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"Super Mario Bros. (Game)"
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Super Mario Bros. encyclopedia : the official guide to the first 30 years, 1985-2015
\"The Super Mario Encyclopedia is jam-packed with content from all seventeen Super Mario games and spans more than 30 years of the franchises history --from the original Super Mario Bros to Super Mario 3D World\"-- Publisher's description.
Get to Know Video Game Designer Shigeru Miyamoto
\"Shigeru Miyamoto is the artist and designer behind video game titles including 'Donkey Kong,' 'Super Mario Bros.' and 'Legend of Zelda.' Miyamoto has been creating video games for more than 30 years. He was recently in New York to help launch 'The Year of Luigi,' which includes the release of Luigi-themed games like Luigi's Mansion: Dark Moon' for Nintendo 3DS.\" (Time for Kids) Read an interview with Miyamoto where he talks about \"the origins of 'Super Mario Bros.,' Luigi and what he hopes kids gain by playing videos games.\"
Web Resource
Reverse design. Super Mario World
The Reverse Design series looks at all of the design decisions that went into classic video games. This is the third installment in the Reverse Design series, looking at Super Mario World. Written in a readable format, it is broken down into ten sections examining some of the most important topics to the game: 1. The specific level design patterns within Super Mario World that make it such a successful and classic game; 2. Evolutions in the smallest mechanics of the Mario games that give the player more control and allow the designers to more precisely control the level of difficulty in each level; 3. The overall organization of levels into four \"skill themes\" which are derived from pillars of the game's design--back cover.
Mario time!
by
Carbone, Courtney, author
in
Mario, Mario (Fictitious character) Juvenile literature.
,
Super Mario Bros. (Game) Juvenile literature.
,
Games.
2018
An activity book based on the Super Mario video games includes puzzles, mazes, word scrambles, and hidden codes.
The art of Super Mario Odyssey
In October of 2017, Super Mario Odyssey took the gaming world by storm. Now, discover the art and expertise that went into creating one of Nintendo's best-loved games. This full-color hardcover volume and features concept art, preliminary sketches, and notes from the development team, plus insight into some early ideas that didn't make it into the game itself. Explore the world of Super Mario Odyssey from every angle, including screen shots, marketing material, and more, to fully appreciate this captivating adventure.
Alter Ego
1997
The Super Mario you know originated in a building void of frills and posters and by a man who looks \"every bit the square Japanese company man that he is\" (ANCHORAGE DAILY NEWS). Learn more about Mario's inventor Shigeru Miyamoto and Nintendo, the company he works for.
Newspaper Article
More Than a Game
2013
\"Is there a work of art in your Xbox? Experts at one of the world's most famous museums think so...[T]the Museum of Modern Art in New York City is adding a permanent exhibit about video games.\" (Scholastic News 5/6) Read more about this exhibit and why some people consider video games works of art.
Magazine Article
La máscara de Ulises: videojuegos, narrativa y masculinidades
The article reflects on the relationship between game structure, narrative and symbolization of sexual differences among three classic Nintendo games from the decade of the Eighties. An analysis is performed regarding the contributions of gender studies, ludology and narratology, and conveys how within the game strategies lies a symbolization of sexual difference of a masculine epic-heroic narrative, and how gender ambiguities are present in the binomial subject-player through the participation of the feminine.
El artículo reflexiona sobre la relación entre estructura de juego, narrativa y simbolización de la diferencia sexual dentro de tres videojuegos clásicos de la consola Nintendo de la década de los ochenta. Realiza un análisis situado en un cruce de caminos entre los aportes de los estudios de género, la ludología y la narratología, demostrando cómo dentro de la mecánica del juego, descansa una simbolización de la diferencia sexual que constituye una narrativa épica heroica masculina, y cómo las ambigüedades de género están presentes en el binomio sujeto-jugador, disparadas por la incorporación de lo femenino.
O artigo reflete sobre a relação entre estrutura de jogo, narrativa e simbolização da diferença sexual dentro de três videogames clássicos da Nintendo da década de oitenta. Realiza uma análise situada em um cruzamento de caminhos entre as contribuições dos estudos de gênero, a ludologia e a narratologia, demostrando como dentro da mecânica do jogo, descansa uma simbolização da diferença sexual que constitui uma narrativa épica heroica masculina, e como as ambiguidades de gênero estão presentes no binômio sujeito-jogador, disparadas pela incorporação do feminino.
Journal Article