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Author Topic: Arcade games with random/procedural generation  (Read 2342 times)

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Well Fed Games

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Arcade games with random/procedural generation
« on: February 03, 2013, 11:40:25 am »
So I am falling in love with modern games that generate challenge randomly (Spelunky, Probability Zero, etc.) and was thinking that that kind of game design suits the arcade experience pretty well. Trying to make a list of the arcade games that had a different "level" each time you played. So far I have:

Berzerk
Frenzy
Pengo
Pulsar
Super Bug

any others you can think of?
Completed projects: Pac bartop (Plug & Play), 30th Anniversary Pac cab (MAME), Point Blank (PS1), Centipede (arcade hardware- light restore), VS. Super Mario Bros (arcade hardware- light restore) Tetris Cocktail (SNES), Arcade Classics upright (60-in-1, then MAME), Multi-Raiden (arcade hardware). Pac Man vs.(Gamecube),

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TOK

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Re: Arcade games with random/procedural generation
« Reply #1 on: February 04, 2013, 06:49:28 pm »
Defender. Its a random experience every time.

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Re: Arcade games with random/procedural generation
« Reply #2 on: February 05, 2013, 12:50:05 pm »
Defender. Its a random experience every time.

Weellll, not exactly. The landers don't appear in exactly the same places and times, but there's a general range. Then the baddie allotment and dispersements in board two are identical every time. It can get somewhat variable based on which direction you go, what you shoot, what you don't - but I think the biggest variable in the game is player ability.

Berzerk and Frenzy are even more predictable. The robot positions are slightly changed around from game to game, but you can generally guess where they're going to be placed, especially later on (all directions they can fire directly at you, and very close!).
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Re: Arcade games with random/procedural generation
« Reply #3 on: February 06, 2013, 06:30:00 pm »
Defender. Its a random experience every time.

Weellll, not exactly. The landers don't appear in exactly the same places and times, but there's a general range. Then the baddie allotment and dispersements in board two are identical every time. It can get somewhat variable based on which direction you go, what you shoot, what you don't - but I think the biggest variable in the game is player ability.

Berzerk and Frenzy are even more predictable. The robot positions are slightly changed around from game to game, but you can generally guess where they're going to be placed, especially later on (all directions they can fire directly at you, and very close!).

Yea, and they all have joysticks and monitors, and cabinets. Don't forget that!

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Re: Arcade games with random/procedural generation
« Reply #4 on: February 07, 2013, 08:21:38 am »
Defender certainly fits the bill for me, I didn't think about the fact the enemy positions weren't absolute. As opposed to R-Type, etc.
Completed projects: Pac bartop (Plug & Play), 30th Anniversary Pac cab (MAME), Point Blank (PS1), Centipede (arcade hardware- light restore), VS. Super Mario Bros (arcade hardware- light restore) Tetris Cocktail (SNES), Arcade Classics upright (60-in-1, then MAME), Multi-Raiden (arcade hardware). Pac Man vs.(Gamecube),

Working on: Pinball Re-theme, Homebrew arcade arena shooter