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Java: Generate the alphabet in random order, no duplicates


Question

Hi guys,

I am taking an introductory programming course and need a bit of help. The assignment is to have the Java program read a message (I am assuming from a .dat file, not quite sure). The program creates substitutes each random letter with a different letter chosen at random by the computer. If the letter M is chosen to replace the letter P in the message, then M replaces P in every instance of the message.

Right now, I just need help with generating a set of the 26 letters ordered randomly without duplicates. Here is what I have:

import java.util.Random;

public class encrypt {

public static void main(String[] args) {

char [] alphabet =

{'A','B','C','D','E','F','G','H','I','J','K','L','M','N','O','P','Q','R','S','T','U','V','W','X','Y','Z'};

char [] substitute =

{'A','B','C','D','E','F','G','H','I','J','K','L','M','N','O','P','Q','R','S','T','U','V','W','X','Y','Z'};

boolean done=false;

Random generator = new Random();

int i, j, k, random;

while(done==false) {

for(i=0; i<=25; i++) {

random = generator.nextInt(25);

substitute=alphabet[random];

for(j=0; j<=i; j++) {

while(substitute[j]==substitute) {

random = generator.nextInt(25);

if(substitute[j]!=substitute) {

substitute=alphabet[random];

}

}

}

}

for(k=0; k<=25; k++) {

System.out.print(substitute[k] + ", ");

}

done=true;

}

}

}

Right now the program does nothing. If I remove the last for loop with j as the counter and everything within that for loop, I get an output of 26 letters randomly chosen, but there are duplicates. The last for loop is supposed to say something like, "If the randomly generated letter (substitute) has appeared before in substitute[], then generate a new random number until it is no longer a duplicate of a previous number, at which point the letter which corresponds to the random number is stored in substitute.

So if you could give me some suggestions it would be much appreciated. If I am overcomplicating things and there is a much easier way to do this, please guide me in the right direction.

Thanks,

Noah

EDIT: Spacing in the program code isn't working. Looks fine while I'm editing it though. What's wrong?

EDIT 2: See here for my code, correctly formatted.

Edited by -Noah-

Recommended Posts

  • 0

Your way seems a little strange unless I am missing something. Why don't you just have an array for the alphabet and then just pick a letter at random when you need it. From what I understood you don't actually need an entire randomised alphabet.

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Your way seems a little strange unless I am missing something. Why don't you just have an array for the alphabet and then just pick a letter at random when you need it. From what I understood you don't actually need an entire randomised alphabet.

Thanks for the response.

How would I make sure that I do not pick the same letter from the alphabet array more than once?

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You could always switch to using a LinkedList instead of an array, when you choose a letter, you just remove it from the list.

The size of the list would decrease each time, so you'd need to generate a random number using the variable linkedlist.size() instead of 25.

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I would stick to the array personally and have another with the letters already used so that when a new random letter is picked it is checked against those in the already used array.

LinkedLists - /covers eyes and shrieks

Sorry, personal disposition :)

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I would stick to the array personally and have another with the letters already used so that when a new random letter is picked it is checked against those in the already used array.

LinkedLists - /covers eyes and shrieks

Sorry, personal disposition :)

why would you want to maintain 2 arrays versus a single shrinking array that will only ever have letters you can use?

not to mention random doesn't mean true random, you could (however unlikely this is) end up randomizing the same already used letter multiple times in a row

  • 0
why would you want to maintain 2 arrays versus a single shrinking array that will only ever have letters you can use?

not to mention random doesn't mean true random, you could (however unlikely this is) end up randomizing the same already used letter multiple times in a row

I can see what you are saying, and it is true, but I am compelled to say, so?

  • 0

That was my problem: I knew there would be a chance that it could generate the same letter again. That's why I made my code the way I did. Also, I don't see how creating a "used letters" array would be any better than my method.

The only problem is, why doesn't my code work!?!?

How would I go about creating a linked list in Java? I looked online and unless I am missing something, it looks pretty complicated.

  • 0

import java.util.Random;
import java.io.*;
import java.lang.*;
import java.lang.String.*;



public class encrypt {

public static void main(String[] args) {

char [] alphabet =
{'A','B','C','D','E','F','G','H','I','J','K','L','M','N','O','P','Q','R','S','T','U','V','W','X','Y','Z'};
char [] substitute =
{'A','B','C','D','E','F','G','H','I','J','K','L','M','N','O','P','Q','R','S','T','U','V','W','X','Y','Z'};
char [] used =
{'0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'};
boolean done=false;
Random generator = new Random();
int i, j, k, random, count;

count = 0;

System.out.print("Enter a string: ");

	  //  open up standard input
	  BufferedReader br = new BufferedReader(new InputStreamReader(System.in));

	  String input = null;

	  //  read the username from the command-line; need to use try/catch with the
	  //  readLine() method
	  try {
		 input = br.readLine();
	  } catch (IOException ioe) {
		 System.out.println("IO error");
		 System.exit(1);
	  }

	  //loop
	  for (int l = 0; l &lt; input.length(); l++)	{
		  count++;

  }
		  System.out.println(count);

		for(int p = 0; p &lt;count; p++)	{

			int result = 0 + (int) ( Math.random()*(26) );

			char temp = alphabet[result];

			char temp2 = '1';
			int o = 0;
			while(temp2 != '0')	{
			//for(int o = 0; o &lt; used.length(); o++)	{

				temp2 = used[o];

				if(temp == temp2) {					
					result = 0 + (int) ( Math.random()*(26) );
				}
				o++;
			}
			char temp3;
			temp3 = input.chatAt(count); // No idea why this doesn't work
			alphabet[result] = temp3;


			count++;
		}


	  System.out.println(input);


while(done==false) {
for(i=0; i&lt;=25; i++) {
random = generator.nextInt(25);
substitute[i]=alphabet[random];
for(j=0; j&lt;=i; j++) {
while(substitute[j]==substitute[i]) {
random = generator.nextInt(25);
if(substitute[j]!=substitute[i]) {
substitute[i]=alphabet[random];
}
}
}
}
for(k=0; k&lt;=25; k++) {
System.out.print(substitute[k] + ", ");
}
done=true;
}
}
}

Something like that, only charAt doesn't work, sorry I'm tired so if you can fix that part I can check the rest of the code.

Oh and this way you have all the letters you have used in an array for printing/whatever.

So... then you don't have to compare and try the operation again...

All it is, is a for loop running through used array in case you pick a letter that has been already used you just pick a new random letter.

Edit: Actually, it only checks once and if it picks a letter that already occured again it proceeds when it shouldn't.

Also not accounting for spaces... /sigh there is actually quite a lot, hope it helps though.

Edited by Zapadlo
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why would you want to maintain 2 arrays versus a single shrinking array that will only ever have letters you can use?

not to mention random doesn't mean true random, you could (however unlikely this is) end up randomizing the same already used letter multiple times in a row

Because LinkedLists seem a bit advanced for someone doing basic stuff like this in an introduction to a java course. Anyway:

Seems pretty sloppy (but it's 12:35am), but here it is. It's commented and stuff so you actually have a clue on what's going on. BTW, did you know you can declare variables while in for-loops? You don't need to declare "int i" as a member variable if you're just going to use it for for loops. Java should also just destroy the integer once you're out of the for loop, meaning you can reuse int i in another for loop if you so wish.

import java.util.Random;

public class encrypt {
  public static void main(String[] args) {
	char [] alphabet =  {'A','B','C','D','E','F','G','H','I','J','K','L','M','N','O','P','Q','R','S','T','U','V','W','X','Y','Z'};
	char [] substitute = {'.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.'};  //this should be 26 dots, please check
	int [] numbers = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};  //this should be 26 zeros, please check to see if this correct!!

	for (int i=0; i&lt;=25; i++) {
	  random = generator.nextInt(25);
	  //keep running this if-else until we find a number we haven't used before
	  do {
		//if we find a number we haven't used before
		if (numbers[random] == 0) { 
		  numbers[random] = random; //then assign that position in the array that number (i.e. position 10 in the array will now have the number 10)
		  substitute[i] = alphabet[random];  //assign the current position of the substitute alphabet array the random letter from the real alphabet
		}
		else {
		  random = generator.nextInt(25); //if we hit a number we've already used, get another one
		}
	  } while (numbers[random] != 0)
	}
	for(int i=0; i&lt;=25; i++) {
	  System.out.print(substitute[i] + ", "); //print out your brand new randomised alphabet!
	}
  }
}

I'll admit, I have no idea if this works or not, as I don't have the java compiler on my computer any more (haven't done java in about a couple of years), but this should work. There's no harm in compiling it yourself though, just shout out any errors if there are any.

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heres my attempt, not compiled but i don't imagine its too far off (could be wrong tho)

private String jumble(String[] original) {
	Random gen = new Random();
	String[] alphabet = {"a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "x", "y", "z", " "};
	ArrayList alphabetaGenList = new ArrayList(Arrays.asList(alphabet));
	Hashtable newAlphabet = new Hashtable();
	StringBuffer jumbled = new StringBuffer();
		int randomAlphabetLetter = 27;

		//oops made a mistake with the random, 2nd edit
	for (int i = 0; i &lt; 27; i++) {
				int r = gen.nextInt(randomAlphabetLetter--);
		newAlphabet.put(alphabet[i], alphabetGenList.get(r));
		alphabetGenList.remove(r);
	}

	for (int i = 0; i &lt; original.length; i++) {
				jumbled.append(newAlphabet.get(original[i]));
	}	

	return jumbled.toString();
}

edit...

i guess thats a bit overkill since it converts the string too, but not many changes just to do the alphabet

Edited by ecstasis
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Thanks guys for all the replies.

Zapadlo: I don't know if you realized this, but you have chatAt instead of charAt. :p Even with that change, it throws an error:

Exception in thread "main" java.lang.StringIndexOutOfBoundsException: String index out of range: 5

at java.lang.String.charAt(Unknown Source)

at encrypt.main(encrypt.java:66)

The string index out of range value is always the number of characters that I have typed for the string. I'm guessing my code at the bottom was not supposed to be there. No problem, though. I live in the US, so it's quarter of 10 now. Didn't mean to give you guys Java code problems in the middle of the night! Is Neowin UK based?

-Noah

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Teej: I added a semicolon after the while statement. No errors, but here are some examples of the output:

Output 1. W, C, U, H, E, D, F, Q, A, ., T, K, ., ., J, ., X, ., L, ., R, ., O, ., ., .,

Output 2. V, ., P, ., H, K, Q, ., D, S, ., ., G, J, R, F, N, ., M, B, ., Y, ., ., W, U,

Output 3. X, O, W, I, P, ., U, G, Q, R, F, ., ., V, A, B, ., ., K, ., Y, H, ., E, T, M,

I cant figure out what is wrong, most likely because I don't exactly know what is going on with the do while. Does the while statement at the end tell the program to go through the do again under the specified conditions? If you have any more ideas for fixing this, they are welcome!

About the int within the for-loop, my teacher says that it wastes memory and that you should define those variables first, out of the for-loop (?). I'm guessing she's wrong. :laugh:

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About the int within the for-loop, my teacher says that it wastes memory and that you should define those variables first, out of the for-loop (?). I'm guessing she's wrong. :laugh:

i'm not sure it would make a difference either way since those variables would go to the garbage collector once they are out of scope (i don't know exactly how java deals with).

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These solutions are all overkill...

- Make an ArrayList containing all 26 letters.

- generate random number from 0 to List.size()-1.

- List.get(randomNumber)

- List.remove(randomNumber)

loop and restart at step 2 until List.size() returns 0.

import java.util.*;

class alphaRandom {

	public static void main(String[] args) {

	ArrayList&lt;Character&gt; al = new ArrayList&lt;Character&gt;();
	Random gen = new Random();
	int num;

	for(int i = 65; i &lt;= 90; i++) {
		al.add((char)i);
	}

	while(al.size() &gt; 0) {
		num = gen.nextInt(al.size());
		System.out.print(al.get(num));
		al.remove(num);
	}
 }
}

Edited by Tech God
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I had to do this for school too.

Stick to your method of arrays. LinkedLists are a pain for this.

I say keep 1 array list(alphabet).

Then create a random number from 0 - array.length()-1

after that just loop thru and remove the letter that your random number is. Havent done java in a few months so I dont know the EXACT array command to say "array.get? or etc".

Idk, but logically I would do it this way. Easier.

  • 0
These solutions are all overkill...

- Make an ArrayList containing all 26 letters.

- generate random number from 0 to List.size()-1.

- List.get(randomNumber)

- List.remove(randomNumber)

loop and restart at step 2 until List.size() returns 0.

import java.util.*;

class alphaRandom {

	public static void main(String[] args) {

	ArrayList&lt;Character&gt; al = new ArrayList&lt;Character&gt;();
	Random gen = new Random();
	int num;

	for(int i = 65; i &lt;= 90; i++) {
		al.add((char)i);
	}

	while(al.size() &gt; 0) {
		num = gen.nextInt(al.size());
		System.out.print(al.get(num));
		al.remove(num);
	}
 }
}

If you want to same some programming time, al.remove(num) will also return the object it's removing - so System.out.print(al.remove(num)) should work.

  • 0
Teej: I added a semicolon after the while statement. No errors, but here are some examples of the output:

Output 1. W, C, U, H, E, D, F, Q, A, ., T, K, ., ., J, ., X, ., L, ., R, ., O, ., ., .,

Output 2. V, ., P, ., H, K, Q, ., D, S, ., ., G, J, R, F, N, ., M, B, ., Y, ., ., W, U,

Output 3. X, O, W, I, P, ., U, G, Q, R, F, ., ., V, A, B, ., ., K, ., Y, H, ., E, T, M,

I cant figure out what is wrong, most likely because I don't exactly know what is going on with the do while. Does the while statement at the end tell the program to go through the do again under the specified conditions? If you have any more ideas for fixing this, they are welcome!

About the int within the for-loop, my teacher says that it wastes memory and that you should define those variables first, out of the for-loop (?). I'm guessing she's wrong. :laugh:

Haha, I am a complete prat. I've made a couple of changes. Basically, the do-while loop was running the code within the loop while the random number isn't zero, meaning, if the position was being used, then it would generate a random letter until it wasn't being used, hence why you get the odd gaps. This new code does the opposite of this (runs the code within the loop until we get a random letter which isn't being used). I also changed all of the numbers to -1 because we would run into an infinite loop as position 0 would never be allowed.

There are three arrays: the alphabet array, the number array and the substitute alphabet array.

The number array is filled with -1s at the beginning, but as the for loop progresses, the number array gets filled up with numbers between 0-25.

Each time the code goes through the loop, it checks to see if that position in the array isn't -1 (i.e. isn't used), and if it isn't -1, then fill that position in the array with the random number, and then take whatever letter is in that position in the alphabet array, and apply it to the next space in the substitute alphabet array.

If the position in the number array ISN'T -1, then we generate a random number and the do-while loop returns to the beginning and we do the process again.

The do-while keeps doing this until we find a number which isn't -1, at which point, the for loop increments i and we start at the beginning of the code within the for-loop.

import java.util.Random;

public class encrypt {
  public static void main(String[] args) {
	char [] alphabet =  {'A','B','C','D','E','F','G','H','I','J','K','L','M','N','O','P','Q','R','S','T','U','V','W','X','Y','Z'};
	char [] substitute = {'.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.','.'};  //this should be 26 dots, please check
	int [] numbers = {-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1};  //this should be 26 -1s, please check to see if this correct!!

	for (int i=0; i&lt;=25; i++) {
	  random = generator.nextInt(25);
	  //keep running this do-while until we find a number we haven't used before
	  do {
		//if we find a number we haven't used before
		if (numbers[random] == -1) { 
		  numbers[random] = random; //then assign that position in the array that number (i.e. position 10 in the array will now have the number 10), so it's considered to be used
		  substitute[i] = alphabet[random];  //assign the current position of the substitute alphabet array the random letter from the real alphabet
		}
		else {
		  random = generator.nextInt(25); //if we hit a number we've already used, get another one
		}
	  } while (numbers[random] == -1);
	}
	for(int i=0; i&lt;=25; i++) {
	  System.out.print(substitute[i] + ", "); //print out your brand new randomised alphabet!
	}
  }
}

Also, as for what your teacher says, what the hell? Forgive me if I'm wrong, but I'm really certain Java's automatic trashing would destroy the integer as soon as we get outside of the for loop, as opposed to at program termination, meaning it's more efficient to do it that way in this particular instance. Unless you need to use that specific integer value for another task outside of the for loop, declaring it outside of there is pointless.

Regardless of whether it trashes it or not after the for loop, though, it just makes the code neater to actually create the integer for a for-loop in the for-loop, instead of at the beginning, when it may not be needed at all. This is especially true if you have a for-loop within an if-else (as the for-loop may never be executed, meaning you've just wasted memory on declaring an integer which won't be used), or if you're using for-loops in object oriented code, which may not be called very often. Also, if you're using quite a few for loops, you don't want to have to do something like:

int i = 0;	//this integer is for a for loop that does this
int j = 0;		 //this integer is for a for-loop that does that
...
int l = 0;	//this integer is for yet another for-loop that does this thing somewhere in the code, I forget where it is now

Edited by The Teej
  • 0

int variables are primitive types, not Objects and are not created on the heap or garbage collected. They are allocated on the stack when coming into scope and thus released then they go out of scope. Teacher is talking rubbish - an int occupies the same space on the stack wherever it is defined, it just occupies that space for less time when its scope is smaller. And is anyone seriously worrying about 4 bytes of memory in 2009?

  • 0

Obviously the teacher is thinking about :

for (blabla) {
	Object o = new Object();
}

vs

Object o = new Object();
for (blabla) {
}

Here the latter is more efficient since Object() is allocated and constructed only once. If you can move any initialization out of a loop, it's always more efficient to do so. However, doing :

Object o;
for (blabla) {
	o = new Object();
}

is no performance improvement as the object still needs reallocation and construction each time through the loop. The reference o itself is statically allocated, i.e. it's merely a stack pointer increment at the beginning of the method and a decrement at the end, it makes no difference where you declare it in the method.

As for primitive types like int, there is no allocation and no construction involved, so from a performance standpoint it doesn't matter where they are declared within a method. Actually one should try to reduce the scope of variables as much as possible, so here declaring it inside the loop is what makes the most sense since that's the only place where it's supposed to be accessible.

In C++ the question might be different (and I'm unsure about the details), but here we're talking about Java not C++.

Show this to your teacher. :p

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Most of the week that I spent playing UFC 6 was in the career mode, trying not to get knocked out while slowly improving my combos and reactions. The review below will be from the perspective of a newcomer to the series and an amateur fighting game fan, so please forgive any mistyped lingo or series-staple mechanics I am not comprehending. In the Ring Getting a solid hit in UFC 6 is satisfying. It’s probably the most satisfying impact reaction I have seen in a fighting game. The ripples in the muscles, the spray of sweat (and blood), the meaty sound, and the subsequent stumble all carry a lot of weight. If I miss a heavy swing like that, though, I already know that I'm in for a world of hurt from the incoming counters. The fighting is a real treat. The actions aren’t as snappy as arcade titles, so a miss feels like a much bigger mistake here. This slowness did take some getting used to, but I felt the improvement in my abilities even after a few drills with basic punch and kick combos. If I’m not deliberate with my actions in the ring, whether it be a hasty retreat or a flying punch, the possibility of getting instantly knocked out is always there. The head, chest, and legs all come with their own health bars, so guarding just one area is just asking for trouble. A few hits to the head, and it's game over. Meanwhile, you won’t even be able to stay on your feet if they get damaged enough, drastically lowering the total amount of stamina available for the rest of the match. I was also encountering a large range of fighting styles to customize my own fighter with. There are a huge number of real-life superstars here from multiple eras. It’s not as exaggerated as Street Fighter or Tekken, but the way they move, evade, throw punches, or even take steps is based on their real-life counterparts. I can see this being a big draw for any mixed martial arts fan. One feature I was surprised to see here was the 'Flow State' ability. As rounds progress, a power-up meter can give a temporary boost to the unique fighting style of the selected fighter, essentially boosting what they are good at. There is an entire visual effect that kicks in when activating this, too. The surprising part was seeing something like this in a game that feels like it’s aiming to be more of a simulator than an arcade fighter. My skill level is too low to use this exactly how the game wants me to, so I ended up triggering it whenever the opponent did it as well. Streamlined vs Authentic When I first started it up, UFC 6 asked me about my experience with the series. Being genuinely new, I took its advice and opted for a lowered difficulty level and 'Streamlined' controls. Quickly, I realized that this wasn’t for me. My chosen fighters were throwing random attacks, no matter what combination the game was trying to teach me. Win streaks were happening, and I was already getting bored out of my mind just a few matches in. Turning off this mode and switching to 'Authentic' controls fixed everything right up. I was now able to control my fighter with more precision than I expected. I could control each arm and leg, which body part my attacks would aim at, and the fully customizable controls for setting up unorthodox moves were a cherry on top. None of these made me an expert at the game, but at least I was being beaten up fairly. This is not a point against UFC 6, though. Giving the option for anyone to enjoy the game is always a good thing in my eyes. There is a lot of customizability in the difficulty, with everything from slow-motion reactions to specific assists being offered as toggles. If I had a friend coming over and wanted to try a quick 1v1, the streamlined controls option is one I’d consider to make it a light and fun fight. The one part of the fighting that did not click with me was the grappling. Being taken to the ground brings in an entirely new control mechanism involving mounts and submissions that feel more like quick-time events than the heavy, tactical fighting I had seen so far while standing. The game wants me to hold sticks in certain directions to change the position or pull off submissions, trying to do the opposite actions of the opponent. Even though I tried to get used to this gameplay, it just felt like a momentum killer, and I eventually just wanted to get back on my feet to get back into the action. Legacy and Career It was UFC 6’s career mode that I wanted to play the most when I started it up. I grew up with EA Sports games, and taking my team from the ground to the top has always been my favorite task. UFC 6 has that same option but also offers a more cinematic entrance to the career experience than I expected with ‘The Legacy’ mode. This mini-campaign follows an up-and-coming fighter, Chris Carter, who is attempting to reach the heights his father had reached in the sport. Starting with a small-time gym and coach, the story follows both his growth in the space as well as the growing rivalry with a friend and fighter, Danny Lopez. The fights in this mode are very good at introducing a newcomer like me to the sport and its varying techniques. Cinematics land between the major fights, showing the growing tension between the two fighters as the years go by, feeling the pressure to not miss out on the hard-earned chances. The dialogue can be a little corny at times, especially when the bar fights kick off, but I largely enjoyed the storyline. At the end of it, I was pretty much familiar with all the mechanics of the career mode, unlocking new skills and moves, and how I needed to approach fights, both outside and inside the ring. This story mode isn’t a very lengthy one, so don’t expect an hour-long campaign. Once the conclusion is reached, Carter’s journey continues as if it’s a normal career playthrough, though I decided to start over from scratch now that I have some know-how about the basics. The career mode is very streamlined, which is to be expected considering there isn’t a team to manage like in other EA Sports games. It’s the journey of one fighter. When a fight comes up in the calendar, I could choose how many weeks I dedicate to preparing for it at the gym. A longer prep time gives the opportunity to get my fighter’s fitness up (giving a bonus during fights), earn more money and points for unlocking new skills, and gain more fans to fast-track the rise to stardom. While that sounds like a lot of things to manage, it’s more like a few clicks. There is a social media menu that sometimes pops up with canned replies I can send to fans, and the sponsors are once again a single click away from being assigned as finished. It’s the training aspect that adds a gameplay angle. Using the money from winnings and sponsorships, I was hiring different types of trainers and learning fancier moves to use in the ring. One small thing I appreciated was that it was possible to injure each other during these training sessions. If a trainer goes down in a bad way while sparring, they won’t be available for the remainder of training. If my fighter is injured, it takes valuable time and resources to heal and recuperate. Just like in real life, it makes sense not to go so hard during training sessions and save that energy for the main event. Every training or sponsorship activity I took part in used up the days and weeks I had before the next fight, bringing a balancing element to the whole ordeal. There were times I simulated most of these to just get to the next fight, but the grind for gaining even the slightest bit of advantage while trying not to overdo it is an enjoyable one. Outside of quick fights and career modes, UFC 6 also introduces an almost museum-like mode to explore a trio of fighters considered to be legends of the sport: Max Holloway, Alex Pereira, and Zhang Weili. The aptly named Hall of Legends mode is unlike everything else seen in the game. Each of these fighters has entire levels dedicated to them that I could walk around in and explore their journey into the UFC. This includes footage from real-life fights and interviews about their original inspirations and training methods. Each of these spaces is almost like an interactive documentary. Once the highlights are done, the mode offers the opportunity to take over a deciding fight from the superstars. It’s an impressive transition. Going from the real-life televised event with crowds and commentary to immediately taking over in the game has some real hype behind it. Performance and visuals It’s clear to see that UFC 6 is going for a photo-realism look with its visuals compared to any other fighting game. The fighters don’t look great in selection screens. But inside the arenas, under the flood lights, surrounded by crowds, and facing an opponent, the visuals are more than impressive. As ghastly as it is to witness, things like blood spraying into the mat and muscles reddening as they get pummeled keep improving the immersion. The fluid animations help sell the illusion even further. A missed kick carries the momentum to require a corrective step. Hard punches that glance off blocks give off the air of a hit that still took some wind off the opponent’s guard. The special moves with flips and spins look mega awkward when missing, just as they do in real life. Suffice to say, the Frostbite Engine powering this game is one of the biggest strengths of EA development studios. Playing on the Xbox Series X, the 60 FPS gameplay did not miss the mark or cause any slowdowns that I could detect. I still wish this series were on PC to see just how far the developer can push the engine. One area I continue to have issues with, surprisingly enough, is the menus. The game has fast loading screens, but almost every menu I click through has a large amount of noticeable lag before it registers. This is immensely painful in the career mode, since I have to go through multiple menus between fights to train and do sponsorships, and having a 3-second pause when selecting a simple move between pages is the only time that made me quit the game. Thanks to Xbox’s quick resume, though, I was able to instantly jump back in the next day to the same point (and wade through more laggy menus). Conclusion My primary mission going into this EA Sports UFC 6 review as a newcomer to the series was to find out if this is a good jumping-in point for someone like me. Suffice it to say, the game passed that test with flying colors. Despite the high skill ceiling, the legacy mode introduction campaign, multiple types of accessible controls, and streamlined career had me picking up the basics and fighting styles much faster than I expected. I wish I had gotten to try out competitive multiplayer during my time with the game, too, but the lack of players in the pre-release version prevented this. The impressive visuals and animations, coupled with the impact physics that let me feel every punch and kick easily, made this the most immersive fighting game I have played. The only part that gave me pause was the grappling gameplay, which killed the momentum in most fights. The Flow State amplifying system didn’t hamper the experience, but I also felt like it made more sense for an arcade fighter, not this. Easily the most annoying thing about UFC 6 was its laggy menus, which I hope get some sort of fix later. Returning series veterans might have a completely different experience from me. But for a new fan like me looking to climb ranks and see fighters get floored in spectacular ways, UFC 6 doesn’t miss a step. EA Sports UFC 6 is releasing on June 19 across Xbox Series X|S and PlayStation 5 for $69.99. Ultimate Edition owners can already jump in via advanced access. This review was conducted on the Xbox Series X version of the game provided by EA.
    • No, Microsoft is obviously just spending money on maintaining a product with 0 users.
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