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Game Development from Nintendo 8-bit to Wii / Spelutveckling från Nintento 8-bitars till WiiForsell, Sophie January 2009 (has links)
“The game begins the moment a person touches a console -- everything builds from that.” (Quote by Shiguru Miyamoto; founder of Super Mario) This report contains a well-structured analysis of the main four Super Mario games that clearly states a difference in story, hardware, software development and design. The report is structured in sections for each game to better understand the concept of the Super Mario games. The report ends with comparisons of the games for a better view of the paradigm between them. The pictures and quotations in this report are referenced to the company that has copy write and Shiguru Miyamoto that is the founder of the character Super Mario. / Rapporten innehåller välstrukturerade analyser av fyra Super Mario spel som tydligt visar en skiljning i handling, hårdvaran, mjukvaran och design. Rapporten är strukturerad i sektioner för varje spel för en bättre förståelse av Super Mario spelen. Rapporten sammanfattas i jämförelser mellan spelen för en bättre översikt över paradigm skifterna mellan spelen.
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Koevoluce AI a generování levelů do hry Super Mario / Coevolution of AI and level generation for Super Mario gameFlimmel, Július January 2020 (has links)
Procedural Content Generation is now used in many games to generate a wide variety of content. It often uses players controlled by Artificial Intelligence for its evaluation. PCG content can also be used when training AI players to achieve better generalization. In both of these fields, evolutionary algorithms are employed, but they are rarely used together. In this thesis, we use the coevolution of AI players and level generators for platformer game Super Mario. Coevolution's benefit is, that the AI players are evaluated by adapting level generators, and vice versa, level generators are evaluated by adapting AI players. This approach has two results. The first one is a creation of multiple level generators, each generating levels of gradually increased difficulty. Levels generated using a sequence of these generators also mirror the learning curve of the AI player. This can be useful also for human players playing the game for the first time. The second result is an AI player, which was evolved on gradually more difficult levels. Making it learn progressively may yield better results. Using the coevolution also doesn't require any training data set.
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Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar RelationshipClark, Bradley R. 28 March 2008 (has links) (PDF)
Video game researchers have recently begun to explore qualitative techniques to understand video games and their audiences. Yet many questions remain concerning the significance of gaming media and how video game research should be conducted. This research addresses the changing focus of video game researchers from the "producers," or sender of the video game, to the "audience" or receiver. This is accomplished in the following ways: by exploring meanings created by individuals while "role-playing" in an electronic world as an on-screen video game avatar; by using the Zaltman metaphor elicitation technique (ZMET), to gather a deeper understanding of how players are interpreting the video game creators intended message, and focusing on the relationships formed between a player and their onscreen character. Using the ZMET method the author conducts ten in-depth interviews looking at the interviewees' relation with the Super Mario Bros avatar to gain an understanding of player-avatar relationships. Interviews are then discussed to describe how these individuals understand the video game message and avatar relationship.
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Kontroll av spelkaraktärens rörelsefrihet i dataspel : En jämförelse mellan avancerad och begränsad rörelsefrihet med avseende på flow / Control of game character movements in video games : A comparison between advanced and restricted movements regarding game flowJakobsson, Alex January 2020 (has links)
Enligt Gameflowmodellen av Sweetser, P. & Wyeth, P. (2005) är spelarens kontroll av karaktärens rörelsefrihet en av flera förutsättningar för att uppnå flyt i spelet och därmed uppleva ett spel som underhållande. Spel är designade med olika typer av rörelsefrihet. I vissa spel har karaktären begränsad rörelsefrihet, det vill säga kan endast gå och hoppa medan i andra spel är rörelsefriheten mer avancerad. För att undersöka vilken typ av rörelsefrihet (om någon), avancerad eller begränsad, som ger spelare bäst flyt i spelet och därför uppskattas mest skapades två banor i Super Mario Maker 2. Dessa spelades sedan av 10 studiedeltagare med varierande spelerfarenhet. Data samlades in med hjälp av enkät och direktobservationer. Resultatet tydde på att de flesta föredrog banan med störst rörelsefrihet hos karaktären. Resultatet diskuteras med avseende på trovärdighet och eventuella felkällor. Arbetet avslutas med en diskussion om dess framtida potential.
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Painting in the twenty-tens;where to now? : (You can’t touch this!)Olofsson, Max January 2012 (has links)
The essay is a manifesto-like personal take on painting, and a redefinition of painting in the digital age. Careless usage of the term ”painting” has led to a diluted descriptive function and a waning categorizing capacity; almost anything can be called painting, which in turn puts actual painting in an awkward position – where it, apart from being itself, could be almost anything. The term “painthing” is introduced to distinguish painting from works that beside its two-dimensional visual information also makes a point of its specific materiality. It brings up cave paintings and links to video-games, suggesting that video-games have gone through the reversed evolution of the history of painting – from abstraction to representation. It speaks of the problems of documentation – the translation of visual information (or re-flattening of a flat surface) – and the cultural equalization of information and images on the internet through the common denominator the pixel. It also describes “information painting”, which in short is digital painting where there is no physical object to be translated to a documentation of itself, but rather a painting that is original in its documentation form (its digital form), painting that strives to be nothing but the utopia of an image – the untouchable/unreachable visual information.
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Human-like Super Mario Play using Artificial Potential FieldsSatish, Likith Poovanna Kelapanda, Ethiraj, Vinay Sudha January 2012 (has links)
Artifi cial potential fi elds is a technique that use attractive and repelling forces to control e.g. robots, or non player characters in games. We show how this technique may be used in a controller for Super Mario in a way create a human-like playing style. By combining fi elds of progression, opponent avoidance and rewards, we get a controller that tries to collect the rewards and avoid the opponents at the same time as it is progressing towards the goal of the level. We use human test persons to improve the controller further by letting them make pair-wise comparisons with human play recordings, and use the feed-back to calibrate the bot for human-like play. / Student 1: Likith Poovanna Kelapanda Staish Mob: +46735542609 Student 2: Vinay Sudha Ethiraj Mob: +46736135683
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