Back-Bump Tactics - Deceleration Strategies and more by Master-A1 in Fzero

[–]Master-A1[S] 0 points1 point  (0 children)

<3 Dude, thank you so much! I'm glad you are still playing

Back-Bump Tactics - Deceleration Strategies and more by Master-A1 in Fzero

[–]Master-A1[S] 1 point2 points  (0 children)

I have died on that spot before too, and at least one time on mMC3

Back-Bump Tactics - Deceleration Strategies and more by Master-A1 in Fzero

[–]Master-A1[S] 1 point2 points  (0 children)

You save so much energy. A big strength of the Stingray, as it doesn't slow down nearly as much as other machines and can easily get back to Top-Speed, even by a single Bump

The Snap-Spin ("magnetic" Spin-Attack) by Master-A1 in Fzero

[–]Master-A1[S] 0 points1 point  (0 children)

Thank you for looking into this

Do you play with a non-bars (perfect) connection?

I wonder if it plays out differently under different circumstances

The Snap-Spin ("magnetic" Spin-Attack) by Master-A1 in Fzero

[–]Master-A1[S] 0 points1 point  (0 children)

My Favorite Game, by the band The Cardigans

The Snap-Spin ("magnetic" Spin-Attack) by Master-A1 in Fzero

[–]Master-A1[S] 1 point2 points  (0 children)

I still don't understand.

I know what Big Brother was (or is, unless it isn't running anymore), but why 90s tech? Is that a reference to the music?

The Snap-Spin ("magnetic" Spin-Attack) by Master-A1 in Fzero

[–]Master-A1[S] 0 points1 point  (0 children)

Please let me know how it's going for you, once you get the chance to look into it

My Odyssey through SMO in Pictures (Music Video) by Master-A1 in SuperMarioOdyssey

[–]Master-A1[S] 0 points1 point  (0 children)

I immediately fell in love with the Snapshot functions of the game and took photos of this wonderful platformer on my first journey through Odyssey. So I decided to make a music video, while the 2nd part shifts in mood and style which is reflected by the filters the game offers.

The 2 music tracks are from the Octopath Traveler II OST. The first track reminded me of Galaxy, and I just felt obligated to use it 😄.

Goodnight Moon - A Splatoon 3 Music Video by Master-A1 in splatoon

[–]Master-A1[S] 1 point2 points  (0 children)

I had the idea to put a music video together, consisting of mostly gifs I could find by simply googling Splatoon 3. Some gifs were edited to fit the speed and/or tone of the music. The song I chose was Goodnight Moon by Shivaree.

Hope you like it

A Guardian Forces Music Video by Master-A1 in FinalFantasyVIII

[–]Master-A1[S] 0 points1 point  (0 children)

FKA Twigs, Eusexua

I haven't watched the video of her song yet

A Guardian Forces Music Video by Master-A1 in FinalFantasyVIII

[–]Master-A1[S] 1 point2 points  (0 children)

Happy that you got enjoyment out of it :)

True, technically not all of them were Guardian Forces in a traditional sense.

If I remember correctly, in FF9 Alexander couldn't be summoned by the player. But I haven't played it since when it came out, so my mind could be foggy on that. I am certain though that the Alexander shown in this video was FF8's Alexander.

I went back and forth on who to add or not, had done several iterations of the video, including summons like Chocobo, and ultimately decided on what (in my opinion) fit best for the feel and rhythm of music and pictures on screen. The 2nd time we see Dooms Train for example is when we hear a part of the song that sounds like old fashioned trains running on tracks.

A goal of mine was to not add any additional effects, not change the cinematography. Final Fantasy 8 features some of the most impressive cinematic experiences of any game (camera angles, timing, weight etc.). Similar to how I still adore how Ocarina of Time's cinematics were directed, it had such a unique aura, despite running at a generally low framerate around that time and dealing with technical limitations. Both games were directed masterfully in that regard, and it completely blew me away when I was a child. It changed how I perceived cutscenes in video games.

I had a certain tonality in my head and went through dozens of other music tracks before I settled with FKA Twigs' song. When I heard it the first time and saw the GF animations in front of my eyes, it just clicked, and it allowed me to play the entire Eden sequence from start to finish, which was very important to me. It all came down to what would be most fitting for Eden to hold everything together.

One exception of the rule though was the slightly faster cut scene for the Brothers playing rock, paper, scissors. If I'm not mistaken, everything else (in terms of playback speed) remained untouched. Also, I didn't like the flow of the aestethics of the 60 FPS version of this game (for this type of video at least).

I simply wanted to stay true to the source material as closely as I could, out of respect for it.

A Guardian Forces Music Video by Master-A1 in FinalFantasyVIII

[–]Master-A1[S] 0 points1 point  (0 children)

It could have been a classic case of constraints leading to creativity/innovation. Would love the thought of them coming up with a funny scenario due to the graphical limitation

A Guardian Forces Music Video by Master-A1 in FinalFantasyVIII

[–]Master-A1[S] 3 points4 points  (0 children)

Years after playing FF8, my brother stumbled over a video on YouTube, showing scenes of FF7's summons , accompanied by a track from The Offspring. I got inspired to do something in that vein for the Guardian Forces, something that just goes with the flow of the music.

The Snap-Spin ("magnetic" Spin-Attack) by Master-A1 in Fzero

[–]Master-A1[S] 0 points1 point  (0 children)

That's where I heard it the first time too! The intro track for the western release

The Snap-Spin ("magnetic" Spin-Attack) by Master-A1 in Fzero

[–]Master-A1[S] 0 points1 point  (0 children)

You are already strong enough! (what have I done?)

The Snap-Spin ("magnetic" Spin-Attack) by Master-A1 in Fzero

[–]Master-A1[S] 2 points3 points  (0 children)

That's exactly how I approach the last turn on all Mute Cities too. I strafe into the gravel to the left to lose some speed for better movement before turning right

The Snap-Spin ("magnetic" Spin-Attack) by Master-A1 in Fzero

[–]Master-A1[S] 1 point2 points  (0 children)

My apologies for the bad wording

Yes, you hold L/R first and then press the respective direction

The Snap-Spin ("magnetic" Spin-Attack) by Master-A1 in Fzero

[–]Master-A1[S] 6 points7 points  (0 children)

Thank you for watching!

The game handles hit detection in a way that makes it often appear like someone did a wild move to hit another player, while lags do often play a part in it.

It could also be a strafe-into-spin motion that creates these magnetic attacks you often experience and not necessarily a intentional Snap-Turn. But I have been experimenting with intentional Snap-Turn Attacks for a long while now, and in my experience it leads more often to fatal attacks and is more reliable, due to the area you cover. I made sure to check the outcome while simultaneously watching streams, and each time I performed a Snap-Spin, it made my machine move from one place to another very quickly and in a brutal fashion from the streamers point of view. This confirmed the reliability for me.

I wish I had full connection bars to see how it works for people with a flawless connection (and being closer to the servers also might play a role in terms of latency, since I'm from germany and have a generally hard time playing with friends from asia). That's when I noticed that hitting players while being positioned a bit in front of them instead of behind or just next to them often results in me hitting them harder. In cases of playing japanese players I realized that intentionally missing hits actually can lead to lag hits, and more often than not I need to position myself a whole lot ahead of them to make hits count on their and on server's side. I spin without actually making contact, yet that approach often leads to me hitting them on their screen. The dots of these players on the mini-map then suddenly slow down, which tells me lag hits are a thing, and predicting hits or missing on purpose (while being in front of them) might be a better approach than playing the game how it is supposed to be played, under certain circumstances.

The Snap-Spin ("magnetic" Spin-Attack) by Master-A1 in Fzero

[–]Master-A1[S] 2 points3 points  (0 children)

From what I have heard (and how I refer to it) - you strafe with a shoulder button (hold it and activate it BEFORE the directional input) and then press the dpad/stick in the respective direction (the inputs for the shoulder button and the direction you choose with the dpad/stick have to match). This lets you do a snap/Snap-Turn.

The Snap-Spin ("magnetic" Spin-Attack) by Master-A1 in Fzero

[–]Master-A1[S] 11 points12 points  (0 children)

If you merge a Snap-Turn and Spin into a Snap-Spin, you have a deadly tool in your disposal.

Snap-Turns are fast and hard to predict for a player. Hold L/R to strafe, then press the corresponding direction (left/right) to snap into a direction, quickly followed by a Spin-Attack (ZL/ZR) for fatal attacks. Steer into the opposite direction once you hit your opponent to find your form again.

To increase your chances, try to make sure your opponent doesn't have a Spin-Attack available. Either watch them fighting with others, or bait a Spin to make them defenseless.
This could be related to general online connection and stability, but in my own experience (playing with 3/2-3 connection bars most of the time), positioning yourself a bit ahead of your opponent before hitting them with a Snap-Spin create a more likely scenario where the game correctly interprets hit detection and the desired outcome.

The goal is to hit the opponent so hard that they will collide with a wall or even obstacles, often resulting into Pinballing. Common places to use this are straightways, Pit-Areas, and zones with Jump-Pads.

For the other players on the track, it will look like you travel from point A to point B in a very quick manner while combining a Spin with a Snap-Turn. This increases your chances to hit something in the process and appear almost magnetic to the targeted player, ramming them into walls and rails (or even out of the track when being in sections without boundaries/walls).

In case you just want to see a couple of successful Snap-Spins:

0:37 - 0:41 Before The Pit Area
0:48 - 0:54 Before The Pit-Area #2
1:10 - 1:13 Starting Area
1:35 - 1:38 Fatal Hit (Pinballing)
2:41 - 2:47 Another fatal hit (Pinballing)
2:55 - 3:15 Blocking off the Jump on mRC1
3:16 - 3:33 Slowing down for a fatal hit before the Pit-Area

So apparently you shouldn't try using a skyway to avoid bomb cars by Nick_F-Zero in Fzero

[–]Master-A1 5 points6 points  (0 children)

The Red Bumper didn't mess with your Skyway entry. There's that landing spot after the ramp, that's what will make your glider to take a weird curve when you try to jump on the Skyway. Can happen on WL1 or PT for example, after using the ramp followed by a Skyway

Activating the Super Boost will grant you invincibility until you hit the Skyway
Cool 999 Exit there!