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Confessions of a 13-year-old Mario fansite creator

As the Web turns 25, I remember my misspent youth.

Kyle Orland | 64
My web design skills have advanced in the last 15+ years... but only slightly. Credit: SMBHQ / Kyle Orland
My web design skills have advanced in the last 15+ years... but only slightly. Credit: SMBHQ / Kyle Orland

According to a whole lot of media sources, the World Wide Web is turning 25 today. That's not entirely accurate, actually—the "World Wide Web" wasn't usable by anyone outside of CERN until August 23, 1991 (Internaut Day, as it's called). If any day is properly the Web's "anniversary," it's that one.

Still, it is true that on March 12, 1989, Tim Berners-Lee wrote Information Management: A Proposal, a paper which discussed his observations on how data flowed around the network at his place of employment and which suggested ways to improve that flow. Berners-Lee's place of employment happened to be CERN (the European Organization for Nuclear Research), which meant that he had access to a lot of neat technology. This let him turn his ideas about theoretical decentralized information networks into an actual for-real non-theoretical decentralized information network. Berners-Lee didn't invent the term "hypertext," but he did invent the HyperText Transport Protocol (HTTP) along with the network it powered: the World Wide Web.

The much-storied NeXT Cube that served as the World Wide Web's first host.
The much-storied NeXT Cube that served as the World Wide Web's first host. Credit: Wikimedia Commons

Proper anniversary or not, all the talk of Web history got me thinking about just how much the concept of connected hypertext pages has changed the way we all process and share information. Through the Web, people found the ability to connect with things that they love and create something new from them, as the gradual intermingling of text and graphics (and eventually richer media like video) provided tremendous agency to the average person.

Ars Video

 

For me, that thing I loved was video games. So when my family got an AOL account in 1995, I, of course, used it to become an even more rabid consumer of gaming information than I already was, even at the tender age of 13. No longer did I have to wait an entire month for the latest gaming magazines to come in the mail; now I could get information from AOL's gaming channel or N64.com, and it was updated practically every day! Sure, it may have cost me (read, my parents) $10 in hourly usage fees to download a grainy, postage-stamp sized RealPlayer preview video of Super Mario 64 over my 28.8kbps modem. Still, the fact that I was watching that video straight from Nintendo's Space World show in Japan, the same day as the people who were actually there, was completely mind-blowing.

I devoured the copy of "Learn HTML in 21 days" that my mom bought me for Chanukah in 1995, but it would take nearly two more years before I was brave enough to produce content for the Web rather than just consume it. I was obsessed with the idea of not replicating content that had been done better by someone else; what would be the point? Even in those early days of the Web, finding a way to do something completely original was a tall order (especially for a 13-year-old).

The first thing I ever published on the Web, largely unchanged from how it looked nearly 17 years ago.
The first thing I ever published on the Web, largely unchanged from how it looked nearly 17 years ago.

Finally, in the summer of 1997, I decided that I wasn't satisfied with any of the webpages with information about my favorite video game series, Super Mario Bros. Luckily, I hadn't stumbled on the excellent resources at the just-launched Mushroom Kingdom fan site, or I might have given up on my ambitions right there.

I still remember the day I launched the notepad-coded Super Mario Bros. HQ in August of 1997, pushing it live on the massive 5MB of personal Web space provided by AOL. The site was mainly focused on pre-Wikipedia lists of enemies, items, characters, games, products, cameo appearances, and general trivia about Mario, compiled from old magazines and strategy guides. But I also took the opportunity to share my adolescent thoughts with the world through some downright embarrassing original writing. Key quote from one of my first published pieces: "[Yoshi] is NOT Mario's pet." Yes, that fact needed both <b> tags and capital letters. The Internet must know!

My Web counter registered three visits that first day: two from me and one from my friend Ashutosh, to whom I sent the link via AIM. I traded links with every willing video game site I could to get that visitor number up (the Web's equivalent of a video game scoreboard) and made sure to update at least once a week to get people to come back regularly—it's not like my Friday nights were very busy then.

The site really took off when it was prominently listed on DMOZ's open directory project, but I felt like I really "made it" well before then, when I had to start checking my AOL e-mail daily, instead of weekly, because of the massive deluge of reader responses—sometimes up to two e-mails a day! Many of these readers asked me questions as if I was an authority on the subject. Didn't they know I was just a kid with back issues of Nintendo Power in his closet? Their interest motivated me to learn as much as I could, to earn their trust in me.

The challenge I remember most from those first years as a Web content producer was the struggle to get good images. I started a folder filled with every Mario-related digital image I stumbled across, but I didn't have a scanner or a digital camera or any sort of TV-capture hardware to get more. Eventually I dove head first into the nascent world of emulation—mainly as a way to get screenshots in a form I could use. I cut my image editing teeth on a $10 copy of something called PC Paintbrush from the local Babbages, tracing out and placing sprites into meticulously arranged sprite sheets because... well, it helped pass the time.

My web design skills have advanced in the last 15-plus years... but only slightly.

It was also a time of sometimes horrifying experimentation in the presentation of information on limited screen real estate (640x480 resolution was still the de facto standard when I started). I tinkered with frames and horrifyingly bad image map navigation (seen above) just because I could. I dipped my toe into JavaScript and CGI code to make interactive quizzes, polls, and even a purity test. I hopped on the bandwagon of the early "Hamster Dance" meme with a crude "Mario Dance" page full of stolen animated GIFs (so much for that devotion to pure originality). I joined quite a few early ad networks, none of which seemed to pay as well as they promised, and even resorted to those skeezy in-text ad links (double-green underlines and all) to squeeze some pizza money out of my hobby.

By 2001, the academic and social demands of college—not to mention actual paid writing work as a freelance game critic and journalist—meant I let others take over the day-to-day operation of SMBHQ. By then, though, I was totally hooked on the idea of connecting with people I never met by accumulating and sharing knowledge with them through this brave new medium, even though my journalism classes were still primarily focused on producing content for daily newspapers (remember those?). The rest of my career so far has been built on that same joy of connection that sparked Berners-Lee to kickstart the Web 25 years ago.

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Kyle Orland Senior Gaming Editor
Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.
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