TASVideos

Tool-assisted game movies
When human skills are just not enough

Feos

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History of becomimg a member of TASVideos

I was born in 1985, & got my own NES (actually it was pirated Dendy) at the age of 7. At that times in Russia we had only simple games to buy, such as Lode Runner or Mario Bros. Because industry of pirating Dendy only started. But a few years later we already got such games with mappers as TMNT series, Battletoads series, Zen IGN, Bucky O'Hare, other complicated games like Rockin' Kats. And of course, I did play Battle City, Mario & Contra with friends.

After some years SEGA Mega Drive (Genesis) took its positions & became as popular as NES was. Then an era of 3D & Sony Play Station set in. When 3D was something new & exciting, I interested in it. But only NES (& some Genesis) games could bring me to nostalgia!

I got my own internets in 2009 year, & lurked for some gameplay vids on YouTube. Don't exactly remember which was the very first seen TAS, one of these:

  • NES Tom & Jerry
  • NES Darkwing Duck
  • Genesis X-Men 2
  • NES Battletoads
I laughed, I came, I wtf'd 9000 times, & went to X-Men's Submission page to get some info of such a speciffic gaming. Obviously I thought, that were real-time speedruns at first!

Then I hardly understood info about using some tools, but still couldn't imagine what tools. I was kinda noob even in emulation too, so my amazement was unlimited when I discovered TAS as a phenomenon.

My first post on Forum was like that.

Work for TASVideos

The first thing I did was creating a vast article in Wikipedia. I've shown it to AnS & moozooh, and they liked it much, as well as fixed old stuff & added new.

As I always adored High Definition TAS encodes on YouTube, I got a dream to study it. I contacted Flygon & Mister Epic to work it out, then tried to learn Standard Definition encoding, but didn't finish a single SD encode. Though I made some HDs, sgrunt approved them, I started posting them in threads.

When I accumulated some quantity of HD encodes, I wanted to embed them to actual publications, that's why I was made a vested editor like WebNations, who also mirrored TASes with his YouTube Director's Account with no timelimit.

By the way, I am the third HD encoder of TASVideos, and a beginner of reencoding old runs in HD tradition. Now new encoders continue this work, while I've done almost all I wished in reencoding.

I then started encoding for submissions I was interested in. But my first YouTube account was capped back, the one I created after that was became capped as well for no reason, the third account I have is still incapped, but all encodes I do get desynced audio after uploading, that started from some moment. That's why I lost the last interest in encoding and became able to take my time for the rest things.

I got an idea of capturing some on-screen visualisation with FCEUX AVI dumping, but this option wasn't built in. So I gave a request to develop such LUA script, because all LUA visualisation is captured into AVI. AndyMac responded to my call & was so kind to add to the script all features I asked for. He finished it in one day. Then it was completely revised by amaurea and here it is:

For ripping level maps for Sega Genesis, the script was created by my request, dedicated to changing the background color (canvas) any way.

Entertainment factors:

  • How much is going on
  • How fast-paced the game is
  • How irksome, monotonous the gameplay is (kills long runs)
  • How cool the graphics/music is (the game's spirit, making it enjoyable)
  • How much work was put into creating entertainment (how much the author cared)
  • How much/deep glitches are used
  • WTF factor
  • How much players were used (how they interact)
  • How superhuman does it look overall

Technical factors:

  • How many rerecords were used
  • How long/in-depth the submission text is
  • Subpixels matter
  • Is the game overtased
  • How deep was the run planned (life, item, character management)
  • How much players were used (how they interact)
  • How good were the tools available/used (fceu .12 itself was hard to TAS on)
  • Was the code/RNG studied
  • How superhuman does it look overall



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Feos last edited by feos on 2012-05-13 06:13:49
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