different ways of finding them. Even just changing the Koopas behaviour would help a bit.
Would be marginally better if the Koopas or NPCs designs changed to reflect the location even slightly. Also the game actually gives very little reason to talk to 90% of the NPCs. Once you work out which city you’re in, you can ignore them and just go Koopa hunting.
But it’s still miles better than Mario’s Time Machine which doesn’t even try to pretend it’s anything other than a written history test.
This is the kind of stuff i want to see more on Time Extension. Great article
I remember being incredibly disappointed by this game back in the day. Being the naive child I was, I went in expecting a super mario world style platformer, and the game had the audacity to try and educate me! How dare it.
"wanted the character to look right"
The SNES version, how I and I assume many others learned of the game, was released only a couple weeks before the 1993 Mario movie. The one with most of the cast having almost no resemblance to their game characters.
I remember this game. Me and my brother rented the SNES version back in the day. I had no idea what I was doing in this game but I think my brother ended up beating it.
Honestly, it's heartwarming to see that these devs have such fond memories of this game. Good article as well.
I rented the NES version back in the day and ended up beating it before it was due back three days later. As a kid I remember thinking it was fun enough but didn’t hold a candle to the magic and intrigue of “Where in the World is Carmen Sandiego,” which to this day, I’ve yet to beat on any platform. I’ll get you one of the days Carmen!!
I threw this in my SNES the other day for the first time in probably 30 years. Pretty sure I got further in like 20 minutes than I ever did as a kid. The game made no sense to me back then, ha. It's fine for what it is. Not a good game, but there's something about it. Kinda charming. I like the music, too.
I remember really enjoying Mario’s Time Machine back in the day as a kid. I think I also played this one, and enjoyed it too. They both kind of merge together in my memory
I do specifically remember Mario’s Time Machine highlighting to me that America used to be a British colony. It’s not something I remember being taught at school, probably because it was just one of hundreds colonies Britain had and lost over the centuries. But it stuck with me as an example of a videogame teaching me something, and I’m sure I used it numerous times as ammunition against people who thought videogames were a waste of time! 🤣
Even leaving the Mario aspect aside, from what I've played (I certainly didn't finish it) I feel that Mario Is Missing is a good example of what "edutainment" shouldn't be: you should strive to make learning easier by showing what you want to teach through visuals, sounds, fun and varied gameplay (like @gaga64 said each world feels just like a reskin) etc., not dumping it on kids as is!
At the time I already loved geography, so mixing that with Mario made me the perfect target audience back then. It was also fun the fact that Luigi was the main star and that Mario and company were stumping around the real world-- something that was popularized in the Super Mario Bros Super show, Super Mario Bros 3 cartoon, the live-action Super Mario Bros movie, and now the animated Super Mario Bros movie.
Too bad nobody mentioned the infamous Weegee meme here.
That's how I even first heard of this game.
I never knew if this game when it first came out. It was only many years later I searched for "Mario Games" on eBay.
This came up and I bought myself a copy (obviously not knowing what it was)
I've never known disappointment like it
Admittedly my own fault for not researching it first but wow, terrible game
And I use the word "Game" very loosely
The Mario edutainment games were not for me but they were hardly bad.
When we were kids, the biggest draw for us was that these were Mario games, but WEIRD. Much like in the Carmen Sandiego games, we didn't quite know what we were doing, but we had fun until they had to be returned to Blockbuster.
It was also really cool that Luigi got to have his own game, and it was neat to see the NES version dressed up like SMW.
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