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Zelazon
Retired music designer and retired tournament gamer.
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Zelazon's News

Posted by Zelazon - 1 day ago


Where it used to be that creating a song was a monumental task in itself, I found myself naturally drawn towards the AI tools as I could finally independent from the dreaded relying on an independent artist of a friend or NG artist who may or may not have had time to represent the work I was looking for.


  1. What their thoughts are on a artwork is severely different than mines
  2. When you need the art is a different timeframe than theirs
  3. Intentionality matters


Why I say this this is because I have gotten leagues better with AI tools that it's sort of beating every expectation of what is required of an artist to be good at drafting up the AI art to tailor it to artist expression. As someone who is used to creating master-grade productions, it just seemed naive to stifle creativity since it was taking 40+ hours to draft a fully flesh-out song.


Why I say this is because with modern tools, I can look at an image like Turok 2 cover screen and do the following:


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Turok 2 Cover Art


I can then process it to look like the following, which is super new but an awesome application of how to expand the image:


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The image is successful rendered in an expansive 3d format that allows for you to import the image into blender. With blinder, you can use additional tools to incorporate your design to the point of it being an original image. While I would never use copyrighted images for anything (being that audio artist were already bombarded with such rules), the example follows the trend of being able to create a unique experience that is worlds different than what I would have previously experience:


iu_1191297_20717386.webp


This one example is a powerful reminder how independent artist though that they could match up with this level of quality, but you have to admit that this really does change the game, because of ways that current AI tools work, you can create a very carefully crafted picture out of it that looks unique:


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iu_1191300_20717386.webp

iu_1191301_20717386.webp


While in this format, the drafting image process would be another step in the process, it does tell that the accuracy of the image remains well composed when it comes to layering the object for a different expression. Many photos and artworks can be rendered in a format that allows for maximum utility that came from a single .jpg or .png file, which is extremely game-changing.


It's fun, but I still think that every step of the process should be unique and original. If drafting AI artwork, every step should not include copyrighted images (save for the example above, which is purely an example). It goes to show that the artwork should be monitored for 3rd-party usage and ensuring that the compositional framework stays in the original category.


There's other examples that I can point to, but for now, I think this is a great example.


Posted by Zelazon - 6 days ago


When Super Metroid returned back to form when Twitch.tv started running the game through randomizers and similar content, I had seen what I thought was never possible... for an old game to become relevant again!


The problem was that if the game was relevant in the early 1990, 2018 was nearly 30 years away from when you could buy the game in stores, and kids my age stood no chance at being able to stand in line with a copy of the game. Though unfair, it's just the relevant standard for being only 6 or 7 and trying to buy your own game.


The lore with the Metroid series was one that was quite discussed in the late 1990's throughout 2000 through 2010, and so to try to bring up the whole content is something you could look at old article and see that a lot of magazines like EGM had already stated what was relevant at the time, since in the 2000, a different demographic had been the relevant target audient for Super Metroid. Over the year, I felt like I had missed the relevancy of the brand that I was supposed to be a part of, and it's why talking about it is so odd.


However, there are a few contexts that I want to go over with specifically Metroid and Metroid 2, in which the Chozo could not be trusted. Even though you were getting things from them, it wasn't apparent until Super Metroid that the Chozo statues were in an enemy state and that they were designed to attack Samus the whole time. How there are contextual clues on this is that a lot of the abilities that Samus gets in Metroid 2 seemed to have tinges of being something that designed for something else. It's hard to specifically point to anything in the game, but Metroid Fusion had done an excellent job of stating that the Chozo were playing with viruses to see if they could gain anything from their abilities and, if failed, would be contained in a statue. These abilities were modifications of the stuff they were working on, and because they failed, it would take awhile before the ability could convert to abilities that Samus would eventually use.


This idea is not new; Samus had learned a lot of her abilities in Zero Mission were so foreign to her that a lot of them had alien text associated with it. Why this matter so much is that her capacities were reliant on viral technology that you start to get concern about where the idea of Metroid had even come. If you use a virus to do anything, you run the risk of it blowing up everything that was intended for the project, which was a theme that continuously happened in the Metroid series.


This matters because after Metroid: Other M, the problem has become so pervasive that the idea seemed to have exploded on itself. Nintendo had tried so often to get this idea to work, but it's always seemed like a bad idea because Metroids themselves are too dangerous to be ever used in a game as they represent a pure virus. Metroid 2 kind of went over that Samus really lack the capacity to deal with Metroid that appeared in that game, and then you get to the fact that they kept on evolving meaning that at some point, you have to drop this series; Samus probably was not going to get through the game and the series would have to die because they were playing with dangerous monsters.


Tying the concept back to start is that this theme was a problem that Nintendo did not address in a meaningful fashion. You see that twitch streamers are enjoying Super Metroid, but the brand has not been back to form since the late 2000s, and it's just the point that you can only try to bring back the old games without people seeing the context in which the game exist and knowing that the series was in dire straits since 2000. How these people can move forward is just like believing that these people actually could defeat Metroids without at least some of them dying... It's a serious challenge if there isn't really a longevity with the brand.


I honestly think Super Metroid got in the way because it is the type of game it is. Two, the relevancy of Super Metroid had fallen to the age of PlayStation and Nintendo 64, meaning that the traction from these kinds of games were short-lived. It just revealed that like the Dreamcast, one could only hope for the best but a downfall is truly a downfall when Metroid Prime 4 never populated and Nintendo knew that it was not going to show up.


At the end of the day, those who knew the story knew that Twitch was going to have to find a different series to rely on because, like Super Metroid, do not play with dangerous monsters.


Posted by Zelazon - 2 weeks ago


I think the era after when Halo 2 had come out was a difficult pill for many people to handle as traditional forms of gaming like the Super NES fell way into the prehistoric era. Now that we weren't little kids, we could simply by the games we were interested into or would be able to shop in store without fear of retribution.


It's difficult, however, when the reality at the time was that there was not disposable income for a college/post-college student to be able to obtain any games at all. The hobby that should have been able to be obtained was stuck behind a financial gate that many affluent individuals had taken for granted but was nearly shut down by the fact of gaming itself being too expensive. This was extremely clearcut when the PlayStation 3 came out at a $600 price point; some people went, but many could not follow.


The bias in the late 2000 was pretty humorous around this timeframe as many individuals felt that access to the latest technologies allowed them prestige into a manner of eloquence that their piers were not able to experience. However, for me, I just felt that it was going to be a problem that I was going to eventually have to discuss at some point since I have been around the whole time.



I will not be discussing the Nintendo Wii, since the Wii was a failed attempt to update to current screen technology and a missed opportunity for meaningful progression at a time determined to be necessary.


  • Main Point: The console was obsolete due to requiring external items that are no longer sold, and being unable to access the content without spending too much money.


Videos games around the Xbox 360 era became primarily focused on a more kiosk-type brand where the consumer was encouraged to buy games or play them in a slightly social setting. If you were playing games, you were supposed to be doing it in an online setting, or essentially being public or sociable. It was weird for me coming from a background of it being more single player focused and games allowing the player to do whatever they wanted in whatever kind of time they had. Now, gaming was big business, and the player was simply a fry that fed the agenda.


Why this hurt the Xbox 360 so heavily is because after many of the games release, they fell into the multiplayer trap that the Nintendo 64 fell into with Goldeneye; it seemed like a great idea on paper, but without the publicity, there is no relevant need to play ANY of the games anymore because all of them look obsolete and the need for multiple people to be on the same or multiple consoles is nonexistent.


The way that gaming had been successful in the past is to a plethora of both single-player and multi-player games so that in both instances, there was the go-to games that you could rely on with the platform that ensures that the generation for that era survive.


Unfortunately for Nintendo, not only did Super Mario 64 not actually achieve its goal of being the game necessary for the Nintendo 64 survival, but Ocarina of Time was so instance on the first time you played the game, that the longevity of the game only survived during the era in which it lived. The Xbox 360 not only didn't have an equivalent game, but it pushed multiple to the brink of destruction with fad-based gaming, that no game is relevant today. Microsoft marketed niche gaming to such a hardcore degree that they forget that this problem is still pervasive as it because the standard paradigm in which many video game companies relied on for survival. I do not think many people today could name many single-player games from the Xbox 360 era that was not in the niche category that could be relevant by today's standards.


I think the only one that could be worth playing was Ninja Gaiden 2, but even then, it fell out of relevance the moment one beat the game due to it being super linear and not really interesting in its own right. Gears of War was a game they tried to market, but I think the problems is that today the game has been met with mixed reception, meaning that it's just a dead game.


Halo, any of them, you can play with the Master Chief Collection, but it's never really had that powerful grasp that people pretended it had. I was in high school when the game was still relevant, but Halo could never retain an audience. People who played it were continuously playing it, but in nearly every competitive circle, it didn't seem like they stayed with the game at all. It just fell apart by the seams in the same year it released, and no one was talking about it because I was not seeing any activity with it since I still seemed to be the only one playing it when looking at it from a future perspective.


I honestly think the damage was done when I had a better retention rate with many of the older games then the new niche games that they had marketed. Twitch.tv has done an excellent job of burning out the old-school games, but at some point, the games they burned out still have the ability of being playable and relevant from a repetitive perspective. Many games on the Xbox 360 are games that are left on the store shelves. I just don't know what to make of it since Steam has been released and you can buy them in the Steam Store, but to waste money on a bad game is not worth it.


I think since then, I have acquired as many older games that used to be relevant, and I still have them to be able to access. Today, it's just a problem because I look at them as a relic of the past that is no longer with us, and all of the older generations attempts at making themselves relevant has fallen by the wayside as their manners are become just a history book of sorts. People who were never given the chance to make games watch with feigned interest that the hobby closed against us, and now we are forced to talk about what they made instead of being able to contribute in a meaningful way.


One really feels the weight when it's someone that was for someone else to make, and you can just buy it if you like it.


Posted by Zelazon - 2 weeks ago


In my tournament days, I spent a lot of time labbing on games like Melee, Marvel (to a lesser extent), Brawl, Soul Calibur, and a variety of other games I had attempted to become a tournament-level player.


Initially, I was not interested in being a tournament level player, but as I found a clan, crew, and other gaming-based groups, I found during the Nintendo DS era that I had access to tools and groups that allowed me in 2006 to maximize my potential at competitive gaming. What this meant is that instead of believing that I was amazing at the game, I actually had tournament level players playing against me on a continuous basis that meant that I had a distinct advantage in a variety of games.


While it seems unfair, it did prove that players who did the groundwork back then could easily find groups to become better. Over time, I was one of the most dominant figures in the clan because I had easily routed time to myself plus having the historical experience with gaming, I easily won a significant number of tournaments with little to no effort. Back then, however, it was hard to get many extremely skilled players as we see today because many of them did not know the avenues that were available. Even for myself, the tournaments that I won had problems when the people who could be me were unable to enter, or the game I played they didn't have.


This topic is difficult as it's become apparent that as more people have access to the games, people who have gotten older have found it difficult to keep up with the same games they were godlike at, and my own group of friends have vanished from the gaming scene due to being too old and hard to keep up with the skill level demonstrated in the early 20ies. It's one of those topic that I have different group of friend dispute due to think that the 26-year-old age limiter was fallible, but I found after 27, my skillset couldn't keep up with the way I originally had played. Though I played Melee mainly, I find that when I play online, it's something I have already talked about and is just too hard to keep up with.


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The fateful test of being too slow. (Kirby Super Star)


As a kid, I had learned about Samurai Kirby, a minigame featured in Kirby Super Star, but one of the particular usefulness of the minigame is it can register how quick your reactionary skills are. Essentially, it serves as an old-school metagame function of how quickly you can react to the exclamation mark that appears on the screen. However, to skill all the nostalgia, I found that over time, I got slower in my teens, and now am dramatically slow. My reaction speed used to be in the single digits, and now it's gotten to the point where I am +16, which is way too slow in practically in every single game that could be competitive. It's useful to run this analysis, but the truth is that you have to be -10 to stay competitive.



I had practically mastered everything in Melee; all tech possibly achieved, AMSA teching was easy, getting combos with Marth comes as naturally as waters, and mulitshines with fox isn't hard anymore. Yet, with the reactionary test, it doesn't necessarily matter how good you are at execution if the opponent can react faster and get a grab combo from you because you didn't push the button fast enough. The inherent problem with it is that the individual who know how to get around certain objections cannot get around that a physical limitation actually effects the flow of the match so much that it changes the game to being unplayable. I've had many matches where high-skilled opponents are simply off the platform, but then the exhaustion comes through, and you're limited to watching them get quick hits in because the idea cannot register anymore.


Thus relies on the inherent problem of high-skilled gaming, which is that it's becomes a problem because you become unable to be as high skilled as when you need to be, which is young. It's not that one should rely on casual games because competitive games are amazing for a reason. However, the more you notice older player starting to retire is because like me, the result actually do mean something if a reactionary test shows a significant decline in the ability to perform the reaction. If you are playing a competitive shooter, you will get shot first most of the time.


While I never managed to catch super tournament ranked players like Armada, Hungrybox, or Mango, I have found myself playing against people like PewPeuU, Sfat, Shroomed, and other players who were worlds better than me, but the difference at my current skill level is that their precision and reactionary skillset was so high performing that personally, it just got in the way that their brains functioned so optimally that allowed them to see, achieve, and react quickly to their objectives in the moment to the point where I felt too slow to get out objectives against players of their calibur. It got annoying because in many tournaments, I would find myself against many ranked players but was not able to react fast enough to handle myself. Though I don't really mind losing to these kinds of players, the problems star to stem from the fact when you have to look back and know that you're hitting a skillgap and exhaustion gap that prevents you on operating on the same capacity as yesteryear.


The main thing is that when it's over, it's not like I wasn't trying to get better as I was running tournaments as often as I could, was recognized in my region, and was performing pretty well for every tournament that that I entered. After some point however, it was donning on me that the region shut down on ever operational capacity, meaning tournaments had stopped, but even for myself, I just was not the same level of player I used to be. It's bad because you start having to avoid playing seriously because you can't that same level of player anymore. What this also meant is that high-skill gaming gets in the way when you get knock out of brackets early and find yourself with having to play a different game or having to find something else to do; the game itself eventually becomes a liability when you cannot go play the game anymore.


Ultimately, games like Street Fighter: Third Strike, and Marvel vs. Capcom were falling under the same problem where players who used to be dominant in the games would suddenly stop playing, and I would ask these players why they stopped. Their answer ranged from many reasons, but the main one was that they felt like they couldn't play the game anymore and just didn't have the time for it. It's not that you should discount many of the players, but it does get to the point where if the game does not show up because the players are not playing it anymore, then no one is coming to the venue because there is simply nothing to do.


Even for players like Mango who can draw up a crowd of Melee players, it gets to the point where he's was significantly younger than my own crowd, so expect people my age to show up was nonexistent. At some point, it's not really high-skilled if each player worth playing is finding out that they are not going show up anymore, and they are going to leave. Essentially, they are not there, they moved, and you're left with a remnant of a game that used to be cool.


Posted by Zelazon - 2 weeks ago


I've been meaning to make this article since the beginning 2000's about what Mario was around this time. However, because there was so little content in comparison to today (mainly Super Mario Maker and Super Mario Maker 2), it's been a rough journey if you had been following the character the whole time with the following points:


  • Each game took too long to make
  • Every game felt too different for the game to be coherent in it's approach to the players
  • Mario was a meme that should have been taken of the pedestal for years (talking way back when Simpsons was still new)


What I want to go though is the story behind Mario, the character approach that kind of proved that the idea was more adult than it needed to be, and how players like me who main'd Mario in Melee when it first came out found out the hard way that we would be still talking about a now 40-year-old idea today.


The way I have looked at it is that when Super Mario World came out in the early 1990, the idea around Mario was fresh, but the approach was running into a wall that was going to meet new gamers quickly; they would find out the hard way that the pipeline for new gaming, including most platforming games to be getting shut off in favor of emerging styles and technologies when the merger switched from 2D gaming to 3D gaming.


What has happened is that over time, the players could see that Mario, the brand, was not necessarily on the decline, but it was reaching a point that going back meant an increasing amount of emulator usage since the games that were current were reaching the Nintendo 64 status, meaning that the style of games that players got used to were quickly falling into obscurity and games were becoming more expensive and more obtainable as the content was reaching maturity. This also meant that the idea was coming since both in the original real Mario movie, Super Mario Bros 3, and Super Mario World had decoded that Mario was not going to stay the little kid route; many people who got into gaming around the late 2000's would mistakenly believe that the content was going to mesh well for kids, but found out the hard way that Super Mario RPG flipped the script on that idea.



To break, essentially the main points were the following:

  • Mario was not going to stay around for long
  • The content was increasingly becoming a standard just for E3 showrings and missed primary objective to make the game series worth staying around for
  • After some of the content, the odds were low that during the Nintendo 64 and GameCube era, the games would fail to provide enough content to be meaningful for players around this era.

The main thing I want to mention before I get into Super Mario RPG, the original movie, and Super Mario World is to look at the current speedrun timeframes for the original Super Mario Bros.:


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The timeframes are so airtight that a player is better off watching the speedrun of the game.


The first thing to note that it is most likely people from the older generation who was playing Super Mario Bros. who was able to achieve times like this; it's hard for people around my age to feel anything for the original game since the aforementioned game was too old for people around my timeframe to be interested into. Some of us played it, but mostly, the game was on the outro.


Why the original movie, Super Mario Bros. 3, and Super Mario World mattered to this perspective is because of how it quickly changed that the intended target audience was not actually little kids who could play the game with parent's permission, but working age adults who could buy the game and play at their leisure. The movie had made subtle hit about the world in which Mario existed, but in an overall capacity, it was likely to be found that it was made for a target audience of adults in the 1990 who could identify with the character. This mean that once the content was made for a person who was not quite doing well in life, a.k.a. Mario, could attempt to find redemption with his employment only found he was hitting a wall due to his age and inability to get over obstacles with the lack of the jump; the jump ability itself was forever a problem for Mario since Mario need to be able to super jump, which his gaming counterpart naturally has, but actually cannot jump in the real version. This was extremely problematic for the character as there was subtle hints that the jump ability was not going to carry Mario for long after he lost the ability when you look at the sunken ship level in Super Mario World; things had followed Mario, but it was levels like this that told the player indirectly that Mario was going to fall far (which happened in the recent movie).


This also meant that when the player was going through the game in Super Mario RPG, this moment was ever-so-present when it's entirely illogical for the player to defeat king calamari in the sunken ship, you get to a point after defeating Yaridovich, it was just telling for players successful enough to get to this point in this game that the story was not going to go well; Bowser has lost his whole army and castle to a different enemy, and Mario was noticing around this time that nearly every attempt to be able to leave was garnered by the inability for a ship to be able to get him where he needed. Though the game was stating that he was trying to get powerstars to defeat Smithy, but inferred message over the years was that Mario was in the same situation of his current movie, but monsters easily were able to overpower and destroy any shy that sailed in those waters.


So uniquely, when Super Mario 64 had come out, the player knew that everything had fallen apart. Bowser was reduced to having to steal Peach's castle, but even then, the damaged suffered to Bowser was so extensive that from Super Mario RPG, Paper Mario, Paper Mario: The Thousand Year Door, All of the Mario and Luigi Saga Games, that Bowser could not recover from his castle being lost. The way I have seen it over time is that when a different kingdom is able to defeat your forces, Bowser was one of the main-line enemies that could not keep his act together because the older generation had already done the work to ensure that Bowser was not going to get anything. I do not know how much of this came from a realistic perspective of a person who was not able to regain the battlefield, but Bowser was extremely defeated and did not have anything to show over time.


It's one of those story that Nintendo was clearly not paying attention to their own game's story. They let their main enemy and Mario fall through an event horizon in which Mario was not going to be able to recover his story nor would thing every be able to go back to the days of old when the games had some meaning in the late 1990.


Essentially, all of this was foretold in the original movie, but back then, there was little content for Mario that I think they did not believe the Mario brand to be successful, which arguably is not as successful as one would hope from the outside. Many years later, the story behind the movie remains true today as the world remained an infested place of bad ideas and a story that was borrowing heavily from the old knights tales. I regret that anyone who believed today that placed like Twitch.tv could save the brand because not changed with the Mario series; the story is still the same, anyone who followed it finds the same problems, and Mario today should be called "The Tragedy of the Mario Bros." Nintendo in their current state did not pay attention, and just like Mario, it's more of an history lesson of why ideas that should not have passed was not going to stay around for long.


1

Posted by Zelazon - 1 month ago


After Nintendo's whole squabble regarding the Switch Emulator and the takedown of Yuzu, it was the best decision to sell my Switch at the time as a pure demonstration of their pure ignorance of the blatant disregard of the gaming community in general.


As someone who has been on Newgrounds for years, I have a unique understanding of the rules here from the expectations of what one must do to create a copyright-free song, how to use sample properly without triggering a deletion, and act in a professional manner upholding laws and enforcing regulations from a regulatory standpoint. People trying to come up to me in the past regarding copyright law only found themselves in a bind because I can clearly state what can or cannot be enforced.


Nintendo themselves have not done many things properly for years, and they legal entity status is questionable at best. I've looked at documents and I'll have to post it to just go through why they failed to demonstrate why they deserve no shred of legal protections:


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They have completed their filing in 2007 (wow), regarding the legal filing of their company. They state they had protection to do court filings and all the nonsense for ensure their trademark for their company, but from a professional standpoint, if they cannot establish for your previous games that you owned the legal trademarks for these games, Nintendo's lawyers cannot actually protect the company and cannot demonstrate an actual capacity of being in applicable status of actually owning their own games.


They get beat by this understanding all the time. They stated they filed patents with the trademark office, but I'm going to show that their patents have not been protected because Reggie Fils-Aimé was support be the one filing the with the Secretary of State with his signature or it was supposed to be Satoru Iwata or Shigeru Miyamoto who is supposed to represent the signature of the company:


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These are public documents that are available for the public to view, and it up to Nintendo to have the properly filing to ensure the protection of their intellectual property. If you do not have your legal entity in place properly, you can have all of your supporting documents knocked out because you didn't legal protect the company in a way that was baseline.


Why I also bring this up is because historically, I had done my research on Nintendo for years; they were a company that was established for Hanafuda trading/playing cards, and a lot of their history is essentially entertainment for the Japanese community and society. It makes sense that when you look at it from an historic perspective, they engagement into the American market has a tinge of not knowing the legal framework, but it has been nearly 30 or so years ago in which they have justification of recertifying; they should have had the original documents.


They've been around too long and too much of a power player to be given any sort of leeway when coming from an issues of looking at their filings and seeing that there are too many gaps of judgement when trying to sue a lot of American consumers regarding the use of their products. People have states that they can do X, Y, and Z, regarding the use of emulators, but there has been no legal standing as far back as I could see how emulator use could get one sue as Nintendo tried to sue consumers who actually owned the product. The best example is how one could be sue for playing the emulator version of Link to the Past when they actually owned Link to the Past and a Super Nintendo Entertainment System. It's one of those arguments that you can loose if they still have the current cartridge of the game.


Nintendo was going to loose this argument when it came to Super Smash Bros. Melee. Many of us had bought the game through Ebay, Amazon, Gamestop, Play n Trade, and so on, and a lot of consumers were of legal age when it came to purchasing their own games. I bought my own copy of Brawl on release date, so the assumptions that we don't own the games is farfetched. When I bought Metroid Prime Hunters, the only way you could get good at the game is to legally own it because it gives you full capacity of the game where the emulators take so much of the content and control away that Metroid Prime Hunters was invalid as a need to play on the emulator. Being accuse of being a thief when we owned the game was simply ignorant and has been for years.


I get it. They're trying to make a profit and trying to ensure their stakeholders are happy. At some point, however, you get into a bind where Steam is more viable and you can just buy it from the store without feeling like you didn't pay for 300+ games. If Nintendo sold their stuff on Steam (or equivalent), then there would be nothing to talk about. It's a stupid argument and deserve no attention.


Addendum:


People make the gross accusation that buying the console come directly from the company; If a consumer purchases a console from Best Buy, Target, or other shopping stores or plazas, they do not have to demonstrate that they are the legal owner because the store is the one who holds the legal protections with the consumer.


Posted by Zelazon - March 12th, 2024


This game released in the 90ies?


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As far as I was aware, I check the rental shop in the 90ies many times and never saw this game on the Nintendo 64.


WinBack - Wikipedia


Posted by Zelazon - March 8th, 2024


2015... I used to be super fast at melee, easy to see through people's movement, combo on the easy.


Today, I'm a slow as a snail, people beat me like I am an easy AI, and I just do not have the passion to change the tides of battle.


You'd think that a skill burnout would happen in the mid 50 or early 60, but after Twitch.tv, I think it's just normal that people aren't going to stick around that long due to it being that they get to play endlessly while those who are at a job are trying to play catch up.


I don't know anymore.


Posted by Zelazon - February 28th, 2024


BUT HOW!?


One might ask this after how little effort I put into running Mega Man X2 and the results I had received from Speedruns.com.


For starters, I received Mega Man X2 on my birthday way back in either 1994 or 1995. I spent the whole year when I had time as a little kid trying to beat the game. I managed to beat it when I was really young, but I had not realized that it would be something that was long term than I had originally anticipated.


I'm sitting there in 2019 running the game on Twitch.tv, but considering that I had such an extensive history with gaming overall, burnout was just waiting around the corner. Hobbies are hobbies, but to try to find energy with game that is nearly 30 years was staring to be a problem in itself since one can only play the game so much before the passion is extinguished. Ever since getting on the board, my enthusiasm for the game had completely vanished as I was nearly under 40 minutes beating the game (I sill average around 50 mins or less today).


It's just too hard considering how each input required split-second decision making that I don't have control over anymore, and as I age, I feel like my body is unable to keep up with the expectation that younger gamers are able to hold up to.


In short, I'm just too old these days.


Posted by Zelazon - February 10th, 2024


I spent this week looking for the options for streaming to see if Twitch.tv could be an alternative option to the resolution setting for 8k, and this was posted about enhanced broadcasting that is currently in beta:


iu_1160110_20717386.webp


I'm going to be frank with this one. 4k has been available since the launch of twitch and with a multi-computer setup, I was easily able to stream in 4k with little trouble. Back then, it used to be more costly since a single computer would struggle to run 4k with a reasonable framerate, but you can just run 4k off of a standard NVENC setting without the need for AV1 currently with the RTX 4090.


I think the people who are setting this up do not have enough experience in both gaming and the technical proficiency as I was easily able to get 1440p complete with the GTX 1080, so it's unfortunate that they are essentially trying to prolong 1080p as their favorite standard, even though 4k TVs and monitors are in their late years. This has been extremely disappointing as 4k used to be state of the art late in 2015 and in 2019, 8k was starting to show up. These companies have been extremely late to the table, and it's just showing that either something has failed on the back end, or the adoption rate of companies like Twitch.tv (amazon) has not been keeping up with current technological trends.


I wanted to offer a premier streaming channel that offered resolutions up to 8k, but when I tested AV1 on YouTube, I found the max resolution was in 1440p, which did not make sense since YouTube can display videos in 8k which were normal. It takes a few days to upload the videos, but it's getting to the point where if I have to wait 10 years (again) to be able to stream at my current quality of resolution. I think it gets to the point where you're looking at yourself being ahead of the crowd, but then you are trying to engage with an audience significantly younger who may not have as much work experience to be able to afford the best of setups and it's disappointing to see that I have to just reveal that on the top end of technology; They have a lot of work cut out in front of them.


I am at the point where 1. people are discussion how to get to the top level of resolution setting, but 2. are not aware of the glaring issues when it comes to having programs and games fully functional. At some people, people will catch up and learn that the issues are the same. There are so many issues with people not addressing these kind of deficiencies as they do not seem to care that this is the setting that should be current standard.


I am currently unsure about the future, but if twitch does not keep up to speed, they are currently obsolete at this point.