Show notes
20XX is a platformer in the vein of MegaMan, only its levels are generated on the fly. What kind of levels does this process make? How are levels distinct from one another, and how is one run of a level different from your next run of it? How are the game's challenges influenced by its procedural generation, a seemingly random level design?
Michael Cook hosts the yearly Procedural Generation Jam. For our second segment, we discuss his article "More Unpredictable Stuff" in light of 20XX.

