Follow TV Tropes

Following

History Main / RandomlyGeneratedLevels

Go To

OR

Is there an issue? Send a MessageReason:
None



to:

r



* ''Lufia: The Legend Returns'' and ''Ruins of Loire'' both have all their dungeons randomly generated. ''Lufia II'' did this before them, but just in the Ancient Cavern, an optional portion of the game.

to:

* ''Lufia: The Legend Returns'' and ''Ruins of Loire'' Lore'' both have all their dungeons randomly generated. ''Lufia II'' did this before them, but just in the Ancient Cavern, an optional portion of the game.
Is there an issue? Send a MessageReason:
None


* ''Get Medieval'' (a ''Gauntlet'' clone) had a game mode that would randomly generate dungeons.

to:

* ''Get Medieval'' (a ''Gauntlet'' ''{{Gauntlet}}'' clone) had a game mode that would randomly generate dungeons.
Is there an issue? Send a MessageReason:
None



to:

* ''Get Medieval'' (a ''Gauntlet'' clone) had a game mode that would randomly generate dungeons.
Is there an issue? Send a MessageReason:
None


* ''CommandAndConquer'' allows for randomly generated levels.

to:

* The ''CommandAndConquer'' series allows for randomly generated levels.multiplayer maps.
Is there an issue? Send a MessageReason:
None



to:

* ''Terraria'' can randomly generate maps several times larger than the application itself.

Changed: 148

Is there an issue? Send a MessageReason:
None


* Sonic 3 and Sonic & Knuckles have bonus levels that have you running around touching all the blue spheres (which then turn red) and avoiding red ones. Lock-on ''Sonic & Knuckles'' with ''any'' non-main-Sonic game made before it, and you'll get a Sonic 3 style bonus level unique to that game, and other copies of the same game will play the same stage. The idea is that gamers will want to check out their whole library of games for bonus stages, but this was an unadvertised feature, possibly because it didn't work with games made after Sonic & Knuckles. There's a lot of different bonus levels to find, but there's even more if you connect S & K to the original ''Sonic The Hedgehog'', which keeps dishing levels into the ''millions'', and lets you revisit ones you've already played through passwords.

to:

* Sonic 3 and Sonic & Knuckles have bonus levels that have you running around touching all the blue spheres (which then turn red) and avoiding red ones. Lock-on ''Sonic & Knuckles'' with ''any'' non-main-Sonic game made before it, and you'll get a Sonic 3 style bonus level unique to that game, and other copies of the same game will play the same stage. The idea is that gamers will want to check out their whole library of games for bonus stages, but this was an unadvertised feature, possibly because it didn't work with games made after Sonic & Knuckles. There's a lot of different bonus levels to find, but there's even more if you connect S & K to the original ''Sonic The Hedgehog'', which keeps dishing has more than 134 million levels into the ''millions'', (don't get too excited though, repeat levels start appearing after a mere [[http://info.sonicretro.org/Blue_Sphere 120 million]]), and lets you revisit ones you've already played through passwords.
Is there an issue? Send a MessageReason:
None


* Lock-on ''Sonic & Knuckles'' with ''any'' non-main-Sonic game made before it, and you'll get a Sonic 3 style bonus level unique to that game, and other copies of the same game will play the same stage. The idea is that gamers will want to check out their whole library of games for bonus stages, but this was an unadvertised feature, possibly because it didn't work with games made after Sonic & Knuckles. There's a lot of different bonus levels to find, but there's even more if you connect S & K to the original ''Sonic The Hedgehog'', which keeps dishing levels into the ''millions'', and lets you revisit ones you've already played through passwords.

to:

* Sonic 3 and Sonic & Knuckles have bonus levels that have you running around touching all the blue spheres (which then turn red) and avoiding red ones. Lock-on ''Sonic & Knuckles'' with ''any'' non-main-Sonic game made before it, and you'll get a Sonic 3 style bonus level unique to that game, and other copies of the same game will play the same stage. The idea is that gamers will want to check out their whole library of games for bonus stages, but this was an unadvertised feature, possibly because it didn't work with games made after Sonic & Knuckles. There's a lot of different bonus levels to find, but there's even more if you connect S & K to the original ''Sonic The Hedgehog'', which keeps dishing levels into the ''millions'', and lets you revisit ones you've already played through passwords.
Is there an issue? Send a MessageReason:
None



to:

* Lock-on ''Sonic & Knuckles'' with ''any'' non-main-Sonic game made before it, and you'll get a Sonic 3 style bonus level unique to that game, and other copies of the same game will play the same stage. The idea is that gamers will want to check out their whole library of games for bonus stages, but this was an unadvertised feature, possibly because it didn't work with games made after Sonic & Knuckles. There's a lot of different bonus levels to find, but there's even more if you connect S & K to the original ''Sonic The Hedgehog'', which keeps dishing levels into the ''millions'', and lets you revisit ones you've already played through passwords.
Is there an issue? Send a MessageReason:
None


[[AC: VideoGames with fixed seeds (The level is randomly generated when you first play it, but always the same thereafter)]]

to:

[[AC: VideoGames with fixed seeds (The level is developers randomly generated when you first play it, but always generate a level, and put that level on all copies of the same thereafter)]]game)]]
Is there an issue? Send a MessageReason:
None



[[AC: Other]]
* The Rubik's Cube (and other similar puzzles) are based on this concept, since you are supposed to scramble them randomly before you begin.
* Every trading card game ever.

Added: 624

Changed: 1440

Is there an issue? Send a MessageReason:
None


* ''WaterWarfare'' randomly generates all its maps, though in each of the four map themes (Playground, Beach, Plaza, and Nature Park), certain features will always be consistent. Certain templates will also show up with reasonable consistancy based on map size (small or large), game type (Battle Royale, Deathmatch, Treasure Chest, Checkpoint, Point Rally, Defender), and number of players (2-8). For example, a 1-on-1 Battle Royale on the Playground will always have two hills and no underground tunnel, but adding just one more player allows a tunnel to appear. But no matter how many players are added to a Treasure Chest battle, if it's on the Playground, there will never be a tunnel. (In Mission Mode, however, the maps are always the same for each mission, and not random at all).

to:

* ''WaterWarfare'' randomly generates all its maps, though in each of the four map themes (Playground, Beach, Plaza, and Nature Park), certain features will always be consistent. Certain templates will also show up with reasonable consistancy consistency based on map size (small or large), game type (Battle Royale, Deathmatch, Treasure Chest, Checkpoint, Point Rally, Defender), and number of players (2-8). For example, a 1-on-1 Battle Royale on the Playground will always have two hills and no underground tunnel, but adding just one more player allows a tunnel to appear. But no matter how many players are added to a Treasure Chest battle, if it's on the Playground, there will never be a tunnel. (In Mission Mode, however, the maps are always the same for each mission, and not random at all).




to:

* The ''InazumaEleven'' series has training centers. The course consists of a rectangular grid of rooms with doors between them. You start at a random room in the bottom row, one (possibly more, but you're locked in as soon as you find one) random top-row room is designated as the goal and is larger than usual, and the two are always connected by a path through a series of unlockable doors. Aside from the goal room, each room also contains either a free item or a battle at the center, and picking up the item or winning the battle opens all unlockable doors in the room (from the side you're on only; doors can be unlocked twice, once from each side). Losing a battle kicks you out, while reaching the goal room pits you in a full-fledged soccer match which gives everyone on your team a permanent stat boost if you win. Each time you play, the set of unlockable doors and each room's contents are randomized. As you progress in the main story, the grid gets bigger, the battles get harder, the item drops get better, and the stat boosts for clearing the whole course are also increased. Additionally, the layout tends to vary based on the course you pick (which determines which stat(s) get boosted if you win); the Stamina Course in particular tends to have the path snake around and go through nearly every room in the grid, with branches leading to dead ends being few and short, while some others tend to have maze-like layouts.
* ''TalesOfSymphonia'' has Niflheim, while its sequel has Gladsheim. Both consist of nodes on a rectangular grid with connections between them. Niflheim is a timed 15-level dungeon with [[SaveGameLimits no save points]], and each level requires you to either defeat all enemies on it or find the exit. Gladsheim is an untimed 10-level dungeon with a save point on the 3rd and 6th level next to the entrance, and the 10th level has a boss fight and nothing else. Apart from the 10th level, each level is a 8-by-8 grid; you start on a random non-edge square and have to go to all 4 corners and defeat the enemy at each corner.
Is there an issue? Send a MessageReason:
HTTT and TSOF


* ''BattleForWesnoth'' allows for randomly generated maps. Also, one of the levels in one of the campaigns is randomly generated. Random cave maps, however, tend to favor chaotic units far more than lawful units, as the cave generator doesn't make any lighted spaces yet.

to:

* ''BattleForWesnoth'' allows for randomly generated maps. Also, one two of the levels in one of the it's campaigns is have randomly generated.generated maps (one in each). Random cave maps, however, tend to favor chaotic units far more than lawful units, as the cave generator doesn't make any lighted spaces yet.

Changed: 181

Removed: 97

Is there an issue? Send a MessageReason:
No, it\'s the same in both games.


* In StarControl 2, everything in a star system is randomly generated based on position: planets, moons, resources, etc. A few plot important systems have specially overriden stats.
** Averted in remake [[UrQuanMasters Ur-Quan Masters]]. Everything has fixed stats and locations.

to:

* In StarControl 2, everything in a star system is randomly generated based on position: planets, moons, resources, etc. A few plot important systems have specially overriden stats.
** Averted in remake [[UrQuanMasters Ur-Quan Masters]]. Everything has fixed stats and locations.
Is there an issue? Send a MessageReason:
None


* ''{{Daggerfall}}'' has over 15,000 procedurally generated towns, cities, villages and dungeons.

to:

* ''{{Daggerfall}}'' has has, with a few hand-crafted exceptions, over 15,000 procedurally generated towns, cities, villages and dungeons.dungeons. In this case they were generated on the developer's computers, then placed on the disk.
Is there an issue? Send a MessageReason:
None



to:

* ''SpeakWithMonsters'' illustrates a potential problem with this, as applied to [[TabletopRPG Tabletop RPGs]], [[http://speakwithmonsters.badgods.com/comics/flightless-bird here]].

Added: 368

Changed: 2

Is there an issue? Send a MessageReason:
None


*** This was expecially true before the first few patch: later on, they changed the random generator to be less annoying. Still relevant to this trope: it's still random, only in a different way.

to:

*** This was expecially especially true before the first few patch: later on, they changed the random generator to be less annoying. Still relevant to this trope: it's still random, only in a different way.


Added DiffLines:

** The upcoming Diablo 3 will attempt to alleviate that issue. Outdoor areas will have a more regular but still randomized layout, with landmarks such as bridges, major dungeons, and paths to the next area always in the same place. Dungeons are going to be totally random but built out of modular rooms instead of a crude assortment of walls like in Diablo 1 and 2.

Added: 164

Changed: 88

Is there an issue? Send a MessageReason:
None


** ''[[ZettaiHeroKaizouKeikaku Z.H.P. Undying Ranger vs Darkdeath Evilman]]'' is {{NipponIchi}}'s attempt at a {{Roguelike}} and thus completely based on the trope.



* ''ZettaiHeroKaizouKeikaku'' is a {{Roguelike}} and thus completely based on the trope.

to:

* ''ZettaiHeroKaizouKeikaku'' is a {{Roguelike}} and thus completely based on the trope.
Is there an issue? Send a MessageReason:
None



to:

* ''ZettaiHeroKaizouKeikaku'' is a {{Roguelike}} and thus completely based on the trope.
Is there an issue? Send a MessageReason:
None


** Averted in remake Ur-QuanMasters. Everything has fixed stats and locations.

to:

** Averted in remake Ur-QuanMasters.[[UrQuanMasters Ur-Quan Masters]]. Everything has fixed stats and locations.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Averted in remake Ur-QuanMasters. Everything has fixed stats and locations.
Is there an issue? Send a MessageReason:
None



to:

* ''{{Runescape}}'' has the dungeoneering skill, which is firmly based on this trope.
Is there an issue? Send a MessageReason:
None



to:

* The original ''CastleWolfenstein'' has pregenerated rooms whose layouts didn't change; however, the order and connection between rooms was randomized at the start of each game.
Is there an issue? Send a MessageReason:
None



to:

* The dungeons in ''{{Recettear}}'' are generated this way.

Added: 474

Changed: 50

Is there an issue? Send a MessageReason:
None



to:

* ''Yoda Stories''.
* The Microprose game based off ''MagicTheGathering'' has a randomly generated map. Enemies are encountered randomly. Dungeons, where you get random cards, are generated randomly and appear in random locations. Enemies attack towns randomly; if you did something for that town to give you an extra hit point, you lose it if you don't stop them; if one wizard (There are five, one for each color of magic.) takes over three towns (four if you have a special item), game over.




to:

* Every trading card game ever.
Is there an issue? Send a MessageReason:
None


* ''MegaManX 6'' is the only [[SoBadItsHorrible Mega Man X game]] to feature these.
** First of all, it wasn't random, the changes were all predetermined, and you could easily manipulate them if you paid the least bit of attention. Second, more a case of YourMileageMayVary - this troper finds X6 the best of the X series.
Is there an issue? Send a MessageReason:
The reference to Spoony's LP wasn't needed. Word Cruft.


* In [[TheSpoonyExperiment Spoony's]] playthrough of ''SWAT 4'', he points out that while the layout is always the same the people in the buildings are placed differently every time.

to:

* In [[TheSpoonyExperiment Spoony's]] playthrough of ''SWAT 4'', he points out that while the layout is always the same while the people in the buildings are placed differently every time.
Is there an issue? Send a MessageReason:
None


* ''BattleForWesnoth'' allows for randomly generated maps. Also, one of the levels in one of the campaigns is randomly generated.

to:

* ''BattleForWesnoth'' allows for randomly generated maps. Also, one of the levels in one of the campaigns is randomly generated. Random cave maps, however, tend to favor chaotic units far more than lawful units, as the cave generator doesn't make any lighted spaces yet.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** This was expecially true before the first few patch: later on, they changed the random generator to be less annoying. Still relevant to this trope: it's still random, only in a different way.
Is there an issue? Send a MessageReason:
The example the second


[[AC: VideoGames with changing seeds]]

to:

[[AC: VideoGames with changing seeds]]seeds (The levels are randomly generated each time you play)]]




[[AC: VideoGames with fixed seeds]]

to:

\n* ''WaterWarfare'' randomly generates all its maps, though in each of the four map themes (Playground, Beach, Plaza, and Nature Park), certain features will always be consistent. Certain templates will also show up with reasonable consistancy based on map size (small or large), game type (Battle Royale, Deathmatch, Treasure Chest, Checkpoint, Point Rally, Defender), and number of players (2-8). For example, a 1-on-1 Battle Royale on the Playground will always have two hills and no underground tunnel, but adding just one more player allows a tunnel to appear. But no matter how many players are added to a Treasure Chest battle, if it's on the Playground, there will never be a tunnel. (In Mission Mode, however, the maps are always the same for each mission, and not random at all).

[[AC: VideoGames with fixed seeds]]seeds (The level is randomly generated when you first play it, but always the same thereafter)]]
Is there an issue? Send a MessageReason:
Already within the article.


* All NipponIchi games have this for their "extra dungeons" (such as Item World), and a few have this option for their normal dungeons (e.g., some parts of ''MakaiKingdom'').

Top