"Super Mario Galaxy" Essays and Research Papers

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    Case Analysis

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    Creative Games * Past success leads to better reputation * Experience * Consistency with manufacturing since it is done in Japan only * Better distribution which is worldwide * Appeals to a broader public * Synonymous with gaming‚ i.e. Super Mario‚ Donkey Kong‚ Pokémon * Affordable gaming * Simple gaming | WEAKNESSES * Smaller game selection * Less online options * Wii popularity seemed to have peaked * Not appealing to serious gamers * Technology is not as good as others

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    ROmeo

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    MEDIA WORKSHEET PLATFORM GAMES TASK: Using the Wikipedia website‚ answer these questions about Platform Games. 1. What is a ‘platform game’? A platform game (or platformer) is a video game which involves guiding an avatar to jump between suspended platforms‚ over obstacles‚ or both to advance the game. These challenges are known as jumping puzzles or freerunning. 2. What characterises these games? 3. When did platform games originate? Platform games originated in the early 1980s

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    Daniel Leonard Professor Garza Engl 1302 September 30‚ 2013 Does playing violent video games pose a threat to the human child mind? Who can forget the little virtual plumber‚ “Super Mario”‚ who squashed Goombas (mushroom shape deviants) and the Koopa Troopas (turtles with running shoes)‚ hurled over Bullet Bills (missile- like creatures)‚ avoided and or sometimes burned the Piranha Plants (who hid in plumbing tubes) with special fire ball powers (that were acquired from a special plant that

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    Sega

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    Rise and Fall of Sega 5 Major Events/Issues: Surrounding the topic Sega was formed as a merger between two companies‚ Rosen Enterprises and Service Games‚ forming the abbreviated SEGA Enterprises Ltd. SEGA’s name was derived from the SE in Service and the GA in Games‚ Enterprises was just taken from the company Rosen Enterprises. In 1966 Sega began manufacturing original arcade machines‚ their first was called Periscope. The machine was 10 feet deep and 6 feet wide and also cost twice as much

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    Pre K Observation

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    While I was observing Ms. Carrilo’s Pre-K classroom and interacting with the students‚ I saw that all three types of play— guided‚ spontaneous‚ and teacher directed play—was being used. After we all went inside of the classroom and settled down from being outside‚ half of the students went with the teacher assistant to the work area and half of the students stayed with the mentor teacher‚ Ms. Carrilo‚ at the carpet/block area. Ms. Carrilo said that she wanted one of the UTSA students to stay with

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    My Dream Job

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    video game designer who created popular video games like Donkey Kong‚ Super Mario Bros‚ and Nintendo video games of the 1980s and 1990s. He is considered as one of the video game industry’s great pioneers. Miyamoto was only 24 when he became a staff artist of the Nintendo company in 1977. In 1981‚ Donkey Kong was a breakout game in the early era of video games‚ and it introduced Miyamoto’s most popular signature character‚ Mario. Miyamoto’s creative influence and his signature mix of playful fantasy

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    Reign of Nintendo

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    the years starting with Atari and Calico. In 1985 they took the rapidly failing game market by storm releasing the Nintendo Entertainment System along with 15 other games sold separately. By 1987 they have released 20 games including Metroid and Super Mario Brothers‚ and completed the annihilation of the Atari with the release of The Legend of Zelda. In 1996 there was the release of the Nintendo 64 which was almost out shown by Sony’s Play Station released in the same year due to the lack of title

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    Games to Life

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    Michael Dabour Prof. Hawkins English 100 10 February 2013 From Games to Life Pong‚ Super Mario Bros.‚ and Pac-Man are a couple classic games most everyone has played. These games were some of the first video games ever made and had very little to no violence in them. These video games have now evolved into more graphic‚ gory‚ and violent games. This increased violence in video games has caused more aggression in society. On April 20th‚ 1999 at Columbine High School in Colorado a shooting

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    A new paper in American Psychologist‚ the flagship journal of the American Psychological Association‚ looks at the positive effects of video game play. I’ve already written about the 5 reasons I’m buying my kids a Wii U this holiday season. In a way‚ this post offers 4 more reasons‚ emphasizing some of the positive impact that comes from gaming. As you’ll read below‚ I have some reservations about the paper‚ but I also think there’s a lot of good information in it. The research paper‚ by Isabela

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    product critique Wii U

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    Product Critique: Wii U Nintendo was very successful in the video-game industry for many years‚ but the launch of the Wii U was a complete disaster. In order to understand the failure of the Wii U launch we need to list its positive and negative features and compare them to its direct competitors‚ Xbox One and PS4‚ and indirect competitors‚ smartphones‚ pc’s and tablets. Although the GamePad was innovative‚ it was not enough to attract new customers. The biggest reason was the lack of new games

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