Mario Teaches Typing

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Mario Teaches Typing
Mario Teaches Typing cover.jpg
Developers
Publishers
  • NA: Interplay Productions
  • EU: Electronic Arts [1] [2]
Producer Thomas Decker
Designer Thomas Decker
Programmers
  • Kurt Dekker
  • Jay Patel
Series Mario
Platforms MS-DOS, [3] Windows, [4] Macintosh [3]
ReleaseMS-DOS
  • NA: Summer 1992
Enhanced CD-ROM
  • NA: Fall 1993
Macintosh
Enhanced Macintosh
Genre Educational
Mode Single-player

Mario Teaches Typing is an educational video game developed and published by Interplay Productions for MS-DOS compatible operating systems, Microsoft Windows, and Macintosh. The game uses the Mario character, licensed from Nintendo, to teach keyboard skills. Featuring several modes of difficulty, the software taught typing letters, words and sentences using aesthetics from existing Mario games.

Contents

Conceived by Brian Fargo, the developer aimed to replicate the success of the Mavis Beacon Teaches Typing software. Nintendo agreed as it was expanding into more creative and educational products at the time. Interplay first released the title on floppy disks in 1992 and then published an enhanced version on CD-ROM in 1993. A sequel, Mario Teaches Typing 2, was developed by Brainstorm and published by Interplay in 1997. Like the enhanced version, the sequel updated the interface and added features to the original product. Mario Teaches Typing is the first time Mario spoke in a video game, originally by Ronald B. Ruben for the initial release and then by Charles Martinet in the enhanced CD release. Afterward, Martinet became the official voice of Mario, voicing the character for 32 years.

The title frequently appeared in top ten sales charts of educational software from 1992 to 1996 and went on to sell over 800,000 copies. The game had a mixed reception, both in contemporary publications and retrospective commentary. Praise focused on the software's use of the Mario franchise in the presentation and its appeal to children. Critics were divided as to it's competency as a typing tutorials. While drawing comparisons to Mavis Beacon Teaches Typing, reviewers felt that the various iterations of Mario Teaches Typing were suitable for kids and the former was the better option for adults. Nintendo continued the relationship with Interplay until ceasing such endeavors in the late 1990s.

Gameplay

As Mario (center) moves through the beginner stage, blocks and turtles with letters appear. The player must type the corresponding letter to break the block or defeat the Koopa Troopa. Statistics like time and words per minute are tracked at the bottom of the screen along with a teaching aid that displays which finger should be used to type at the time. Mario Teaches Typing gameplay.png
As Mario (center) moves through the beginner stage, blocks and turtles with letters appear. The player must type the corresponding letter to break the block or defeat the Koopa Troopa. Statistics like time and words per minute are tracked at the bottom of the screen along with a teaching aid that displays which finger should be used to type at the time.

Mario Teaches Typing is a single-player educational typing game aimed at teaching children touch typing. From the main menu screen, the player can select lessons as well as manage student profiles and lesson settings. [7] As part of their profile, the player can set a words per minute (WPM) goal and change the player character to Mario, Luigi, or Princess Peach. [7] [8] Reaching the WPM goal will provide the player with a certificate that can be printed. [9] Via settings in a lessons menu, the courses can focus on the home row only or include specific segments of the keyboard; for example, the bottom and number rows can be included with the home row, or the lesson can encompass the whole keyboard. [7] Localized versions were also published, such as a German release that supports QWERTZ keyboards and umlauts. [9]

The game has three lessons of progressively difficult levels. [8] [9] The lessons mimic the side-scrolling gameplay of the Super Mario series whereby typing correctly results in the player character attacking enemies and navigating the stage. [8] [10] During lessons, the status bar displays several statistics that track the player's progress: play time, number of keys typed, WPM, and number of errors. [11] The bar includes a diagram with a pair of hands as a teaching aid; the finger needed to type the next letter will be highlighted. [8] [11] Completing a lesson will prompt a scoring screen that provides a performance summary. [9] [12]

The first stage, titled "Mario's Smash & Dash", is a beginner lesson—the player types individual letters—set outdoors where the player character smashes blocks and jumps on Koopa Troopas. [8] [10] [13] The next stage, "Mario's Wet Word Challenge", is an intermediate lesson in which the player must type words. Set underwater, the player character will swim ahead of dangerous sea creatures by completing words. [8] [14] The advanced lesson, called "Mario's Tunnel of Doom", is set in an underground castle and tasks the player with typing complete sentences in order for the player character to run past falling Thwomps and to escape segments of quicksand throughout the stage. [8] [15] A drill-based practice mode named "Mario's Expert Express" is also available from the main menu screen. [9] [16] [17]

Development

Mario Teaches Typing was developed and published by Interplay Productions. Thomas Decker served as the game's producer and designer. The game was programmed by Kurt Dekker and Jay Patel. Art was handled by Dave Mosher, Todd Camasta, and Patrick Whelan. [18] Ronald B. Ruben provided the voice for Mario, the first time the character had spoken in a game. [10] David Govet along with George Sanger arranged the music while Hamilton Altstatt handled the sound effects. [18] The software reuses the music from Super Mario World . [9]

Interplay Productions' Brian Fargo (shown in 2011) conceived the game. Brian Fargo - Game Developers Conference China 2011 (cropped2).jpg
Interplay Productions' Brian Fargo (shown in 2011) conceived the game.

Brian Fargo, who was the head of Interplay at the time, conceived the game's idea. Fargo was acquaintances with media personality Les Crane, who had developed the 1987 educational typing game Mavis Beacon Teaches Typing . [19] [20] The title's success inspired Fargo to create a typing game of his own. He had heard that the majority of the purchases were by parents wanting to teach their children how to type. [19] [20] [21] After considering who could be the face and teacher of the game, Fargo concluded that Mario would be a good fit. [19] [20]

Interplay's vice president, Richard Lehrberg, had a working relationship with Nintendo, the company who owned the character, and helped secure the usage rights. [21] Fargo pitched the idea to Nintendo, who was enthusiastic about the concept and agreed to Mario's inclusion. [19] [20] Following the company's breakout success in North America, Nintendo began to explore educational and creative games in response to negative sentiments from parents in the 1980s that video games were detrimental to children. [22] Additionally, the corporation felt that a few educational computer games would not damage their industry dominance at the time. [23] Mario's creator, Shigeru Miyamoto, was not involved with Mario Teaches Typing's development. [24]

Release and versions

Version release timeline
1992Original: MS-DOS on floppy disk
1993Original: Macintosh on floppy disk
Enhanced: MS-DOS on CD-ROM
1994
1995Enhanced: Macintosh on CD-ROM
1996
1997Sequel: Windows and Macintosh on hybrid CD-ROM

The game was first released in the United States in 1992 and later in the United Kingdom in 1993. [25] Interplay promoted the title at the Summer Consumer Electronics Show (CES) in June 1992. [26] The next month, software retailers began advertising they had Mario Teaches Typing in stock for sale. [27] [28] The company first released the software on floppy disk for MS-DOS compatible home computers. [29] [30] The software displayed in either EGA and VGA graphics. [31] Interplay later provided a downloadable demo version of the MS-DOS release on its website as well as a software patch related to issues with Sound Blaster 16 sound cards. [32] [33]

Near the end of 1992, the developer advertised its intent to release a version for Macintosh computers. [29] MacPlay, a division of Interplay, published the Macintosh version in 1993. [5] Presage Software handled the converting process to the Apple platform. [34] Like the original release, Interplay promoted the Macintosh port at the Winter CES in January 1994. [35]

Enhanced CD-ROM

Following his performance in the game, Charles Martinet (shown in 2010) would continue to voice Mario in multiple games for decades. Charles Martinet Game World 2010.jpg
Following his performance in the game, Charles Martinet (shown in 2010) would continue to voice Mario in multiple games for decades.

Interplay later produced an enhanced version on CD-ROM. [36] In addition to an updated interface, the developers added videos of Mario-In-Real-Time using VActor (Virtual Actor) Character Animation technology developed by SimGraphics Engineering. [36] [37] Charles Martinet took over Mario's voice acting duties for the CD version; [10] Nintendo hired Martinet in 1990 to voice the Mario-In-Real-Time demonstrations for video game trade shows. [38] Similar to the trade shows, he performed the character's motions and expressions for Mario Teaches Typing through virtual actor tracking sensors. [39]

Martinet considered this one of his favorite and most important Mario projects as it helped him understand the character from a child's perspective. He concluded that Mario would never be in a negative headspace. When he saw criticism for failing in the script, such as "Oh that wasn't very good, try again", he suggested that the dialogue encourage the user to continue trying, such as, "Not as good this time, but you're gonna do it better this time, let's go!" [40]

At the 1993 Summer CES, Interplay announced that the CD version would release later that year. [41] Software retailers began advertising it for sale by November 1993. [42] [43] MacPlay later released the enhanced CD-ROM version on Macintosh computers running System 7 or higher in May 1995. Decker again served as producer. [6] [39]

Mario Teaches Typing 2

Mario Teaches Typing 2
Mario Teaches Typing 2 video game cover.jpg
The sequel's cover features brighter colors based on focus group testing.
Developer Brainstorm
Publisher Interplay Productions
Producers
  • Thomas Decker
  • Larry Lesser
Designers
  • Larry Lesser
  • Kirk Tome
Programmer Jim Gordon
Artist Stephen Beam
Composers
  • Rick Jackson
  • Brian Luziette
  • Ron Valdez
Series Mario
Platforms Windows, Macintosh
ReleaseMarch 31, 1997
Genre Educational
ModeSingle-player

Developed by Interplay's Brainstorm division for Windows and Mac platforms, Mario Teaches Typing 2 was also geared towards children. [44] [45] [46] The division was formed in the fall of 1996 to focus on the corporation's line of educational software for children. [47] [48] The software features the lessons from its predecessor and includes an onscreen color-coded keyboard as well as the option to customize lesson plans. [49] [44] The beginner, intermediate, and advanced stages return, as well as the drill-based practice mode. [50] The onscreen keyboard mode displays a keyboard with the keys color coded to corresponding fingers in order to help familiarize players with touch typing finger placement. [51] [52] Pressing the keys produce a Mario-themed animation. [52]

Decker returned to produce the game with Larry Lesser serving as associate producer. Lesser and Kirk Tome designed the game. Jim Gordon programmed the game. Art was handled by Stephen Beam, who lead a team of four artists. Rick Jackson, Brian Luzietti, and Ron Valdez collaborated on the music while Greg Allen oversaw the sound effects with Pfiefer Digital Sound. Sean Cramer was responsible for the software's typing lessons. [53]

Word of the sequel first emerged in fall 1995. [54] When unveiling the division's creation on November 1, 1996, Brainstorm also announced its intent to publish Mario Teaches Typing 2 on a hybrid CD. [48] Interplay began advertising the software near the end of 1996; it was included in a promotion in which the company would rebate a portion of the purchase of select titles bought in the last quarter of 1996. [55] [56] Brainstorm launched its website, which included product information, around the same time. [47] The company formally announced the game in a press release in March 1997. [44] Brainstorm's marketing staff conducted focus groups with parents when designing the game's packaging. Based on feedback, the box features bright colors, a collection of four large screen shots, and checklist of product features. [48]

Reception

Sales

Mario Teaches Typing sold more than 800,000 copies. [44] [49] Fargo considered the software a success. [19] [20] The title frequently appeared in top education sales charts for years after its initial release. The MS-DOS version entered PC Research's top selling home education list at number ten for August 1992, based on collective sales from Software Etc., Babbage's, Waldensoftware, and Electronics Boutique. [57] The following month, the organization reported that it was the sixth best selling software in home education and the ninth top-selling education game. [58] [59] PC Research also reported that Mario Teaches Typing was the sixth top-selling IBM PC education game in September 1992. [60] The title dropped to ninth the following month and then to tenth in December 1992. [61] [62] At the Software Etc. chain of stores, the game ranked the fifth best selling educational software for the week ending December 19, 1992. [63] By January 1993, the title remained number ten on PC Research's list of top-selling IBM PC education games before returning to number nine in February. [64] [65]

According to PC Data, the title was the number eight top education software in July 1994. [66] In November 1995, MultiMedia Merchandising magazine listed the software eighth on its top education bestsellers chart, based on a compilation of industry surveys and retail reports across the game's four formats. [67] It remained on the list the following months, dropping to number 15 in December and then rising to number 12 in January 1996. [68] The next month, Mario Teaches Typing dropped back to fifteenth place, based on sales of only the PC and Mac CD-ROM versions. [69] Also in 1996, PC Data noted that the enhanced CD-ROM Macintosh version was the tenth best-selling Macintosh title of June 1996, [70] as well as the eighth top selling software for the Macintosh in the first half of the year. [71]

Critical response

Contemporary publications had a mixed reception towards the title. Commentators were split as to whether all audiences would benefit from the software. Several reviewers compared it to Mavis Beacon Teaches Typing; they felt Mario Teaches Typing was a good fit for children but suggested the former title for older users. Despite the commentary, Crane reportedly expressed dissatisfaction towards Fargo for creating a title that was a successful competitor against Mavis Beacon Teaches Typing. [19] [20]

The Oregonian writer Randy Chase praised the software for being engaging for kids yet practical for adults. He summarized his review commenting that the game can comfortably transition kids from familiar video games to the "sometimes intimidating world of home computers". [76] PC Magazine echoed similar statements, commenting that the title uses the familiarity of Mario and the excitement of gaming to keep children interested in typing lessons. [73] MacUser 's reviewers and Cameron Crotty of Macworld concurred, stating that the Mario-themed presentation lessened the tedium of typing drills. Both publications recommended Mario Teaches Typing for all levels of typists. [16] [75] HomePC's editors observed children aged between three and fourteen to compile their review. They considered the software a good typing program and praised the option to designate which keyboard rows to include in the lessons. The editors noted that the children enjoyed the program, which they attributed to Mario's inclusion making the tasks approachable. [74] The editors for Electronic Games included the game in their recommendations for the 1992-1993 holiday season, commenting that it can appeal to all ages despite being geared towards children. [77] Similarly, the editors of HomePC magazine listed it as one of the best software titles of 1994 in their holiday shopping guide. [78]

Writing for Electronic Games, Laurie Yates felt that PC CD-ROM release of Mario Teaches Typing stood out among the rise of kid-focused typing programs at the time and recommended the title, saying that it is a contender as the sole typing program for families. [17] The Daily Gazette 's Michael Himowitz noted that his kid enjoyed the title. [79] Lonnie Brown of the Lakeland Ledger compared the game to Mavis Beacon Teaches Typing, noting that while Mario Teaches Typing would appeal to children more, the other title provides more thorough lessons. [80]

The reception in the United Kingdom was mixed. Sue James of PC Review was critical of the program, expressing that it was less effective and more "gimmicky" than similar software. While she noted the addition of the teaching aid on the status bar, James felt the amount of activity on the screen precludes players from using it. She wrote that the animations and sound effects hindered rather encouraged learning. She considered the passive error tallying, which did not interrupt the user's pace, and the less distracting drill-based mode as positive aspects along with the statistical feedback during and after lessons. [2] Conversely, Steve Fountain of the Evening Sentinel rated the Windows CD version 80%. While pointing out that the premise seemed out-of-character, he wrote that the program is not as enjoyable as a normal computer game but a "better than ploughing through a dull typing manual". [4]

The title fared better with the German video game press. Heinrich Lenhardt, the co-editor-in-chief of PC Player , regarded Mario Teaches Typing as a competent alternative to ten-finger typewriter courses, although he believed its usefulness would be limited to hobbyists as it could not satisfy the needs of experienced typists like secretaries. [9] Writing for Play Time, Martin Müller considered the drill-based mode a positive addition for those that might find the presentation of the regular lessons too distracting. While he questioned whether a Mario-themed typing program was needed, Müller did acknowledge that he found the lessons enjoyable at times. [1] Gerda Arnold of Aktueller Software Markt lauded it as a fun typing game and felt the design lends itself to an individual's own pace. He praised the presentation and accurate German localization but noted that typing too fast can result in the animations during lessons to become spasmodic. [72]

The 3D Mario head in the enhanced CD-ROM version was a frequent point of discussion. Brown commented that younger audiences would enjoy the 3D Mario head. [80] Himowitz complimented its inclusion for offering guidance. Conversely, he criticized the character's Italian accent when speaking. [79] Fountain also criticized Mario's voice, calling the accent "ridiculous". [4]

Sequel

The sequel was not as well received by publications, who focused on the program's audiovisuals and effectiveness. Reviewers were critical of the presentation for being geared towards young children and alienating older users. Similarly, The Oregonian 's reviewer wrote that the audiovisuals had "cheesey graphics and carnival music" but noted that Nintendo fans would find it familiar. [84] Heidi Aycock of PC Gamer called the graphics "blocky" and the music "annoying". Commenting on the 3D talking Mario, Aycock described it as "unpleasant" and its accent as an "old, bad joke". [51] Susan Ashworth of MacHome felt the onscreen action could be distracting and described the 3D Mario head as "more bizarre than motivating". [83] Writing for MacWorld , Suzanne Courteau felt that the visuals looked outdated and that the "goofy" aspect of the software repelled most teenagers and adults. [82]

Commentators were divided on whether the software was a suitable typing tutor. Savignano believed that children would find the Mario theme "friendly and funny" but adults would be turned off by the "juvenile look and set-up". [81] Similarly, Savignano recommended that older students find a "more mature typing program". [81] Courteau heavily criticized the game, which she called "lackluster". She felt the gameplay-like animations, the lack of background information for younger users, and the choice of typewriter style over computer keyboarding negatively impacted the lessons. She ended her review suggesting users try an in-person course or Mavis Beacon Teaches Typing instead. [82] Conversely, Ashworth wrote that the software provided "great exercise" for beginners and those looking to improve their skills. [83] While she felt the software does little to teach children keyboarding, Aycock acknowledged that younger students might be drawn to Mario's popularity and be more likely to find success over other typing programs. [51] Cynthia Sorrels of Kid's Domain believed children below six would enjoy the new onscreen keyboard mode while older kids would like the regular stages. Despite the software exhibiting technical issues, such as freezing and inaccurate error counting, she wrote that Mario Teaches Typing 2 was a good program for kids to learn typing. [85]

Retrospective

Mario Teaches Typing has received a mixed retrospective reception decades after its release. Kill Screen 's Henry Crouch recalled a negative impression from using Mario Teaches Typing in elementary school, describing it as "lazily constructed" and "no fun". He further noted that he could advance through the game by "frantically [mashing] the keyboard," negating the game's usefulness. [86] While acknowledging the software was not as exciting as its platform game source material, Brett Alan Weiss of Allgame felt the typing game could "keep most kids entertained for awhile". Reviewing the Macintosh version, he praised the learning curve, audiovisuals, and the software's interface, specifically the hand diagram teaching aid. [5] Another Allgame editor, Lisa Karen Saviganno, reviewed the sequel. She described the visuals as well done but "cartoony" and acknowledged that adults would consider them "cheesey". While she believed kids would enjoy the audio, Saviganno felt Mario's voice would annoy older players. [81]

In a 2016 IGN retrospective of Mario games on non-Nintendo platforms, Vincent Ingenito praised the title for its use of the Mario franchise and being a capable typing tutor. [87] Conversely, Eurogamer 's Johnny Chiodini lambasted the game, calling it a "horrible spin-off" of the franchise and recommending against using it. [88] The next year, Innovation & Tech Today's Anthony Elio recommended that players avoid the software, citing its ineffectiveness and the frightening Mario head. [89] Writing for NPR in 2021, Brittany Vincent noted that the inclusion of a kid-friendly character like Mario in an educational game makes sense now but acknowledged that it was strange at the time. She commented that one of the strange parts was the "creepy" 3D floating Mario head. [10] In 2022, Dalton Norman of Screen Rant praised Interplay for integrating familiar Mario imagery. While he stated that Mario Teaches Typing could never be as exciting as a typical Mario game, the presentation was a "fair approximation of Nintendo's signature style". [90]

Legacy

Following his performance in the game, Martinet would go on to become the official voice actor for Mario, voicing the character for decades in over 150 games. [40] Martinet later transitioned from Mario's voice actor to Nintendo's "Mario Ambassador" in 2023. [91] Fargo noted that Miyamoto was happy with the game. [19] [20] The success of Mario Teaches Typing prompted Nintendo to explore educational computer games further. [23] [92] Interplay continued its relationship with the company, releasing Mario's Game Gallery. However, Nintendo ceased all such endeavors, including with Interplay, after another outside company produced a game that was not up to its standards. [19] [20]

References

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