PSPACE-Hard 2D Super Mario Games: Thirteen Doors

Authors MIT Hardness Group, Hayashi Ani, Erik D. Demaine , Holden Hall, Matias Korman



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Author Details

MIT Hardness Group
  • CSAIL, Massachusetts Institute of Technology, Cambridge, MA, USA
Hayashi Ani
  • CSAIL, Massachusetts Institute of Technology, Cambridge, MA, USA
Erik D. Demaine
  • CSAIL, Massachusetts Institute of Technology, Cambridge, MA, USA
Holden Hall
  • CSAIL, Massachusetts Institute of Technology, Cambridge, MA, USA
Matias Korman
  • Siemens Electronic Design Automation, Wilsonville, OR, USA

Acknowledgements

This paper was initiated during open problem solving in the MIT class on Algorithmic Lower Bounds: Fun with Hardness Proofs (6.5440), taught by Erik Demaine in Fall 2023; and during the 33rd Bellairs Winter Workshop on Computational Geometry, co-organized by Erik Demaine and Godfried Toussaint in March 2018 in Holetown, Barbados. We thank the other participants of that class and workshop for helpful discussions and providing an inspiring atmosphere. Much of the work in this paper would not have been possible without the wealth of tools created by the communities surrounding the Super Mario games. In particular, the following level editing and emulation tools were of immense importance to testing various gadget ideas and mechanics: - The NES Super Mario Brothers 2 Level Editor by loginsinex - https://github.com/loginsinex/smb2 - SMB3 Foundry by mchlnix - https://github.com/mchlnix/SMB3-Foundry - MarCas by Coolman - https://www.romhacking.net/utilities/518/ - Lunar Magic by FuSoYa - https://fusoya.eludevisibility.org/lm/ - Golden Egg by Romi - https://www.smwcentral.net/?p=section&a=details&id=4645 - Reggie! by the NSMBW Community - https://github.com/NSMBW-Community/Reggie-Updated - CoinKiller by Arisotura - https://github.com/Arisotura/CoinKiller - Miyamoto by aboood40091 - https://github.com/aboood40091/Miyamoto - BizHawk by TASEmulators - https://github.com/TASEmulators/BizHawk - Mesenrta by threecreepio - https://github.com/threecreepio/mesenrta - Mesenrta-s by threecreepio - https://github.com/threecreepio/mesenrta-s - mGBA by endrift - https://mgba.io/ - Dolphin by the Dolphin Emulator Project - https://dolphin-emu.org/ - Citra by Citra Team - https://citra-emu.org/ - Cemu by Team Cemu - https://cemu.info/

Cite AsGet BibTex

MIT Hardness Group, Hayashi Ani, Erik D. Demaine, Holden Hall, and Matias Korman. PSPACE-Hard 2D Super Mario Games: Thirteen Doors. In 12th International Conference on Fun with Algorithms (FUN 2024). Leibniz International Proceedings in Informatics (LIPIcs), Volume 291, pp. 21:1-21:19, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2024)
https://doi.org/10.4230/LIPIcs.FUN.2024.21

Abstract

We prove PSPACE-hardness for fifteen games in the Super Mario Bros. 2D platforming video game series. Previously, only the original Super Mario Bros. was known to be PSPACE-hard (FUN 2016), though several of the games we study were known to be NP-hard (FUN 2014). Our reductions build door gadgets with open, close, and traverse traversals, in each case using mechanics unique to the game. While some of our door constructions are similar to those from FUN 2016, those for Super Mario Bros. 2, Super Mario Land 2, Super Mario World 2, and the New Super Mario Bros. series are quite different; notably, the Super Mario Bros. 2 door is extremely difficult. Doors remain elusive for just two 2D Mario games (Super Mario Land and Super Mario Run); we prove that these games are at least NP-hard.

Subject Classification

ACM Subject Classification
  • Theory of computation → Complexity classes
Keywords
  • video games
  • computational complexity
  • PSPACE

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References

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