[HN Gopher] Visualizing Pokemon Red and Blue Connections (2020)
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Visualizing Pokemon Red and Blue Connections (2020)
Author : clessg
Score : 111 points
Date : 2023-11-29 17:32 UTC (5 hours ago)
(HTM) web link (peterhajas.com)
(TXT) w3m dump (peterhajas.com)
| davexunit wrote:
| This was a real treat. Nice use of some regular old tools to look
| at something in a new way. I'm also a big fan of the GB/GBC
| Pokemon games.
| NegativeLatency wrote:
| These games were magical for me, I keep hoping for a good modern
| Pokemon game but nothing has quite captured the experience of
| playing through Blue for the first time. (Maybe it's that
| experience of playing a game without being able to easily ask the
| internet what to do next, but there was something delightful
| about discovering the whole in game world and all the secrets in
| it.)
| MadSudaca wrote:
| This gave me an idea, what about a game that is proceduraly
| generated in whole, maybe using only the same underlying
| mechanics, for each run of the game or each person that plays?
| It'll probably be possible in not too long with generative AI.
| eddtries wrote:
| Rogue likes are good enough, if you build a procedurally
| generated games it's very hard to not make it very boring and
| empty. Many roguelikes do a good job at keeping things fresh
| enough to replay while not allowing for that.
| aperrien wrote:
| Not to be negative, but isn't that the whole category of
| roguelikes? There are definitely Pokemon roguelikes out
| there.
| crq-yml wrote:
| UCSC EIS was doing some work on this kind of thing over the
| past decade:
|
| https://eis.ucsc.edu/
|
| Everything procedural in nature essentially reflects the
| design philosophy of the creator: that's a fundamental
| restriction on the Holodeck. The generative approach is
| actually creatively less productive than a chaos function,
| because chaos is known to produce interesting long-run
| patterns, while generative acts more like an interpolation on
| existing patterns.
| doesnt_know wrote:
| I understand this isn't exactly what you meant, but The
| Pokemon Mystery Dungeon[1] series is one interpretation of
| that idea. Basically a Pokemon roguelike.
|
| [1]
| https://en.wikipedia.org/wiki/Pok%C3%A9mon_Mystery_Dungeon
| bagful wrote:
| The "randomizer speedrun" genre involves completing a script-
| generated ROM hack permuting existing game assets. A
| randomized ROM might rearrange everything from door warps,
| enemy locations, boss move-sets, even item effects can be
| randomized; and importantly the game remains completely
| solvable.
| dunkmaster wrote:
| http://peterhajas.com/media/pokemon_rb_towns_and_routes_prev...
| This kind of looks like Pikachu
| vorticalbox wrote:
| Looks more like poliwag to me.
| topherclay wrote:
| Funny that the routes and towns map is the same as the in game
| map, except it's sort of mirrored North-South around pallet town.
| So instead of starting clockwise out of pallet town in game, you
| would start counter-clockwise on this generated map.
| davexunit wrote:
| I noticed the same. Graphviz gives you some amount of control
| over the layout so it is probably possible to get it to render
| in a way more familiar to people that know the real map.
| borbtactics wrote:
| After all these years, the Silph Company is still one of the more
| confusing RPG dungeons I've encountered. Glad to finally see it
| explained.
| jollyllama wrote:
| The same graph was probably on the whiteboard of the game devs
| and the people who got paid to write game guide books back in
| the day.
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(page generated 2023-11-29 23:01 UTC)