Battle of the Algo-Rhythms - "Escape From Midwich Valley", by Carpenter Brut

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Published on ● Video Link: https://www.youtube.com/watch?v=crBKtWwqbO8



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This is a new project I'm doing. Can you keep up with all four screens? Each of these game has its own algorithm that procedurally generates a race course to flow with the structure of whichever song you pick from your library, so I figure 'why not compare and contrast in real time'? These games are as follows -

Audiosurf - Mono Ninja mode. The Goal here is to collect more than three colored blocks at a time into the grid without collecting the gray ones. The gray ones can be cast out but can still ruin a full grid combo. Collect as many of the colored blocks as you can before their collective score is gathered.

Audiosurf 2 - Mono, Stadium Course. Similar to the above-mentioned Mono Ninja mode, the sequel's equivalent replaces gray blocks with spikes that will decimate any colored blocks you've collected and ruin any combos you had going. The game provides a bonus at the end of the track if you have not hit any spikes.
NOTE: During this run, Audiosurf 2's recording glitched out shortly before the big drop, during the quiet lead-up segment. It fixed itself (for the most part) just in time, however.

Riff Racer - There are no difficulty or gameplay settings to input for this game. The algorithm creates a course based on the music you've provided, and your vehicle's speed is set to the tempo of the music. Collect boost boxes, hexagonal coins, and huge stunt combos with flips, jumps, and drifts. Avoid the barriers, as they not only slow down your vehicle but avoiding them all grants you with an extra bonus at the end of the track.

Music Racer - "Teleport" vehicle, "Distant Horizons" track, Standard Mode - The courses vary based not only on the music provided, but the track theming as well. No real reason for choosing the Delorean other than it makes for a good 80s reference, and I chose Distant Horizons as it most closely resembled a valley-type of environment. This is Standard Mode, meaning the game allows you to hit obstacles but at the cost of breaking your combos while Hard Mode will end your run prematurely at the first obstacle struck, but ultimately the goal is to collect as many of the white blocks as you can which appear in rhythm to the song. They provide currency, and keeping up combos provides bonuses at the end of the track. This is the only game of the four that does not have a leaderboard system.