ThisAsiansation

Age/Gender: 26, Male
Location: Your attic
Job: Cinematographer

"Don't be an ass; Listen before you speak."

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6/9/02

Level: 17
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Rank #: 66,206

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Exp. Points: 3,170 / 3,210
Exp. Rank #: 8,201
Voting Pow.: 5.94 votes

BBS Posts: 2 (0 per day)
Flash Reviews: 30
Music Reviews: 0
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All Flash Reviews

30 Reviews | 3 w/ Responses

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Score: 9
Super Mario bros Z ep 3

"Finally some Yoshi action."

date: June 25, 2009

I'm sure you may have heard this already, but...

It's always been Mario and Sonic that have been repeatedly represented in sprite fights. So it was great and refreshing to finally see Yoshi get some action, despite his ass being handed to him. lol

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Score: 7
How Many Times Mr. Bush?

"You know, I saw this when it first came out..."

date: June 18, 2009

...and 5 years later, when my pee splits in half, I still keep hearing this wretched song playing in my head. LOL

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Score: 8
Ultimate Crab Battle

"Epic"

date: February 19, 2009

SPOILER NOTE: There is no way to beat the crab. The pearl is the boss's last weapon. The aim of the game is just to get the highest score possible before dying at the pearl. I've made it to the pearl many times, with continues, and the crab's health will NOT go to 0.

But anyway, this is one epic crab battle! Awesomeness all round. Definitely a lot of fun, crazy Mausland-style. I hope that there will be future Ultimate Battles, or at least new PowerFox games from Mausland!

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Score: 8
The Art of Fighting.

"Cool"

date: November 17, 2005

Yeah, Ultimo_Camdawg, I, too, thought it was going to be a flash based on SNK's Art of Fighting.

But anyway, good sprite fight choreography. My suggestion would be to somewhat follow the Super Smash Brothers style by adding some sort of life bar/percentage or lives per character. Cuz the audience gets more excited if they see that someone's about to die, but is still surviving, or it makes it more interesting to see how much damage those awesome attacks are making.

The reason I say that is because it's just a total random fight. That makes it boring because you can't really follow the fight dynamics -- you can't tell who's winning or losing. It's just a bunch of people coming back to life as much as they want, until some super attack kills them.

So all in all, my suggestion for the next sprite fight movie you create is to make some sort of way to make it clear who's winning and losing, like give em a life bar or life points. Naw mean?

Best of luck to your future works.

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Score: 9
MK vs. SF 2

"Cool!"

submission: MK vs. SF 2
date: November 11, 2005

Now this is somewhat different. Yes, it's another sprite movie, but what seperates this from most others is the hard work you've put into it.

It simply seemed to be more than just cutting and pasting sprites. You actually manipulated them, and in the process created new moves, new fight physics, and other new animations. And the epic music layered over it makes it that much better.

I'm sure you'll be praised for the fight sequence enough, so I'll move on to the other things.

You had some nice effects. I like how when Ryu and Sakura hug, the sun directly behind them kinda fades them out. My favorite, though, is the end credits with Ryu hanging out in the treetops looking out at the beautiful horizon. How did you come upon the background of the horizon and moon? Did you take it from a game, or create that yourself? Either way, it looks great.

I found something weird, though. After watching the movie the first time, the credits roll over the background of Ryu in the treetops. When I went back to the scene selection to view the credits again, the credits background changed and was of Ryu and Sakura hugging wearing what looks to be wedding clothes? (With Ryu's sleeves still ripped off? lol) Didja update the end credits while I was writing this review? Heheh.

Anyway, probably the only thing I would change is the speed of some of the dialogue. Like that one line where Ryu talks with Sakura about beating Akuma -- the speed that appears and disappears would cut an average reader off. Long sentence calls for longer times to read them.

Overall, nice job! And yes, I do look forward to more work from you! Keep it up!

P.S. And yes, I did notice Sakura's "interesting" super move selection. Too bad we don't see them in the film. Hahah.

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Score: 9
Full Metal Sonic

"Wow."

submission: Full Metal Sonic
date: November 10, 2005

I haven't really watched FMA, so I can't say if you copied the intro shot by shot, but I do love L'arc En Ciel's "Ready Steady Go," so I loved every second of it.

I was blown away by the animation. Very fluid, very colorful, good highlights and contrast, even got some depth of field working for you. I'm assuming you did the animation frame by frame?

I know you chopped off some of the beginning... Maybe have the music start playing over a black screen, and then fade in the first scene of the music vid? I think that would be better than just cutting into the music. The music jumps here and there later in the vid -- it's noticable. Did you just chop some parts for animation sake? Or is the actual FMA intro like that?

However, overall, excellent work. Keep it up! I'll look forward to more of your future works.

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Score: 9
S. Ninja Mario Ep. 0

"Ah, finally."

date: October 18, 2005

Finally, another good sprite movie.

The storylilne sounded solid, something I find rare in these flashes lately. While watching this, it really felt like it was a videogame with the solid story, and solid dialogue. Good job with the first episode, using traditional Hollywood movie technique -- Introduce characters and setting, create a problem, and create a point of no return [to normal life]. Very well done.

Keep up the good work! I look forward to seeing more of your work, especially with this series.

P.S. I put a 0 for violence, only because I think it's pointless to rate all flashes for violence. I mean, you rate it along with Graphics, Sound, Style, and then Violence? That's dumb.

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Score: 9
Kung Fu - Remix

"Wow. Amazing."

submission: Kung Fu - Remix
date: October 6, 2004

Wow... very good. Near perfection, but still has some flaws preventing me from voting 5 (I voted 4), but can be improved upon. Just want to point out some things:

- Those who find this game difficult are used to the easyness of the old classic, where the enemies practically ran into your fist. This one you really have to work to get up to them and hit them, an element that added a good amount of difficulty, yet a bit of frustration to the gameplay, especially with the boss. It immediately reminded me of MegaMan games, where you don't beat the boss at first try, but if you keep on trying you get better and better and learn how to beat it.
- Speaking of Megaman, big surprise when he turned out to be a boss. Very ingenious -- never saw that one coming. I mean, the intro provided a very good, dramatic, and believable storyline to Kung Fu, plus the first boss was true to the original, but when I saw that Megaman was a boss, that killed it for me. Yes, it makes the game more interesting, but it doesn't fit the story for me. Sorry.
- Not being able to pause when fighting during Boss? I found this out when I had to run to the bathroom! Gotta have pause whenever you need it.
-You should at least explain in the tutorial that you can't use specials until you learn them, especially since you're able to power up the bar in the first level when you don't have anything to use it for. I spent a couple minutes trying to figure out what "NR 1" meant, until I read a review saying I can't use specials til I pass level 1. And not being able to use a special against a boss? Sorry, but I thought that was stupid (I spent the whole level building up my powerbar, and I can't use it. What good is that? "No, I can take him without the specials." Psh barely!).
-Love the Ninja Turtle video game music. Brought back a lot of memories. Oh, by the way, speaking of music, after I beat the first boss the Boss music didn't stop until I climbed the stairs.
-Maybe have a "Get Ready!" message when Tomas enters and before beginning the level to stay true to the original? Looks boring if he just walks out there and stands there waiting.
-Very nice work with all the new sprites implemented. Adds a whole lot of flavor to the classic.
-There aren't enough enemies to charge your bar to the 3rd, let alone 2nd, level, even with jump kicking them all! I know what you can do to fix it, make each special move require only 1 bar each, and you can press 1, 2, or 3 to use the special you want. Actually, I think you should move the special move button(s) closer towards the punch and kick buttons. It was a hassle to reach for the 1 in the heat of battle.
-The game messed up when I was fighting the fourth boss. After I kicked the purple ghost thingy, the boss never returned so I could kill him. I had to give up and close the game after all that hard work getting there! Now I'll never know if Tomas will get his bitc... er, his girlfriend back.
-Nice touch with the password stuff. However, I think I got a bunk password for the third level (4123 with a 3 in the japanese character) -- wouldn't work!

Overall, very good. I look forward to your future works, as well as improvements on or a sequel to this game.

HINT FOR THOSE HAVING TROUBLE PLAYING: Kill as many enemies as you can without moving further in the level towards the boss. If you kill the amount of enemies needed to access the boss, the amount of pesky "ninjas" in your way greatly decrease, if not disappear altogether, as you make your way towards the boss.

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Score: 7
I miss you Daddy

"Very nice."

submission: I miss you Daddy
date: September 15, 2004

Sad, yet provides insight into a father-less child's thoughts. However, I thought that dedicating this flash to your girlfriend, instead of to the victim's families of 9/11, was a little off. I mean, the whole flash was centered around a little child who lost her father, and you're dedicating it to your girlfriend? I guess I shouldn't criticize since I don't know your relationship.

But anyway, good flash.

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Score: 9
Punch Out: Chapter One

"Nice work, Angel!"

date: June 3, 2004

Great stuff, man! I love the story. Punch Out... what a novel idea. I love how this thing follows the correct timeline, present tense in 2004, Prior coming back to the Cubs and all; nice tribute to the Cubs. ANYWAY, few things:

-Very, VERY GOOD sprite and sfx rips and edits, I especially liked the part when Mac and Carl are talking in jail.
-Gotta love the tribute to Urban Champ during the fight, when the cop comes by.
-Good choices for the music selection. I thought they complimented your movie well.
-I think the trainer's name is Doc, not Carl. Is it a tribute to his twin counterpart, Carl Winslow from the hit TV series Family Matters? =D
-The ending monologue when Little Mac is walking down the harbor goes by a little too fast -- you have to read fast sometimes to keep up with it. Same with the credits.

I really enjoyed working with you on this flash, giving you advice and all. I look forward to your future works!

Author's Response:

Thanks Patrick! I really appreciate your comments and everything. And thanks again for your help and suggestions. I will make the changes that still bothers this movie, and you can expect a second chapter! Thanks again!

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