Topic: infinite mario (Read 665 times)

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http://users.soe.ucsc.edu/~bweber/dokuwiki/doku.php?id=infinite_adaptive_mario

hi this is pretty cool

it's like infinite levels and it adapts to the player's skill something or other. Has anybody tried this? Seems like it could be good or kind of weird like fake mario feels fake doesn't have that 'touch' to it. Also lack of new gameplay elements idealizes how great Excitebike level creator was as a kid but probably exaggerates 15 minutes as years and years enthralled with it and then I got bored like I would now
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it's a cool idea but yeah it's kind of shitty. And i don't know why there are bullets with wings
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What other games adapt to the skill of a player? The only one I can think of was the original Rayman that had the enemies adapt to you as the game went on. I remember if you always used a certain method of killing a creature they'd adapt and counter you if you tried doing it again later. It really brought something extra to the game without feeling forced or gimmicky. It just worked.
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Unreal Tournament raises the bot's difficulty as you kick their asses


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The level design is very plain. I don't think there are any powerups either. At least, I could not find any. There was somewhat of an adaptive difficulty fad where games like Max Payne (the second one, I think), Far Cry, and Sin Episodes had it.
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What other games adapt to the skill of a player? The only one I can think of was the original Rayman that had the enemies adapt to you as the game went on. I remember if you always used a certain method of killing a creature they'd adapt and counter you if you tried doing it again later. It really brought something extra to the game without feeling forced or gimmicky. It just worked.

The newer Madden games adapt the computer AI difficulty based on your abilities
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What other games adapt to the skill of a player? The only one I can think of was the original Rayman that had the enemies adapt to you as the game went on. I remember if you always used a certain method of killing a creature they'd adapt and counter you if you tried doing it again later. It really brought something extra to the game without feeling forced or gimmicky. It just worked.
Left 4 Dead does, I think.
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I remember seeing the title of this once and assuming it was a parody of generic mario clone platform games but nope. I've just tried it and jesus were the mario controls always this awful. Also a fairly limited amount of enemies and sitautions apparantely. Maybe my first assumption was right and this is an attempt to demystify mario by breaking it down into endless permutations of really boring elements?? The first act of the indie game revolution will be to behead shiguru miyamoto and destroy all the game design garbage which has probably produced more genuinely worthless crap than any amount of anime or bad action movies. Well those are my thoughts on the matter thanks for reading ;)
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thecatamites what are you opinions on games, gaming, and gamers?
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I remember seeing the title of this once and assuming it was a parody of generic mario clone platform games but nope. I've just tried it and jesus were the mario controls always this awful. Also a fairly limited amount of enemies and sitautions apparantely. Maybe my first assumption was right and this is an attempt to demystify mario by breaking it down into endless permutations of really boring elements?? The first act of the indie game revolution will be to behead shiguru miyamoto and destroy all the game design garbage which has probably produced more genuinely worthless crap than any amount of anime or bad action movies. Well those are my thoughts on the matter thanks for reading ;)
dude I'm not sure how ingenuous this post was but play mario again. This piece of shit has very non-mario controls. They're way loose and the enemies don't make any sense.
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thecatamites what are you opinions on games, gaming, and gamers?

I unequivocally subscribe to the "messianic" theory of games and gaming.

idk sometimes i think there's some interesting shit you could do with the ideas about space and structure which games seem to take for granted, like the way playing contra leaves a weird feeling of uh both running along the ground AND naviagting a fake little dude through a hostile and completely artificial landscape as opposed to just "pressing this button makes this picture thing move along the other picture thing" or whatever, which kind of gets drowned out and confused with the idea that games are all Whack-A-Mole things about meaningless reflex actions and FUN and loud noises wherever you hit a coin. Collecting things is fun!! People like games where you collect things. We want people to have fun and will place many "collex" (collectibles) throughout out gaming landscape so that YOU the player can have fun doing this stupid shit over and over. Basically its like a weird and formalist medium which just happens to be run entirely by moron carnies.

Also Alec yeah it seemed kind of awkward but I played Mario World a while back and the controls were surprisingly slippery I think! Probably I just suck at platform games or maybe it just got exaggerated in my memory but playing this made me think that what earlier mario games did right was constructing levels which exactly fit the weird physics.
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By "adaptive difficulty" I think it just means increasingly skinny platforms and more enemies, and the addition of wings to enemies, even enemies that should never have wings.
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has any indie game developer proved they can do any sort of 'gameplay' correctly. Like Nintendo Power always went on about Capcom games have excellent PLAYCONTROL I took that for granted then but now it's like jesus is making a balanced sort of game really that hard like all those Electronic Arts Goldeneye clones during the early 2000s is it that hard to reverse-engineer Goldeneye controls reaction times etc. like it can't even just be a shameless ripoff as if it were made with nonexistent Goldeneye map editor it's just so off and awful

like even old games like Double Dragon where they dropped off like 2/3 of the possible framerate in order to handle all the animation or AI or something even that game has like better/tighter controls than anything ever. Japanese game developers from the 90's had more flow than anybody even the blacks
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yeah every time i play a game like this i learn some incredible new piece of attention-to-detail in the control scheme of the game they're trying to clone that i never noticed until it wasn't there.
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analog is warmer


actually I think like weird specific Mario Bros. 1 controls are the equivalent of analog record fetish, like this perfectly nuanced thing that I dunno was mario control scheme even on purpose/did they just get lucky/are we just so USED to it that's where any feeling of perfection in the controls comes from (all videogame controls are judged in relation to SMB1)
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speaking of games that have adaptive difficulty, marvel vs capcom 2 on the xbox/dc/ps2 did this. Over the times you'd play it would get harder and harder. especially if you beat arcade mode 200+ times on hardest difficulty.