Proceedings of the 12th International Conference on the Foundations of Digital Games 2017
DOI: 10.1145/3102071.3102104
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Mechanics automatically recognized via interactive observation

Abstract: Jumping has been an important mechanic since its introduction in Donkey Kong. It has taken a variety of forms and shown up in numerous games, with each jump having a di erent feel. In this paper, we use a modi ed Nintendo Entertainment System (NES) emulator to semi-automatically run experiments on a large subset (∼30%) of NES platform games. We use these experiments to build models of jumps from di erent developers, series, and games across the history of the console. We then examine these models to gain insig… Show more

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Cited by 15 publications
(23 citation statements)
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“…This game combines elements from Plants vs. Zombies (PopCap Games) and R-Type (Irem, 1991) took inspiration from previous works which found similarities in games. These similarities were sometimes related to a whole game genre, like puzzles that have the same mechanics as Tetris [8] or a single mechanic feature like jumps in 2D platform games [9]. We developed our system on top of the VGDL and GVGAI framework to be general across game genres and mechanics.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…This game combines elements from Plants vs. Zombies (PopCap Games) and R-Type (Irem, 1991) took inspiration from previous works which found similarities in games. These similarities were sometimes related to a whole game genre, like puzzles that have the same mechanics as Tetris [8] or a single mechanic feature like jumps in 2D platform games [9]. We developed our system on top of the VGDL and GVGAI framework to be general across game genres and mechanics.…”
Section: Discussionmentioning
confidence: 99%
“…al. [9] analyzes the jump mechanic available in 2D platform games developed for the Nintendo Entertainment System (NES). The work presents commonalities and trends in jumping across games, developers, and game franchise.…”
Section: Introductionmentioning
confidence: 99%
“…Because some important level objects are sprites and not tiles, we also hope to learn the initial placements of dynamic game objects in the larger map. Mappy identi es abstract game objects by observing hardware sprites over time using the sprite tracker described in [15].…”
Section: Nes Pragmaticsmentioning
confidence: 99%
“…Fasterholdt et al [58] studied a number of platformer games to form a general model of jumping, but their (labor-intensive) analysis was limited to four games. Our work building on this [53] automatically performed in-game experiments, allowing us to capture and juxtapose the jumping dynamics of 48 games, a 12-fold increase. Large data-based game studies [59], [60] generally rely on textual data such as Wikipedia or GameFAQs.…”
Section: A Quantitative Game Studiesmentioning
confidence: 99%