Tuesday, October 13, 2009

Top 6 Most Brutal Machine Gun Riffs...

...of all time including parallel universes.

A regular exploration of YouTube will produce many top X lists for various genres and topics each with their own level of questionable credibility and quality. The better ones have slick designs and come from online magazines or famous blogs, while the lesser ones come from Winamp playlists and the default settings on Windows Movie Maker.

As I sat bored one night/morning I thought to myself, "Self, I can do that too."

So I did.

This is the first of an ongoing series of Top X Countdowns I'll be producing. This one covers the top 6 most br00tal-est machine gun riffs in metal music.


Note: I misspelled br00tal as br0tal in the video, apologies to metal heads everywhere.

Friday, October 9, 2009

Alleviate Episode 3 of 6

Finally, after a bit of a hiatus, here is the third episode in my Alleviate series. This episode covers the speed running subculture of video games (a subculture of a subculture?). The delay in the release of this episode had to do with the inability of an external hard drive to endure a three inch drop onto its side. Suddenly, everything is unreadable and I have a $180 paperweight!

I digress.

Speed Running has a long history among video game enthusiasts. It began as a way to extend the life of favorite games by challenging yourself and others to finish the games as quickly as possible. Before the console days of the Nintendo Entertainment System, games were typically only found in arcades and had no endings. Famous examples like Pac-man and Space Invaders were made to eat your money and the only real test of valor lay in attaining high scores.

With the NES, though, games could be played without a limit on continues (even the most brutally hard games could be bested through perseverance and a high tolerance for pain). So the goal of high scores was replaced by simply beating the game. What followed naturally was being able to beat the game quickly. The Speed Demos Archive is a great place to find all of your favorite games being beaten on their original consoles very quickly and efficiently.

In this modern computer age, we also have the ability to emulate the old consoles on computers. This led to a type of speed run that used computer tools to assist in their development, hence the Tool-assisted speed run was born. TASvideos has the most complete and interesting array of this variety of runs available for download.

A less than compelling thumbnail...

Remember, legitimate console runs are demonstrations of pure human skill and TAS runs are exercises in mathematical precision. Both are fascinating in their own right. Here are a list of some of my favorite runs in both categories:

From the Speed Demos Archive:

Blaster Master, NES, in 0:36:59 - Blaster Master is one of my favorite games, just beating the game is quite an accomplishment.

Contra: Shattered Soldier, PS2 S-Rank in 0:38:01 - Shattered Soldier is a hard game. Earning an S rank means beating the entire game, start to finish, without getting hit once.

Doom 2, PC, Nightmare in 0:29:56 - Doom 2 needs no introduction, it is the seminal first person shooter for the PC. This beats the entire game on Nightmare (which means the enemies are twice as fast and respawn after they die). I could write a novel on my love of Doom, but I won't. Suffice to say, it is a great game with prolific and still-active community.

Mega Man 9, Wii, in 0:21:37 - Mega Man 9 was released on the Xbox360, PS3 and Wii but retains the look of the classic Mega Man titles from the NES. Here the game is destroyed in less than half of an hour.

From TASVideos:

Rockman 2, NES, in 23:54.75 - This is a work of tool assisted art. It completely destroys the game and remakes it in the authors' image. Note: Rockman is the Japanese name for Mega Man, but the game is the same.

Super Metroid, SNES, All items in 1:08:10.87 - Super Metroid is my favorite game of all time. Here's how to collect all of the game's items in just over an hour.

Megaman X and X2, SNES, in 41:41.43 - This is the single best Tool assisted run I've ever seen. The concept is brilliant and simple: Play and beat Megaman X and X2 simultaneously. A feat only possible using emulator tools, both games use the same input (read: controller) and are beaten nearly at the same time. Truly, a marvel.

As an aside, you may wonder if people in this age of fancy 3D games and massively multiplayer extravaganzas still compete for high scores. Of course they do! And not just in a King of Kong kind of way either. A game run that tries for the highest score is called a Superplay. I cover superplays in an upcoming episode of Alleviate.

Friday, October 2, 2009

Arc

If I could compress my lifelong ambition down to a single idea it would be to tell stories through video games. During the last years of college,I actually got an opportunity to complete a small XNA game with two programmers from Rice University (one of them was my brother, nepotism?).I was taken on board as an artist because they wanted to have art content slightly more impressive than MS Paint scribbles (ah, programmer art).

Naturally, if you give a mouse a cookie he'll want a glass of milk, so I ended up designing the game concept, writing the "endings" (it was an abstract shooter so not much was required in the form of writing), designing the 3D and 2D art, composing the music loops (inspired by this song from Infected Mushroom), and creating the sound effects.

The game was called Arc.

This is a screenshot from the level "Irrational".

The basic idea is that you pick a colored ship and fly through a trippy auto-scrolling level whilst trying to destroy as many blocks as possible (the name comes from arc welder). There are a few novelties and nuances to this process. First, the laser cutter on your ship cuts faster through thinner chunks of blocks and secondly, various power ups can help you succeed.

In this shot, the second player is using the score laser to attack the first player.

Arc also contained a co-op and versus multiplayer mode. The versus mode gave each player half the screen where the goal was to out score the opponent. In this mode, extra power ups were available to harass your opponent including one that destroys everything on there half of the screen (thus robbing them of potential points). Vengeance was always available in the score laser, though. The score laser was a secondary weapon in versus mode that attacks the other players score directly. In this way, versus matches can either be played by trying to increase your own score or by decreasing your opponent's score to win.

This is a screenshot from the versus mode.

I will hopefully have some fancy trippy videos of gameplay available soon. But for now, enjoy these screenshots.

Monday, September 21, 2009

Quintuplets

I am a drummer and love writing and playing music. Personal drum heroes of mine are Mike Portnoy of Dream Theater (I hope that link stays active, if not here's another), and Neil Peart of Rush. There are certainly others that I enjoy, but none that really inspire me as much as these two guys. They play very precise and creative progressive metal and rock respectively.

Having said this, in the conceptual realm of music theory, of which I know only so much, there is a large domain dedicated to rhythmic constructs, i.e. drum beats. One fascinating subject, to me, are polyrhythms.

A polyrhythms is at its basic form two rhythms played over each other. 2 on 3 polyrhythms have a strange and soothing sound and are commonly used by Phillip Glass (that's right, another reference to Glassworks). This video tutorial below, though, one I did for a video class, teaches the basic idea behind quintuplet polyrhythms.



Content aside, I also did the editing, directing and post-production on this video. So the color asides and black and white medium shot were intentional. Successful? That's a different question. I'd like to think so. The lower thirds are a bit large, but overall I'm happy with this edit. As a bonus, here is some unused footage from the (very short) shoot of me improvising and generally just screwing around on my kit.



Thursday, September 17, 2009

No Time

This was a short film I did for an art class. I think the video speaks for itself (it has audio, for instance).

All of the post production was done with Adobe After Effects and Photoshop. The piano piece playing in the background is, in fact, an original piece that took no longer than the length of the video to compose, perform and record.



Tuesday, September 15, 2009

Nordin - To The First Power

I love composing and performing music. My genre of choice is progressive metal, owing to the legacy of genre pioneers Dream Theater.

I've also been known to show interest in other strange genres.

My dad, brother and I recorded an entire album of progressive metal under our (creative) band name, Nordin. Our website is here (made by me). You can buy said CD here or here.

Consequently, if you would like your own customized website I can do that for you too.

I made the following music video to go along with the song Manifold Sins. Enjoy.




Sunday, September 13, 2009

Alleviate Episode 2 of 6

This is the second of six video blogs I made in the Alleviate series. This episode covers TVTropes and Pouet, an index of demoscene productions.

I've mentioned TVTropes before, but I'll do so again. This is the paragon of time consuming web design. It's a wiki about patterns (the tropes) in entertainment. Things like cliches, story conceits, common character types (both stereo- and arche- varieties), trauma inducing sights, nostalgia, general complaining, self-reference, and plot chasms (bigger than a hole). The content is not limited to the TV medium as the name might suggest but covers film, theater, anime, video games and even literature.

The other website, Pouet, is a great index of the productions from the demoscene, a subculture of computer engineers and mathematicians than create art using the limits of various computer platforms. The results can be quite amazing. Keep in mind both of those examples come from 64kb files.

You could fit that over fifteen times on a floppy disk.