WEBVTT
Kind: captions
Language: en

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Heh.

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Heh.

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Heh.

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I didn’t think much of today’s animation
in the first few seconds.

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But then.

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But then… ha ha ha ha!

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Watch it below.

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Oh man, just wait until you see how deep the
rabbit hole goes here.

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Let’s start with how Guy Collins animated
Kaizo Trap in the old 2007 Adobe Flash CS3.

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At first glance, it looks like the characters
are puppets, but in reality there is way too

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much complexity in their movements for them
to be.

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Look at how many perspectives this right arm
is moving through.

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So most of the characters are hand drawn one
image at time.

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Once we get into the game part, each of these
movements is a looping cycle of hand drawn

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frames.

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By that I mean this hair isn’t one image
posed differently, and this arm isn’t one

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image posed differently.

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Guy Collins redraws the hair and arm each
time they move.

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The result looks much more natural than a
pure puppet, which would be more stiff looking.

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Especially with something like hair, a single
puppet piece would look awful.

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Not to mention there are tons of non-repeated
movements in here, but you only see them for

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a split second.

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(I actually didn’t realize how brutal these
deaths are until I slowed it down for you.)

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That’s just the characters.

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Meanwhile there are tons of assets flying
around, literally enough stuff to make a real

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game out of.

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Monsters, weapons, traps, effects, stage settings
each of which has foreground environments

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and background environments.

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They all have a pixelated look to them.

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In the old Flash CS3 you used to be able to
download pixel tools to make pixel art like

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this.

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These days animators either export the final
animation and apply special effects then,

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or they dump a grid onto the Flash canvas
and use a paint bucket to draw.

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The corrupted assets as the animation nears
its end are awesome.

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Blocks with cut up repetitions of the same
asset float around.

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The blocks change which character is displayed
every few frames, or a change position of

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the repeated art.

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The backgrounds start to flicker between places,
with blocks missing from them.

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But what really impresses me about Kaizo Trap
is not even the animation, it’s the choreography.

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The sheer amount of experience you’d need
to have in 2D platform games to make this

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up is overwhelming.

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I mean, what would you have to do to know
what makes a moment intense, what could possibly,

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how… oh.

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OHH!

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Oh god.

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Is he actually playing this?

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A kaizo game like Kaizo Mario World is hacked
to make the levels just barely possible.

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The only way to win is through massive amounts
of trial and error, memorization, and muscle

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memory.

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Kind of like Undertale.

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But, you know, worse.

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A Kaizo Trap is when you think you’re safe,
but then the game

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does something to kill you because you let
your guard down.

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The only way to win is to die the first time
and be ready for it the second.

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Now you see why Guy Collins’ animation is
called Kaizo Trap.

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And this is where things get really interesting.

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Kaizo Trap isn’t just an animation.

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It’s a maddening kaizo puzzle game.

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And if you finish this animation with a score
of 0/5, it means you haven’t seen all of

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it yet.

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*requires YouTube annotations to play

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Hi post-credits pack!

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Check the description for a link to all of
the Kaizo Trap endings if you don’t want

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to solve the puzzles yourself.

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If you get stuck at any point there are people
in the comments with hints, and who typed

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up all of the HEX codes so you don’t have
to.

