3. (Native 60 FPS GBA) Sports Games (Jimmy) - WarioWare, Inc.: Mega Microgames!

Описание к видео 3. (Native 60 FPS GBA) Sports Games (Jimmy) - WarioWare, Inc.: Mega Microgames!

Do you have the Disco Fever? Let's dance it away with Jimmy T.!

Playlist:    • (Native 60 FPS GBA) WarioWare, Inc.: ...  
More 60 FPS GBA Videos: https://www.youtube.com/user/WhiteKha...

He looks, um, friendly enough, right?


Hiya, folks! The videos in this GBA series are captured from an actual Nintendo DS system in a Pixel-Perfect resolution and at 60 frames per second for superior quality and motion! I'm using a video capture device that has been installed on my DS system to output the video to my computer/TV. I use the TV screen like a "Super GBA/DS" to play on the big screen, and also record at the same time! Enjoy!
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Now we move on to Jimmy T.! I have no idea what the T. stands for, but I guess it makes him sound cooler? I don't know how you can get any more cool than having a music note mustache, some crazy blazer getup, and a big blue afro, though! Right? Right. Y'know, come to think of it, I DID meet Jimmy T. at some kinda tech/demo place once. He was advertising for WarioWare and gave me a card. He WAS pretty cool!

Anyway, this guy loves to disco-dance and specializes in sports for some reason so that's the theme of his microgame set. The sports. There's nothing to do with dancing in it, oddly, apart from Jimmy T.'s own smooth moves! He's also in love with his cellphone so that's our viewport into the action!

And I'd argue that this set is far easier than the intro games! The speed is a lot smoother 'cause it goes every 15 games for a round, rather than 10, and it feels like there's a lot less need for pinpoint accuracy! Though, that's probably mostly all in my head. It still speeds up to crazy-speed and inevitably ends in a meltdown all the same.

Oh, and for some reason the boss is a Punch-Out!! clone! Neat! The reason why you see my over-dodge if I punch him mid-attack and he blocks is that sometimes he'll continue to punch straight after! If it was turbo-charged, I'm a goner!
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Some additional notes for those technically inclined:

The DS essentially has a GBA built-in and plays it exactly the same as a GBA system would. I'm using a video capture device that has been installed on my DS system to output the video to my computer/TV. I use the TV screen like a "Super GBA/DS" to play on the big screen, and also record at the same time (in a lossless format)! The original resolution of a GBA game is 240 x 160, so one problem to overcome was how to "blow up" the image without hurting it... because Youtube requires videos to be in 1080p or 720p to played back at 60fps and the GBA IS 60fps capable!

Well, to maintain the pixel art that most GBA games use, we can use a very simple resizing algorithm, "nearest neighbor", that essentially multiplies the "pixels" in a proper ratio to keep everything looking the same... but bigger! This can only be done by integer values, whole numbers, not fractions. So, the video can be blown up EXACTLY 2 times, or 3 times, or 4 times, and so on! The GBA does not fit exactly into a 1080p (or 720p) space which is why you will see some black area, but this ensures the proper size is maintained and that Youtube will accept it. If you use a fractional resize value to make it exactly 1080 pixels tall, you will get some graphical anomalies like, an eye being larger than the other, or a line being longer than it was originally, text being misshapen, and so on. So no cheating! If you use a resize filter that softens the image a bit, you can resize to pretty much any size you want, but this hurts old-school pixel art! (It looks blurry!) Conversely, using the "Nearest Neigbor" algorithm on NON-Pixelated material will make that look worse, too! There's no one-size fits all!

The GBA is natively progressive so there's no need to deinterlace, kinda like modern HD consoles! Neat!

Enjoy the crystal-clarity!

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