Showing 1 - 20 results of 32 for search '"Super Mario"', query time: 0.29s Refine Results
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    Super Mario Bros. Is Harder/Easier than We Thought by Demaine, Erik D., Viglietta, Giovanni, Williams, Aaron

    Published 2016
    “…In this sequel, we prove that solving a generalized level of Super Mario Bros. is PSPACE-complete, strengthening the previous NP-hardness result (FUN 2014). …”
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    Planets as small as your house. A review of Super Mario Galaxy by Ruben Aize Meintema

    Published 2010-04-01
    “…This article reviews the 2008 Wii game Super Mario Galaxy from a ‘literary,’ cultural, and aesthetic perspective. …”
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    Playing Super Mario 64 increases hippocampal grey matter in older adults. by Greg L West, Benjamin Rich Zendel, Kyoko Konishi, Jessica Benady-Chorney, Veronique D Bohbot, Isabelle Peretz, Sylvie Belleville

    Published 2017-01-01
    “…In the current study, we tested the impact of 3D-platform video game training (i.e., Super Mario 64) on grey matter in the hippocampus, cerebellum, and the dorsolateral prefrontal cortex (DLPFC) of older adults. …”
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    Olive Face, Italian Voice: Constructing Super Mario as an Italian-American (1981–1996) by Marco Benoît Carbone

    Published 2022-12-01
    “…Approaching character development through voice acting by combining screen, stardom, celebrity, franchise, and digital games studies, the paper looks at the production and cultural history of two milestone video games from the Nintendo franchise, Super Mario Bros. (1985) and Super Mario 64 (1996), in relation to related artwork and character-licensed products, including the Super Mario Bros. film (Buena Vista Pictures 1993), and the animated/mixed live action Super Mario Bros. …”
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    SOUND DESIGN IN GAMES AND UX: A CASE STUDY OF THE RELATIONSHIP BETWEEN SOUND EFFECTS AND GAME ACTIONS IN SUPER MARIO BROS by Marisa Sel Franco, Felipe Raposo, João Vitor Vale, Flávia Carvalho, André Demaison

    Published 2020-12-01
    “…To that, it was opted for the case study of the sound interface of the game Super Mario Bros., released by Nintendo to the NES console, in 1985, which gave birth to one of the most important game franchises of the history. …”
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    Analisis Tampilan Visual Game Super Mario Bros Dalam Kajian Persepsi Visual Sebagai Dasar Pengembangan Konsep Visual Game by Khamadi Khamadi

    Published 2015-08-01
    “…</em></p> <p><em> </em></p> <p><strong><em>Kata Kunci: </em></strong><em>Game, Persepsi, Super Mario Bros, Visual</em><em> </em></p>…”
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    Play the game in the opening scene A multidisciplinary lens for understanding (video)ludic movies, including Super Mario Bros., Resident Evil and Scott Pilgrim vs. the World by Enrico Gandolfi, Roberto Semprebene

    Published 2015-09-01
    “…The framework will be tested through three paradigmatic case studies: Super Mario, Resident Evil, and Scott Pilgrim vs. the World. …”
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    Classic Nintendo games are (computationally) hard by Aloupis, Greg, Demaine, Erik D, Guo, Alan Xinyu, Viglietta, Giovanni

    Published 2019
    “…Our results apply to generalized versions of Super Mario Bros.1-3, The Lost Levels, and Super Mario World; Donkey Kong Country 1-3; all Legend of Zelda games; all Metroid games; and all Pokémon role-playing games. …”
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    Classic Nintendo Games Are (Computationally) Hard by Aloupis, Greg, Demaine, Erik D., Guo, Alan, Viglietta, Giovanni

    Published 2015
    “…Our results apply to generalized versions of Super Mario Bros. 1, 3, Lost Levels, and Super Mario World; Donkey Kong Country 1–3; all Legend of Zelda games; all Metroid games; and all Pokemon role-playing games. …”
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    How to Define a Genre: A Lacanian-marxist Case Study of the NES Platform Game by Nils Skare

    Published 2011-07-01
    “…Discarding both inductive and deductive ways, we select two games that can be said to be extreme translations of the genre and thus derive the concept from their analysis: the games are Super Mario Bros. 3 (SMB3) and Mega Man 2 (MM2). This article develops concepts from our materialist framework, notably the Lacanian Borromean knot and derived semiotics, and our own definition of narrative as a symbolic predication of the Real. …”
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    Mitojuegos. Sobre el héroe y el mito en el imaginario Nintendo by Manuel Garin Boronat

    Published 2022-11-01
    “…Combinando herramientas propias de las diversas disciplinas que nutren el enfoque mitocrítico, de la antropología a la hermenéutica simbólica y el psicoanálisis, se propone tanto una valoración crítica de las potencias que el lenguaje del videojuego puede aportar al tronco de argumentos universales de nuestra cultura –a través del concepto de mitojuegoscomo un estudio de caso centrado en el conjunto de héroes y mitos del imaginario Nintendo, entorno a las sagas de La Leyenda de Zelda y Super Mario Bros. …”
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    Speaking About and Through Video Games: Towards Verbalizing a New Grammar by Alexandre Dubois

    Published 2018-10-01
    “…Before knowing the scenario of Super Mario games, their objectives or even their peculiar lore, most players identify Mario with his ability to jump. …”
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