Posts for moozooh


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hero of the day wrote:
If not using the old Taco/Kriokle route, then the route I had designed for Taco's new any% run would have been a great way to go. Unfortunately Taco has appeared to have abandoned the project, but the basic route idea that I provided to him was this
Hey there, hero! Come visit us on Discord sometime, there might be some good/better news to share.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Technically, if you only clip into solid objects, that's not considered out-of-bound. The term if for when you leave the physical boundaries of the level. Also, Aran;Jaeger/EternisedDragon promised me to post here a list of hacks the underflow may affect routes for.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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If deaths save significant amounts of time and add to entertainment, sure, why not. Continues are another deal, and I was very vocal against them for reasons already stated; my position hasn't changed. Should I make this a poll, btw?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Such a beautiful run! So much new stuff, lots of outside-the-box strategies and rethought approach to old rooms, as well as Sniq's unyielding devotion to pushing that frame optimization envelope on RNG and lag. I also love the attention he put into entertainment choices; those were probably the best I've seen in this game since JXQ's 100% v2. So this is an honest, no-reservation yes vote. And now it's time for the "where should we put the missile underflow" debate! It's hard for me to say whether there will be a point when it becomes a liability with classic SM categories. For one, the 100% category is likely free from this forever because the trick setup takes time and none of the 100% routes really require extra ammo for major savings. The low% will not go below 13% unless something major is found, and although I wouldn't want that category to be marred by infinite ammo, it'll likely remain safe for years considering how well-optimized the latest TAS is. RBO is a likely candidate for an underflow, but its use there is so minor it'll barely change anything over the current published TAS. The glitched categories are too glitched to bother. So vanilla SM is certainly fine for the time being. What I'm worried about the most, however, are SM hack runs. Because if the underflow is institutionalized by accepting this run as the improvement to T&K's any%, it means it will be legit to use in every other SM or SM-engine run on the site. Including all of the prospective hacks submitted subsequently. Not using this glitch, similarly, will be counted against the runner. Although on one hand I feel like the community should move on with the times and do something new, on the other, this glitch does introduce a heavy bias upon route planning and, more so, cheapens a lot of ammo management which is one of the more exciting parts of TASing SM and is always a good venue for a proficient TASer to show their worth. So I'd be more inclined to ban this glitch from the classic (no-major-glitches) categories. To be more precise, about 66/33 in favor of the ban. That said, I'm glad this run got submitted and I hope it gets every bit of recognition it deserves. Thanks for doing it, Sniq!
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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evknucklehead wrote:
Regarding console verification, would the GC's GameBoy Player be easier to work with for this, even with the increased load time and additional inputs needed to get into the game? Not sure if the difference in hardware (being based on the GBA's hardware, not the GBC's) would affect things either. It just seems that tapping into the Gamecube's controller port would be a bit easier than tapping into a GBC's controls.
Well, that's something like two extra hardware/compatibility layers (GC -> GBA, GBA -> GBC; I don't think there is a direct GC -> GBC pathway in GBP). Although it might seem easier to tap into GC's controls per se, it's also more likely to cause more problems at some point. Doing this on GBC proper is the safer bet.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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FractalFusion wrote:
Even if recent ACE superplays have pretty much crashed the concept into the ground and there is no point to doing any more of them, I like that there is still at least one person out there who enjoys making these types of TASes for the simple reason of, well, why not?
On one hand, yes, I understand what you're saying perfectly. On the other, it's clear that the concept is evolving into something akin to demoscene. I do like this direction, I have enjoyed this run greatly, and I certainly hope to see more ACE runs like this—as opposed to something that beats the game in three seconds or w/e. Arguably this is a much better venue for the concept of ACE than the actual speedruns that take advantage of it. An ACE run that aims for speed can be adequately summarized in text by the ACE setup itself, since in the end they all gravitate towards the exact same sequence: a few seconds of normal gameplay, a brief period of incomprehensible crap, done. The concept of time becomes meaningless in the absence of actual gameplay. Clearly time isn't the important thing here. This movie gets it.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Familiarizing yourself in increments is quite sensible. Begin with slowdown and savestates and learn to adopt the mindset of efficiency—not wasting movement, only doing things that serve your primary goal. Consider doing a few simple speedruns for fun just to get used to the mindset, unless that's already how you've played some games before. Move on to frame advance and memory watch. At this point you should stop eyeballing things and instead rely mainly on the value readout. Find or look up everything that you might need, try executing complex tricks/glitches, and figure out how to use them optimally. Then move on to TAStudio and Lua scripting—they help you automate, make more sense of things, and spend less time on the more boring/mundane parts. This isn't strictly necessary, but if you want to compete with the more optimized runs out there or just do something very complex in general, it would be hard to avoid. Learning Lua might be in order, unless there are already good scripts available for your intents. When you're confident with that and want to break games apart completely, move on to tracing and disassembly. Low-level knowledge, such as the basics of assembly language of whatever the emulated system you'll be working with, will certainly be necessary here, unlike any prior step. Note that this step is only really required if you want to dabble in ACE or find obscure game-breaking glitches for real. In no way this is a prerequisite for quality TASes in general, and only a few dozen runs on the site go in that territory. SMW in particular is very well documented, and you can use the extensive knowledge accumulated by the authors of its runs. However, it does occur to me that this game in particular has already been broken every which way, so keep that in mind.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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feos wrote:
moozooh, there you are!
I'll take a look. That said, you have both my phone and email for urgent stuff—you're free to use either. :v
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Quality run of a good game, if rather hard to follow. Yes vote. A bit of a tangent, but I actually wonder if any% would have looked better as 2P, because in such a fast-paced platformer with complex moveset and colorful graphics there's just no way to keep up with what all the four characters are doing (and rewatching each stage 2-3 times to make full sense of it isn't my thing). This is in stark contrast with stage skips where basically no actual gameplay is happening for something like 30–40 seconds in a row, counting loading screens. I feel bad saying something similar about yet another keylie run, cause this is at least second or third time I've done this already, lol. Still, I love your work, man, don't be discouraged by my criticism. :p
Warp wrote:
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This is the list of relevant tags currently applicable to the classic categories: - Forgoes major skip glitch - Forgoes final boss skip glitch - Heavy glitch abuse - Forgoes time-saving glitches - Foregoes memory corruption I believe an underflow any% would qualify for all of them except memory corruption; correct me if I'm wrong there. Memory corruption is typically considered a major glitch, and major glitches are intuitively understood as something that bends or even breaks the rules of the game fundamentally. However, in this case, it just provides more ammo than would've been available otherwise; it doesn't grant any new items (unlike GT code), nor gives access to inaccessible areas/enemies (unlike OOB travel, Space/Time Beam, etc.), nor allows game state/event manipulation (ACE, Space/Time Beam). So in this case the bending occurs but isn't fundamental; in almost any other game nobody would bat an eye at using a glitch like this. It would be a no-brainer for any run category that didn't make it a point to avoid glitches entirely. The only reason it's so important in Super Metroid is that its entertainment value is highly predicated on the route (item collection order, area visit order and the like), and routes in it are highly dependent on the choice of glitches to be used.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Sniq wrote:
Also is it important if the TAS gets accepted or rejected?
Well, actually, yes. The reason is that a run accepted as an improvement to an existing category (as opposed to changing or creating a new category) makes its rule set the de facto standard. In other words, it says, "things used in this run are allowed; forgoing them will be counted against you in the future". Thus, there are two realistic ways an underflow-based any% would be judged. 1. Treat the underflow glitch as major. In this case the run would be rejected for being slower than the current glitched any%. Things will basically remain as they are for the time being, and a prospective Taco route any% would become the new realtime any% and will most likely obsolete the in-game any% as well. 2. Treat the underflow glitch as non-major. This, also, will lead to a double obsoletion, but will not become a new category. The underflow glitch itself will be there to stay in the any% branch pretty much forever because, much like with the GT code, there is no way to outperform it without breaking the game even harder—which we have already done in the glitched TAS. In such case runners who work on a non-underflow any% under the same ruleset as in T&K's run will have to deal with the fact that their run will likely never be published because they would have to compete in one category with the underflow any%, which is obviously futile, and I expect this to decrease their already low motivation quite a bit. The only way of sneaking a third any% branch in from that point onwards would be to make it completely glitchless, which will very likely invalidate mockball, arm-pumping, jumping through solid ground, slopekiller, and other techniques whose belonging in a glitchless category is a matter of dispute with no easy answers nor convenient resolutions. The entertainment value of a run that omits all the "impure" techniques would be dubious, which, again, will affect the motivation of prospective runners. As a bottomline, if your run is accepted (and it most likely will be), a run using Taco's route would be unpublishable. So if you want a run using that route to be published at any point, it would have to be done before an underflow run is submitted. If you want to take a look at how similar precedents were handled in the past, GBA Castlevanias will have you covered. Spoiler: a glitchier run obsoleted a less-glitchier one pretty much every time. Content policy-wise, nothing has changed since.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Yeah, if you submit an underflow any% run first, you'll be immediately institutionalizing it in the branch. An any% that avoids this glitch will never be accepted over it once the glitched run is there, so keep that in mind.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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I say just select 135 random 256×240 TASes and proceed with that. I know AngerFist will make a multi-game TAS of 135-megaman-clone-hack-lookalike eventually, but we don't have to wait for him, do we.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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I haven't compared directly because running lsnes gives me rash, but I see you've gained something like 6 full seconds, an extra tank, and quite a bit more ammo compared to T&K's TAS so far. Fantastic. I'm curious as to whether you have an estimate on final time in mind. Something like 38:20 seems like a given, but maybe you're expecting to save even more? I suppose you won't be taking any more Energy Tanks other than the High Jump one, or will you be skipping the HJB in this route?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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I don't think Flash has any advantages at this point. HTML5 video has caught up in every respect and then some.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Koh1fds wrote:
Not only resolutions above 1080p on youtube have noticeable less compression artifacts, but if you watch 4k video on 1080 monitor it looks noticeable sharper and cleaner than same video at 1080p. It's better to have those resolutions even for 2D games, in my opinion ofc, because there noticeable difference edit: http://i.imgur.com/Uz7DPyC.png here it is. Both screenshots made at 1080 monitor with my lame encode. First made at 4k youtube replay and second second at 1080p replay. Both zoomed x8 with nearest neighbor. You can clearly see the difference. I can't see why not to have 4k encode if there is noticeable difference even at 1080 monitor. If you have 4k encode watcher can choose what he/she wants. Maybe someone wants more sharpness and clearness of the picture. Why not to have this?
That's mostly because of 4:2:0 upscale negating the information loss through adjacent pixel color redundancy (and higher resolutions being a better source to downscale that back to the monitor resolution). If you make two or four adjacent pixels share color to save bandwidth, just quadruple their amount, and each pixel will retain its original color. Simple and elegant. YT does set a higher bitrate target for larger resolutions as well, but ever since the move to VP9 the benefit for low-res videogames seems to be marginal in that respect. When YouTube starts supporting native 10-bit 4:4:4 color space, upscaling to extreme resolutions (if at all) won't be as much of a necessity.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Wait, is it April, 2nd today?
Warp wrote:
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I happen to know both how to afford such equipment and what has to go through one's mind to actually purchase it. Unfortunately, it also answers the question of how these companies manage to stay in business.
Warp wrote:
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Well, that one sure got some mixed feedback. Some of these reviews are savage.
Top Customer Reviews 5.0 out of 5 stars Whoa Baby By Patrick J. Hawkins on December 18, 2015 I bought these to put in our newborn's nursery. We've been playing classical music because it is suppose to stimulate brain functionality. It seems to work stupendously. The child is only 8 weeks old and has told me that I'm a freaking moron for buying them. 5.0 out of 5 stars The Best Decision I Ever Made! By Perry Cardia on March 9, 2014 I debated for weeks between buying these bad boys, or getting my wife of 17 years her much needed heart transplant. Although I miss her very much, me and my ears have never regretted my decision. ...and on these diamond glass, "paragon of clarity" speakers, my wife's old record collection I inherited sounds...well...TO DIE FOR! Awww sweetie.... If only you and Jesus could hear this home theater setup now... 2.0 out of 5 stars Misleading product name... By Obi Wan TOP 100 REVIEWER on February 16, 2016 I was quite despondent to see them shipped in simple wooden and cardboard boxes as if these were being sent to peasants. They should have been packed in hand stained mahogany shipping containers and wrapped tightly in baby panda fur for softness. After my servants removed the speakers from their shipping boxes I was quite pleased with the quality of the audio for about 5 minutes. That is where the product quality took a downward turn. The 'waterfall' feature was not installed. It obviously had to be added upon set up. So I had one of the servants fetch some of our good water. (We special order it. It's collected as ice from the South Pole and upon melting is blessed by the Pope into Holy Water. Only the best for my home!) But upon filling the speakers with water their sound quality reduced dramatically and eventually both units stopped working entirely. To add insult to this injury, the waterfall feature never even functioned properly! The manufacturer didn't understand why we filled the speakers with water and said something about 'waterfall' being the name of the company and not a description of the product. I'm not sure what he was saying. Honestly I wasn't paying too much attention as my WireWorld - Platinum Starlight 7 HDMI Cable - 15 Meter arrived the same day and I was more interested in this other new toy. We put the speakers in the bathroom as fish tanks or something...I'm not sure. I don't go to that wing of the house very often.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Post subject: Re: The post you do NOT want to miss!
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Nach wrote:
Maybe I can ask the guys who made this if they're up for it.
There's a real gem lower on that page:
Special Offers and Product Promotions Your cost could be $10,450.00 instead of $10,500.00! Get the Amazon.com Rewards Visa card and you'll automatically get $50.00 off instantly as a gift card. Apply now.
Barely avoided spilling tea all over my new keyboard. Indeed, that less-than-0.5% bonus received as a gift card must be super enticing for someone about to spend about 100x money on a cable than it is worth. Stay classy, Amazon.
Warp wrote:
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Wow, that bad, huh? Damn, I wish using Grapple in an RBO wasn't so much slower. At this point it feels kind of imperative to use it just to differentiate and provide some bonus entertainment for the category, otherwise Norfair would just be the only major stand-out (well, unless killing Kraid with Plasma is your thing). Well, thanks for the insights.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Aran Jaeger wrote:
There are a bunch of indicators from Saturn's TASes (including the Grandprix 1&2 hack TASes) that lead to think that he probably knew about the perfect soft unmorph's application on slopes long ago, since apparently he used it at some points, but didn't use it everywhere (to maybe keep it secret or allow later TASes by himself to have further improvements, which wouldn't surprise me at all, knowing he has done such before). [...] Twice in the Kago room (while clipping into them, followed by unmorphing) in Crateria before the elevator room down to Green Brinstar (but these two for some reason were already part of previous TASes).
It could be that in these cases it simply coincided with the optimal way of doing these segments that isn't specific to the slope mechanics knowledge. That said, this was something that had been bugging me since my experiments with a low% run from way back when—I figured I was losing time on slopes that looked like it could be avoidable with hours of precise position bruteforcing, but I never realized the solution would be so simple and elegant.
Aran Jaeger wrote:
Another somewhat similar idea to Nymx's ball pump that I recently had is the following: Concept/General idea: Redundant/Repetitive action triggering, i.e. mashing the (or related) inputs that triggered a currently already and still on-going animation while it is happening. Example: Mashing Down/Up/Left/Right inputs during 1 of the following animations: Morphing animation, unmorphing animation (on ground or mid-air), crouching animation, stand-up animation, crouched turnaround animation, standing turnaround animation, mid-air turnaround animations in falling/jumping state (and others maybe that I can't think of right now).
Yeah, I had pretty much the same idea upon reading Overfiendvip's explanation. In retrospect, the game has a quite surprising amount of instances where doing something weird changes your hitbox width/position by as much as a whole pixel, or, say, movement speed by a 1/16th of a pixel. How many years has it taken to notice the boomerang ledge grab, for instance? Could well be that we haven't yet discovered all the basic things like that.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Overfiendvip wrote:
Yes. As long as Samus has a vertical speed above 0 but below 1* - even if she is moving at the slowest speed possible vertically - it will still force her to shift a pixel in whichever direction she is being told to move to and force her Y subpixel value to 65535, effectively forcing her 1 pixel downward per frame, until she has stopped bouncing and initiated her roll.
Alright. And this effect only occurs when Samus is in a state valid for unmorphing (i.e. completely in a ball state, not in a transitional state) but is prevented from doing so by a low ceiling, right? Was wondering whether it could be used during morph/unmorph transitions, but I guess it can't.
Overfiendvip wrote:
It should be used anywhere where the time saved from performing it outweighs the time spent setting it up, assuming setting it up costs time.
Can you give more details about the setup though? The exact prerequisites and such. Thanks in any case.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Milestone run. Impressive amount of clever techniques for lag reduction, frame-perfect maneuvers executed for virtually unnoticeable gains, and top-notch drop manipulation that exceeds everything else seen to date. I was continually surprised by the unconventional traversal of many, many rooms, starting with Ceres. Spark suit is certainly the cherry on top in this run; the clever setups alone make the run worthwhile. Entertainment choices were also decent in many cases. Overall entertainment-wise it's at least as good as Namespoofer's 14% (slow boss battles but quick and cool everything else). On one hand, I feel kind of sad it went so much into the RBO territory, especially in Maridia (this also means the current RBO route has become quite improvable in comparable segments, by the way), but on the other, it looks less like a gimped any% now, and the Draygon fight took a considerably different (and awesome) direction in this run. Pretty much the only thing that sets RBO runs apart now is the suitless Norfair dive... then again my favorite RBO route is the one that takes advantage of Grappling Beam which destroys Maridia in all sorts of hilarious and entertaining ways (too bad that isn't the current standard anymore—was a full 10 in entertainment any day imo).
ais523 wrote:
With respect to the actual use of a glitch, a flow% is different from a low% because it's bypassing the category restrictions via a glitch. The whole purpose of categories is IMO to allow for a range of runs that emphasize different aspects (e.g. a 100% typically shows off a large proportion of the game's world and intended setpieces, whereas a low% typically shows off how to accomplish tasks that are typically easy without the intended level of resources). The purpose of a low% is to complete the game without tools you normally have. Gaining access to those tools via glitch without changing the percentage counter thus changes the general nature of the game.
I agree with this completely. It's a very good thing there exists a 13% category that doesn't have to resort to, essentially, a game-breaking glitch that goes both against the spirit of the category and undermines its own restrictions. My eyebrow twitched the moment I read about the zero health at Kraid and pause/unpause tricks used in this run because I consider those too close to gamebreaking for comfort, but thankfully none were abused in such way. This way the category is kept as pure as can be for this game, and I hope the trend continues.
ais523 wrote:
Incidentally, I'm starting to think that we need a way to deal with severe-restrictions runs more severe than this, in which bypassing an intended restriction can take hours, rather than merely seconds or minutes, of repetitive actions. [...] I think we probably need some method (perhaps a tier) via which runs can be "compressed in time" in the encode via fast-forwarding or skipping past repetitive sections; the run would still aim for minimum time overall, but the main reason for watching is the fact that it's possible rather than the fact that it's fast, and thus an encode that obscures the passage of time wouldn't negate the reason for watching the run.
On one hand, as classic categories get saturated and face diminishing returns on optimization and entertainment value, this will eventually be what keeps the content machine going for many of the older games/consoles. The main problem, however, is that something like that would require significant changes to our judging and publishing policies, and things that are very different are scary, etc. Perhaps we will arrive at an agreeable take on the matter naturally in foreseeable future, just as the last category expansion was natural in the light of impending saturation. EDIT. I have a couple technical questions.
If you try to unmorph in a morph tunnel while you are still in midair and falling, your Y subpixel value will be normalized to 65535 instantly. What this is able to do is effectively push you 1 pixel downward per frame if you are alternating inputs of A and UP every frame for a few frames.
So, if I understand correctly, this only saves time on morphball tunnels that you enter without using mockball (so with an unavoidable unwanted bounce/airborne time, such as when jumping into a tunnel from below), and does so by making you land sooner?
This technique was discovered long ago with treadmills, but in 2015, I discovered this is able to prevent slopes from slowing down Samus. Storing vertical speed requires a pixel-perfect unmorph towards the ground, in such a manner that the ground does not reset vertical speed.
Can you describe in greater detail as to where and how it should be used?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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MUGG wrote:
Neon Genesis Evangelion [Anime] - I can't really remember this series well. I only started watching it because it was said to be one of Gainax Studio's finer works. The last few episodes really lost me. Heard the movie was good but never watched it.
Maybe this would be the good time to rewatch it. Part of Eva's enduring success and relevance is its surgical inquiry into the feelings and behavior of troubled young people without resorting to just being edgy as many modern series opt to be in their failure or refusal to be more inquisitive. It doesn't only show characters that have problems, but also elaborates on the reasons of these problems and the way they affect the characters' development and everyday life. It's a deeply psychological show masterfully disguised (lol) as a monster-of-the-week mecha anime. In my opinion Eva portrays the turmoil, anger, agony, and the feeling of being lost one experiences when confronted with sensitive matters and speaks to the inner pathetic parts of ourselves that everyone has. Which is also why so many people hate the show and its protagonist so much: they really don't like to be reminded of these parts. The last two episodes and the movie are, in a way, two sides of a coin. The TV versions indulged in the psychological aspect of the final part of Shinji's coming-of-age character arc; i.e. they basically animated his inner monologue. The movie (which is, by far, my most favorite anime movie of all time) opted to focus on the events that were going on outside Shinji's head at the same time as the last two TV episodes. The movie is certainly better and is a complete experience, but that's not to say that the TV episodes are meaningless or skippable; I believe they are anything but. The Rebuild movies I consider to be Hideaki Anno's elaborate attempt to troll the hardcore fanbase in the same manner as the original series "trolled" the general audience by continually and violently pulling the rug it was standing on. In a sense, it a meta-Eva for Eva fans who didn't get the "grow the fuck up" memo the first time. On one hand I wish he'd just fixed everything that was wrong with the original series instead of going onto metatext excursions, but on the other hand, I'm also interested to see where this line of thought takes him. The third movie felt both incomprehensible, inconsequential, and appeared to be a setup for something much greater; possibly something just one more movie wouldn't be enough for without being over two hours long. I'm genuinely curious as to how it will end, considering the third movie already seemingly takes place in a post-Third Impact world (which basically means the events of EoE basically took place offscreen between the 2nd and 3rd movies, and thus won't be reiterated).
MUGG wrote:
Sword Art Online [Anime] - Someone recommended this to me and I watched the first few episodes, but then stopped. Maybe I'll pick it up again later.
I'm afraid only disappointment awaits you if you decide to continue. The series just keeps on piling up the stupid in every possible sense (more so than the second half of Death Note). If you've lost the interest naturally, that's probably for the better.
MUGG wrote:
Kill la Kill [Anime] - I watched the first episode only... Somehow I didn't get hooked. Maybe will pick it up later.
It's a divisive series alright. It poses a lot of interesting and unexpected questions and has excellent humor, visual style, and soundtrack (and is generally mad fun if you end up enjoying it), but its inconsistent pacing, budget-related animation shortcuts, and controversial themes puts a lot of people off. I'd encourage you to give it another shot; imo it's worth it even if you don't get all the historical/linguistic/theological/pop-culture references and allegories (of which there is a metric fuckton; this list only covers the first half of the show). In a way it's a lot like Gurren Lagann (as both of them are made by the same team and continue the long legacy of Gainax's action-oriented coming-of-age stories); though where TTGL rigorously explores numerous aspects of a particular theme (that is main character's arc) from its very beginning to its very end in what is pretty much a mythical fashion, and focuses on masculinity because its MC is male, KLK opts for exploring a broad range of themes unified by the idea (and its subversion) of duality in various aspects of people's lives, and, naturally, focuses on femininity because its MC is female. Similarly to Eva, a great many people who dislike KLK for its themes and/or their presentation are typically those who fail to embrace the duality it presents in any meaningful way.
Spikestuff wrote:
https://www.youtube.com/watch?v=CiTNrSCH97k
I prefer Gigguk's version: Link to video His rendition of that silly "UHHH-EHHH-UHHH" sound effect makes life worth living. Btw, recently watched Planetes (ΠΛΑΝΗΤΕΣ, 2003). Now this is cool. Basically this is a show about garbage men in space, e.g. astronauts who clean up space debris (remember the movie Gravity? Well, it's about that, except with less forced disaster feel), and it's much better than it had any right to be. Well-developed, believable, stereotype-free characters; methodical narrative structure that starts out slow but tightens up with every episode keeping things fresh and unpredictable; sober and restrained visual style and sound design 100% dedicated to realism and attention to detail. The last time I saw a sci-fi show that took itself so seriously was Legend of the Galactic Heroes, and Planetes is perhaps the closest thing to LotGH in a lot of aspects. Fully recommended to everyone who prefers more adult-oriented and/or sci-fi shows.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.