diff --git a/ballance/414/segment_0020/meta.json b/ballance/414/segment_0020/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..602c0d00b3f2759b3247abce5603f04f12c7b199 --- /dev/null +++ b/ballance/414/segment_0020/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0020", + "frame_a_time": 598.364, + "frame_b_time": 601.319, + "frame_c_time": 605.574, + "time_a_to_b": 2.955, + "time_b_to_c": 4.256, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0021/meta.json b/ballance/414/segment_0021/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..da80da4ded87b15f175992dcd6da418294278750 --- /dev/null +++ b/ballance/414/segment_0021/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0021", + "frame_a_time": 392.709, + "frame_b_time": 393.875, + "frame_c_time": 394.949, + "time_a_to_b": 1.166, + "time_b_to_c": 1.074, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0022/meta.json b/ballance/414/segment_0022/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..49e37f03f338c62e6d2417654380a98ff37cec77 --- /dev/null +++ b/ballance/414/segment_0022/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0022", + "frame_a_time": 217.234, + "frame_b_time": 221.779, + "frame_c_time": 225.862, + "time_a_to_b": 4.545, + "time_b_to_c": 4.083, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0023/meta.json b/ballance/414/segment_0023/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..0d53c1ebd53fe9daf1b692de9454dbcbba1b001d --- /dev/null +++ b/ballance/414/segment_0023/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0023", + "frame_a_time": 570.706, + "frame_b_time": 575.251, + "frame_c_time": 576.697, + "time_a_to_b": 4.545, + "time_b_to_c": 1.445, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0024/meta.json b/ballance/414/segment_0024/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..e56c780228d6e330ae04109568ffa1c4918af4a0 --- /dev/null +++ b/ballance/414/segment_0024/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0024", + "frame_a_time": 179.657, + "frame_b_time": 180.62, + "frame_c_time": 184.631, + "time_a_to_b": 0.963, + "time_b_to_c": 4.011, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0025/meta.json b/ballance/414/segment_0025/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..5e9018d7fe3a1e7a8157b8b4cf89035ce2b1b890 --- /dev/null +++ b/ballance/414/segment_0025/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0025", + "frame_a_time": 585.699, + "frame_b_time": 588.028, + "frame_c_time": 591.321, + "time_a_to_b": 2.329, + "time_b_to_c": 3.293, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0026/meta.json b/ballance/414/segment_0026/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..0c2d27889c862e3a9f58689bfe6a048a2589eb0f --- /dev/null +++ b/ballance/414/segment_0026/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0026", + "frame_a_time": 118.888, + "frame_b_time": 123.573, + "frame_c_time": 127.964, + "time_a_to_b": 4.684, + "time_b_to_c": 4.391, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0027/meta.json b/ballance/414/segment_0027/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..3554642928cf18305f0bde5cf71a19d1038f035c --- /dev/null +++ b/ballance/414/segment_0027/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0027", + "frame_a_time": 644.609, + "frame_b_time": 648.758, + "frame_c_time": 653.224, + "time_a_to_b": 4.148, + "time_b_to_c": 4.466, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0028/meta.json b/ballance/414/segment_0028/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..3fd6b59ddb4c27743871c16e886c66c450a39ba2 --- /dev/null +++ b/ballance/414/segment_0028/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0028", + "frame_a_time": 35.859, + "frame_b_time": 39.674, + "frame_c_time": 41.669, + "time_a_to_b": 3.815, + "time_b_to_c": 1.995, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0029/meta.json b/ballance/414/segment_0029/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..86d068bbcc8cdbc2dfc096cc4f75d8bce6feed4f --- /dev/null +++ b/ballance/414/segment_0029/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0029", + "frame_a_time": 615.567, + "frame_b_time": 619.677, + "frame_c_time": 624.065, + "time_a_to_b": 4.11, + "time_b_to_c": 4.388, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0030/meta.json b/ballance/414/segment_0030/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..4a99ac23d7fa89702eb162b733411e3b5ea5d0af --- /dev/null +++ b/ballance/414/segment_0030/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0030", + "frame_a_time": 538.744, + "frame_b_time": 540.445, + "frame_c_time": 544.488, + "time_a_to_b": 1.701, + "time_b_to_c": 4.043, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0031/meta.json b/ballance/414/segment_0031/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..df0b8b3e67bbf46b115c3deb82af0b629419492f --- /dev/null +++ b/ballance/414/segment_0031/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0031", + "frame_a_time": 89.163, + "frame_b_time": 93.588, + "frame_c_time": 97.952, + "time_a_to_b": 4.425, + "time_b_to_c": 4.364, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0032/meta.json b/ballance/414/segment_0032/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..42f9a7ddc9fb8f5f4b29af48bcd7fdb677f76851 --- /dev/null +++ b/ballance/414/segment_0032/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0032", + "frame_a_time": 162.321, + "frame_b_time": 166.495, + "frame_c_time": 169.067, + "time_a_to_b": 4.175, + "time_b_to_c": 2.571, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0033/meta.json b/ballance/414/segment_0033/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..ec5c8cf2c46d1eb90ca32eb0e160e1418c0d4fcf --- /dev/null +++ b/ballance/414/segment_0033/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0033", + "frame_a_time": 215.271, + "frame_b_time": 219.35, + "frame_c_time": 220.875, + "time_a_to_b": 4.079, + "time_b_to_c": 1.524, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0034/meta.json b/ballance/414/segment_0034/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..0bbb7bd3496de292bbf03988e7a3b463dd163ccd --- /dev/null +++ b/ballance/414/segment_0034/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0034", + "frame_a_time": 35.141, + "frame_b_time": 36.51, + "frame_c_time": 38.488, + "time_a_to_b": 1.369, + "time_b_to_c": 1.977, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0035/meta.json b/ballance/414/segment_0035/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..918f96fda610a337af7693b02491a6e570d0e944 --- /dev/null +++ b/ballance/414/segment_0035/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0035", + "frame_a_time": 573.042, + "frame_b_time": 577.893, + "frame_c_time": 579.649, + "time_a_to_b": 4.851, + "time_b_to_c": 1.756, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0036/meta.json b/ballance/414/segment_0036/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..19038b6c02c8f5b2f992c2e1f930f97dedb33376 --- /dev/null +++ b/ballance/414/segment_0036/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0036", + "frame_a_time": 430.441, + "frame_b_time": 432.74, + "frame_c_time": 437.655, + "time_a_to_b": 2.299, + "time_b_to_c": 4.915, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0037/meta.json b/ballance/414/segment_0037/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..8de1417d5002ee243523376ff594e95822dde804 --- /dev/null +++ b/ballance/414/segment_0037/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0037", + "frame_a_time": 363.089, + "frame_b_time": 367.815, + "frame_c_time": 368.834, + "time_a_to_b": 4.727, + "time_b_to_c": 1.019, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0038/meta.json b/ballance/414/segment_0038/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..497497c3a9187de2d4ec1f2165dbcba4f9372c68 --- /dev/null +++ b/ballance/414/segment_0038/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0038", + "frame_a_time": 640.895, + "frame_b_time": 642.198, + "frame_c_time": 647.03, + "time_a_to_b": 1.304, + "time_b_to_c": 4.831, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0039/meta.json b/ballance/414/segment_0039/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..729d173bda1a51ba3fa7ac6976542f8555d48068 --- /dev/null +++ b/ballance/414/segment_0039/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0039", + "frame_a_time": 189.854, + "frame_b_time": 190.842, + "frame_c_time": 193.298, + "time_a_to_b": 0.988, + "time_b_to_c": 2.456, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0040/meta.json b/ballance/414/segment_0040/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..14ed842d9a76338777a93d9743d0b3f9ac8462da --- /dev/null +++ b/ballance/414/segment_0040/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0040", + "frame_a_time": 486.147, + "frame_b_time": 488.059, + "frame_c_time": 491.287, + "time_a_to_b": 1.912, + "time_b_to_c": 3.228, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0041/meta.json b/ballance/414/segment_0041/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..de20bbb9939a55e1b8f3c24e7f454e712a5560ba --- /dev/null +++ b/ballance/414/segment_0041/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0041", + "frame_a_time": 347.226, + "frame_b_time": 349.459, + "frame_c_time": 352.554, + "time_a_to_b": 2.233, + "time_b_to_c": 3.095, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/414/segment_0042/meta.json b/ballance/414/segment_0042/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..89542c2fe83441eede2358821ec764f00811f792 --- /dev/null +++ b/ballance/414/segment_0042/meta.json @@ -0,0 +1,13 @@ +{ + "video": "414.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0042", + "frame_a_time": 182.98, + "frame_b_time": 186.669, + "frame_c_time": 187.177, + "time_a_to_b": 3.69, + "time_b_to_c": 0.508, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0000/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0000/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..82e6d22d0426845afee369bac26d6fd2a2c0e101 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0000/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0000", + "frame_a_time": 1675.544, + "frame_b_time": 1678.467, + "frame_c_time": 1682.204, + "time_a_to_b": 2.923, + "time_b_to_c": 3.737, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0001/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0001/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..de307b671c086cfb7a12c0607b3fac600a2a7ffe --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0001/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0001", + "frame_a_time": 1347.1, + "frame_b_time": 1350.618, + "frame_c_time": 1352.757, + "time_a_to_b": 3.518, + "time_b_to_c": 2.139, + "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_0057/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0057/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..a90129fe4afd9512e9e60ca6fa6be024364ab6bd --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0057/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": "0057", + "frame_a_time": 809.467, + "frame_b_time": 812.541, + "frame_c_time": 815.627, + "time_a_to_b": 3.074, + "time_b_to_c": 3.087, + "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_0058/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0058/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..64314974c910af931cfb175f52b3ae23a771073b --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0058/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": "0058", + "frame_a_time": 3323.874, + "frame_b_time": 3325.702, + "frame_c_time": 3330.603, + "time_a_to_b": 1.829, + "time_b_to_c": 4.901, + "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_0059/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0059/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..15ac5469a285f715e51c958c2d48ba795ff4e325 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0059/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": "0059", + "frame_a_time": 2210.718, + "frame_b_time": 2212.453, + "frame_c_time": 2215.5, + "time_a_to_b": 1.735, + "time_b_to_c": 3.047, + "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_0060/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0060/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..189bf05455e7ee3b7929085f2242ff195afdb936 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0060/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": "0060", + "frame_a_time": 2302.475, + "frame_b_time": 2306.326, + "frame_c_time": 2307.047, + "time_a_to_b": 3.851, + "time_b_to_c": 0.721, + "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_0061/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0061/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..44b4f42baac587e447f93179c1c9da745478770b --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0061/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": "0061", + "frame_a_time": 2038.24, + "frame_b_time": 2040.975, + "frame_c_time": 2045.544, + "time_a_to_b": 2.735, + "time_b_to_c": 4.569, + "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_0062/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0062/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..ad763f57a9ed54b2eb02ea62c9c0fd7d4c84dffb --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0062/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": "0062", + "frame_a_time": 972.51, + "frame_b_time": 976.605, + "frame_c_time": 979.837, + "time_a_to_b": 4.095, + "time_b_to_c": 3.232, + "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_0063/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0063/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..ba1dbc887bac37ad191d3024390e3958c2586f75 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0063/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": "0063", + "frame_a_time": 1192.593, + "frame_b_time": 1195.958, + "frame_c_time": 1199.252, + "time_a_to_b": 3.365, + "time_b_to_c": 3.294, + "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_0064/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0064/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..32b4467d56f625e719037eebe6de5c8ac5c89671 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0064/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": "0064", + "frame_a_time": 2275.733, + "frame_b_time": 2279.477, + "frame_c_time": 2282.944, + "time_a_to_b": 3.744, + "time_b_to_c": 3.466, + "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_0065/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0065/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..5a5d42db83b952054b618f1f70979d1f7dece4f3 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0065/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": "0065", + "frame_a_time": 2810.15, + "frame_b_time": 2813.478, + "frame_c_time": 2818.043, + "time_a_to_b": 3.327, + "time_b_to_c": 4.565, + "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_0066/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0066/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..92fb118413be4930593d01275ebc0d5e4b95678b --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0066/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": "0066", + "frame_a_time": 2171.148, + "frame_b_time": 2173.039, + "frame_c_time": 2175.522, + "time_a_to_b": 1.89, + "time_b_to_c": 2.484, + "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_0067/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0067/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..89d2c687c8359dd3cd68c9566660eda16f3f6aa2 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0067/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": "0067", + "frame_a_time": 1948.935, + "frame_b_time": 1952.731, + "frame_c_time": 1953.637, + "time_a_to_b": 3.796, + "time_b_to_c": 0.906, + "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_0068/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0068/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..c31e0b87ffaeb65ac59852279b2891ff7c70be50 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0068/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": "0068", + "frame_a_time": 1002.185, + "frame_b_time": 1006.049, + "frame_c_time": 1007.34, + "time_a_to_b": 3.864, + "time_b_to_c": 1.29, + "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_0069/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0069/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..36b64842ed1a96caf931aacf0665058cfc537330 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0069/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": "0069", + "frame_a_time": 459.854, + "frame_b_time": 462.781, + "frame_c_time": 467.653, + "time_a_to_b": 2.927, + "time_b_to_c": 4.872, + "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_0070/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0070/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..5359e91712b611c51a7c67628fe50a082bea00f9 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0070/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": "0070", + "frame_a_time": 1786.781, + "frame_b_time": 1791.392, + "frame_c_time": 1795.629, + "time_a_to_b": 4.611, + "time_b_to_c": 4.237, + "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_0071/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0071/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..f70e53409920672080c16b85df5e159824448821 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0071/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": "0071", + "frame_a_time": 875.247, + "frame_b_time": 879.458, + "frame_c_time": 882.126, + "time_a_to_b": 4.211, + "time_b_to_c": 2.668, + "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_0072/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0072/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..f84ae85f8248a4e46eb4a5a604fa5617e91541cc --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0072/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": "0072", + "frame_a_time": 2704.152, + "frame_b_time": 2708.011, + "frame_c_time": 2710.036, + "time_a_to_b": 3.86, + "time_b_to_c": 2.024, + "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_0073/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0073/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..a86c6aae78235a17efb1d6ffcaadc73355f0a41e --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0073/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": "0073", + "frame_a_time": 403.307, + "frame_b_time": 408.14, + "frame_c_time": 409.274, + "time_a_to_b": 4.833, + "time_b_to_c": 1.133, + "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_0074/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0074/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..619c77aa4069f1acf8efcacb69512e145fc293ca --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0074/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": "0074", + "frame_a_time": 3236.702, + "frame_b_time": 3241.073, + "frame_c_time": 3244.832, + "time_a_to_b": 4.371, + "time_b_to_c": 3.759, + "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_0075/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0075/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..f5cfe7a34257caa1aece352450fda0be9847dd10 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0075/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": "0075", + "frame_a_time": 3281.44, + "frame_b_time": 3286.293, + "frame_c_time": 3290.413, + "time_a_to_b": 4.853, + "time_b_to_c": 4.121, + "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_0076/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0076/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..516389eed29bf0c400e52e10a6a6aa7a576d3b08 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0076/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": "0076", + "frame_a_time": 1237.371, + "frame_b_time": 1241.429, + "frame_c_time": 1241.992, + "time_a_to_b": 4.058, + "time_b_to_c": 0.563, + "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_0077/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0077/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..57e993f203ce18294677be8077957d0cf43c784a --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0077/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": "0077", + "frame_a_time": 1805.818, + "frame_b_time": 1808.364, + "frame_c_time": 1811.892, + "time_a_to_b": 2.547, + "time_b_to_c": 3.528, + "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_0078/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0078/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..3f8f84fb91d5ec523903cbbc54a960a419db696d --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0078/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": "0078", + "frame_a_time": 2257.682, + "frame_b_time": 2260.813, + "frame_c_time": 2265.014, + "time_a_to_b": 3.131, + "time_b_to_c": 4.201, + "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_0079/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0079/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..2654685f0932fbf7432909ac24bb96f9d9242e28 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0079/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": "0079", + "frame_a_time": 3149.476, + "frame_b_time": 3150.463, + "frame_c_time": 3152.016, + "time_a_to_b": 0.988, + "time_b_to_c": 1.552, + "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_0080/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0080/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..982c7078372e4485d1686639513ab442f41e0778 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0080/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": "0080", + "frame_a_time": 103.287, + "frame_b_time": 107.766, + "frame_c_time": 110.792, + "time_a_to_b": 4.479, + "time_b_to_c": 3.026, + "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_0081/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0081/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..ed84aff4156f185f018ef629ca410c917504ba49 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0081/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": "0081", + "frame_a_time": 3066.151, + "frame_b_time": 3067.647, + "frame_c_time": 3068.432, + "time_a_to_b": 1.496, + "time_b_to_c": 0.784, + "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_0082/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0082/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..10af2a723a4600bb920b66cf24a4407707ed082b --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0082/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": "0082", + "frame_a_time": 2761.952, + "frame_b_time": 2766.545, + "frame_c_time": 2768.404, + "time_a_to_b": 4.592, + "time_b_to_c": 1.86, + "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_0083/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0083/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..b607627defdc44003e8a931dfef2b9cd9c9e5732 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0083/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": "0083", + "frame_a_time": 1378.889, + "frame_b_time": 1380.018, + "frame_c_time": 1384.776, + "time_a_to_b": 1.129, + "time_b_to_c": 4.758, + "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_0084/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0084/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..f2c0bc730336bb90d1df3655b49e5399a3c2a4f0 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0084/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": "0084", + "frame_a_time": 1032.985, + "frame_b_time": 1035.702, + "frame_c_time": 1036.639, + "time_a_to_b": 2.717, + "time_b_to_c": 0.937, + "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_0085/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0085/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..f8e777f2047e764ecfdad92d70f4cbb127deb00a --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0085/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": "0085", + "frame_a_time": 2972.973, + "frame_b_time": 2974.084, + "frame_c_time": 2976.625, + "time_a_to_b": 1.11, + "time_b_to_c": 2.541, + "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_0086/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0086/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..8849b9e0d29fe30b43a63168ddd268620582535d --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0086/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": "0086", + "frame_a_time": 2251.51, + "frame_b_time": 2255.354, + "frame_c_time": 2260.111, + "time_a_to_b": 3.844, + "time_b_to_c": 4.757, + "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_0087/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0087/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..5e80a2993bbd1bf752f9f15a1af3235ea794ea56 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0087/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": "0087", + "frame_a_time": 1414.936, + "frame_b_time": 1418.776, + "frame_c_time": 1419.972, + "time_a_to_b": 3.84, + "time_b_to_c": 1.195, + "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_0088/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0088/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..f8ab010c656c42acef1c7ae0f1cb91887fea103b --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0088/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": "0088", + "frame_a_time": 1400.817, + "frame_b_time": 1401.763, + "frame_c_time": 1404.465, + "time_a_to_b": 0.946, + "time_b_to_c": 2.702, + "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_0089/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0089/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..bb718725e93c135f57b33d764f4722ec7e215d6a --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0089/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": "0089", + "frame_a_time": 1378.29, + "frame_b_time": 1383.072, + "frame_c_time": 1383.719, + "time_a_to_b": 4.782, + "time_b_to_c": 0.647, + "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_0090/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0090/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..bf08488bd0ab1a6f5706e354990391f594d4e2b8 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0090/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": "0090", + "frame_a_time": 1253.196, + "frame_b_time": 1255.692, + "frame_c_time": 1260.469, + "time_a_to_b": 2.495, + "time_b_to_c": 4.777, + "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_0091/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0091/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..8b18cc877185e94c5e9d79505f8fce36a3c1a01a --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0091/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": "0091", + "frame_a_time": 2867.106, + "frame_b_time": 2868.053, + "frame_c_time": 2871.639, + "time_a_to_b": 0.947, + "time_b_to_c": 3.586, + "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_0092/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0092/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..c24de597ac3f117a74ed4185c93989396649e04f --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0092/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": "0092", + "frame_a_time": 1832.089, + "frame_b_time": 1836.99, + "frame_c_time": 1839.104, + "time_a_to_b": 4.9, + "time_b_to_c": 2.114, + "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_0093/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0093/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..b995b82f03cde8942a3cd307d5ab47bc11619238 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0093/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": "0093", + "frame_a_time": 1345.087, + "frame_b_time": 1346.441, + "frame_c_time": 1347.491, + "time_a_to_b": 1.354, + "time_b_to_c": 1.05, + "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_0094/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0094/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..aec2c646f4a00f926515c1fd487482a728566815 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0094/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": "0094", + "frame_a_time": 2842.421, + "frame_b_time": 2844.967, + "frame_c_time": 2848.45, + "time_a_to_b": 2.546, + "time_b_to_c": 3.482, + "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_0095/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0095/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..ae140dd66e4dc23165feab689f75a2a2c8b2c75f --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0095/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": "0095", + "frame_a_time": 2155.718, + "frame_b_time": 2158.906, + "frame_c_time": 2159.502, + "time_a_to_b": 3.187, + "time_b_to_c": 0.596, + "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_0096/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0096/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..e85d2e1fb6beb5c16a485d5be247d864cc719868 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0096/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": "0096", + "frame_a_time": 2638.607, + "frame_b_time": 2640.203, + "frame_c_time": 2641.27, + "time_a_to_b": 1.596, + "time_b_to_c": 1.067, + "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_0097/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0097/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..486780949590a274ad8bcd3e650082115902e1dc --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0097/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": "0097", + "frame_a_time": 1899.026, + "frame_b_time": 1899.835, + "frame_c_time": 1903.778, + "time_a_to_b": 0.809, + "time_b_to_c": 3.943, + "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_0098/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0098/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..1e23d4fdea41a1cecb0d3d99ca47e986db1d0807 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0098/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": "0098", + "frame_a_time": 709.46, + "frame_b_time": 710.932, + "frame_c_time": 715.346, + "time_a_to_b": 1.472, + "time_b_to_c": 4.414, + "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_0099/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0099/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..5173bb4e32ab9313b2fc396dd20f1c85a8a2963f --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0099/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": "0099", + "frame_a_time": 1113.511, + "frame_b_time": 1114.675, + "frame_c_time": 1119.227, + "time_a_to_b": 1.164, + "time_b_to_c": 4.552, + "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_0100/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0100/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..5e40422a5839d5eb80f4edc3b796741ee6ef236e --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0100/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": "0100", + "frame_a_time": 29.437, + "frame_b_time": 33.8, + "frame_c_time": 34.951, + "time_a_to_b": 4.363, + "time_b_to_c": 1.151, + "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_0101/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0101/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..b2c87c17ad2690f5743e69d01f149e939994925e --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0101/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": "0101", + "frame_a_time": 452.639, + "frame_b_time": 454.267, + "frame_c_time": 455.553, + "time_a_to_b": 1.628, + "time_b_to_c": 1.285, + "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_0102/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0102/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..9f1e09eb5ec929226d3a40e8551b97fc5765b6c2 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0102/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": "0102", + "frame_a_time": 2220.13, + "frame_b_time": 2220.746, + "frame_c_time": 2221.312, + "time_a_to_b": 0.616, + "time_b_to_c": 0.567, + "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_0103/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0103/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..3a2044f52376742183738b7a691d821c94d1caa8 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0103/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": "0103", + "frame_a_time": 2649.224, + "frame_b_time": 2650.795, + "frame_c_time": 2652.752, + "time_a_to_b": 1.571, + "time_b_to_c": 1.957, + "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_0104/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0104/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..72f21e750a9f6187e55bfc92d0a5f81f4f824e24 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0104/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": "0104", + "frame_a_time": 599.926, + "frame_b_time": 600.661, + "frame_c_time": 604.499, + "time_a_to_b": 0.736, + "time_b_to_c": 3.838, + "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_0105/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0105/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..ca2c5aa933e2ee34b1b897f531ad0a905904ff4f --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0105/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": "0105", + "frame_a_time": 1770.916, + "frame_b_time": 1774.771, + "frame_c_time": 1777.414, + "time_a_to_b": 3.855, + "time_b_to_c": 2.643, + "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_0106/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0106/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..50f27c56158e29c992e1da11af1bc24987e6abf2 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0106/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": "0106", + "frame_a_time": 2609.393, + "frame_b_time": 2612.203, + "frame_c_time": 2613.194, + "time_a_to_b": 2.81, + "time_b_to_c": 0.991, + "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_0107/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0107/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..9878448f2496a0d8816cb08b94e80b1ad2529d0d --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0107/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": "0107", + "frame_a_time": 1696.874, + "frame_b_time": 1701.628, + "frame_c_time": 1702.324, + "time_a_to_b": 4.754, + "time_b_to_c": 0.695, + "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_0108/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0108/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..d73065917a44f7e809188828edaa3555fa4ccd43 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0108/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": "0108", + "frame_a_time": 2626.733, + "frame_b_time": 2631.135, + "frame_c_time": 2633.981, + "time_a_to_b": 4.401, + "time_b_to_c": 2.847, + "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_0109/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0109/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..7f2f875d1926b32fc68c72661917845464ad3968 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0109/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": "0109", + "frame_a_time": 1544.455, + "frame_b_time": 1549.294, + "frame_c_time": 1550.067, + "time_a_to_b": 4.838, + "time_b_to_c": 0.774, + "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_0110/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0110/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..a0a9593e041b70fea57abf648e2f000aa69efe95 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0110/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": "0110", + "frame_a_time": 1614.146, + "frame_b_time": 1616.453, + "frame_c_time": 1620.041, + "time_a_to_b": 2.307, + "time_b_to_c": 3.587, + "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_0111/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0111/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..16a695de11f78761250d16ee7903efacceddb0c1 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0111/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": "0111", + "frame_a_time": 1651.711, + "frame_b_time": 1656.305, + "frame_c_time": 1657.135, + "time_a_to_b": 4.594, + "time_b_to_c": 0.831, + "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_0112/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0112/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..cc2856e48a39e6d4117da706a994ff04475ed472 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0112/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": "0112", + "frame_a_time": 288.887, + "frame_b_time": 292.124, + "frame_c_time": 292.919, + "time_a_to_b": 3.237, + "time_b_to_c": 0.796, + "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_0113/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0113/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..29ab5b4b3d3fa5d5a5aa5dbbcc895346dbcb5255 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0113/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": "0113", + "frame_a_time": 935.307, + "frame_b_time": 938.656, + "frame_c_time": 941.624, + "time_a_to_b": 3.349, + "time_b_to_c": 2.968, + "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_0114/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0114/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..899c11ec3304b4a8b8f0e0ac9ecdb3d3b5645480 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0114/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": "0114", + "frame_a_time": 1102.281, + "frame_b_time": 1107.257, + "frame_c_time": 1110.144, + "time_a_to_b": 4.976, + "time_b_to_c": 2.888, + "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_0115/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0115/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..7e04276d468cb2b43c9b8a31662561afb131088f --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0115/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": "0115", + "frame_a_time": 1530.054, + "frame_b_time": 1533.278, + "frame_c_time": 1534.225, + "time_a_to_b": 3.224, + "time_b_to_c": 0.946, + "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_0116/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0116/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..b23af9e01f9504d11ff697fb87038285f108dab4 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0116/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": "0116", + "frame_a_time": 2355.66, + "frame_b_time": 2359.997, + "frame_c_time": 2363.426, + "time_a_to_b": 4.338, + "time_b_to_c": 3.429, + "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_0117/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0117/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..efad0aa4fc26bd10c30d1f291351bc8240b00158 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0117/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": "0117", + "frame_a_time": 2579.259, + "frame_b_time": 2583.003, + "frame_c_time": 2584.47, + "time_a_to_b": 3.744, + "time_b_to_c": 1.468, + "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_0118/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0118/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..1d2eb25bc00e565d618a74950349a4d23c89a565 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0118/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": "0118", + "frame_a_time": 1522.863, + "frame_b_time": 1524.392, + "frame_c_time": 1526.417, + "time_a_to_b": 1.528, + "time_b_to_c": 2.025, + "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_0119/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0119/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..80862b87adcf9e9ce72ff7a68111e2e1c1a4f546 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0119/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": "0119", + "frame_a_time": 1529.333, + "frame_b_time": 1531.705, + "frame_c_time": 1532.633, + "time_a_to_b": 2.372, + "time_b_to_c": 0.928, + "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_0120/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0120/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..baca619260928aaf6649bfabfa4bf981971b94e7 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0120/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": "0120", + "frame_a_time": 1440.354, + "frame_b_time": 1443.847, + "frame_c_time": 1446.032, + "time_a_to_b": 3.493, + "time_b_to_c": 2.184, + "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_0121/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0121/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..f3f2bfabd1e323685415bbf75123003e4f99760b --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0121/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": "0121", + "frame_a_time": 528.012, + "frame_b_time": 532.666, + "frame_c_time": 533.468, + "time_a_to_b": 4.653, + "time_b_to_c": 0.802, + "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_0122/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0122/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..8f59da27d6e4f6ed62ec94ed89c441a33bcd7161 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0122/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": "0122", + "frame_a_time": 2788.3, + "frame_b_time": 2789.22, + "frame_c_time": 2790.154, + "time_a_to_b": 0.92, + "time_b_to_c": 0.935, + "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_0123/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0123/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..9e074b22138ae56a8d80b93603dde3f4a167288f --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0123/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": "0123", + "frame_a_time": 2478.858, + "frame_b_time": 2483.011, + "frame_c_time": 2486.015, + "time_a_to_b": 4.153, + "time_b_to_c": 3.004, + "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_0124/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0124/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..fccec89fc6f9f96c25072f0870bde22bdf90af32 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0124/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": "0124", + "frame_a_time": 1971.871, + "frame_b_time": 1974.898, + "frame_c_time": 1976.881, + "time_a_to_b": 3.027, + "time_b_to_c": 1.983, + "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_0125/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0125/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..9207c5d10a233252641c89167771bb71fad89a7a --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0125/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": "0125", + "frame_a_time": 426.81, + "frame_b_time": 428.901, + "frame_c_time": 432.395, + "time_a_to_b": 2.091, + "time_b_to_c": 3.494, + "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_0126/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0126/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..15ae510c9ad9fb2b446f3b2ac39cc8383dc5c0aa --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0126/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": "0126", + "frame_a_time": 2517.093, + "frame_b_time": 2521.5, + "frame_c_time": 2525.244, + "time_a_to_b": 4.406, + "time_b_to_c": 3.745, + "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_0127/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0127/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..3803e8dde75cdfab34c5444af03c933b25ef6836 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0127/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": "0127", + "frame_a_time": 3243.021, + "frame_b_time": 3246.223, + "frame_c_time": 3248.305, + "time_a_to_b": 3.202, + "time_b_to_c": 2.082, + "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_0128/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0128/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..d5f88332e74d5dd2b929b2a22ae33a4f1e2c8cb4 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0128/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": "0128", + "frame_a_time": 1943.426, + "frame_b_time": 1944.884, + "frame_c_time": 1948.339, + "time_a_to_b": 1.457, + "time_b_to_c": 3.455, + "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_0129/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0129/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..090f51374048f8c88a375da31ff651b3cf9f816d --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0129/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": "0129", + "frame_a_time": 766.331, + "frame_b_time": 767.318, + "frame_c_time": 771.622, + "time_a_to_b": 0.987, + "time_b_to_c": 4.304, + "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_0130/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0130/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..36ce1a2d63ac94ed3bca3b6c407bc31c12a27bf2 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0130/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": "0130", + "frame_a_time": 1243.315, + "frame_b_time": 1247.247, + "frame_c_time": 1250.33, + "time_a_to_b": 3.932, + "time_b_to_c": 3.083, + "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_0131/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0131/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..debd8711dca63ad925053de2d18fe65e8de26656 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0131/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": "0131", + "frame_a_time": 2706.591, + "frame_b_time": 2710.894, + "frame_c_time": 2715.78, + "time_a_to_b": 4.303, + "time_b_to_c": 4.885, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0077/meta.json b/plants_vs_zombies/20260413-211420/segment_0077/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..9d94639efb3b119d6e6ce6bb5e3f1ab96e7f765c --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0077/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": "0077", + "frame_a_time": 692.637, + "frame_b_time": 693.465, + "frame_c_time": 694.235, + "time_a_to_b": 0.828, + "time_b_to_c": 0.77, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0078/meta.json b/plants_vs_zombies/20260413-211420/segment_0078/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..e3cb6e46d08b9ee50ae2b012594c9ace6d5d8099 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0078/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": "0078", + "frame_a_time": 1014.153, + "frame_b_time": 1016.832, + "frame_c_time": 1018.25, + "time_a_to_b": 2.679, + "time_b_to_c": 1.418, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0079/meta.json b/plants_vs_zombies/20260413-211420/segment_0079/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..c784c7357390543cff241774a08f6edded97fe2b --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0079/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": "0079", + "frame_a_time": 1391.942, + "frame_b_time": 1393.849, + "frame_c_time": 1397.581, + "time_a_to_b": 1.907, + "time_b_to_c": 3.733, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0080/meta.json b/plants_vs_zombies/20260413-211420/segment_0080/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..3a5119df2919e797b9e5fb437b05e2679a0ea8ec --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0080/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": "0080", + "frame_a_time": 1680.368, + "frame_b_time": 1684.742, + "frame_c_time": 1689.631, + "time_a_to_b": 4.373, + "time_b_to_c": 4.889, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0081/meta.json b/plants_vs_zombies/20260413-211420/segment_0081/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..5f5fa72e9b5228e24cf55560b5b52acc95633ada --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0081/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": "0081", + "frame_a_time": 315.723, + "frame_b_time": 317.891, + "frame_c_time": 320.918, + "time_a_to_b": 2.167, + "time_b_to_c": 3.027, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0082/meta.json b/plants_vs_zombies/20260413-211420/segment_0082/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..c47726b7df4daa3677028e83ee3638bf3eb14f00 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0082/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": "0082", + "frame_a_time": 741.67, + "frame_b_time": 744.269, + "frame_c_time": 745.973, + "time_a_to_b": 2.599, + "time_b_to_c": 1.704, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0083/meta.json b/plants_vs_zombies/20260413-211420/segment_0083/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..f1d99c8bcf59faef36da29ae6652fb8c341b4281 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0083/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": "0083", + "frame_a_time": 580.66, + "frame_b_time": 581.596, + "frame_c_time": 583.402, + "time_a_to_b": 0.936, + "time_b_to_c": 1.806, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0084/meta.json b/plants_vs_zombies/20260413-211420/segment_0084/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..c0a25d0c9a7531500980768dd1baaa94a176b430 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0084/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": "0084", + "frame_a_time": 888.742, + "frame_b_time": 892.011, + "frame_c_time": 893.628, + "time_a_to_b": 3.269, + "time_b_to_c": 1.617, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0085/meta.json b/plants_vs_zombies/20260413-211420/segment_0085/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..25d40d710270d948d358e27c3381fc3430a16621 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0085/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": "0085", + "frame_a_time": 1976.864, + "frame_b_time": 1978.083, + "frame_c_time": 1980.056, + "time_a_to_b": 1.219, + "time_b_to_c": 1.973, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0086/meta.json b/plants_vs_zombies/20260413-211420/segment_0086/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..d81c64382540c65c22ed17a0821261d2a2bb64d7 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0086/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": "0086", + "frame_a_time": 1326.42, + "frame_b_time": 1328.327, + "frame_c_time": 1332.261, + "time_a_to_b": 1.907, + "time_b_to_c": 3.934, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0087/meta.json b/plants_vs_zombies/20260413-211420/segment_0087/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..31c39f0c1cd8351a05b7fc466c91f2dcdaaf71be --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0087/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": "0087", + "frame_a_time": 1146.811, + "frame_b_time": 1149.627, + "frame_c_time": 1152.372, + "time_a_to_b": 2.816, + "time_b_to_c": 2.744, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0088/meta.json b/plants_vs_zombies/20260413-211420/segment_0088/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..6cbe195df3b5a25ee823317c7d71d14ba709bd15 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0088/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": "0088", + "frame_a_time": 717.754, + "frame_b_time": 718.358, + "frame_c_time": 723.112, + "time_a_to_b": 0.604, + "time_b_to_c": 4.754, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0089/meta.json b/plants_vs_zombies/20260413-211420/segment_0089/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..9d06cbdb45fa9771eab4abce0fa4602ff8596168 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0089/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": "0089", + "frame_a_time": 1163.046, + "frame_b_time": 1167.896, + "frame_c_time": 1169.364, + "time_a_to_b": 4.85, + "time_b_to_c": 1.468, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0090/meta.json b/plants_vs_zombies/20260413-211420/segment_0090/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..0979580e9515fe3d4835de1ae119822ec6c3c3a2 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0090/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": "0090", + "frame_a_time": 818.06, + "frame_b_time": 818.788, + "frame_c_time": 821.515, + "time_a_to_b": 0.727, + "time_b_to_c": 2.727, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0091/meta.json b/plants_vs_zombies/20260413-211420/segment_0091/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..07244ef08957e60d380a7ac2544c637e740cef6c --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0091/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": "0091", + "frame_a_time": 2015.381, + "frame_b_time": 2018.825, + "frame_c_time": 2021.443, + "time_a_to_b": 3.444, + "time_b_to_c": 2.618, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0092/meta.json b/plants_vs_zombies/20260413-211420/segment_0092/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..70d39ee23646e9cf7ef8f10edff879792dbd7031 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0092/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": "0092", + "frame_a_time": 1233.708, + "frame_b_time": 1238.021, + "frame_c_time": 1240.46, + "time_a_to_b": 4.312, + "time_b_to_c": 2.439, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0093/meta.json b/plants_vs_zombies/20260413-211420/segment_0093/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..500543db1e40e33b7c6f6441545a83533ad9f485 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0093/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": "0093", + "frame_a_time": 2015.644, + "frame_b_time": 2019.418, + "frame_c_time": 2023.355, + "time_a_to_b": 3.774, + "time_b_to_c": 3.937, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0094/meta.json b/plants_vs_zombies/20260413-211420/segment_0094/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..4fd67615cb648afcd233aefd28470c7dd830d908 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0094/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": "0094", + "frame_a_time": 847.555, + "frame_b_time": 849.858, + "frame_c_time": 852.924, + "time_a_to_b": 2.303, + "time_b_to_c": 3.066, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0095/meta.json b/plants_vs_zombies/20260413-211420/segment_0095/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..28ac145dc7f5fe6df1a369cb25eeea0ad960eff8 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0095/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": "0095", + "frame_a_time": 460.206, + "frame_b_time": 463.196, + "frame_c_time": 464.027, + "time_a_to_b": 2.99, + "time_b_to_c": 0.831, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0096/meta.json b/plants_vs_zombies/20260413-211420/segment_0096/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..e7e467fcdf263f0830b10e88542fb8b8e31ef7ca --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0096/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": "0096", + "frame_a_time": 1160.357, + "frame_b_time": 1164.297, + "frame_c_time": 1166.056, + "time_a_to_b": 3.94, + "time_b_to_c": 1.759, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0097/meta.json b/plants_vs_zombies/20260413-211420/segment_0097/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..d377771563c54e3a711853df4e41d097bf0665b2 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0097/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": "0097", + "frame_a_time": 2256.796, + "frame_b_time": 2260.357, + "frame_c_time": 2261.392, + "time_a_to_b": 3.562, + "time_b_to_c": 1.035, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0098/meta.json b/plants_vs_zombies/20260413-211420/segment_0098/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..38140bc48dfdd9ed3648b9fab1be70cf52e4056a --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0098/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": "0098", + "frame_a_time": 2225.117, + "frame_b_time": 2227.39, + "frame_c_time": 2231.467, + "time_a_to_b": 2.273, + "time_b_to_c": 4.077, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0099/meta.json b/plants_vs_zombies/20260413-211420/segment_0099/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..24a7afc8f17955b13a50b65c1be5ad6437ee1695 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0099/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": "0099", + "frame_a_time": 786.83, + "frame_b_time": 791.555, + "frame_c_time": 795.453, + "time_a_to_b": 4.725, + "time_b_to_c": 3.897, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0100/meta.json b/plants_vs_zombies/20260413-211420/segment_0100/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..8640fb8e0e69f332d1332457a82596065db11589 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0100/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": "0100", + "frame_a_time": 470.163, + "frame_b_time": 472.954, + "frame_c_time": 475.704, + "time_a_to_b": 2.791, + "time_b_to_c": 2.75, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/plants_vs_zombies/20260413-211420/segment_0101/meta.json b/plants_vs_zombies/20260413-211420/segment_0101/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..48fb91dde342747eb8a4f54577bd52824171f5c0 --- /dev/null +++ b/plants_vs_zombies/20260413-211420/segment_0101/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": "0101", + "frame_a_time": 122.452, + "frame_b_time": 123.569, + "frame_c_time": 125.567, + "time_a_to_b": 1.117, + "time_b_to_c": 1.999, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file