Someone Found a Director’s Cut of 1993’s Super Mario Bros. Movie on an Old VHS Tape

That headline might sound like some kind of bizarre April Fool’s Day hoax, but I promise, every word of it is true. Someone (two someones, actually) found an extended director’s cut of the Super Mario Bros. movie adaptation from 1993 on an old VHS tape.

So who managed to sniff out such an odd piece of cinematic history? That would be Ryan Hoss and Steven Applebaum, the operators of Super Mario Bros.: The Movie Archive and the caretakers of an extensive collection of production material related to the film.

Trust the fungus and read on to learn more about Super Mario Bros.‘s almost-mythic place in the video game movie canon and how this extended cut will give fans a glimpse at a version of the movie that’s even crazier than what we got in 1993…

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20th Century Fox Created a Feature-Length Movie Using Cutscenes and New Animations from Alien: Isolation

Eschewing the whiz bang pyrotechnics that the Colonial Marines usually bring to game adaptations of the Alien franchise, 2014’s Alien: Isolation took its cues from the quieter (but no less terrifying) original film.

The game was a big hit with critics and fans, though it struggled on the sales charts and a planned sequel never got off the ground. But Sega and The Creative Assembly recently teamed up with 20th Century Fox to give the game, which took place between Alien and Aliens, a second lease on life… as a movie.

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What Happened? The Stories Behind Duke Nukem Forever, Street Fighter: The Movie, Madden NFL 06, and THQ

In his introduction to Blood, Sweat, and Pixels, Jason Schreier wrote that a game developer once told him it’s a miracle when a team manages to complete a game. But not every team is so lucky, and the development cycle for even the most well-funded games can often turn into a comedy of errors.

In his introduction to Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made, Jason Schreier wrote that a game developer once told him it’s a miracle when a team manages to complete a game. Over the next 300 pages, developers from Blizzard, Bungie, and Naughty Dog reinforce this point again and again. Using brutal honesty, they all discuss how close they came to disaster.

But not every team is so lucky (including the members of LucasArts that Schreier interviewed for his last chapter), and the development cycle for even the most well-funded games can often turn into a comedy of errors.

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