
2023 · Aaron Horvath
A reading · through the lens of theory
Underground in Brooklyn, two men in overalls are fixing a water main. Then a pipe opens that doesn't behave like a pipe, and it takes them. Everything the film does afterward is already in that moment: a trade, a length of green tube, and a world on the far side that runs on the same trade.
Gilles Deleuze split cinema in two. On one side, the movement-image: a character sees a situation, acts on it, and the action changes the situation. Chase, rescue, resolution, cut. On the other, the time-image, which arrives after the war when acting stops working and characters become watchers — people who can only look at what has happened to them. Deleuze thought the first regime went into crisis around 1948 and never recovered its nerve.
By that history, The Super Mario Bros. Movie should be a fossil. It is a full-power action-image made in 2023: a global threat, a separation, a quest through allied kingdoms, a training passage, a last battle that brings the fight home to Brooklyn. It is also one of the highest-grossing animated films ever made. Something is off in the history, and this film is a good place to see what.
The circuit never died. It emigrated. A video game is a sensory-motor circuit, held in two hands: you see a gap, you press jump, the gap is crossed. Mario's games are the cleanest version anyone built — clean enough that Nintendo sold the same verb for forty years. Deleuze's action-image left cinema and went to live in the arcade.
Which sets the adaptation problem that two decades of game movies flunked. Take the controller away and you are left holding the half of the circuit that was never the good half. Watching someone else jump is not jumping.
Aaron Horvath and Michael Jelenic's answer, worked out under unusually close Nintendo supervision, is a substitution. You lose the player's hands, so you hand the audience a different job: reading. Deleuze has a name for the objects that job runs on. A mark is a thing that means something because of the chain it usually belongs to — see a question-mark block, expect a power-up; hear a coin chime, know a small good thing just happened offscreen. The film is built almost entirely of marks, and it trusts you to hold the chain. That is why the background gags and cameo props work as more than decoration: they are the only part of the game's loop the audience still gets to complete. A demark is the anomaly that breaks the habit and makes you think. Peach is one. The chain says the princess is the object you retrieve; this Peach rules, trains, and fights, and the film's most-cited departure from the source is exactly that snapped link. And the warp pipe is the symbol, the object that condenses the film's organizing relation: it is the brothers' trade, the passage between worlds, and the shape of adaptation itself.
The adventure around all this is textbook large form, and the film knows it. A situation encompasses everyone — Deleuze's synsign, here a catalogue of inhabitable kingdoms, Mushroom, Jungle, the fortress — and it presses until one decisive act transforms it. Bowser is the pure binomial, force against force, though Jack Black plays him with enough comic self-pity that the wall has a crack of feeling in it. The neatest piece of design is the imprint, Deleuze's word for the way a milieu and a character stamp each other until neither makes sense alone. Mario is a plumber. The world is made of plumbing. Nintendo's oldest accident of character design becomes, for once, a dramatic premise: this man's ordinary trade is the only competence that matters here.
The route between kingdoms is what Deleuze calls a line of the universe, a vector: a zig-zag stitching unlike spaces into a single trajectory. Brooklyn, pipe, Mushroom Kingdom, Jungle Kingdom, the impossible Rainbow Road, Brooklyn again. In a game that list is a level select. Here it is the plot, and the film breathes the way action cinema has always breathed, wide views that show off a world alternating with tight framing for a joke.
One more thing, and it is the deepest. Deleuze opens his first cinema book with Bergson's distinction between ancient art, which rendered movement through privileged poses, and modern film, which samples any instant whatever. Animating a licensed character drags you back to the ancients. The silhouette has to read at every single frame, because the icon is the asset — the same surfacing mandate Detective Pikachu worked out for fur. Mario cannot pass through an ugly instant.
Which is also where the theory of realism stops helping and something else takes over. Bazin's claim for cinema was that the image is bound to something that actually stood before a lens. Nothing here stood before anything. So the film swaps referents: it owes fidelity not to the world but to a design document. That is why the 1993 live-action version reads as a betrayal in a way separate from whether it was any good. Its desaturated dystopia broke the only contract available. Restoring primary color and readable silhouettes is not nostalgia; it is this film honoring its actual referent, and Sonic the Hedgehog had just proved audiences could tell the difference.
The rest of the method is borrowed, and worth naming honestly. Wreck-It Ralph invented the easter-egg economy. The Lego Movie discovered that a proprietary object's own rules could become a total set-design grammar, and lent Matthew Fogel the brand-comedy screenwriting habit. Despicable Me set the Illumination cadence: gag density, rounded rigs, ninety minutes and out. What Mario added was scale and discipline, and it hardened all of it into a template that its own success has already put into production again.
The cost is real and the film pays it in the open. Interiority is minimal; the plot is connective tissue between things you came to recognize. Deleuze would say the action-image never needed interiority, since a character there is defined by what they can do to a milieu. Fair. But the honest version is that the film spends everything it has on one relationship, the brothers, and buys back the rest of its runtime in recognition.
So watch it again with the plot switched off, which it will not mind. Track the pipe instead, and notice how often the film hands you something to identify rather than something to feel. That transfer is the invention. It restored cinema's oldest engine by moving the audience's work from the hands to the eye that knows.