Feb 28

Tetris Helps Stimulate the Thinking Minds

Tetris

Tetris

Tetris is one of those games that parents buy for their kids to help them develop their thinking. It works like a puzzle but it is electronic and helps to stimulate the gamers to use their brains to get points. Just as it was thought to do something good to the mind, research has recently shown that the game is able to help people improve their thinking efficiency and gives them a thicker cerebral cortex in some parts of the brain’s tabula rasa. This happens because the mind responds greatly to the eyes keep seeing and tunes itself to respond to certain visual challenges such as the game Tetris is modeled to be.

The Maker of Tetris Had the Brains of the Players in his Mind

In that sense, the game works like a testing tool which will help the kid to develop and rate how well his mind can respond to quantitative aspects of what he sees. It has been about 25 years of fun and mental stimulation just think monitoring how the game has caught on since its inception in the Soviet Academy of Sciences. It was the brainchild of a young AI researcher who had Tetris as one of the first works he programmed on his first desktop computer. Alexy Pajitnov created the game purposely wanting something that would be able to continue working in the dreams of people who frequently played it.

People who have played the game frequently have a higher likelihood of having dreamt about the game in some way. People have continued to see ‘bricks falling’ even while they sit to do something else after the game. Outwardly, Tetris helps people to have an analytical mind which computes different alternatives and possibilities, their implications and in the end, having them select the best possible choice. People realize that nothing is perfect but situations can become better if a choice which has the least adverse effects and the most advantage gives them an upper age in all walks of life.

The Tetris Game Play

The game play of Tetris is very straightforward, as someone is presented with a field which has blocks falling slowly from its top. These make it to the bottom in different shapes and one has to stack the blocks up in a manner that they interlock. If a row is complete, it disappears making a score and the row which was above it fills in immediately The aim is therefore to fill as many lines as possible without leaving gaps, and without making it harder to fill the next row. This now versus future tradeoff needs someone to open up his mind and analyze things quick. Letting the bricks pile up will usually lessen the space above them meaning decisions now need to be made faster.

Play Forever Without Getting Bored

Many other games that have ever been created become ‘stale’ when the person clears the game. They are based on storylines and that means that when the last boss is defeated, someone can trash the game or sell it. With Tetris, things are different. The game literally has no end. Someone just plays and plays. It is for that reason that some people find it very addictive. The fun never stops. Recently, a person was given a prison sentence because he was playing it in an aircraft, all while ignoring the orders of the flight crew and even the captain. The game has since its inception sold about 70 million copies in its original form. This excludes the other games which based their idea on Tetris.

Variations of the game have come up all under license and these have however maintained the Tetris feel, keeping the standardized size of the playing area and a defined set of colors which make the tetronimos. The maneuvers which the blocks can make have also been kept in their original form to maintain the authenticity of Tetris.

Feb 28

Why Super Mario Has Always Been a Success since the 80s

Super Mario

Super Mario

When people think of Super Mario, the picture that immediately comes to the mind is that of a plumber wearing dungarees, and of course, a hat and the hard to pixel moustache. That is how the first Mario game was like. The moustache stood out more when the comical character ran across the level jumping on any enemies that could crop up along the way, giving the gamer points. However, the game has since evolved in many senses. The game allows more interaction with the rest of the background and the other items in the level. For example, fitting through pipes can make Super Mario emerge in a whole new world with different setups and bounty.

Keeping the Gamers Guessing

Most of the fun in the game franchise is based around secrets, enemies who scroll left-right through the screen and climbing down pipes to reveal secret worlds and prizes. The trial and error aspect of the game keeps someone guessing what is in store for the person. There are secret powers and secret worlds filled with coins to collect and stocking up on ‘mushroom power’. In most of the Super Mario games created, the character grows stronger and visibly larger when he takes a mushroom. This is usually from knocking up boxes which have question marks.

Super Mario Bros

Super Mario Bros

Super Mario versions have improved to reflect gains in gaming technology

Variations of the games are currently there, having in mind that the game first emerged in the 80s. Nintendo is to thank for the idea. The land games were enjoyable on both Game Boy, NES and SNES. The game grew more popular during the SNES era of gaming, having in mind better graphics and larger but more advanced levels could be delivered because of the improvement in video gaming technology. These variations were those like Mario kart, where Super Mario characters would engage each other in a road duel, racing karts to win places and unlock the usual prizes and secrets just like in earlier games.

For example, the “Yoshi’s island” version of the game could allow Super Mario to ride on Yoshi’s back and that made him have an advantage over other enemies in the game. It still kept the level platform challenge setup of the game, where someone played from left to right and enemies present themselves as Mario makes it through the length of the stage. Typically, the games all have a story line. There is a princess who is supposed to be saved or the menace of “Bowser” is supposed to be annihilated. In Mario land 2, there was 6 golden coins over the whole game and these all had a setting that resembled a new generation of fairy tale. It made the game captivating, relaxing and Hollywood-like.

The Villains in Super Mario Land

Wario and Bowser are so far the most celebrated villains of the Super Mario games. There have even been spin-offs of the game that have been made revolving around Wario. There is a Wario Land which has the same game but with Wario looking larger in size and having a stronger craving for gold coins. He still remains a villain in the sense that he does not like anything to do with Mario and will only feel good when he has a bigger score line that that of Mario by the end of the levels.

Super Mario is therefore the perfect game for venting out or playing when someone feels he is in a riotous mood, since there is a lot of crashing through walls, choosing to obey or disobey the rules (fetching gold coins). The gusto with which both Mario and Luigi have when they stomp on the shells of unsuspecting tortoises is almost comical. The tones of mystery and fantasy landscape, like Vanilla Domes, Cheeese bridges and plains made of Donuts make Super Mario arguably the greatest ever videogame of the last century.

Feb 27

The Next Generation of Ico…Trico

Chris emailed me a link that put me into a feeding frenzy on the web. For those of you who don’t know, I take great joy in playing games that demonstrate how interactive media can provide a unique narrative form. Whether it be The Legend of Zelda: Ocarina of TimeLegacy of Kain: Soul ReaverSam & Max Hit the Road,Beyond Good and Evil, or (one of my all-time-favorites) Ico.

For those of you who know what Ico is and have enjoyed Shadow of the Colossus, this information is golden. Check out the details from PlayStationLifestyle.net HERE. For those who don’t know what these games are, feel free to follow the Wikipedia links that I have provided. But please understand that the beauty of these games is not to be captured in still images or descriptions. Team Ico creates living breathing worlds where you want to discover what lies around each corner. Their use of soundscapes and music envelops the player within the environment. Simply put, their experiences are truly immersive.

Both of the original titles from Team Ico have an ESRB T rating. Though there is a fairytale quality to these experiences, they provide some moral questions and have environments and situations which I believe could be a bit haunting for the younger ones in the household. See what you think before you present it to your family. Although I believe that like many of the good books or wonderful films I’ve enjoyed over the years, the experience of playing these titles has made my life richer and I heartily recommend them to all. As for the latest in the series, I’m downright giddy!

Feb 27

Super Trigger Happy

By way of we make money not art.com I’ve learned that Steven Poole is now giving away his book Trigger Happy for free! I’ve just started reading it myself and have been enjoying it thus far. It takes a broad look at video games as a medium that is as expressive and important as other artistic forms.  It’s a perfect light read for someone not very familiar with video games.  From the authors description:

Trigger Happy is a book about the aesthetics of videogames — what they share with cinema, the history of painting, or literature; and what makes them different, in terms of form, psychology and semiotics.”

It’s offered under a CC license, for a limited time only.  You can download a copy here.