vicious wrote:
i'm curious if NES could handle the dynamic platform generation.
Of course it can, specially if the player can't walk backwards (like seems to be the case in this game). The computational cost of generating dynamic levels is negligible if you don't have slopes and other complex structures, but even then it wouldn't be impossible. Going backwards would require a significant amount of RAM to store everything that has been generated on the fly.
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Has anyone made any similar demos?
I can't really think of anything, but it shouldn't be complicated to pull off at all. You have to consider all possibilities and randomize all parameters when generating a new level piece. I took a quick look at the game and there seem to be a few kinds of structures, like regular buildings, collapsing buildings, cranes, building you go through... just randomize a type of structure, how long it is, what you'll draw on top of it (pipes, antennas, roofs, whatever), and you have a level piece. Enemies, items and such can be randomized just as easily. You might have to think of the difficulty of the game, which should get progressively harder. For example, you could avoid generating large gaps between structures in the first levels, or limit the number of enemies, things like that.