gaming intel, glitches and contraptions. 👽

Joined July 2013
531 Photos and videos
Pinned Tweet
16 Nov 2022
3dw clown car clips: #SuperMarioMaker2
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…those little bits and bobs: #SuperMarioMaker2
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ai character dev: built entirely inside grok using primitives and descriptions. i'm working on what happened in the prior few mins before this clip. then script, world building as i continue... #TWOB
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counting and logic: pic showing loading area for a high volume test for a counting machine. this and other related bits will go here. #SuperMarioMaker2
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alternator: this operation completes the set of controls for power ups. it’s possible now for all data to go down one pipe. so like hyper threading in a way. now just add an enemy for the 8th bit of data (1 byte). we can split, join,count,del etc. #SuperMarioMaker2
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a fiery start to image/video prompting: an old project with some @grok imagine magic.
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Clean grounding update: small changes allow for run-to loading. and requires -40% operational area*. and a look at a ‘slowed power up’. *older designs that work with enemies can be found below. search: ‘stealth grounding’ #SuperMarioMaker2
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9 Nov 2025
looks like a catchphrase or some sort of visual play on something. or maybe a header image for a restricted folder. #SuperMarioMaker2
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complex fireball to output, and hop chop, grounding outputs. #SuperMarioMaker2
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coin rng setup: I’m using similar to this as rng layering in the main project. the ‘tumblers’ holding the power ups are included.
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magikoopa casting time: would be interesting if the mage would cast the spell at different random speeds. test context: feed spawned item into large rng system. result: too slow, deploy later in the process. #SuperMarioMaker2
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categoriser module: originally 1 of 3 *tasks for a data transfer (2020). still inexperienced, I didn’t want to even attempt tackling the logic without power-up detection. this at minimum would require individual control of all power-ups… next, 2nd module: tens counter.
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hyper/ultra speed xtra: archive research clip. different speed launcher set-ups effect the reliability of triggering the kaizo blocks. #SuperMarioMaker2
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prerequisite’s 1/2: building a rng i look for unique ways to manipulate the seed. I find 3 classic kaizo detector blueprints that are broken kinda. with their different success rates and some koopa magic... *one build happened to work 100% in 3dw.
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fun test: that later helps to identify and fix a problem. specifically when the int/unit counter breaks. this type of regulator worked better than most of my other solutions. and created a good halting location.
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i study this setup, since i will later need to inverse this operation. what great fun! x.com/s4intel/status/1263510…

21 May 2020
idea for a shop with crates as currency. and headgear through wall dispenser. #SuperMarioMaker2
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tool box: ‘Just an observation’ x.com/s4intel/status/1308480… ‘Cleaner’ x.com/s4intel/status/1346961… rng power up dispenser x.com/s4intel/status/1304190…

10 Sep 2020
random powerup dispenser: here being used like a fruit/slot machine. #SuperMarioMaker2
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prerequisite’s 2/2: calculation logic (broken). only realised after building that I can’t use a kaizo detector setup otherwise I’m limited to 1 column. i visualise repairs, optimisations and a 50% cheaper build. so I push on… (machine completion atm 80%)
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3dw fireball to output: oddly satisfying gameplay, just needs more difficulty after the intro.
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sorting test: mistaking the setup as a lag frame detector…
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making the header image: stacking terrain using bhg causes objects to be rendered invisible when placed inside the terrain decoration. ‘hidden blockchain’ is the wordplay.
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