diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0132/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0132/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..e6ef5e7d1f4ffbd72db16d78887824f8c9c438c3 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0132/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0132", + "frame_a_time": 2743.885, + "frame_b_time": 2747.146, + "frame_c_time": 2750.538, + "time_a_to_b": 3.261, + "time_b_to_c": 3.392, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0133/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0133/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..08f67a8115a9cabda686938b20523993817cd37c --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0133/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0133", + "frame_a_time": 107.378, + "frame_b_time": 112.059, + "frame_c_time": 116.291, + "time_a_to_b": 4.681, + "time_b_to_c": 4.233, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0134/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0134/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..95c38109ffd514b03b5a58bc3f1c6a71ccc7af7a --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0134/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0134", + "frame_a_time": 910.119, + "frame_b_time": 911.43, + "frame_c_time": 915.093, + "time_a_to_b": 1.312, + "time_b_to_c": 3.662, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0135/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0135/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..74ed445420900b9cb763d15a4cdf5dafdd22444b --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0135/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0135", + "frame_a_time": 1048.362, + "frame_b_time": 1050.391, + "frame_c_time": 1050.918, + "time_a_to_b": 2.029, + "time_b_to_c": 0.527, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0136/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0136/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..ca0a3c649b1f0bef4189958bdcfb8df1ad3084e5 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0136/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0136", + "frame_a_time": 2915.074, + "frame_b_time": 2918.122, + "frame_c_time": 2920.426, + "time_a_to_b": 3.048, + "time_b_to_c": 2.304, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0137/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0137/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..1493350af293210a72b82b9dd2599459a7e3a9c3 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0137/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0137", + "frame_a_time": 492.187, + "frame_b_time": 495.536, + "frame_c_time": 496.174, + "time_a_to_b": 3.349, + "time_b_to_c": 0.638, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0138/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0138/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..aa81e778738b00576df1e531cde2556e99272f26 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0138/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0138", + "frame_a_time": 2503.206, + "frame_b_time": 2504.674, + "frame_c_time": 2507.064, + "time_a_to_b": 1.468, + "time_b_to_c": 2.389, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0139/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0139/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..88effe47c7afa9934a4308169f8417faef54ad6b --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0139/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0139", + "frame_a_time": 1154.569, + "frame_b_time": 1156.734, + "frame_c_time": 1160.481, + "time_a_to_b": 2.165, + "time_b_to_c": 3.747, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0140/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0140/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..0f83dad58b03c3c6604e76eedf6046cb6b7202ad --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0140/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0140", + "frame_a_time": 2605.461, + "frame_b_time": 2608.516, + "frame_c_time": 2609.398, + "time_a_to_b": 3.054, + "time_b_to_c": 0.882, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0141/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0141/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..7f0088fc05a2b1c857bd263458b8d4a10dc1313f --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0141/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0141", + "frame_a_time": 195.092, + "frame_b_time": 196.301, + "frame_c_time": 199.581, + "time_a_to_b": 1.208, + "time_b_to_c": 3.28, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0142/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0142/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..1aa95c61ad023fa7cb1b785dc479791733106bb7 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0142/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0142", + "frame_a_time": 2263.1, + "frame_b_time": 2264.825, + "frame_c_time": 2268.303, + "time_a_to_b": 1.724, + "time_b_to_c": 3.479, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0143/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0143/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..7d9f918c6c69121091b2bcb3996c7cf77788735b --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0143/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0143", + "frame_a_time": 1636.377, + "frame_b_time": 1638.867, + "frame_c_time": 1640.596, + "time_a_to_b": 2.489, + "time_b_to_c": 1.729, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0144/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0144/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..0e499e1967510689dc252c7ae7dae11a9b5b3c33 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0144/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0144", + "frame_a_time": 2532.599, + "frame_b_time": 2533.611, + "frame_c_time": 2536.046, + "time_a_to_b": 1.012, + "time_b_to_c": 2.435, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0145/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0145/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..017b4f4a4bef4121480197b6c45657f49949f43f --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0145/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0145", + "frame_a_time": 962.7, + "frame_b_time": 966.253, + "frame_c_time": 968.943, + "time_a_to_b": 3.553, + "time_b_to_c": 2.69, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0146/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0146/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..9fa9d59c414eeebc83f8266599ac8f243e7d8d49 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0146/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0146", + "frame_a_time": 2240.348, + "frame_b_time": 2241.052, + "frame_c_time": 2243.331, + "time_a_to_b": 0.704, + "time_b_to_c": 2.279, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0147/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0147/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..d360a231385a0679ba16f2466abba887e3932043 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0147/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0147", + "frame_a_time": 2014.671, + "frame_b_time": 2015.206, + "frame_c_time": 2017.062, + "time_a_to_b": 0.535, + "time_b_to_c": 1.856, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0148/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0148/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..43365c8797fe1e45a93867763d7d69febb0383a1 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0148/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0148", + "frame_a_time": 723.028, + "frame_b_time": 724.146, + "frame_c_time": 725.796, + "time_a_to_b": 1.118, + "time_b_to_c": 1.65, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0149/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0149/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..20efa3d9789d4a13f28c4adc201dc2d584e6c7ff --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0149/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0149", + "frame_a_time": 1112.056, + "frame_b_time": 1112.59, + "frame_c_time": 1116.452, + "time_a_to_b": 0.535, + "time_b_to_c": 3.862, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0150/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0150/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..86bcbb7410622d5d519e7447d3717eb1cb5d4e96 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0150/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0150", + "frame_a_time": 604.747, + "frame_b_time": 606.958, + "frame_c_time": 610.624, + "time_a_to_b": 2.211, + "time_b_to_c": 3.667, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0151/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0151/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..92dd758db06c3cf842b8aa9de3264e736d586cba --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0151/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0151", + "frame_a_time": 1684.971, + "frame_b_time": 1689.221, + "frame_c_time": 1693.349, + "time_a_to_b": 4.25, + "time_b_to_c": 4.128, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0152/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0152/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..8252a77e560a43d48618a19b2a9c4ffdce23ab17 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0152/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0152", + "frame_a_time": 259.881, + "frame_b_time": 264.259, + "frame_c_time": 264.95, + "time_a_to_b": 4.378, + "time_b_to_c": 0.69, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0153/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0153/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..b2fab3cb0e881660b1cf6369f646ea52f6f20f41 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0153/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0153", + "frame_a_time": 82.376, + "frame_b_time": 87.021, + "frame_c_time": 91.4, + "time_a_to_b": 4.645, + "time_b_to_c": 4.379, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0154/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0154/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..9ae9b9aba30fd15648d94aa9d1502949128cd584 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0154/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0154", + "frame_a_time": 1936.239, + "frame_b_time": 1939.32, + "frame_c_time": 1943.013, + "time_a_to_b": 3.08, + "time_b_to_c": 3.693, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0155/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0155/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..0971d278dbd0a7bdb57e1057e1de0b4dab71e347 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0155/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0155", + "frame_a_time": 1410.167, + "frame_b_time": 1411.186, + "frame_c_time": 1411.78, + "time_a_to_b": 1.018, + "time_b_to_c": 0.594, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0156/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0156/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..3eb94da9cbb2799ef69b0fce0c3c94bf5b0c1624 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0156/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0156", + "frame_a_time": 1100.892, + "frame_b_time": 1104.998, + "frame_c_time": 1108.28, + "time_a_to_b": 4.106, + "time_b_to_c": 3.282, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0157/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0157/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..e73571b25c0a6f0dc1935ba161219620082246a4 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0157/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0157", + "frame_a_time": 2789.146, + "frame_b_time": 2793.784, + "frame_c_time": 2794.681, + "time_a_to_b": 4.639, + "time_b_to_c": 0.897, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0158/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0158/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..a7389d6d2dd8e88197243a38d9ea6873d8f7072f --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0158/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0158", + "frame_a_time": 2830.61, + "frame_b_time": 2832.205, + "frame_c_time": 2835.355, + "time_a_to_b": 1.595, + "time_b_to_c": 3.15, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0159/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0159/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..93ed95afc9d6ab69e786d29ea06ced419caccea2 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0159/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0159", + "frame_a_time": 1763.85, + "frame_b_time": 1766.131, + "frame_c_time": 1768.027, + "time_a_to_b": 2.281, + "time_b_to_c": 1.896, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0160/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0160/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..cb8f52d17d115ce2266fea6045ba81903cde27b6 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0160/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0160", + "frame_a_time": 1149.967, + "frame_b_time": 1151.966, + "frame_c_time": 1153.222, + "time_a_to_b": 1.999, + "time_b_to_c": 1.257, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0161/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0161/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..ce9d5f49eee151cc978954ef6dc24f9fc11b0da7 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0161/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0161", + "frame_a_time": 1718.989, + "frame_b_time": 1720.002, + "frame_c_time": 1722.796, + "time_a_to_b": 1.013, + "time_b_to_c": 2.795, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0162/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0162/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..fab51b0a1ea41393c8b18a5f77269debdb3a1c0b --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0162/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0162", + "frame_a_time": 3035.089, + "frame_b_time": 3037.161, + "frame_c_time": 3040.934, + "time_a_to_b": 2.072, + "time_b_to_c": 3.773, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0163/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0163/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..e8225c9d3eae24bf7677fa13becd8388144cfa60 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0163/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0163", + "frame_a_time": 2745.622, + "frame_b_time": 2749.789, + "frame_c_time": 2751.353, + "time_a_to_b": 4.168, + "time_b_to_c": 1.563, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0164/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0164/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..553d06e89ca7bf38c0705f92a1b030a6c20b0742 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0164/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0164", + "frame_a_time": 507.395, + "frame_b_time": 508.783, + "frame_c_time": 511.994, + "time_a_to_b": 1.388, + "time_b_to_c": 3.211, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0165/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0165/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..6344f2802ca8b9bba93cd3f973b625607ba9db22 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0165/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0165", + "frame_a_time": 2550.146, + "frame_b_time": 2553.595, + "frame_c_time": 2554.893, + "time_a_to_b": 3.45, + "time_b_to_c": 1.297, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0166/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0166/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..46837093763b9690b46e09996cca1006ac5fa6f2 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0166/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0166", + "frame_a_time": 2592.19, + "frame_b_time": 2594.914, + "frame_c_time": 2598.809, + "time_a_to_b": 2.724, + "time_b_to_c": 3.895, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0167/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0167/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..65e53ba55a27de2879a8f3b168cf6f60acd337d4 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0167/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0167", + "frame_a_time": 2549.02, + "frame_b_time": 2551.54, + "frame_c_time": 2556.199, + "time_a_to_b": 2.52, + "time_b_to_c": 4.659, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0168/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0168/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..ea65db848d3f8c7ebef7e28bdffc439e524ac90f --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0168/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0168", + "frame_a_time": 1898.739, + "frame_b_time": 1902.098, + "frame_c_time": 1905.409, + "time_a_to_b": 3.359, + "time_b_to_c": 3.31, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0169/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0169/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..65fe4a934737de343b73b5f44758e35244205e35 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0169/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0169", + "frame_a_time": 2896.383, + "frame_b_time": 2899.706, + "frame_c_time": 2900.885, + "time_a_to_b": 3.322, + "time_b_to_c": 1.179, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0170/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0170/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..19caff8919fde471590b4f808a7648c441f4a9e1 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0170/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0170", + "frame_a_time": 247.27, + "frame_b_time": 249.76, + "frame_c_time": 251.623, + "time_a_to_b": 2.49, + "time_b_to_c": 1.863, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0171/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0171/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..8951edf1d1e31e3561f11967bc2b022462e6de69 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0171/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0171", + "frame_a_time": 934.168, + "frame_b_time": 934.921, + "frame_c_time": 937.704, + "time_a_to_b": 0.753, + "time_b_to_c": 2.783, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0172/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0172/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..b8931b8513ea3cbc5da8eb30a14f7d780ba6180a --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0172/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0172", + "frame_a_time": 1053.098, + "frame_b_time": 1055.632, + "frame_c_time": 1056.388, + "time_a_to_b": 2.534, + "time_b_to_c": 0.756, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0173/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0173/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..358051765a29b71894ecec824c10f5e1217fc6b9 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0173/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0173", + "frame_a_time": 2788.05, + "frame_b_time": 2788.895, + "frame_c_time": 2793.284, + "time_a_to_b": 0.845, + "time_b_to_c": 4.389, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0174/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0174/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..37aedd70fdf17547bfbf056b1e1b312b0995c47c --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0174/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0174", + "frame_a_time": 2866.584, + "frame_b_time": 2869.852, + "frame_c_time": 2872.634, + "time_a_to_b": 3.268, + "time_b_to_c": 2.782, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0175/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0175/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..b6f4de8e210a061b066290c5e377f3a7254a8f8e --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0175/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0175", + "frame_a_time": 1559.995, + "frame_b_time": 1562.99, + "frame_c_time": 1567.053, + "time_a_to_b": 2.994, + "time_b_to_c": 4.063, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0176/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0176/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..2aeef296eaff049b8d091e10980f50bf757d33dd --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0176/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0176", + "frame_a_time": 3001.654, + "frame_b_time": 3004.177, + "frame_c_time": 3008.322, + "time_a_to_b": 2.524, + "time_b_to_c": 4.144, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0177/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0177/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..792619cde018074968d99af8fc29f98c71741ba3 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0177/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0177", + "frame_a_time": 2189.443, + "frame_b_time": 2191.39, + "frame_c_time": 2194.03, + "time_a_to_b": 1.947, + "time_b_to_c": 2.64, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0178/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0178/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..c8789f1fbd90a1b47a9228c6473870e5737719bf --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0178/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0178", + "frame_a_time": 522.095, + "frame_b_time": 522.874, + "frame_c_time": 523.839, + "time_a_to_b": 0.778, + "time_b_to_c": 0.966, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0179/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0179/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..a401167711c87a9e3a11caeeb5fac65b84f9fe31 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0179/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0179", + "frame_a_time": 3012.471, + "frame_b_time": 3014.516, + "frame_c_time": 3018.23, + "time_a_to_b": 2.045, + "time_b_to_c": 3.714, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0180/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0180/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..d8b2b261b130fb3d4dc842dace501eb6b7cfa0b5 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0180/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0180", + "frame_a_time": 1699.238, + "frame_b_time": 1700.515, + "frame_c_time": 1702.129, + "time_a_to_b": 1.277, + "time_b_to_c": 1.615, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0181/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0181/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..abd846353f4b187f7f20be5d4b10d0a138dc8e93 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0181/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0181", + "frame_a_time": 1476.945, + "frame_b_time": 1479.423, + "frame_c_time": 1482.275, + "time_a_to_b": 2.477, + "time_b_to_c": 2.852, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0182/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0182/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..ee49f4b7ba8e184db39f4054711c1e38eaea6efd --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0182/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0182", + "frame_a_time": 548.339, + "frame_b_time": 550.516, + "frame_c_time": 552.289, + "time_a_to_b": 2.178, + "time_b_to_c": 1.773, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0183/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0183/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..11c757e43bc68020e46dee4c955392bd847ae340 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0183/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0183", + "frame_a_time": 1380.465, + "frame_b_time": 1382.487, + "frame_c_time": 1385.678, + "time_a_to_b": 2.023, + "time_b_to_c": 3.19, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0184/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0184/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..c25bb590ccbf4de8da9edafffa37d625f0a6e967 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0184/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0184", + "frame_a_time": 2646.702, + "frame_b_time": 2650.115, + "frame_c_time": 2650.912, + "time_a_to_b": 3.413, + "time_b_to_c": 0.797, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0185/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0185/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..36fe8217217e8032d74de37b6be0a2aadbf7c51e --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0185/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0185", + "frame_a_time": 334.534, + "frame_b_time": 338.087, + "frame_c_time": 339.866, + "time_a_to_b": 3.553, + "time_b_to_c": 1.779, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0186/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0186/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..22da81b25c3ff29703924d8e9f35bfd80cf28a2a --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0186/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0186", + "frame_a_time": 2428.728, + "frame_b_time": 2432.182, + "frame_c_time": 2436.761, + "time_a_to_b": 3.455, + "time_b_to_c": 4.579, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0187/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0187/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..1b6d7fe0997119b5eb1f6e0d67e3cc1ccd30f074 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0187/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0187", + "frame_a_time": 2926.446, + "frame_b_time": 2928.446, + "frame_c_time": 2931.569, + "time_a_to_b": 2.0, + "time_b_to_c": 3.122, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0188/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0188/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..846b6ccb94026e4b03bc9dec51b6e0908798341c --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0188/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0188", + "frame_a_time": 490.701, + "frame_b_time": 492.776, + "frame_c_time": 497.63, + "time_a_to_b": 2.074, + "time_b_to_c": 4.855, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0189/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0189/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..bf7b44cab6b1233f0f95dfe3f69d08e10d8829d4 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0189/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0189", + "frame_a_time": 2344.678, + "frame_b_time": 2346.942, + "frame_c_time": 2350.12, + "time_a_to_b": 2.264, + "time_b_to_c": 3.178, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0190/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0190/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..5ebdff568ac6c4f0c58a50131d5ed3be79cc492e --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0190/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0190", + "frame_a_time": 3141.855, + "frame_b_time": 3143.749, + "frame_c_time": 3145.944, + "time_a_to_b": 1.893, + "time_b_to_c": 2.195, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0191/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0191/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..4e794946c881af39160c536262333534deb719a7 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0191/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0191", + "frame_a_time": 2654.806, + "frame_b_time": 2658.966, + "frame_c_time": 2662.481, + "time_a_to_b": 4.159, + "time_b_to_c": 3.516, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0192/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0192/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..0074a27f7daff2355ccd6766c2bed9286ec41bf8 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0192/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0192", + "frame_a_time": 2778.938, + "frame_b_time": 2782.763, + "frame_c_time": 2786.347, + "time_a_to_b": 3.824, + "time_b_to_c": 3.584, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0193/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0193/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..bf7d63bca424a466fd8dd89ca1902ac9e6baa5f7 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0193/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0193", + "frame_a_time": 1771.94, + "frame_b_time": 1775.347, + "frame_c_time": 1777.753, + "time_a_to_b": 3.407, + "time_b_to_c": 2.405, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0194/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0194/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..983632b0fba8e9fb38050c73338d325291cbc52f --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0194/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0194", + "frame_a_time": 1224.235, + "frame_b_time": 1226.367, + "frame_c_time": 1227.678, + "time_a_to_b": 2.132, + "time_b_to_c": 1.311, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0195/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0195/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..a638c84752a2357405f2905e17700b2dc85cba9c --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0195/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0195", + "frame_a_time": 732.875, + "frame_b_time": 737.64, + "frame_c_time": 740.328, + "time_a_to_b": 4.765, + "time_b_to_c": 2.688, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0196/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0196/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..5d7bf1954a0a0bc85cdb2055551159b73e712811 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0196/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0196", + "frame_a_time": 773.98, + "frame_b_time": 775.099, + "frame_c_time": 775.946, + "time_a_to_b": 1.119, + "time_b_to_c": 0.847, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0197/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0197/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..1be1df9a9fd44d32355fb77e28143cfa6d225671 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0197/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0197", + "frame_a_time": 2830.423, + "frame_b_time": 2831.379, + "frame_c_time": 2835.347, + "time_a_to_b": 0.955, + "time_b_to_c": 3.969, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0198/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0198/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..1f50def986f811a122d1951e078e474b19599cf1 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0198/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0198", + "frame_a_time": 2799.443, + "frame_b_time": 2803.919, + "frame_c_time": 2804.589, + "time_a_to_b": 4.477, + "time_b_to_c": 0.67, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0199/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0199/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..983979f752f99fa2d3dca156dda1ee2d36690dd8 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0199/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0199", + "frame_a_time": 1140.818, + "frame_b_time": 1144.766, + "frame_c_time": 1145.856, + "time_a_to_b": 3.948, + "time_b_to_c": 1.09, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0200/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0200/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..e3806079f47be150b97c981630e5859a992155c1 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0200/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0200", + "frame_a_time": 1273.798, + "frame_b_time": 1275.028, + "frame_c_time": 1279.269, + "time_a_to_b": 1.23, + "time_b_to_c": 4.241, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0201/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0201/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..df1cf95662e97c72b64d2162430f57798328de4b --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0201/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0201", + "frame_a_time": 2586.365, + "frame_b_time": 2590.506, + "frame_c_time": 2591.75, + "time_a_to_b": 4.141, + "time_b_to_c": 1.245, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0202/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0202/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..8809b9cee9851cc7111da11668c19b4eb81b4392 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0202/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0202", + "frame_a_time": 1476.663, + "frame_b_time": 1479.012, + "frame_c_time": 1482.555, + "time_a_to_b": 2.349, + "time_b_to_c": 3.544, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0203/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0203/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..f4e5ff8748d01e50fe7c5f9d24cb084d9f573918 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0203/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0203", + "frame_a_time": 810.547, + "frame_b_time": 813.046, + "frame_c_time": 814.828, + "time_a_to_b": 2.499, + "time_b_to_c": 1.782, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0204/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0204/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..54593dc3f765f2b3d116cc4606a916a78a690ead --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0204/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0204", + "frame_a_time": 2511.276, + "frame_b_time": 2513.797, + "frame_c_time": 2516.7, + "time_a_to_b": 2.52, + "time_b_to_c": 2.903, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0205/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0205/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..cb539812db7ac198ec126203a7aca04eb4f3b62b --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0205/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0205", + "frame_a_time": 1049.97, + "frame_b_time": 1054.109, + "frame_c_time": 1056.719, + "time_a_to_b": 4.139, + "time_b_to_c": 2.611, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0206/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0206/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..86a15a28b98a937bb457145cdfdf04f153bd6855 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0206/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0206", + "frame_a_time": 2799.421, + "frame_b_time": 2801.577, + "frame_c_time": 2806.339, + "time_a_to_b": 2.155, + "time_b_to_c": 4.762, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0207/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0207/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..619390c8e6bb05531c39440147e7e9c6cc42e878 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0207/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0207", + "frame_a_time": 3296.409, + "frame_b_time": 3298.986, + "frame_c_time": 3300.754, + "time_a_to_b": 2.578, + "time_b_to_c": 1.768, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0208/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0208/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..b2f2a52685ae141ee50975812f995b3ae5b43fff --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0208/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0208", + "frame_a_time": 1290.946, + "frame_b_time": 1293.82, + "frame_c_time": 1298.668, + "time_a_to_b": 2.874, + "time_b_to_c": 4.848, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0209/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0209/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..59b902f448418e5f3380f2831a5bec7ef7446bb5 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0209/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0209", + "frame_a_time": 2738.774, + "frame_b_time": 2742.88, + "frame_c_time": 2744.003, + "time_a_to_b": 4.106, + "time_b_to_c": 1.123, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0210/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0210/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..065a5ce0fcf2e7a0c6fcfb82706c693043585625 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0210/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0210", + "frame_a_time": 852.06, + "frame_b_time": 855.445, + "frame_c_time": 859.879, + "time_a_to_b": 3.385, + "time_b_to_c": 4.434, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0211/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0211/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..ab6d6781afd37a927fba5e9679b1a5953587a412 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0211/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0211", + "frame_a_time": 1865.62, + "frame_b_time": 1866.582, + "frame_c_time": 1870.889, + "time_a_to_b": 0.962, + "time_b_to_c": 4.307, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0212/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0212/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..33308b37461b4aafb484668a3c99b0859e0755ce --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0212/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0212", + "frame_a_time": 2852.848, + "frame_b_time": 2854.63, + "frame_c_time": 2858.564, + "time_a_to_b": 1.783, + "time_b_to_c": 3.934, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0213/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0213/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..7f55628feb9ac0a3c48f78181f97854c5bb253b2 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0213/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0213", + "frame_a_time": 927.903, + "frame_b_time": 932.477, + "frame_c_time": 933.64, + "time_a_to_b": 4.574, + "time_b_to_c": 1.163, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0214/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0214/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..d2e473b3e5946e664002da8fd34d325084f29fed --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0214/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0214", + "frame_a_time": 1475.995, + "frame_b_time": 1480.753, + "frame_c_time": 1482.253, + "time_a_to_b": 4.759, + "time_b_to_c": 1.499, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0215/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0215/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..444d75a0af52777989ae606d03374616071d25ca --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0215/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0215", + "frame_a_time": 1521.442, + "frame_b_time": 1523.516, + "frame_c_time": 1524.136, + "time_a_to_b": 2.073, + "time_b_to_c": 0.62, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0216/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0216/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..2415aff9d0a9d25d3f92b356ba8055a198e03a27 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0216/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0216", + "frame_a_time": 197.249, + "frame_b_time": 200.008, + "frame_c_time": 201.569, + "time_a_to_b": 2.759, + "time_b_to_c": 1.561, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0217/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0217/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..f6a664ff75de19a6595efffaf197fd9f919a57ca --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0217/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0217", + "frame_a_time": 3329.976, + "frame_b_time": 3332.163, + "frame_c_time": 3332.789, + "time_a_to_b": 2.187, + "time_b_to_c": 0.627, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0218/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0218/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..d333c5fbd09f77a20361b8c567e7be5fd64a39db --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0218/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0218", + "frame_a_time": 3117.971, + "frame_b_time": 3122.248, + "frame_c_time": 3125.672, + "time_a_to_b": 4.276, + "time_b_to_c": 3.425, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0219/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0219/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..431a1af376532460464d96554181ca5ace0e6c2a --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0219/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0219", + "frame_a_time": 2653.87, + "frame_b_time": 2654.989, + "frame_c_time": 2656.78, + "time_a_to_b": 1.119, + "time_b_to_c": 1.791, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0220/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0220/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..811b4839be3f525676e6c5531aba9f8a18ef8d49 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0220/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0220", + "frame_a_time": 2781.609, + "frame_b_time": 2785.242, + "frame_c_time": 2786.366, + "time_a_to_b": 3.632, + "time_b_to_c": 1.125, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0221/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0221/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..f5d85bb146542b922987396c3c9c014f51e8c115 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0221/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0221", + "frame_a_time": 2368.163, + "frame_b_time": 2370.682, + "frame_c_time": 2371.205, + "time_a_to_b": 2.519, + "time_b_to_c": 0.524, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0000/meta.json b/plants_vs_zombies/20260413-211420/segment_0000/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..c8a56481e81c489df58d69d094749a9fb5436401 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0000/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0000", + "frame_a_time": 199.166, + "frame_b_time": 200.818, + "frame_c_time": 205.075, + "time_a_to_b": 1.652, + "time_b_to_c": 4.257, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0001/meta.json b/plants_vs_zombies/20260413-211420/segment_0001/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..51be5cc722065aee170581bdb92486c9c06b7319 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0001/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0001", + "frame_a_time": 1261.103, + "frame_b_time": 1264.875, + "frame_c_time": 1267.75, + "time_a_to_b": 3.773, + "time_b_to_c": 2.875, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0127/meta.json b/plants_vs_zombies/20260413-211420/segment_0127/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..d8d83e40fe046b5a6b29472a852e12266eab1c56 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0127/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0127", + "frame_a_time": 808.807, + "frame_b_time": 813.508, + "frame_c_time": 817.588, + "time_a_to_b": 4.702, + "time_b_to_c": 4.079, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0128/meta.json b/plants_vs_zombies/20260413-211420/segment_0128/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..fd7c2efec2fc34dd46146ae81efab8c8b07ac8a5 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0128/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0128", + "frame_a_time": 638.415, + "frame_b_time": 639.464, + "frame_c_time": 643.008, + "time_a_to_b": 1.048, + "time_b_to_c": 3.545, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0129/meta.json b/plants_vs_zombies/20260413-211420/segment_0129/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..e778632d7b64640505e533b4bf2292b3daa5aeac --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0129/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0129", + "frame_a_time": 878.666, + "frame_b_time": 883.576, + "frame_c_time": 887.759, + "time_a_to_b": 4.911, + "time_b_to_c": 4.183, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0130/meta.json b/plants_vs_zombies/20260413-211420/segment_0130/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..b14d531dc1dda66510fe15a263fe4e5cdd5d9b50 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0130/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0130", + "frame_a_time": 2178.816, + "frame_b_time": 2182.937, + "frame_c_time": 2184.744, + "time_a_to_b": 4.121, + "time_b_to_c": 1.807, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0131/meta.json b/plants_vs_zombies/20260413-211420/segment_0131/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..f5412de74d305d6a305770735eb6394289d476fe --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0131/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0131", + "frame_a_time": 670.466, + "frame_b_time": 674.18, + "frame_c_time": 676.239, + "time_a_to_b": 3.714, + "time_b_to_c": 2.059, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0132/meta.json b/plants_vs_zombies/20260413-211420/segment_0132/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..0ab3dcb346932d8cd85316382b2b554f5fc92d20 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0132/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0132", + "frame_a_time": 1020.419, + "frame_b_time": 1022.073, + "frame_c_time": 1024.729, + "time_a_to_b": 1.654, + "time_b_to_c": 2.656, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0133/meta.json b/plants_vs_zombies/20260413-211420/segment_0133/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..7ceb7b55ba84847ab4b3ce48b6ec227543405fbe --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0133/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0133", + "frame_a_time": 476.97, + "frame_b_time": 479.894, + "frame_c_time": 484.592, + "time_a_to_b": 2.924, + "time_b_to_c": 4.699, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0134/meta.json b/plants_vs_zombies/20260413-211420/segment_0134/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..65f683c329a517dea352e4678562f0210b674092 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0134/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0134", + "frame_a_time": 1594.368, + "frame_b_time": 1595.486, + "frame_c_time": 1598.756, + "time_a_to_b": 1.118, + "time_b_to_c": 3.271, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0135/meta.json b/plants_vs_zombies/20260413-211420/segment_0135/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..4b67c849c3fff8cadc5f36665498a81c4c3ab054 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0135/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0135", + "frame_a_time": 1347.098, + "frame_b_time": 1348.689, + "frame_c_time": 1352.203, + "time_a_to_b": 1.591, + "time_b_to_c": 3.514, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0136/meta.json b/plants_vs_zombies/20260413-211420/segment_0136/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..006a549c6432877c351e5e37ddf08961ac631ab7 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0136/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0136", + "frame_a_time": 1220.933, + "frame_b_time": 1224.303, + "frame_c_time": 1225.04, + "time_a_to_b": 3.371, + "time_b_to_c": 0.736, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0137/meta.json b/plants_vs_zombies/20260413-211420/segment_0137/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..d5720163d16c3a8eccad5eb82e13c888f8f6780e --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0137/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0137", + "frame_a_time": 954.667, + "frame_b_time": 958.395, + "frame_c_time": 959.348, + "time_a_to_b": 3.728, + "time_b_to_c": 0.952, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0138/meta.json b/plants_vs_zombies/20260413-211420/segment_0138/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..bd7bdddec95ad6bfad73a03e0297e62e88101f98 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0138/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0138", + "frame_a_time": 1763.062, + "frame_b_time": 1763.585, + "frame_c_time": 1766.562, + "time_a_to_b": 0.523, + "time_b_to_c": 2.977, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0139/meta.json b/plants_vs_zombies/20260413-211420/segment_0139/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..d7ec51a80f4f09a82d6c154d5c878958cf68789e --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0139/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0139", + "frame_a_time": 2121.128, + "frame_b_time": 2123.459, + "frame_c_time": 2128.167, + "time_a_to_b": 2.331, + "time_b_to_c": 4.708, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0140/meta.json b/plants_vs_zombies/20260413-211420/segment_0140/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..cac4596f29b004594af9ccb74706476f5adbd59c --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0140/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0140", + "frame_a_time": 2006.471, + "frame_b_time": 2009.12, + "frame_c_time": 2010.518, + "time_a_to_b": 2.649, + "time_b_to_c": 1.398, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0141/meta.json b/plants_vs_zombies/20260413-211420/segment_0141/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..918daf82a187c3a7fca3bb7fcaf25516fd38af24 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0141/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0141", + "frame_a_time": 2199.859, + "frame_b_time": 2201.805, + "frame_c_time": 2205.211, + "time_a_to_b": 1.945, + "time_b_to_c": 3.407, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0142/meta.json b/plants_vs_zombies/20260413-211420/segment_0142/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..609e54d778a67d901d0e3fda9e0949ad839aa6e3 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0142/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0142", + "frame_a_time": 2073.269, + "frame_b_time": 2074.172, + "frame_c_time": 2077.255, + "time_a_to_b": 0.903, + "time_b_to_c": 3.084, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0143/meta.json b/plants_vs_zombies/20260413-211420/segment_0143/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..3288a234fb4df316fb2d3f7aef23e4c12545bf31 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0143/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0143", + "frame_a_time": 1230.229, + "frame_b_time": 1233.983, + "frame_c_time": 1238.698, + "time_a_to_b": 3.754, + "time_b_to_c": 4.715, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0144/meta.json b/plants_vs_zombies/20260413-211420/segment_0144/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..85887001ff153fad33eb231346705445e41578e6 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0144/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0144", + "frame_a_time": 2085.239, + "frame_b_time": 2086.526, + "frame_c_time": 2090.996, + "time_a_to_b": 1.288, + "time_b_to_c": 4.47, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0145/meta.json b/plants_vs_zombies/20260413-211420/segment_0145/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..c054e641e4992f1fa9ac2c5d20f0113beb1c663e --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0145/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0145", + "frame_a_time": 417.54, + "frame_b_time": 422.179, + "frame_c_time": 427.166, + "time_a_to_b": 4.638, + "time_b_to_c": 4.987, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0146/meta.json b/plants_vs_zombies/20260413-211420/segment_0146/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..01d0bb92aa88be4f077007349308bec6b606db62 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0146/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0146", + "frame_a_time": 917.79, + "frame_b_time": 920.519, + "frame_c_time": 925.234, + "time_a_to_b": 2.729, + "time_b_to_c": 4.715, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0147/meta.json b/plants_vs_zombies/20260413-211420/segment_0147/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..fb91ca13dd255754e87e6bc5cf9ce67716c4dba9 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0147/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0147", + "frame_a_time": 2195.828, + "frame_b_time": 2200.495, + "frame_c_time": 2204.941, + "time_a_to_b": 4.667, + "time_b_to_c": 4.445, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0148/meta.json b/plants_vs_zombies/20260413-211420/segment_0148/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..61e7972c625963fe1ebb80187eaac4b92db1c41d --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0148/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0148", + "frame_a_time": 40.957, + "frame_b_time": 44.013, + "frame_c_time": 44.996, + "time_a_to_b": 3.056, + "time_b_to_c": 0.983, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0149/meta.json b/plants_vs_zombies/20260413-211420/segment_0149/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..fac51ff8ad4c148d536377f27daf950d1dbc22f9 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0149/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0149", + "frame_a_time": 2243.008, + "frame_b_time": 2244.788, + "frame_c_time": 2249.739, + "time_a_to_b": 1.781, + "time_b_to_c": 4.951, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0150/meta.json b/plants_vs_zombies/20260413-211420/segment_0150/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..a810d649b99e0e3ed8012335998d3d5abbdff63e --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0150/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-211420.mp4", + "game": "Plants vs. Zombies", + "game_description": "Plants vs. Zombies is a tower-defense game viewed from a fixed side perspective. The player places various plants on a grid-based lawn to defend their house from waves of approaching zombies.\n\nKey visual elements:\n- The playing field is a lawn divided into a grid of 5 or 6 horizontal rows and 9 columns, viewed from a slightly angled top-down side perspective.\n- Plants are placed in grid cells on the left side; zombies approach from the right side and move leftward.\n- A sun counter is displayed at the top-left, showing the player's available currency for planting.\n- Seed packets (plant selection) are shown in a bar at the top of the screen, with cooldown timers visible on each packet.\n- Suns (yellow orbs) fall from the sky or are produced by Sunflowers, and the player clicks them to collect.\n- Different plant types are visually distinct: Peashooters (green, shoot peas), Sunflowers (yellow, produce sun), Wall-nuts (brown barriers), Cherry Bombs (red explosions), etc.\n- Zombies vary in appearance: regular zombies, cone-head zombies, bucket-head zombies, pole-vaulting zombies, etc.\n- Lawnmowers sit at the left edge of each row as a last line of defense.\n\nGameplay actions visible on screen:\n- Placing plants on the grid by selecting seed packets.\n- Plants automatically attacking zombies with projectiles or effects.\n- Zombies walking, eating plants, and being destroyed.\n- Collecting sun drops by clicking on them.\n- Special plant abilities: explosions, freezing, area damage.\n- Zombies occasionally carrying shields, riding vehicles, or using special movement.\n", + "segment_id": "0150", + "frame_a_time": 1248.656, + "frame_b_time": 1251.379, + "frame_c_time": 1256.102, + "time_a_to_b": 2.723, + "time_b_to_c": 4.724, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/snkrx/20260413-224404/segment_0000/meta.json b/snkrx/20260413-224404/segment_0000/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..54cf33b2dc15ed26c29894f0b5e11e6785bfc000 --- /dev/null +++ b/snkrx/20260413-224404/segment_0000/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260413-224404.mp4", + "game": "SNKRX", + "game_description": "SNKRX is a top-down auto-battler arcade game where the player controls a snake composed of multiple hero units. The snake moves around in arenas, and the attached units automatically attack waves of enemies.\n\nKey visual elements:\n- The playing field is a rectangular arena viewed from a top-down perspective, with a dark background and bright neon-colored units and projectiles.\n- The player's snake is a chain of small circular or iconic character nodes linked together, moving in a smooth, continuous path.\n- Enemy waves spawn from the edges or center of the arena as groups of colored shapes and creatures.\n- Projectiles, beams, explosions, and area-of-effect circles fill the screen during combat.\n- The HUD shows the current wave/round number, gold counter, and the player's HP bar.\n- Between rounds, a shop screen appears where the player can buy, sell, or reroll hero units.\n- Hero units have distinct class colors and icons (e.g., red for warriors, blue for mages, green for rangers).\n- Synergy indicators or class bonuses may be displayed when matching unit types.\n\nGameplay actions visible on screen:\n- The snake moving around the arena, controlled by the player's steering input.\n- Units on the snake automatically casting abilities: shooting projectiles, summoning, healing, or dealing area damage.\n- Enemies approaching and being destroyed by the snake's attacks.\n- Gold and items dropping from defeated enemies.\n- Shop phase: buying new units to add to the snake, selling unwanted units, and rerolling the shop.\n- Snake growing longer as more units are purchased.\n- Boss enemies with larger sprites and special attack patterns appearing at milestone waves.\n", + "segment_id": "0000", + "frame_a_time": 1088.732, + "frame_b_time": 1091.339, + "frame_c_time": 1092.706, + "time_a_to_b": 2.606, + "time_b_to_c": 1.368, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0017/meta.json b/speed_runners/20260415-163746/segment_0017/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..fe04cab866c0aea20f60a50ed67b5263a54385b9 --- /dev/null +++ b/speed_runners/20260415-163746/segment_0017/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0017", + "frame_a_time": 1382.343, + "frame_b_time": 1383.263, + "frame_c_time": 1385.47, + "time_a_to_b": 0.921, + "time_b_to_c": 2.207, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0018/meta.json b/speed_runners/20260415-163746/segment_0018/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..5d2e8500f3833509569ae35c94e62612e74d0fbe --- /dev/null +++ b/speed_runners/20260415-163746/segment_0018/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0018", + "frame_a_time": 1011.288, + "frame_b_time": 1012.041, + "frame_c_time": 1012.583, + "time_a_to_b": 0.753, + "time_b_to_c": 0.543, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0019/meta.json b/speed_runners/20260415-163746/segment_0019/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..2beb2434a76320554a0f67b9a55507d08cc329cb --- /dev/null +++ b/speed_runners/20260415-163746/segment_0019/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0019", + "frame_a_time": 327.382, + "frame_b_time": 330.132, + "frame_c_time": 332.584, + "time_a_to_b": 2.749, + "time_b_to_c": 2.453, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0020/meta.json b/speed_runners/20260415-163746/segment_0020/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..22eeb640d1b06dac89cb0b47c5d2d413d6fdc384 --- /dev/null +++ b/speed_runners/20260415-163746/segment_0020/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0020", + "frame_a_time": 1426.805, + "frame_b_time": 1429.851, + "frame_c_time": 1434.212, + "time_a_to_b": 3.046, + "time_b_to_c": 4.361, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0021/meta.json b/speed_runners/20260415-163746/segment_0021/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..2adefdb7ef0899cdf2c4c2a3ce8f1e8abcc2cfd5 --- /dev/null +++ b/speed_runners/20260415-163746/segment_0021/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0021", + "frame_a_time": 191.035, + "frame_b_time": 193.911, + "frame_c_time": 194.603, + "time_a_to_b": 2.877, + "time_b_to_c": 0.691, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0022/meta.json b/speed_runners/20260415-163746/segment_0022/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..51c34dc38a8e7f573c154f190d68038d4bb1c776 --- /dev/null +++ b/speed_runners/20260415-163746/segment_0022/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0022", + "frame_a_time": 399.184, + "frame_b_time": 403.59, + "frame_c_time": 408.084, + "time_a_to_b": 4.407, + "time_b_to_c": 4.494, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0023/meta.json b/speed_runners/20260415-163746/segment_0023/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..fd25afabfc9680cbaad858d9b85100aefaf18047 --- /dev/null +++ b/speed_runners/20260415-163746/segment_0023/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0023", + "frame_a_time": 872.826, + "frame_b_time": 873.535, + "frame_c_time": 874.37, + "time_a_to_b": 0.71, + "time_b_to_c": 0.835, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0024/meta.json b/speed_runners/20260415-163746/segment_0024/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..fa089cc3e0aff40acfd0b78b9a4090c72361a44d --- /dev/null +++ b/speed_runners/20260415-163746/segment_0024/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0024", + "frame_a_time": 1680.067, + "frame_b_time": 1684.614, + "frame_c_time": 1687.65, + "time_a_to_b": 4.547, + "time_b_to_c": 3.036, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0025/meta.json b/speed_runners/20260415-163746/segment_0025/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..7a47b05b8e693b38221b6fe85b6f68bc93241ea4 --- /dev/null +++ b/speed_runners/20260415-163746/segment_0025/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0025", + "frame_a_time": 79.01, + "frame_b_time": 83.69, + "frame_c_time": 85.605, + "time_a_to_b": 4.679, + "time_b_to_c": 1.915, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0026/meta.json b/speed_runners/20260415-163746/segment_0026/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..53b46a497e293ef964c723a6e32fbbe22a6de792 --- /dev/null +++ b/speed_runners/20260415-163746/segment_0026/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0026", + "frame_a_time": 1744.427, + "frame_b_time": 1747.569, + "frame_c_time": 1751.454, + "time_a_to_b": 3.142, + "time_b_to_c": 3.885, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0027/meta.json b/speed_runners/20260415-163746/segment_0027/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..076a791fbf4e6fd3c45710717bb17e2cd5eb6fed --- /dev/null +++ b/speed_runners/20260415-163746/segment_0027/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0027", + "frame_a_time": 1298.272, + "frame_b_time": 1300.564, + "frame_c_time": 1301.41, + "time_a_to_b": 2.292, + "time_b_to_c": 0.846, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0028/meta.json b/speed_runners/20260415-163746/segment_0028/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..aa151416581d113acee39e4d5c28dc3839aae57b --- /dev/null +++ b/speed_runners/20260415-163746/segment_0028/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0028", + "frame_a_time": 311.36, + "frame_b_time": 312.942, + "frame_c_time": 317.198, + "time_a_to_b": 1.582, + "time_b_to_c": 4.256, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0029/meta.json b/speed_runners/20260415-163746/segment_0029/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..e1ef57f59d1521643367594cad71b821b123d4c6 --- /dev/null +++ b/speed_runners/20260415-163746/segment_0029/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0029", + "frame_a_time": 717.965, + "frame_b_time": 722.5, + "frame_c_time": 724.492, + "time_a_to_b": 4.534, + "time_b_to_c": 1.993, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0030/meta.json b/speed_runners/20260415-163746/segment_0030/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..cadbfedb6c7754288e3364473b9aa35d1abb4c94 --- /dev/null +++ b/speed_runners/20260415-163746/segment_0030/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0030", + "frame_a_time": 1375.21, + "frame_b_time": 1376.34, + "frame_c_time": 1381.288, + "time_a_to_b": 1.13, + "time_b_to_c": 4.948, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0031/meta.json b/speed_runners/20260415-163746/segment_0031/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..769b46be62a9f756f1252f4d0c1ef84004acf208 --- /dev/null +++ b/speed_runners/20260415-163746/segment_0031/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0031", + "frame_a_time": 1318.812, + "frame_b_time": 1321.565, + "frame_c_time": 1326.45, + "time_a_to_b": 2.754, + "time_b_to_c": 4.884, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0032/meta.json b/speed_runners/20260415-163746/segment_0032/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..b2a01167a938a4fa5b5a7f479a59db1981e6c5f5 --- /dev/null +++ b/speed_runners/20260415-163746/segment_0032/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0032", + "frame_a_time": 116.306, + "frame_b_time": 118.773, + "frame_c_time": 123.047, + "time_a_to_b": 2.467, + "time_b_to_c": 4.274, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0033/meta.json b/speed_runners/20260415-163746/segment_0033/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..44ef8ddef305450401de65509ddc697b97db2b9b --- /dev/null +++ b/speed_runners/20260415-163746/segment_0033/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0033", + "frame_a_time": 630.864, + "frame_b_time": 634.825, + "frame_c_time": 639.622, + "time_a_to_b": 3.961, + "time_b_to_c": 4.797, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0034/meta.json b/speed_runners/20260415-163746/segment_0034/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..6656f1cf83a4ae5a8e40d0ec2a2a5b9002d85b30 --- /dev/null +++ b/speed_runners/20260415-163746/segment_0034/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0034", + "frame_a_time": 731.5, + "frame_b_time": 735.481, + "frame_c_time": 736.114, + "time_a_to_b": 3.981, + "time_b_to_c": 0.633, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0035/meta.json b/speed_runners/20260415-163746/segment_0035/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..8329a0f6a82c620f80bbc5d9487e00df56e845ba --- /dev/null +++ b/speed_runners/20260415-163746/segment_0035/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0035", + "frame_a_time": 510.221, + "frame_b_time": 515.188, + "frame_c_time": 517.895, + "time_a_to_b": 4.967, + "time_b_to_c": 2.708, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0036/meta.json b/speed_runners/20260415-163746/segment_0036/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..840f03e9722cdf57f466e23c5f476e551ed51754 --- /dev/null +++ b/speed_runners/20260415-163746/segment_0036/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0036", + "frame_a_time": 658.159, + "frame_b_time": 662.894, + "frame_c_time": 665.338, + "time_a_to_b": 4.735, + "time_b_to_c": 2.443, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0037/meta.json b/speed_runners/20260415-163746/segment_0037/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..92b40cf7bb60854a9318c5f3a03e334b0ac5ab2b --- /dev/null +++ b/speed_runners/20260415-163746/segment_0037/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0037", + "frame_a_time": 1239.055, + "frame_b_time": 1242.528, + "frame_c_time": 1243.414, + "time_a_to_b": 3.473, + "time_b_to_c": 0.886, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0038/meta.json b/speed_runners/20260415-163746/segment_0038/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..5f16c18841dfa6ad7107235f9955dac014015cc0 --- /dev/null +++ b/speed_runners/20260415-163746/segment_0038/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0038", + "frame_a_time": 1129.508, + "frame_b_time": 1133.599, + "frame_c_time": 1137.308, + "time_a_to_b": 4.091, + "time_b_to_c": 3.709, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0039/meta.json b/speed_runners/20260415-163746/segment_0039/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..d94df83224931e906fe894670a1628d44d0e7cfe --- /dev/null +++ b/speed_runners/20260415-163746/segment_0039/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0039", + "frame_a_time": 167.138, + "frame_b_time": 168.332, + "frame_c_time": 172.034, + "time_a_to_b": 1.194, + "time_b_to_c": 3.703, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0040/meta.json b/speed_runners/20260415-163746/segment_0040/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..b274f894409912e80598ea183cc07386d8a18c5c --- /dev/null +++ b/speed_runners/20260415-163746/segment_0040/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0040", + "frame_a_time": 1156.922, + "frame_b_time": 1160.751, + "frame_c_time": 1162.676, + "time_a_to_b": 3.828, + "time_b_to_c": 1.925, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0041/meta.json b/speed_runners/20260415-163746/segment_0041/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..283e313566c552495e39ab7ef6124c2e74db1979 --- /dev/null +++ b/speed_runners/20260415-163746/segment_0041/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0041", + "frame_a_time": 211.103, + "frame_b_time": 211.626, + "frame_c_time": 213.513, + "time_a_to_b": 0.523, + "time_b_to_c": 1.887, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0117/meta.json b/speed_runners/20260415-163746/segment_0117/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..27ab10ee0cb538c4d73464cd568a52c2d11682e6 --- /dev/null +++ b/speed_runners/20260415-163746/segment_0117/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0117", + "frame_a_time": 224.833, + "frame_b_time": 228.821, + "frame_c_time": 233.026, + "time_a_to_b": 3.988, + "time_b_to_c": 4.205, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0118/meta.json b/speed_runners/20260415-163746/segment_0118/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..f0dc32c421c38b6bde5dce5f8afc7f011261ab65 --- /dev/null +++ b/speed_runners/20260415-163746/segment_0118/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0118", + "frame_a_time": 677.979, + "frame_b_time": 682.181, + "frame_c_time": 682.868, + "time_a_to_b": 4.202, + "time_b_to_c": 0.687, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/speed_runners/20260415-163746/segment_0119/meta.json b/speed_runners/20260415-163746/segment_0119/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..68835a83abe3f34babe12478c90c470aaa654dec --- /dev/null +++ b/speed_runners/20260415-163746/segment_0119/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260415-163746.mp4", + "game": "SpeedRunners", + "game_description": "SpeedRunners is a 2D side-scrolling competitive racing platformer. Up to four players race through looping obstacle courses, and the screen shrinks to eliminate anyone who falls behind.\n\nKey visual elements:\n- The view is a 2D side-scrolling camera that follows the leading players through looping, multi-layered tracks.\n- Characters are small, colorful superhero-like figures running, jumping, and swinging through the course.\n- The track features platforms, walls, ramps, conveyor belts, spikes, and other environmental hazards.\n- A grappling hook beam is frequently visible as players swing from ceilings and overhangs.\n- The screen border gradually closes in with a red/yellow elimination zone as a trailing player falls behind.\n- Power-up item boxes appear along the track; collected items are shown in a small HUD slot per player.\n- Player name tags or colored outlines distinguish each racer.\n- Background environments vary: cityscapes, factories, space stations, jungle ruins, etc.\n\nGameplay actions visible on screen:\n- Players sprinting, sliding, and wall-jumping through tight corridors and loops.\n- Using the grappling hook to swing across gaps or gain speed boosts.\n- Deploying power-up items: rockets, mines, freeze rays, golden hooks, and shockwaves.\n- Characters being knocked back or stunned by opponent attacks.\n- The elimination zone catching and removing slower players from the round.\n- Tight overtakes and lead changes as players exploit shortcuts or boost pads.\n", + "segment_id": "0119", + "frame_a_time": 1309.515, + "frame_b_time": 1312.474, + "frame_c_time": 1317.428, + "time_a_to_b": 2.959, + "time_b_to_c": 4.954, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0000/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0000/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..09ca44cfaca8479467dae6a830fcfa6c7362f4da --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0000/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0000", + "frame_a_time": 246.361, + "frame_b_time": 250.596, + "frame_c_time": 254.477, + "time_a_to_b": 4.235, + "time_b_to_c": 3.881, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0001/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0001/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..590a9dd27b883209323858a4499e1165d6f28b8d --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0001/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0001", + "frame_a_time": 677.996, + "frame_b_time": 682.992, + "frame_c_time": 685.516, + "time_a_to_b": 4.997, + "time_b_to_c": 2.524, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0002/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0002/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..9908716c789c4853fb7866022d526377d73f10c8 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0002/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0002", + "frame_a_time": 790.424, + "frame_b_time": 794.599, + "frame_c_time": 797.075, + "time_a_to_b": 4.175, + "time_b_to_c": 2.476, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0003/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0003/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..1a7aa831a840afb2588dbffdfa813f0a85a756a1 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0003/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0003", + "frame_a_time": 2216.843, + "frame_b_time": 2220.833, + "frame_c_time": 2222.399, + "time_a_to_b": 3.99, + "time_b_to_c": 1.566, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0004/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0004/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..5b489e7b304a3855ac8e6538132ab66b350c69c4 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0004/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0004", + "frame_a_time": 1811.813, + "frame_b_time": 1814.959, + "frame_c_time": 1817.037, + "time_a_to_b": 3.146, + "time_b_to_c": 2.078, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0005/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0005/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..c2ad5a306fb67f78f6a14d38394f7fa349fa9bbb --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0005/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0005", + "frame_a_time": 1590.907, + "frame_b_time": 1594.254, + "frame_c_time": 1595.501, + "time_a_to_b": 3.347, + "time_b_to_c": 1.247, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0006/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0006/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..bffdc069e23e17f623c6d92ff372f3e58b958198 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0006/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0006", + "frame_a_time": 327.737, + "frame_b_time": 329.167, + "frame_c_time": 330.598, + "time_a_to_b": 1.43, + "time_b_to_c": 1.431, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0007/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0007/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..d1422632286c1b90d1d334b348d738fa54a88e14 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0007/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0007", + "frame_a_time": 151.193, + "frame_b_time": 153.271, + "frame_c_time": 155.036, + "time_a_to_b": 2.079, + "time_b_to_c": 1.765, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0008/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0008/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..082903df8d625f25204669a1e71b0ffeee3fb39a --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0008/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0008", + "frame_a_time": 1210.785, + "frame_b_time": 1212.741, + "frame_c_time": 1216.41, + "time_a_to_b": 1.956, + "time_b_to_c": 3.668, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0009/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0009/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..26d74b92c73775d75ee3ac5a8ee633678097feb1 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0009/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0009", + "frame_a_time": 659.484, + "frame_b_time": 661.187, + "frame_c_time": 665.548, + "time_a_to_b": 1.703, + "time_b_to_c": 4.361, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0010/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0010/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..6d0c4944767a14b27b6399a5da8ead997ae4410f --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0010/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0010", + "frame_a_time": 2198.124, + "frame_b_time": 2201.681, + "frame_c_time": 2202.609, + "time_a_to_b": 3.557, + "time_b_to_c": 0.929, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0011/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0011/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..36248db57db818eb70f8f7f3e0737dcbe8d42f4a --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0011/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0011", + "frame_a_time": 2147.916, + "frame_b_time": 2151.952, + "frame_c_time": 2156.586, + "time_a_to_b": 4.036, + "time_b_to_c": 4.634, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0072/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0072/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..a7b4cf474ca27b32e1700ac9216cfaf93ff1416b --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0072/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0072", + "frame_a_time": 283.993, + "frame_b_time": 287.678, + "frame_c_time": 291.335, + "time_a_to_b": 3.686, + "time_b_to_c": 3.657, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0073/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0073/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..9e647bde9b2d42d4520722dac709d08e8ef2ab86 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0073/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0073", + "frame_a_time": 382.102, + "frame_b_time": 386.891, + "frame_c_time": 389.745, + "time_a_to_b": 4.789, + "time_b_to_c": 2.854, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0074/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0074/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..9d87426d2075cefe5c9ba87743178fb2e15abc4a --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0074/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0074", + "frame_a_time": 1750.556, + "frame_b_time": 1754.3, + "frame_c_time": 1755.551, + "time_a_to_b": 3.743, + "time_b_to_c": 1.251, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0075/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0075/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..7151861e361d080c430a2a9399e365d40edb5adc --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0075/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0075", + "frame_a_time": 300.542, + "frame_b_time": 304.557, + "frame_c_time": 306.266, + "time_a_to_b": 4.015, + "time_b_to_c": 1.709, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0076/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0076/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..b2fabd64b0a016872a4582a8add2a85470bd07ad --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0076/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0076", + "frame_a_time": 1979.152, + "frame_b_time": 1983.123, + "frame_c_time": 1983.755, + "time_a_to_b": 3.971, + "time_b_to_c": 0.632, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0077/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0077/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..c39db6d4ee5885cf59b6b034dadb0c809d89cd21 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0077/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0077", + "frame_a_time": 1803.868, + "frame_b_time": 1805.592, + "frame_c_time": 1806.379, + "time_a_to_b": 1.724, + "time_b_to_c": 0.787, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0078/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0078/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..631338caa62c7f5bda315b0c1d014d370e785634 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0078/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0078", + "frame_a_time": 1594.375, + "frame_b_time": 1597.47, + "frame_c_time": 1598.317, + "time_a_to_b": 3.095, + "time_b_to_c": 0.847, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0079/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0079/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..940863f9b924691cc88999edede94cd075f3c860 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0079/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0079", + "frame_a_time": 1026.077, + "frame_b_time": 1028.198, + "frame_c_time": 1030.946, + "time_a_to_b": 2.121, + "time_b_to_c": 2.748, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0080/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0080/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..d8e8337cbc67d035067faf42d8ce55607df955d9 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0080/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0080", + "frame_a_time": 1272.93, + "frame_b_time": 1275.085, + "frame_c_time": 1276.733, + "time_a_to_b": 2.155, + "time_b_to_c": 1.648, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0081/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0081/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..033e9cfae67b45e2f33c423c120220e9bf9e433b --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0081/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0081", + "frame_a_time": 247.44, + "frame_b_time": 250.523, + "frame_c_time": 254.275, + "time_a_to_b": 3.083, + "time_b_to_c": 3.753, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0082/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0082/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..a202a37ef7b32d6c1419d08b62b589a62b9ff8a7 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0082/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0082", + "frame_a_time": 524.819, + "frame_b_time": 527.609, + "frame_c_time": 528.307, + "time_a_to_b": 2.79, + "time_b_to_c": 0.698, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0083/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0083/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..e3cfa462a96c9c1e2de582b1ed76af4adfce3555 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0083/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0083", + "frame_a_time": 1927.242, + "frame_b_time": 1928.843, + "frame_c_time": 1931.466, + "time_a_to_b": 1.6, + "time_b_to_c": 2.623, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0084/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0084/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..77f3cd20d3227f077150dc0b80fae094cca607f3 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0084/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0084", + "frame_a_time": 866.46, + "frame_b_time": 867.636, + "frame_c_time": 872.326, + "time_a_to_b": 1.175, + "time_b_to_c": 4.69, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0085/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0085/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..02b2cfc6e9ffcd8ac2cb69ebe32012047453d823 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0085/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0085", + "frame_a_time": 1915.212, + "frame_b_time": 1918.2, + "frame_c_time": 1922.812, + "time_a_to_b": 2.988, + "time_b_to_c": 4.613, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0086/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0086/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..7bec1b74983aa7d7c2c5900c7d1c0e2aca7a0c7f --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0086/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0086", + "frame_a_time": 1657.018, + "frame_b_time": 1659.405, + "frame_c_time": 1661.353, + "time_a_to_b": 2.387, + "time_b_to_c": 1.948, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0087/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0087/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..06b7f2b519d7ee995c1ab2fec7d8a0ea8170cf9c --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0087/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0087", + "frame_a_time": 940.009, + "frame_b_time": 943.751, + "frame_c_time": 945.471, + "time_a_to_b": 3.741, + "time_b_to_c": 1.721, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0088/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0088/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..c50ecd65730e630652297927fc64dd3b2c461e6a --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0088/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0088", + "frame_a_time": 192.146, + "frame_b_time": 194.323, + "frame_c_time": 197.083, + "time_a_to_b": 2.178, + "time_b_to_c": 2.759, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0089/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0089/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..35c80fdb4104bfd1ade0e9b29d7168bc2f82186c --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0089/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0089", + "frame_a_time": 2013.468, + "frame_b_time": 2014.775, + "frame_c_time": 2018.894, + "time_a_to_b": 1.307, + "time_b_to_c": 4.12, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0090/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0090/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..c3d9a26e8c2aa5c9c1619749cf3df668a3461627 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0090/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0090", + "frame_a_time": 2189.119, + "frame_b_time": 2193.912, + "frame_c_time": 2194.722, + "time_a_to_b": 4.793, + "time_b_to_c": 0.81, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0091/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0091/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..029a31b505c361d704e2523c9c941ee110ccc540 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0091/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0091", + "frame_a_time": 1047.95, + "frame_b_time": 1049.72, + "frame_c_time": 1054.022, + "time_a_to_b": 1.77, + "time_b_to_c": 4.302, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0092/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0092/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..a8e2a23964ed83e4793e4de94b3aacaf00545534 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0092/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0092", + "frame_a_time": 743.4, + "frame_b_time": 746.389, + "frame_c_time": 746.924, + "time_a_to_b": 2.989, + "time_b_to_c": 0.536, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0093/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0093/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..f96e042ed51cc529371c528b7d67f7ac26e05023 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0093/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0093", + "frame_a_time": 463.523, + "frame_b_time": 466.56, + "frame_c_time": 468.428, + "time_a_to_b": 3.037, + "time_b_to_c": 1.868, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0094/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0094/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..2322cd2831cbe487e31b0ced13d3f1d82c01413b --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0094/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0094", + "frame_a_time": 1396.329, + "frame_b_time": 1398.916, + "frame_c_time": 1402.079, + "time_a_to_b": 2.588, + "time_b_to_c": 3.163, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0095/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0095/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..a5e6e4bd07b1a8d87e5cd1075aa31a4f562aca60 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0095/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0095", + "frame_a_time": 1110.425, + "frame_b_time": 1114.401, + "frame_c_time": 1115.781, + "time_a_to_b": 3.977, + "time_b_to_c": 1.379, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0096/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0096/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..8e7608bf996ff9a4df0971cbc035d7add0653c83 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0096/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0096", + "frame_a_time": 2010.158, + "frame_b_time": 2014.08, + "frame_c_time": 2015.683, + "time_a_to_b": 3.922, + "time_b_to_c": 1.603, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0105/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0105/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..7f83ed475329414eadd921f978c3f7d17306132b --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0105/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0105", + "frame_a_time": 2173.959, + "frame_b_time": 2174.841, + "frame_c_time": 2175.771, + "time_a_to_b": 0.882, + "time_b_to_c": 0.93, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0106/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0106/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..0adcebde2c1b447928ff740cb7374ef55ae5bc50 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0106/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0106", + "frame_a_time": 315.092, + "frame_b_time": 319.282, + "frame_c_time": 320.119, + "time_a_to_b": 4.19, + "time_b_to_c": 0.837, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0107/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0107/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..08ffeb6c8a6c1d1c8838703edbd7890f350785cb --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0107/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0107", + "frame_a_time": 1274.996, + "frame_b_time": 1277.453, + "frame_c_time": 1282.292, + "time_a_to_b": 2.457, + "time_b_to_c": 4.839, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0108/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0108/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..581be9fa38c7d85afab1b5cf675c3f579c4ee578 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0108/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0108", + "frame_a_time": 543.312, + "frame_b_time": 544.987, + "frame_c_time": 546.904, + "time_a_to_b": 1.674, + "time_b_to_c": 1.918, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0109/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0109/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..31b83cd4aef819001f889aa3a31e92b3488dace3 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0109/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0109", + "frame_a_time": 1789.963, + "frame_b_time": 1793.617, + "frame_c_time": 1797.426, + "time_a_to_b": 3.653, + "time_b_to_c": 3.809, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0110/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0110/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..7e05279437dffecae9859898038c0a56fda617bd --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0110/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0110", + "frame_a_time": 722.97, + "frame_b_time": 724.694, + "frame_c_time": 725.53, + "time_a_to_b": 1.724, + "time_b_to_c": 0.836, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0111/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0111/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..0e6e03846c53af4110183114adecf487164accd1 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0111/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0111", + "frame_a_time": 468.035, + "frame_b_time": 472.045, + "frame_c_time": 475.176, + "time_a_to_b": 4.01, + "time_b_to_c": 3.131, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0112/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0112/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..3b14cf4437a0a56feed5a422f63f540b0d13b4e4 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0112/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0112", + "frame_a_time": 363.488, + "frame_b_time": 364.728, + "frame_c_time": 367.325, + "time_a_to_b": 1.24, + "time_b_to_c": 2.597, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0113/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0113/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..e636f61f2a577403c91874a618fb7af1465e8ea4 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0113/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0113", + "frame_a_time": 918.473, + "frame_b_time": 921.385, + "frame_c_time": 926.226, + "time_a_to_b": 2.912, + "time_b_to_c": 4.841, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0114/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0114/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..20962cddeab1e0e09f00ca81a254ef90acc436b2 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0114/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0114", + "frame_a_time": 478.917, + "frame_b_time": 480.804, + "frame_c_time": 482.497, + "time_a_to_b": 1.887, + "time_b_to_c": 1.693, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0115/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0115/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..549a498f4c06a9bec4c8831e0abcd4e5c17dfa8e --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0115/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0115", + "frame_a_time": 285.033, + "frame_b_time": 286.242, + "frame_c_time": 289.829, + "time_a_to_b": 1.209, + "time_b_to_c": 3.587, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0116/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0116/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..b0343a14d50804d192260976fbfe87850017672b --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0116/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0116", + "frame_a_time": 1846.478, + "frame_b_time": 1850.114, + "frame_c_time": 1850.795, + "time_a_to_b": 3.636, + "time_b_to_c": 0.681, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0117/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0117/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..b73ac9e0d4048aac7b60e6abb6495ac3350df013 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0117/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0117", + "frame_a_time": 1867.559, + "frame_b_time": 1869.534, + "frame_c_time": 1870.444, + "time_a_to_b": 1.975, + "time_b_to_c": 0.91, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0118/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0118/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..c2536f2e890e4a4e85de33e2413380c2c237d695 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0118/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0118", + "frame_a_time": 568.613, + "frame_b_time": 570.713, + "frame_c_time": 573.524, + "time_a_to_b": 2.101, + "time_b_to_c": 2.811, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0119/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0119/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..97fb78e83084f7239c9767d4474b22d260ae03b8 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0119/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0119", + "frame_a_time": 1516.709, + "frame_b_time": 1518.38, + "frame_c_time": 1523.338, + "time_a_to_b": 1.671, + "time_b_to_c": 4.958, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0120/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0120/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..bf98156e441490b76241018dfeff0a316aa7afde --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0120/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0120", + "frame_a_time": 88.698, + "frame_b_time": 91.017, + "frame_c_time": 93.552, + "time_a_to_b": 2.32, + "time_b_to_c": 2.535, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0121/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0121/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..2fe95581be274e1c3129fcafc0a60bce35eeecc0 --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0121/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0121", + "frame_a_time": 1673.401, + "frame_b_time": 1675.025, + "frame_c_time": 1677.605, + "time_a_to_b": 1.624, + "time_b_to_c": 2.579, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0147/meta.json b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0147/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..95d87f948ba82944e22ba181b2df5af95729b16a --- /dev/null +++ b/spiritfarer/Spiritfarer 2025-06-01 20-20-06/segment_0147/meta.json @@ -0,0 +1,13 @@ +{ + "video": "Spiritfarer 2025-06-01 20-20-06.mp4", + "game": "Spiritfarer", + "game_description": "Spiritfarer is a 2D side-scrolling management and exploration game with hand-drawn art. The player controls Stella, a ferrymaster who cares for spirits of the deceased on her ever-growing boat before guiding them to the afterlife.\n\nKey visual elements:\n- The main setting is a large boat viewed from the side, with multiple rooms, gardens, kitchens, and spirit houses built on its deck.\n- Stella is a small character with a wide-brimmed hat, often accompanied by her cat Daffodil.\n- Spirit passengers are anthropomorphic animal characters with distinct designs (deer, frog, snake, bird, etc.), each residing in their own house on the boat.\n- The world map shows a stylized ocean with islands, towns, and points of interest that the boat sails between.\n- Island locations feature platforming environments: towns, mines, forests, and mystical areas with vibrant hand-drawn backgrounds.\n- Crafting stations on the boat include a kitchen (cooking mini-games), loom, foundry, sawmill, and garden plots.\n- The sky and sea change with weather and time of day, featuring sunsets, starry nights, and aurora effects.\n\nGameplay actions visible on screen:\n- Stella running, jumping, and gliding across the boat and island environments.\n- Cooking food in the kitchen through timing-based mini-games.\n- Harvesting crops, mining ore, and collecting resources on islands.\n- Building and upgrading rooms on the boat via a blueprint interface.\n- Hugging and interacting with spirit passengers to improve their mood.\n- Sailing the boat across the ocean, navigating to new destinations on the map.\n- Guiding spirits through the Everdoor gate in emotional farewell sequences.\n", + "segment_id": "0147", + "frame_a_time": 504.943, + "frame_b_time": 509.252, + "frame_c_time": 513.34, + "time_a_to_b": 4.309, + "time_b_to_c": 4.088, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file