SSBB Machinima

SSBB Machinima

Updated Sep 30, 2012 at 11:13PM EDT by opspe.

Added Nov 26, 2010 at 06:34PM EST by Daniel Jones.

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Super Smash Brothers Brawl is the third installment to the popular Nintendo fighting game which first released on the Nintendo 64 console in 1999. It features characters from established video games such as Super Mario, Kirby, Star Fox, and the Legend of Zelda. The gameplay differs from traditional fighters for focusing on knocking opponents out of the stage instead of depleting life bars. It then made its second appearance on the Nintendo Gamecube Console on November 21, 2001, in Japan and December 3, 2001, in North America. This installment was known as Super Smash Brothers Melee. Them in 2008, Super Smash Brothers Brawl came out on the Nintendo Wii Console. Machinima became a very big part on the development of the Super Smash Brothers Brawl series's popularity. Machinima is is the use of real-time graphics rendering engines (a game engine), mostly three-dimensional (3-D), to generate computer animation. The term also refers to works that incorporate this animation technique. Some machinima-based artists, sometimes called machinimists or machinimators, are fan laborers and often use graphics engines from video games, a practice that arose from the animated software introductions of the 1980s demoscene, Disney Interactive Studios' 1992 video game Stunt Island, and 1990s recordings of gameplay in first-person shooter (FPS) video games, such as id Software's Doom and Quake. Before Brawl, Super Smash Brothers Melee was being used to machinimate. With the introduction of Super Smash Bros. Melee's Camera Mode, and eventually Replays in Brawl, many amateur Machinima directors (Machinimators) have begun to post their work on video-sharing websites such as YouTube.com or Machinima.com. Machinima productions can be recognized for their wide variety, crossing many different genres such as action, comedy, adventure or a combination of these. Machinima Production typically can only begin with the acquiring of a capture device of some form, usually a capture card, AV camera input, or DVD recorder. Many Machinimators choose to plan their Machinima out – normally these are the higher quality productions. Scripts, storyboards, screenplay and other professional techniques are common among the amateur Machinima community. Filming is often done making use of Camera Mode in Melee and Replays in Brawl. In Camera Mode, angles can be adjusted as a scene is being acted out and is recorded with a capture device in the meantime. In Brawl, it works differently. Scenes are acted out in a typical Brawl, and recorded through a capture device in Replay mode. However, due to technical limitations, many hack codes are available designed specifically for Machinima use, for instance codes to remove HUD and tags or to remove offscreen indicators, as well as improved camera codes. In Melee, hacks are used for the same use in a regular Melee, due to the fact that Camera Mode only supports three players (Player 4 controls the camera).

Most high-quality Machinima avoid moving the camera around, as it can lead to tackiness. Instead, clean camera cuts are used in editing, which can be achieved with Replays by recording the same scene twice from different angles and editing them together.

Most commonly, Super Smash Bros. Machinima makes use of voice actors, usually decided through auditions or other connections to the Machinimator. Editing is done on an editing software, often Sony Vegas but some choose alternatives such as iMovie or Windows Movie Maker. Music is a common factor, though recently few Machinima use copyrighted music, opting for the music used in the game itself to avoid legal issues. Most Machinimators hope for the highest quality, and many are being exported in 16:9 widescreen HD format.
The Super Smash Bros. Machinima community is a fast expanding one. Many Machinimators are friends with one another, discussing their Machinima and generally chatting over message systems such as Skype or Microsoft Messenger. Many of the more famous Machinimators are closely integrated into the community, with their more notable works.
The community grows not only with Machinimators themselves, but also with voice actors and general fans. Even those who do not produce Machinima have found themselves talking among the famous and recognized, and voicing in some very high-quality productions. Though auditions are often held, voice actors are commonly found over voice-chat systems such as Skype. Many famous SSBB Machinimators are ones such as Shippidge, Dexterboy124, GuitarmasterX7, Tom Kitsune, RaustBD, MALRWiistation360, SSBVET, LuigiBroBrawl, MegablueBlasta, Electroblade, TaFutureboy, and Tigura21 just to name a few. Some argue that this video game engine has been over used in the development of Machinima. But ngines such as thanks to so many more advances it has become equally superior to that of those such as Halo and Gears of War.

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