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Super Mario Bros (NES)

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This AI “solves” Super Mario Bros. and other classic NES games. In the 28 years since Super Mario Bros. was released, and it's obviously been comprehensively beaten, thoroughly, many thousands of times in that time by players around the world.

This AI “solves” Super Mario Bros. and other classic NES games

But have you ever made the game beat itself? That's what computer scientist Tom Murphy has done. At SigBovik 2013, he presented a program that "solves" how to play Super Mario Bros., or any other NES game, like it's just another kind of mathematical problem. And for those who know that SigBovik is an annual computer science conference dedicated to spoof research, hosted on April 1 every year, Murphy stresses that this is "100 percent real. " He outlines his method in a paper, "The First Level of Super Mario Bros. is Easy with Lexicographic Orderings and Time Travel... after that it gets a little tricky," but he also presented the results in the video you can see with this story.

Lexicographic ordering is a pretty simple mathematical technique used to determine the best order a set of values should come in. Auntie pixelante › level design lesson: to the right, hold on tight. (also in spanish, french, portuguese and korean.) much of the following is informed by friend and comrade jeremy penner’s breakdown of design trends in super mario bros. for further reading, see his “breaking the law of miyamoto” in the gamer’s quarter issue seven. i’m also indebted to eric-jon rossel waugh for the metaphor of verbs.

auntie pixelante › level design lesson: to the right, hold on tight

“mario jumps into a block.” “mario jumps onto a goomba.” “mario jumps on top of a pipe.” “mario jumps across a pit.” this is why almost all of the doors in metroid are opened by gunfire, even though i’ve never encountered a door i had to shoot to open: samus aran, having a gun for an arm, interacts with her world primarily by shooting. it makes sense, within the context of that game, for doors to open upon being shot. the big question of level design – and i mean that every level design lesson i ever write will be a response to this question – is: how do i teach the player these rules? How does it teach this? That flashing ? Ale_di_stefano : What is an #array? Super Mario Bros.(classic) 99 lives and more! Ale_di_stefano : #SuperMarioBros. Super Mario Bros. Maps - Ian-Albert.com. The Architecture of Super Mario Bros. (The NES Era) Note: You can click any of the pictures to see a full-size image.

The Architecture of Super Mario Bros. (The NES Era)

I’ve been writing about level design here at Gaming Symmetry for about a month now, but I have yet to do an in-depth analysis of a game in the genre where level design is most important: the platformer. After all, without excellent level design, a platforming game will not succeed, period. The entire point of the genre is to get from the beginning of the stage to the end, and since platformers generally don’t test your combat skill (like an action game) or your strategic planning (like an RPG), the only way to make the game challenging is by testing your agility with hazardous terrain. Of course, if I’m going to introduce the platforming genre to The Architecture of Gaming, there’s only one logical game to start with: Super Mario Bros.

Video Games as a Narrative: Super Mario Bros. ‘Super Mario Bros.’ Reimagined As a Live-Action Indie Drama (with Drugs) New Super Mario Bros. 2 for the Nintendo 3DS. Super Mario Bros. - The Nintendo Wiki - Wii, Nintendo DS, and all things Nintendo. Super Mario Bros. is a Nintendo Entertainment System video game released in 1985 by Nintendo.

Super Mario Bros. - The Nintendo Wiki - Wii, Nintendo DS, and all things Nintendo

The game, designed by Shigeru Miyamoto and Takashi Tezuka, has become one of the most important and successful video games of all time. The second best selling video game (succeeded solely by Wii Sports), Super Mario Bros. has found its way in the homes of over 40 million consumers. It was introduced to many Americans as an arcade title, though the home console version generated more sales. In Super Mario Bros., the character Mario sets off on an adventure to save Princess Toadstool from King Koopa (both later renamed to Princess Peach and Bowser, respectively).

Princess Toadstool is capable of reversing the black magic of King Koopa, which explains his motives for kidnapping her. Acceleration Due to Gravity: Super Mario Brothers. Topic index | author index | special index Abstract The purpose of this analysis is to determine the evolution of gravity in the Mario video game series as video game hardware increases.

Acceleration Due to Gravity: Super Mario Brothers

Introduction Gravity is force which is responsible for keeping us on the ground. It is also the force that prohibits us from jumping 50 feet in the air. We will find Mario's acceleration due to gravity by using the formula s = s0 + v0t + ½ at2 where s is the distance he falls, s0 is his initial distance, which is 0, v0 is his initial vertical velocity, which is also 0, a is his acceleration due to gravity, and t is the time it takes for him to fall.

Super Mario Bros. Super Mario Bros: 25 Mario facts for the 25th anniversary. It's the biggest game series of all time, and Super Mario is 25 years-old today.

Super Mario Bros: 25 Mario facts for the 25th anniversary

To celebrate, we've jammed together 25 snippets of Mario trivia. Don a pair of blue dungarees and adopt an inaccurate Italian accent, it's Mario time! 1. Mario was created by Shigeru Miyamoto and appeared in the game designer's first ever title, the 1981 arcade platformer, Donkey Kong. Miyamoto was hired as a graphic artist by Nintendo in 1977, and was given the task of designing a game after several of the company's early coin-ops had failed to make an impression on the lucrative arcade market. 2. 3. 4. 5. 6. 7. Super Mario Bros. 1.