Super Smash Bros. Melee
At first I had absolutely NO idea what to do for my biophysics final project. I wanted to make my program at least slightly interesting and this summer program is practically full of gamers. I decided to benefit my peers and myself by making my final project a program revolving around the Nintendo Gamecube game, Super Smash Bros. Melee. Before I wrote my program I needed the statistics of the win percentages of computers when they play a specific character. Both computer players have one life and both of them are at level 9 difficulty, the highest level difficulty in the game. I chose the map called “Final Destination” because random maps, although they create less bias, made the battle between two characters most of the time 50/50. I had the two computers fight for about twenty or thirty games to get statistically significant evidence for the win percentages of a computer character versus another.
My program calculates the number of games needed to play to collect enough coins to collect a certain goal of trophies. Super Smash Bros. Melee uses a slot machine system for players to put coins in to have a chance to receive a new or old trophy. My program, however, can not actually be utilized to calculate anything in the game, for I had to add some tweaks to my program to make it more interesting for the viewers. The tweak I added was whenever the computer you were “betting on” won, you would win 5 coins, and whenever the computer lost, you would win 0 coins. That is not true in the real game, because two level 9 computers facing off would only get 1/10th of a coin each game.
Each character in Super Smash Bros. Melee is numbered off in alphabetical order so I could input the win percentages between two computers. There are 25 playable characters in the game, but with the allotted time given, I had no time to test over 300 different combinations of characters (25x25 matrix) in one weekend. Instead of testing all twenty five characters, I tested five of them(which is still a lot of testing!).
My program inputs are: 1) Character # whom you are betting on
2) Character # whom your character is battling
3) Starting Number of Trophies
4) Desired Number of Trophies(max 242)
“Spatial skills are strongly related to competency in mathematics and science subjects.”(p.45) therefore actually increasing the intelligence of individuals whom play video games as well as their computational skills. Not only impacting the players in regards to their psyche but also in regards to their intelligence.
In your 5x5 strategy column, you say, "a stolen base is worth more than a home run." Stolen bases might be more rare, but their importance is not higher. Were Joe Player to steal a base, he would be adding one point to my stolen base totals. If he hit a homer, he would improve his average, get at least one RBI, score a run, and add a point to my home run total. Obviously, an act that helps four categories is better than something that helps only one.
This section includes the actual statistical calculations. It shows the calculations of how each statistical variable affected winning percentage individually and how in combinations the same statistical variables affected winning percentage.
Ø Greater Baltimore Committee (1997, February) GBC report on gaming: executive summary. Retrieved April 14, 2004, from http://www.gbc.org/reports/gaming/html
1. The voting game was interesting, and it was an analogy to real life situations. Initially I was confused and really did not understand the game. At first I assumed that if I voted the number 1 I would not receive any money, and if I voted the number 0, I would receive money. I was thinking this was a tricky game, and everyone would vote 0 because if they voted 1 they wouldn’t receive any money. I was wrong. Only fifteen students voted for the number 0: the rest voted for the number 1. I received $30,000 while the people who voted the number 1 received $38,000, $8,000 more! I then understood the game and how I should vote, but then a classmate pleaded his case and hoped everyone would vote 0, so the money we received would increase and we
Based on previous research about the effect of video games in aggression, Paul Adachi and Teena Willoughby conducted a research to determine if it was the competitiveness or violence of video games that could cause an aggressive response on university students. According to Adachi & Willoughby, much of the previous research on the topic had failed in leveling external variables such as competitiveness, difficulty and pace of action, and that those variable could have easily affected the results. They have also not taken into consideration if the aggressive behavior was caused either by competitiveness or by the violence or by the combination of both.
"What Science Knows About Video Games and Violence." PBS. PBS, n.d. Web. 13 Jan. 2014.
Myers, Robert T., and Sangit Chatterjee. "Science, Culture, and the Game of Go." Science and Culture vol. 69 (2003). 8 May 2010. Web.
*Click* *Clack* *Clack.* The sound of controllers fills my ears. The only expression I could see on every player’s face was determination. The desire to prove themselves burned brightly. I turn to meet the box of color that displayed the game I love to play. I thought to myself, “Did I practice enough? How should I play this out? I absolutely have to win!” As these thoughts raced through my mind, I give my opponent a good luck, and press start. “3, 2, 1, Go!” Suddenly, the fictional characters displayed come to life and all of my concentration switches to this game. Determination takes control over me, and the only word I can think of is “Win.” Gaming is a passion that I have had ever since I was young. The competitiveness of it is what
As we evolve into a more advanced species, so does our technology, and along with our overly advanced technology, comes video games. They’ve have certainly come a long way since they were first introduced to the main stream audience and have been slowly creeping its way into many daily lives, making them a lot more entertaining and less dull. Video games’ one and only purpose is to entertain. However, it is indeed true that everything is fun and games until somebody gets hurt, and that is exactly what has happened over the years in video games. With the help of our technology, being more developed than ever, video games have also become increasingly sophisticated and overall more close to reality than
A case study chooses one or a few people to do research on them. I choose to observe 5 random kids at Glenn C. Jones Middle School. They are from all different classes and the only thing they have in common is their love for video games, and their age. Their parents have agreed to let me do a case study on their children Gabe, Everon, Jerry, Phillip, and Keanu who are all in 6th grade and 11 years old. This case study will be over the course of their middle school years as a child. They all love videos games as much as the next boy in middle school does. War games, zombies, wrestling games, Grand Theft Auto and so much more are the most topped played games in the world. (INSERT STATISTIC HERE.) After school each day they have 3 hours from the time they are home to the time they go to bed to play their favorite video games. As they go about their day they all start to play around 6 in the afternoon. They all play Call of Duty Block Ops together through Xbox Live, so they can talk through their headsets. They’re coming up with strategies, and
gambling truth states; "Gamblers never win, the house never loses"2 Slot. Machines and most table games allow players to make bets where the probability of winning is relatively high. Frequent wins are characterized by low payouts. These frequent wins encourage further gambles with low payouts. Frequent winning, low paying games are not the only way casinos get.
'Super Metroid' is a single player two-dimensional side-scrolling action platformer game released for the Super Nintendo in 1994. The player controls the bounty hunter Samus Aran as they track down space pirates who have stolen a dangerous breed of newly discovered creature called 'Metroids', which are capable of consuming the life-energy of other creatures. The space pirates have taken the Metroid to their deep planetary fortress imbedded on the alien planet Zebes, where they hope to research and weaponize the Metroid to aid in their piracy. As the player explores Zebes, they will attain new abilities that allow them to progress to new areas and increase their power until they eliminate the space pirate threat.
Kirby, Jason. "Brain Fitness and Video Game Benefits." Maclean's 21 May 2012: 25. Student Research Center. Web. 2 Mar. 2014.
Video games have become one of the most popular pastimes for kids these days. With the advent of powerful graphics processors and more innovative chip designs, games are becoming incredibly realistic. This realism is what brings many gamers to the industry. Realism, in a sense, is why the gaming industry has taken off and increases profits every year. Video games are not just a fun hobby or pastime, they are way for gamers to escape the world and imagine themselves in an entirely new landscape. Video games are dreams with controllers. While driving through a racetrack in a video game, one doesn't feel as if they are sitting in front of a TV playing a game, they feel as if they are the car. This is a hard phenomenon to explain but video games are such a global activity inside the brain that the user actually feels as if he is in the game living the experience. This, is obviously lim...