Leiti 24 vastet.
| ID | Kanal | Video | Kustutatud | Kuupäev | Kirjeldus | Subtiitrid | Avalik | Ülekanne | HD | URL | PRIVATE | TitleMUI_en | TitleMUI_et | KirjeldusMUI_en | KirjeldusMUI_et | Filename | Category | CategoryMUI_en | Tags | OdyseeURL | KanalMUI_en | KanalMUI_et | Translated | has_thumbnail | local_stream | ytdlp_meta | est_subs | eng_subs |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 658 | Press any key to continue... | Flipnic: unused orbital cameras [PS2 Romhack] | 0 | 2025-12-09 | In evolution stages, you orbit around a planet while playing. I discovered that there are two unused paths for the orbit around the planet, which can be enabled by modifying the EE memory to reference these unused files instead of the default PTH_BOSS_TES.FPD. I suspect these unused FPD files were made for testing purposes. 0:00 PTH_BOSS_TES_LINE.FPD 0:22 PTH_BOSS_TES_LINE2.FPD Not much is known about these FPD files just yet, however I know they are used for defining paths for various things, such as enemy movement, coin trails, UFO trajectories, etc. |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=kA34zEX_dvc | 0 | Flipnic: unused orbital cameras [PS2 Romhack] | Flipnic: unused orbital cameras [PS2 Romhack] | In evolution stages, you orbit around a planet while playing. I discovered that there are two unused paths for the orbit around the planet, which can be enabled by modifying the EE memory to reference these unused files instead of the default PTH_BOSS_TES.FPD. I suspect these unused FPD files were made for testing purposes. 0:00 PTH_BOSS_TES_LINE.FPD 0:22 PTH_BOSS_TES_LINE2.FPD Not much is known about these FPD files just yet, however I know they are used for defining paths for various things, such as enemy movement, coin trails, UFO trajectories, etc. |
In evolution stages, you orbit around a planet while playing. I discovered that there are two unused paths for the orbit around the planet, which can be enabled by modifying the EE memory to reference these unused files instead of the default PTH_BOSS_TES.FPD. I suspect these unused FPD files were made for testing purposes. 0:00 PTH_BOSS_TES_LINE.FPD 0:22 PTH_BOSS_TES_LINE2.FPD Not much is known about these FPD files just yet, however I know they are used for defining paths for various things, such as enemy movement, coin trails, UFO trajectories, etc. |
orbitcams.mp4 | Videomängude analüüs | Video game analysis | Flipnic,unused content,beta questing,unused assets,debug features,testing,hacking,reverse engineering | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/658.jpg | N/A | N/A | N/A | N/A |
| 653 | Press any key to continue... | PlayStation Startup Sound [PSX VAB/SEQ to SF2/MID conversion (attempt)] | 0 | 2025-10-28 | I made a tool to extract the PlayStation startup sound from a memory dump. It maybe possible to get it from the BIOS ROM directly, but since the sequences and VAB header are compressed, I just did it the cheap way with a memory dump. Link: https://github.com/MarkusMaal/psxbios2mid/ As you may be able to hear, the conversion is not 100% accurate. The soundfont is just a regular .VAB (used by a LOT of PSX games), which is easy enough to convert, but the sequences themselves are actually using a custom MIDI-like format proprietary to the PSX BIOS ROM, which I've reverse engineered the binary structure of myself (you can also get the ImHex patterns from the repository above). However, actually creating MIDI files from scratch is kind of difficult and this is the best I've managed so far. The startup sound consists of three parts: boot, transition and ending. There is no specific sequence for the transition part, so I assume the BIOS is hard-coded to play that sound at a specific pitch and velocity. Chapters: 0:00 Part 1 (no disc/boot) 0:27 Part 2 (reverse glass break) 0:34 Part 3 (license screen) 0:49 Bonus stuff MIDI player: Spessasynth |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=WiEVB50rMkU | 0 | PlayStation Startup Sound [PSX VAB/SEQ to SF2/MID conversion (attempt)] | PlayStation Startup Sound [PSX VAB/SEQ to SF2/MID conversion (attempt)] | I made a tool to extract the PlayStation startup sound from a memory dump. It maybe possible to get it from the BIOS ROM directly, but since the sequences and VAB header are compressed, I just did it the cheap way with a memory dump. Link: https://github.com/MarkusMaal/psxbios2mid/ As you may be able to hear, the conversion is not 100% accurate. The soundfont is just a regular .VAB (used by a LOT of PSX games), which is easy enough to convert, but the sequences themselves are actually using a custom MIDI-like format proprietary to the PSX BIOS ROM, which I've reverse engineered the binary structure of myself (you can also get the ImHex patterns from the repository above). However, actually creating MIDI files from scratch is kind of difficult and this is the best I've managed so far. The startup sound consists of three parts: boot, transition and ending. There is no specific sequence for the transition part, so I assume the BIOS is hard-coded to play that sound at a specific pitch and velocity. Chapters: 0:00 Part 1 (no disc/boot) 0:27 Part 2 (reverse glass break) 0:34 Part 3 (license screen) 0:49 Bonus stuff MIDI player: Spessasynth |
I made a tool to extract the PlayStation startup sound from a memory dump. It maybe possible to get it from the BIOS ROM directly, but since the sequences and VAB header are compressed, I just did it the cheap way with a memory dump. Link: https://github.com/MarkusMaal/psxbios2mid/ As you may be able to hear, the conversion is not 100% accurate. The soundfont is just a regular .VAB (used by a LOT of PSX games), which is easy enough to convert, but the sequences themselves are actually using a custom MIDI-like format proprietary to the PSX BIOS ROM, which I've reverse engineered the binary structure of myself (you can also get the ImHex patterns from the repository above). However, actually creating MIDI files from scratch is kind of difficult and this is the best I've managed so far. The startup sound consists of three parts: boot, transition and ending. There is no specific sequence for the transition part, so I assume the BIOS is hard-coded to play that sound at a specific pitch and velocity. Chapters: 0:00 Part 1 (no disc/boot) 0:27 Part 2 (reverse glass break) 0:34 Part 3 (license screen) 0:49 Bonus stuff MIDI player: Spessasynth |
psxbios2mid.mov | Videomängude analüüs | Video game analysis | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/653.jpg | N/A | N/A | N/A | N/A | |
| 648 | Press any key to continue... | ManiaPlanet 1.0 - Menu Theme [Extended BGM] | 0 | 2025-10-06 | This is the 2010 version of the ManiaPlanet menu theme, which was different from the current one. It is played when the ManiaPlanet client is unable to authenticate your profile and thus verify the ownership of the TrackMania² Canyon title. Interestingly, unlike the new song, this track is actually perfectly looped. The loopstart value in metadata seems to indicate the exact sample where the loop point is, except since it's in stereo, there are two tracks, so the actual loop point is divided by 2. I used Audacity to cut out the audio at the exact loop point and created this 15 minute long extended version. Metadata: Filename: ManiaPlanetMain.ogg (Location: ManiaPlanet.zip\Menu\Media\audio\Music\ogg) Codec: Vorbis Sample rate: 44100 Hz Bitrate: 160 kb/s Loopstart: 1920800 Track Number: 0 Artist: DOO Genre: Game Album: MANIAPLANET Title: MainMenu Date: 2010 Chapters: 0:00 Start 0:21 Loop |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=Y7757X_3Pv4 | 0 | ManiaPlanet 1.0 - Menu Theme [Extended BGM] | ManiaPlanet 1.0 - Menu Theme [Extended BGM] | This is the 2010 version of the ManiaPlanet menu theme, which was different from the current one. It is played when the ManiaPlanet client is unable to authenticate your profile and thus verify the ownership of the TrackMania² Canyon title. Interestingly, unlike the new song, this track is actually perfectly looped. The loopstart value in metadata seems to indicate the exact sample where the loop point is, except since it's in stereo, there are two tracks, so the actual loop point is divided by 2. I used Audacity to cut out the audio at the exact loop point and created this 15 minute long extended version. Metadata: Filename: ManiaPlanetMain.ogg (Location: ManiaPlanet.zip\Menu\Media\audio\Music\ogg) Codec: Vorbis Sample rate: 44100 Hz Bitrate: 160 kb/s Loopstart: 1920800 Track Number: 0 Artist: DOO Genre: Game Album: MANIAPLANET Title: MainMenu Date: 2010 Chapters: 0:00 Start 0:21 Loop |
This is the 2010 version of the ManiaPlanet menu theme, which was different from the current one. It is played when the ManiaPlanet client is unable to authenticate your profile and thus verify the ownership of the TrackMania² Canyon title. Interestingly, unlike the new song, this track is actually perfectly looped. The loopstart value in metadata seems to indicate the exact sample where the loop point is, except since it's in stereo, there are two tracks, so the actual loop point is divided by 2. I used Audacity to cut out the audio at the exact loop point and created this 15 minute long extended version. Metadata: Filename: ManiaPlanetMain.ogg (Location: ManiaPlanet.zip\Menu\Media\audio\Music\ogg) Codec: Vorbis Sample rate: 44100 Hz Bitrate: 160 kb/s Loopstart: 1920800 Track Number: 0 Artist: DOO Genre: Game Album: MANIAPLANET Title: MainMenu Date: 2010 Chapters: 0:00 Start 0:21 Loop |
maniaplanet_menu_extended.mp4 | Muusika | Music | ManiaPlanet,MP1,Nadeo,Doo,ManiaPlanet Menu,background music,theme | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/648.jpg | N/A | N/A | N/A | N/A |
| 645 | Press any key to continue... | Flipnic (NTSC-U) 1:25:47 [Any%] | 0 | 2025-09-18 | Speedrun of Flipnic video game. Leaderboard: https://www.speedrun.com/Flipnic__Ultimate_Pinball Recording date: 10th August 2025 Sections: 0:00 Biology A 3:04 Evolution A 5:43 Metallurgy A 14:04 Evolution B 16:34 Optics A 33:21 Evolution C 36:25 Biology B 40:05 Metallurgy B 49:49 Optics B 1:05:38 Geometry A 1:23:16 Evolution D 1:25:49 Final time |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=SLoYBhtCpbQ | 0 | Flipnic (NTSC-U) 1:25:47 [Any%] | Flipnic (NTSC-U) 1:25:47 [Any%] | Speedrun of Flipnic video game. Leaderboard: https://www.speedrun.com/Flipnic__Ultimate_Pinball Recording date: 10th August 2025 Sections: 0:00 Biology A 3:04 Evolution A 5:43 Metallurgy A 14:04 Evolution B 16:34 Optics A 33:21 Evolution C 36:25 Biology B 40:05 Metallurgy B 49:49 Optics B 1:05:38 Geometry A 1:23:16 Evolution D 1:25:49 Final time |
Speedrun of Flipnic video game. Leaderboard: https://www.speedrun.com/Flipnic__Ultimate_Pinball Recording date: 10th August 2025 Sections: 0:00 Biology A 3:04 Evolution A 5:43 Metallurgy A 14:04 Evolution B 16:34 Optics A 33:21 Evolution C 36:25 Biology B 40:05 Metallurgy B 49:49 Optics B 1:05:38 Geometry A 1:23:16 Evolution D 1:25:49 Final time |
FlipnicAny%_1_25_47_535.mkv | Muud mängimise videod | Other gameplay videos | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/645.jpg | N/A | N/A | N/A | N/A | |
| 644 | Press any key to continue... | Flipnic - Original Soundtrack [MIDI Waveform Deconstruction] | 0 | 2025-09-12 | In this video, I'm showing a waveform deconstruction of the 16 MIDI channels for the game's soundtrack as well as a keyboard showing the keys that are being held down. This is not just an audio recording, this is my attempt to properly rip the soundtrack. There are a few inaccuracies, specifically related to looping and envelopes. Soundbank converted to SF2 with a pre-release version of this tool: https://github.com/MarkusMaal/FlipnicFileTools Chapters: 0:00 Biology - Main Theme (NATURE_0.MID) 2:20 Biology - Watch Out! (NATURE_1.MID) 5:17 Biology - Multiball (NATURE_2.MID) 6:17 Biology - Slot Chance (POSITIVE.MID) 8:00 Evolution/Theology - Main Theme (BOSS_1.MID) 9:46 Metallurgy - Main Theme (ISEKI_0.MID) 12:17 Metallurgy - Spider Crab & Shoot Down The Shafts (ISEKI_1.MID) 13:43 Metallurgy - Multiball (ISEKI_2.MID) 15:06 Optics - Main Theme (HIKARI_0.MID) 17:05 Optics - Bumper Village & Non-Stop Area (HIKARI_1.MID) 18:35 Optics - Multiball & Loop The Loop (HIKARI_2.MID) 20:04 Zero Gravity (SERIOUS.MID) 21:32 Geometry - Main Theme (LOAD_RETRO_3.MID) 22:17 Geometry - Chu Chu Multiball (LOAD_RETRO_4.MID) 22:49 Geometry - Alien Hill (LOAD_RETRO_5.MID) 23:27 Geometry - Area 74 (LOAD_RETRO_6.MID) 24:13 Geometry - Galaxy Tennis (LOAD_RETRO_7.MID) 25:09 Menu Theme (MENU_1.MID) 26:08 Geometry - Triple Paddle (RETRO_0.MID) 27:30 Staff Roll 1 (RETRO_1.MID) 28:35 Intermissions - Wonderful (LOAD_0.MID) 28:45 Intermissions - Ready (LOAD_1.MID) 28:51 Intermissions - Warning (LOAD_1.MID) 28:57 Intermissions - Unused Geometry Wonderful (LOAD_RETRO_0.MID) 29:04 Intermissions - Geometry Ready (LOAD_RETRO_1.MID) 29:11 Intermissions - Geometry Warning (LOAD_RETRO_2.MID) |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=DTtTDvUCvBE | 0 | Flipnic - Original Soundtrack [MIDI Waveform Deconstruction] | Flipnic - Original Soundtrack [MIDI Waveform Deconstruction] | In this video, I'm showing a waveform deconstruction of the 16 MIDI channels for the game's soundtrack as well as a keyboard showing the keys that are being held down. This is not just an audio recording, this is my attempt to properly rip the soundtrack. There are a few inaccuracies, specifically related to looping and envelopes. Soundbank converted to SF2 with a pre-release version of this tool: https://github.com/MarkusMaal/FlipnicFileTools Chapters: 0:00 Biology - Main Theme (NATURE_0.MID) 2:20 Biology - Watch Out! (NATURE_1.MID) 5:17 Biology - Multiball (NATURE_2.MID) 6:17 Biology - Slot Chance (POSITIVE.MID) 8:00 Evolution/Theology - Main Theme (BOSS_1.MID) 9:46 Metallurgy - Main Theme (ISEKI_0.MID) 12:17 Metallurgy - Spider Crab & Shoot Down The Shafts (ISEKI_1.MID) 13:43 Metallurgy - Multiball (ISEKI_2.MID) 15:06 Optics - Main Theme (HIKARI_0.MID) 17:05 Optics - Bumper Village & Non-Stop Area (HIKARI_1.MID) 18:35 Optics - Multiball & Loop The Loop (HIKARI_2.MID) 20:04 Zero Gravity (SERIOUS.MID) 21:32 Geometry - Main Theme (LOAD_RETRO_3.MID) 22:17 Geometry - Chu Chu Multiball (LOAD_RETRO_4.MID) 22:49 Geometry - Alien Hill (LOAD_RETRO_5.MID) 23:27 Geometry - Area 74 (LOAD_RETRO_6.MID) 24:13 Geometry - Galaxy Tennis (LOAD_RETRO_7.MID) 25:09 Menu Theme (MENU_1.MID) 26:08 Geometry - Triple Paddle (RETRO_0.MID) 27:30 Staff Roll 1 (RETRO_1.MID) 28:35 Intermissions - Wonderful (LOAD_0.MID) 28:45 Intermissions - Ready (LOAD_1.MID) 28:51 Intermissions - Warning (LOAD_1.MID) 28:57 Intermissions - Unused Geometry Wonderful (LOAD_RETRO_0.MID) 29:04 Intermissions - Geometry Ready (LOAD_RETRO_1.MID) 29:11 Intermissions - Geometry Warning (LOAD_RETRO_2.MID) |
In this video, I'm showing a waveform deconstruction of the 16 MIDI channels for the game's soundtrack as well as a keyboard showing the keys that are being held down. This is not just an audio recording, this is my attempt to properly rip the soundtrack. There are a few inaccuracies, specifically related to looping and envelopes. Soundbank converted to SF2 with a pre-release version of this tool: https://github.com/MarkusMaal/FlipnicFileTools Chapters: 0:00 Biology - Main Theme (NATURE_0.MID) 2:20 Biology - Watch Out! (NATURE_1.MID) 5:17 Biology - Multiball (NATURE_2.MID) 6:17 Biology - Slot Chance (POSITIVE.MID) 8:00 Evolution/Theology - Main Theme (BOSS_1.MID) 9:46 Metallurgy - Main Theme (ISEKI_0.MID) 12:17 Metallurgy - Spider Crab & Shoot Down The Shafts (ISEKI_1.MID) 13:43 Metallurgy - Multiball (ISEKI_2.MID) 15:06 Optics - Main Theme (HIKARI_0.MID) 17:05 Optics - Bumper Village & Non-Stop Area (HIKARI_1.MID) 18:35 Optics - Multiball & Loop The Loop (HIKARI_2.MID) 20:04 Zero Gravity (SERIOUS.MID) 21:32 Geometry - Main Theme (LOAD_RETRO_3.MID) 22:17 Geometry - Chu Chu Multiball (LOAD_RETRO_4.MID) 22:49 Geometry - Alien Hill (LOAD_RETRO_5.MID) 23:27 Geometry - Area 74 (LOAD_RETRO_6.MID) 24:13 Geometry - Galaxy Tennis (LOAD_RETRO_7.MID) 25:09 Menu Theme (MENU_1.MID) 26:08 Geometry - Triple Paddle (RETRO_0.MID) 27:30 Staff Roll 1 (RETRO_1.MID) 28:35 Intermissions - Wonderful (LOAD_0.MID) 28:45 Intermissions - Ready (LOAD_1.MID) 28:51 Intermissions - Warning (LOAD_1.MID) 28:57 Intermissions - Unused Geometry Wonderful (LOAD_RETRO_0.MID) 29:04 Intermissions - Geometry Ready (LOAD_RETRO_1.MID) 29:11 Intermissions - Geometry Warning (LOAD_RETRO_2.MID) |
FlipnicSequences.mov | Muusika | Music | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/644.jpg | N/A | N/A | N/A | N/A | |
| 639 | Press any key to continue... | Flipnic Optics, but I restored the unused lane sound [PS2 Romhack] | 0 | 2025-08-14 | In Flipnic, Optics stages don't play any sound if you pass through lanes, unlike in other stages (such as Biology, Metallurgy and Geometry). However, there in fact is a sound effect for Optics, it's just never played in-game. 77x5ghost accidentally found this sound effect through corruptions (https://www.youtube.com/watch?v=7VFVSVst9-c). It took me a few years to figure it out, but I managed to actually restore this sound effect for all lanes in Optics stages. The basic idea is that Flipnic has these things called "gimmicks" (stored in the corresponding .SST file for the stage), which describe interactable objects and each gimmick can have a sound effect assigned to it (among other things), this even includes habitrails. By default, in optics, all lanes have a sound effect with ID 0x17 assigned to it (which is just silence), but if you change it to 0x15, you get this sound. At the end I also showcase this sound being assigned to the first ring plunger (creating an extended version). If you want to have these sound in your game, I have made xdelta patches, so you can have this sound in your version of the game, since you would have to change every lane manually in memory right before the stage finishes loading otherwise. xdelta patches: https://mega.nz/file/coxDGLha#CF7-FfKsotT6L2p7I9G591CoqYRLCxIkkXj9_Wtv3g4 xdelta UI (for applying the patches): https://www.romhacking.net/utilities/598/ |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=Be8u3YzST0w | 0 | Flipnic Optics, but I restored the unused lane sound [PS2 Romhack] | Flipnic Optics, but I restored the unused lane sound [PS2 Romhack] | In Flipnic, Optics stages don't play any sound if you pass through lanes, unlike in other stages (such as Biology, Metallurgy and Geometry). However, there in fact is a sound effect for Optics, it's just never played in-game. 77x5ghost accidentally found this sound effect through corruptions (https://www.youtube.com/watch?v=7VFVSVst9-c). It took me a few years to figure it out, but I managed to actually restore this sound effect for all lanes in Optics stages. The basic idea is that Flipnic has these things called "gimmicks" (stored in the corresponding .SST file for the stage), which describe interactable objects and each gimmick can have a sound effect assigned to it (among other things), this even includes habitrails. By default, in optics, all lanes have a sound effect with ID 0x17 assigned to it (which is just silence), but if you change it to 0x15, you get this sound. At the end I also showcase this sound being assigned to the first ring plunger (creating an extended version). If you want to have these sound in your game, I have made xdelta patches, so you can have this sound in your version of the game, since you would have to change every lane manually in memory right before the stage finishes loading otherwise. xdelta patches: https://mega.nz/file/coxDGLha#CF7-FfKsotT6L2p7I9G591CoqYRLCxIkkXj9_Wtv3g4 xdelta UI (for applying the patches): https://www.romhacking.net/utilities/598/ |
In Flipnic, Optics stages don't play any sound if you pass through lanes, unlike in other stages (such as Biology, Metallurgy and Geometry). However, there in fact is a sound effect for Optics, it's just never played in-game. 77x5ghost accidentally found this sound effect through corruptions (https://www.youtube.com/watch?v=7VFVSVst9-c). It took me a few years to figure it out, but I managed to actually restore this sound effect for all lanes in Optics stages. The basic idea is that Flipnic has these things called "gimmicks" (stored in the corresponding .SST file for the stage), which describe interactable objects and each gimmick can have a sound effect assigned to it (among other things), this even includes habitrails. By default, in optics, all lanes have a sound effect with ID 0x17 assigned to it (which is just silence), but if you change it to 0x15, you get this sound. At the end I also showcase this sound being assigned to the first ring plunger (creating an extended version). If you want to have these sound in your game, I have made xdelta patches, so you can have this sound in your version of the game, since you would have to change every lane manually in memory right before the stage finishes loading otherwise. xdelta patches: https://mega.nz/file/coxDGLha#CF7-FfKsotT6L2p7I9G591CoqYRLCxIkkXj9_Wtv3g4 xdelta UI (for applying the patches): https://www.romhacking.net/utilities/598/ |
flipnic_lanesfx.mp4 | Videomängude analüüs | Video game analysis | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/639.jpg | N/A | N/A | N/A | N/A | |
| 636 | Press any key to continue... | Flipnic - Free Camera [PCSX2 Cheat Engine Mod] | 0 | 2025-07-26 | In this video, I showcase various areas of the game you normally don't see thanks to a freecam mod I made with Cheat Engine. It's ready to use if you have the PAL version, but other versions require some manual labor to get it working. ---------------------------------------------------- CT file download ---------------------------------------------------- https://gist.github.com/MarkusMaal/bc9b2d7497d67cb1a17e1ad1d61ca0eb/raw/9b3679e61b9aeacc02fc69ffa725bb57f1e0ee11/FlipnicFreecam-public.CT (right click → save as) ---------------------------------------------------- Using Cheat Engine with PCSX2 2.x ---------------------------------------------------- To use Cheat Engine with PCSX2 2.x, you need to enable this setting: Edit → Settings → Scan Settings → Scan the following memory region types → MEM_MAPPED Otherwise, it'll just ignore the PS2 EE memory region. ---------------------------------------------------- Using the CT file ---------------------------------------------------- To load the CT file, choose File → Load in Cheat Engine. Find the file with file browser and open it. Allow it to execute the lua script. Now hook Cheat Engine to PCSX2 with the game already running and keep the address list. You should now see the EEmemPointer has an address - do not remove it! To see the form, double-click Table → FlipnicFreecam. You should see a window open, resize it. Now, in-game, go into a stage and let your ball drop into the outhole (don't relaunch it). Now you have the conditions to control the camera without interruptions. ---------------------------------------------------- Troubleshooting ---------------------------------------------------- Switch back to Flipnic Freecam window and click the "Freecam enable" button. For testing, drag the "Field of view" slider and you should see the FOV change. If you don't see anything change or the game crashes, that means it isn't the PAL version and you need to modify the script to get it to work (for safety reasons, if it didn't crash, restart the game without saving). To see the code, click Table → Show Cheat Table Lua Script. You want to specifically modify the local camLoc variable. Perform the following steps to get the offset: 1. Load the Metallurgy A stage (a 5-minute demo of this stage is immediately accessible even if you don't have a completed save file). You can press START to pause the timer if you only have access to the demo. 2. Let the animation play 3. Using Cheat Engine or PCSX2 debug tools, search for this array of bytes in memory: 4A F0 40 44 00 00 D0 41 BA 18 1D 44 00 00 80 3F 4A 30 47 44 FC FF FF 3F BA D8 16 44 00 00 80 3F 00 00 00 00 00 00 00 00 4. It should return 1 result. If you're using CE, you can set the start to eemem or pcsx2-qt.eemem in memory scan options to ensure only 1 value is returned. 5. Add 0x30 to the address where you found these bytes 6. If you used CE, you also need to also subtract the address of EEmemPointer to get the actual offset in PS2 memory 7. Take the resulting offset and set the camLoc variable to it (hexadecimal values are prefixed with 0x) 8. Save the script and click the "Execute script" button to apply changes immediately ---------------------------------------------------- How to use Flipnic Freecam form ---------------------------------------------------- There are three columns that you can mess with: - Origin+Target - moves both the target and origin, so that you can just move around without changing the angle - Target - moves the "imaginary point", which the camera looks at - Origin - moves the actual camera position without moving the target Also - Freecam enable - Enable Freecam mode (doesn't work when multiball mission is active or in evolution stages) - Freecam disable - Resets the camera to whatever it was There are also three sliders - Field of view - Adjusts FOV, smaller values zoom the camera out, while higher values make everything smaller and more distorted - Substep - Each time you click a + or - button, move the camera by this mu |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=31-pnJw6PFo | 0 | Flipnic - Free Camera [PCSX2 Cheat Engine Mod] | Flipnic - Free Camera [PCSX2 Cheat Engine Mod] | In this video, I showcase various areas of the game you normally don't see thanks to a freecam mod I made with Cheat Engine. It's ready to use if you have the PAL version, but other versions require some manual labor to get it working. ---------------------------------------------------- CT file download ---------------------------------------------------- https://gist.github.com/MarkusMaal/bc9b2d7497d67cb1a17e1ad1d61ca0eb/raw/9b3679e61b9aeacc02fc69ffa725bb57f1e0ee11/FlipnicFreecam-public.CT (right click → save as) ---------------------------------------------------- Using Cheat Engine with PCSX2 2.x ---------------------------------------------------- To use Cheat Engine with PCSX2 2.x, you need to enable this setting: Edit → Settings → Scan Settings → Scan the following memory region types → MEM_MAPPED Otherwise, it'll just ignore the PS2 EE memory region. ---------------------------------------------------- Using the CT file ---------------------------------------------------- To load the CT file, choose File → Load in Cheat Engine. Find the file with file browser and open it. Allow it to execute the lua script. Now hook Cheat Engine to PCSX2 with the game already running and keep the address list. You should now see the EEmemPointer has an address - do not remove it! To see the form, double-click Table → FlipnicFreecam. You should see a window open, resize it. Now, in-game, go into a stage and let your ball drop into the outhole (don't relaunch it). Now you have the conditions to control the camera without interruptions. ---------------------------------------------------- Troubleshooting ---------------------------------------------------- Switch back to Flipnic Freecam window and click the "Freecam enable" button. For testing, drag the "Field of view" slider and you should see the FOV change. If you don't see anything change or the game crashes, that means it isn't the PAL version and you need to modify the script to get it to work (for safety reasons, if it didn't crash, restart the game without saving). To see the code, click Table → Show Cheat Table Lua Script. You want to specifically modify the local camLoc variable. Perform the following steps to get the offset: 1. Load the Metallurgy A stage (a 5-minute demo of this stage is immediately accessible even if you don't have a completed save file). You can press START to pause the timer if you only have access to the demo. 2. Let the animation play 3. Using Cheat Engine or PCSX2 debug tools, search for this array of bytes in memory: 4A F0 40 44 00 00 D0 41 BA 18 1D 44 00 00 80 3F 4A 30 47 44 FC FF FF 3F BA D8 16 44 00 00 80 3F 00 00 00 00 00 00 00 00 4. It should return 1 result. If you're using CE, you can set the start to eemem or pcsx2-qt.eemem in memory scan options to ensure only 1 value is returned. 5. Add 0x30 to the address where you found these bytes 6. If you used CE, you also need to also subtract the address of EEmemPointer to get the actual offset in PS2 memory 7. Take the resulting offset and set the camLoc variable to it (hexadecimal values are prefixed with 0x) 8. Save the script and click the "Execute script" button to apply changes immediately ---------------------------------------------------- How to use Flipnic Freecam form ---------------------------------------------------- There are three columns that you can mess with: - Origin+Target - moves both the target and origin, so that you can just move around without changing the angle - Target - moves the "imaginary point", which the camera looks at - Origin - moves the actual camera position without moving the target Also - Freecam enable - Enable Freecam mode (doesn't work when multiball mission is active or in evolution stages) - Freecam disable - Resets the camera to whatever it was There are also three sliders - Field of view - Adjusts FOV, smaller values zoom the camera out, while higher values make everything smaller and more distorted - Substep - Each time you click a + or - button, move the camera by this much - Step - Same as substep, but allows you to move even faster Obviously you can click on the - and + buttons, but you can also scroll the mouse wheel on the - buttons to change that specific value. ---------------------------------------------------- Chapters ---------------------------------------------------- 0:00 Biology 9:57 Metallurgy 21:33 Optics 37:09 Biology 2P 42:08 Metallurgy 2P 45:00 Geometry 57:56 Optics 2P 59:01 Geometry 2P ---------------------------------------------------- In case you use macOS ---------------------------------------------------- You need to temporarily disable System Integrity Protection to use Cheat Engine on a Mac. Follow Apple's instructions here: https://developer.apple.com/documentation/security/disabling-and-enabling-system-integrity-protection. |
In this video, I showcase various areas of the game you normally don't see thanks to a freecam mod I made with Cheat Engine. It's ready to use if you have the PAL version, but other versions require some manual labor to get it working. ---------------------------------------------------- CT file download ---------------------------------------------------- https://gist.github.com/MarkusMaal/bc9b2d7497d67cb1a17e1ad1d61ca0eb/raw/9b3679e61b9aeacc02fc69ffa725bb57f1e0ee11/FlipnicFreecam-public.CT (right click → save as) ---------------------------------------------------- Using Cheat Engine with PCSX2 2.x ---------------------------------------------------- To use Cheat Engine with PCSX2 2.x, you need to enable this setting: Edit → Settings → Scan Settings → Scan the following memory region types → MEM_MAPPED Otherwise, it'll just ignore the PS2 EE memory region. ---------------------------------------------------- Using the CT file ---------------------------------------------------- To load the CT file, choose File → Load in Cheat Engine. Find the file with file browser and open it. Allow it to execute the lua script. Now hook Cheat Engine to PCSX2 with the game already running and keep the address list. You should now see the EEmemPointer has an address - do not remove it! To see the form, double-click Table → FlipnicFreecam. You should see a window open, resize it. Now, in-game, go into a stage and let your ball drop into the outhole (don't relaunch it). Now you have the conditions to control the camera without interruptions. ---------------------------------------------------- Troubleshooting ---------------------------------------------------- Switch back to Flipnic Freecam window and click the "Freecam enable" button. For testing, drag the "Field of view" slider and you should see the FOV change. If you don't see anything change or the game crashes, that means it isn't the PAL version and you need to modify the script to get it to work (for safety reasons, if it didn't crash, restart the game without saving). To see the code, click Table → Show Cheat Table Lua Script. You want to specifically modify the local camLoc variable. Perform the following steps to get the offset: 1. Load the Metallurgy A stage (a 5-minute demo of this stage is immediately accessible even if you don't have a completed save file). You can press START to pause the timer if you only have access to the demo. 2. Let the animation play 3. Using Cheat Engine or PCSX2 debug tools, search for this array of bytes in memory: 4A F0 40 44 00 00 D0 41 BA 18 1D 44 00 00 80 3F 4A 30 47 44 FC FF FF 3F BA D8 16 44 00 00 80 3F 00 00 00 00 00 00 00 00 4. It should return 1 result. If you're using CE, you can set the start to eemem or pcsx2-qt.eemem in memory scan options to ensure only 1 value is returned. 5. Add 0x30 to the address where you found these bytes 6. If you used CE, you also need to also subtract the address of EEmemPointer to get the actual offset in PS2 memory 7. Take the resulting offset and set the camLoc variable to it (hexadecimal values are prefixed with 0x) 8. Save the script and click the "Execute script" button to apply changes immediately ---------------------------------------------------- How to use Flipnic Freecam form ---------------------------------------------------- There are three columns that you can mess with: - Origin+Target - moves both the target and origin, so that you can just move around without changing the angle - Target - moves the "imaginary point", which the camera looks at - Origin - moves the actual camera position without moving the target Also - Freecam enable - Enable Freecam mode (doesn't work when multiball mission is active or in evolution stages) - Freecam disable - Resets the camera to whatever it was There are also three sliders - Field of view - Adjusts FOV, smaller values zoom the camera out, while higher values make everything smaller and more distorted - Substep - Each time you click a + or - button, move the camera by this much - Step - Same as substep, but allows you to move even faster Obviously you can click on the - and + buttons, but you can also scroll the mouse wheel on the - buttons to change that specific value. ---------------------------------------------------- Chapters ---------------------------------------------------- 0:00 Biology 9:57 Metallurgy 21:33 Optics 37:09 Biology 2P 42:08 Metallurgy 2P 45:00 Geometry 57:56 Optics 2P 59:01 Geometry 2P ---------------------------------------------------- In case you use macOS ---------------------------------------------------- You need to temporarily disable System Integrity Protection to use Cheat Engine on a Mac. Follow Apple's instructions here: https://developer.apple.com/documentation/security/disabling-and-enabling-system-integrity-protection. |
FlipnicFreecam.mp4 | Videomängude analüüs | Video game analysis | free camera,freecam,mod,cheat,Cheat Engine,PCSX2,2.0,Flipnic,Flipnic: Ultimate Pinball,Flipnic research,Optics,Biology,Geometry,Metallurgy,2 player,PlayStation 2 | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/636.jpg | N/A | N/A | N/A | N/A |
| 629 | Press any key to continue... | Downloading... | 0 | 2025-06-11 | 0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=sS6TG1SQ3eI | 0 | Downloading... | Downloading... | Dload.mp4 | Varia | Joke videos | download,file download,eta,progress bar,animation,simple,modern,elegant,transfer rate | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/629.jpg | N/A | N/A | N/A | N/A | |||
| 622 | Press any key to continue... | PEGI ! [Unofficial] | 0 | 2025-05-15 | ❗ | 0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=LXTVh0dusbo | 0 | PEGI ! [Unofficial] | PEGI ! [Unofficial] | ❗ | ❗ | pegi!.mp4 | Naljavideod | Joke videos | PEGI,metal gear solid,exclamation mark,sound effect,Pan European Game Information | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/622.jpg | N/A | N/A | N/A | N/A |
| 594 | Press any key to continue... | PlayStation 2 - Delete failed | 0 | 2025-01-04 | Demonstrates what happens when PlayStation 2 is unable to delete a save file from the file browser. I've dumped a real memory card from a heavily soft-modded PS2 slim console and used it in an emulator for this video. However, I happened to have made an undeletable save at some point. I suspect it's because the file browser is unable to accurately determine the file size, it refuses to delete it. If this happens on a real console, the only way to fix it is to format the memory card using homebrew, such as Memory Card Annihilator. Doing so will get rid of all your saves tough. Console: SCPH-90004 (batch: 8D) |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=Mp4vlV2D0NA | 0 | PlayStation 2 - Delete failed | PlayStation 2 - Delete failed | Demonstrates what happens when PlayStation 2 is unable to delete a save file from the file browser. I've dumped a real memory card from a heavily soft-modded PS2 slim console and used it in an emulator for this video. However, I happened to have made an undeletable save at some point. I suspect it's because the file browser is unable to accurately determine the file size, it refuses to delete it. If this happens on a real console, the only way to fix it is to format the memory card using homebrew, such as Memory Card Annihilator. Doing so will get rid of all your saves tough. Console: SCPH-90004 (batch: 8D) |
Demonstrates what happens when PlayStation 2 is unable to delete a save file from the file browser. I've dumped a real memory card from a heavily soft-modded PS2 slim console and used it in an emulator for this video. However, I happened to have made an undeletable save at some point. I suspect it's because the file browser is unable to accurately determine the file size, it refuses to delete it. If this happens on a real console, the only way to fix it is to format the memory card using homebrew, such as Memory Card Annihilator. Doing so will get rid of all your saves tough. Console: SCPH-90004 (batch: 8D) |
deletefailed.mp4 | Muud mängimise videod | Other gameplay videos | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/594.jpg | N/A | /channel_db_lite/web/json/594.json | N/A | N/A | |
| 561 | Press any key to continue... | Flipnic, but it's REALLY LOUD | 0 | 2024-01-20 | Did you know that in Flipnic (PS2), the volume levels are stored as a 16-bit signed integer? And that the maximum value the game uses is actually 127? In this video, we'll find out what happens if you increase the volume from 127 to 32767! Note that the specific memory address for changing the volume may be different accross various regional versions of the game. Emulator: PCSX2 (Nightly) Timestamps: 0:00 Increasing the volume 0:23 Biology 11:08 Evolution 12:30 Metallurgy 19:16 Optics 26:17 Biology 2P 27:23 Geometry 42:18 Geometry 2P |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=w4VzUiEuH10 | 0 | Flipnic, but it's REALLY LOUD | Flipnic, but it's REALLY LOUD | Did you know that in Flipnic (PS2), the volume levels are stored as a 16-bit signed integer? And that the maximum value the game uses is actually 127? In this video, we'll find out what happens if you increase the volume from 127 to 32767! Note that the specific memory address for changing the volume may be different accross various regional versions of the game. Emulator: PCSX2 (Nightly) Timestamps: 0:00 Increasing the volume 0:23 Biology 11:08 Evolution 12:30 Metallurgy 19:16 Optics 26:17 Biology 2P 27:23 Geometry 42:18 Geometry 2P |
Did you know that in Flipnic (PS2), the volume levels are stored as a 16-bit signed integer? And that the maximum value the game uses is actually 127? In this video, we'll find out what happens if you increase the volume from 127 to 32767! Note that the specific memory address for changing the volume may be different accross various regional versions of the game. Emulator: PCSX2 (Nightly) Timestamps: 0:00 Increasing the volume 0:23 Biology 11:08 Evolution 12:30 Metallurgy 19:16 Optics 26:17 Biology 2P 27:23 Geometry 42:18 Geometry 2P |
FlipnicButLoudMinified.mp4 | Videomängude analüüs | Video game analysis | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/561.jpg | N/A | /channel_db_lite/web/json/561.json | N/A | N/A | |
| 550 | Press any key to continue... | Flipnic - all in-game videos [PS2 FMV Rip/Full quality 60 FPS] | 0 | 2023-10-01 | This video contains every single video clip from the Flipnic video game across various regions (including NTSC-U, NTSC-J and PAL regions). Compared to my previous video, this time I've used a different ripping process, through which I've converted the PSS files directly to a standard video format and not just recorded the emulator screen. There are now even more FMVs, which weren't originally included in my previous video. The low-res FMVs have been composited with a checkerboard pattern, so that you can see that they do in fact have a transparent background. Technical information: Video container: Interleaved audio/video streams, PSS file extension Low-res video format: IPU, 256x512 (full frame) or 256x256 (visible display) High-res video format: IPU, 512x448 (NTSC) or 512x512 (PAL) Audio format: Compressed Sony ADPCM, 44100kHz, interleave 0x400 Extraction commands: STR.BIN extraction: FlipnicBinExtractor /e STR.BIN STR TUTO.BIN extraction: FlipnicBinExtractor /e TUTO.BIN TUTO Video container: FlipnicBinExtractor /est [filename].PSS IPU conversion (high-res format, PAL): ffmpeg -r 25 -i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov IPU conversion (high-res format, NTSC): ffmpeg -r 29.97-i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov IPU conversion (low-res format, PAL): ffmpeg -r 50 -i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov IPU conversion (low-res format, NTSC): ffmpeg -r 59.94 -i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov Audio conversion: MFAudio /IF44100 /IC2 /II400 /IH0 /OTWAVU "[input filename].PSS.INT[stream ID, usually 1]" "[output filename].WAV" Extraction tools: FlipnicBinExtractor: https://github.com/MarkusMaal/FlipnicBinExtractor FFmpeg: https://ffmpeg.org/ MFAudio: https://www.zophar.net/utilities/ps2util/mfaudio-1-1.html Chapters: 0:00 SHUKYAKUDEMO.PSS (Audio 1) 1:23 SHUKYAKUDEMO.PSS (Audio 2) 2:48 SHUKYAKUDEMO.PSS (Audio 3) 4:13 SHUKYAKUDEMO.PSS (Audio 4) 5:38 SHUKYAKUDEMO.PSS (Audio 5) 7:03 TITLE_.PSS (NTSC-U) 7:19 TITLE_.PSS (PAL) 7:35 TITLE_.PSS (NTSC-J) 7:51 SILVER_DROP.PSS 8:07 CIRCLE_OF_LIFE.PSS 8:29 FREEZE_OVER.PSS 8:45 TAKIWARI.PSS 8:58 SILVER_DROP2.PSS 9:14 CIRCLE_OF_LIFE2.PSS 9:35 FREEZE_OVER2.PSS 9:51 TAKIWARI2.PSS 10:04 UFO_QUIZ_SHOW.PSS 10:14 LUCKEY_FLAMINGOS.PSS 10:20 POINT_OF_NO_RETURN.PSS 10:29 COLOR_PUZZLE2.PSS 10:36 HUNGLY_MONKEY.PSS 10:45 MULTIBALL.PSS 10:53 MULTIBALL03.PSS 10:59 MULTIBALL04.PSS 11:04 MULTIBALL05.PSS 11:14 SHOWTIME.PSS 11:18 MOVE_ON01.PSS 11:24 WATCH_OUT.PSS 11:29 MISSING.PSS 11:38 TILT2.PSS 11:44 EXTRABALL.PSS 11:49 EXTRABALL2.PSS 11:57 EXTRA_CREDIT.PSS 12:05 EXTRA_CREDIT02.PSS 12:13 NEXT_STAGE.PSS 12:33 CONGRATULATIONS01.PSS 12:40 CONGRATULATIONS02.PSS 12:46 CONGRATULATIONS03.PSS 12:55 CONGRATULATIONS04.PSS 13:04 CONGRATULATIONS05.PSS 13:13 CONGRATULATIONS06.PSS 13:22 CONGRATULATIONS07.PSS 13:31 CONGRATULATIONS08.PSS 13:39 CONGRATULATIONS09.PSS 13:46 CONGRATULATIONS10.PSS 13:58 GAME_OVER2.PSS 14:13 GAME_OVER3.PSS 14:21 GAME_OVER4.PSS 14:32 GAME_OVER5.PSS 14:46 GAME_OVER6.PSS (NTSC-J only) 14:58 STAFF_ROLL1.PSS (NTSC-U) 17:02 STAFF_ROLL1.PSS (NTSC-J) 19:06 STAFF_ROLL1.PSS (PAL) 21:10 STAFF_ROLL2.PSS (NTSC-U) 23:14 STAFF_ROLL2.PSS (NTSC-J) 25:18 STAFF_ROLL2.PSS (PAL) 27:22 UBI.PSS (PAL only) 27:30 BAD_LUCK.PSS (NTSC-U/PAL) 28:03 SMALL_LUCK.PSS (NTSC-U/PAL) 28:46 GOOD_LUCK.PSS (NTSC-U/PAL) 29:24 GREAT_LUCK.PSS (NTSC-U/PAL) 30:02 MIRACULOUS.PSS (NTSC-U/PAL) 30:40 CHAP01.PSS (NTSC-U/PAL) 33:59 CHAP02.PSS (NTSC-U/PAL) 37:52 CHAP03.PSS (NTSC-U/PAL) 41:57 CHAP04.PSS (NTSC-U/PAL) 44:39 CHAP05.PSS (NTSC-U/PAL) 49:50 CHAP06.PSS (NTSC-U/PAL) 53:21 CHAP07.PSS (NTSC-U/PAL) 55:28 CHAP01.PSS (NTSC-J) 58:49 CHAP02.PSS (NTSC-J) 1:02:42 CHAP03.PSS (NTSC-J) 1:06:48 CHAP04.PSS (NTSC-J) 1:09:31 CHAP05.PSS (NTSC-J) 1:14:44 CHAP06.PSS (NTSC-J) 1:18:16 CHAP07.PSS (NTSC-J) 1:20:24 BAD_LUCK.PSS (NTSC-J) 1:21:04 SMALL_LUCK.PSS (NTSC-J) 1:21:44 GOOD_LUCK.PSS (NTSC-J) 1:22:24 GREAT_LUCK.PSS (NTSC-J) 1:23:04 MIRACULOUS |
1 | 1 | 0 | 1 | https://www.youtube.com/watch?v=ZaA8-H71-3U | 0 | Flipnic - all in-game videos [PS2 FMV Rip/Full quality 60 FPS] | Flipnic - all in-game videos [PS2 FMV Rip/Full quality 60 FPS] | This video contains every single video clip from the Flipnic video game across various regions (including NTSC-U, NTSC-J and PAL regions). Compared to my previous video, this time I've used a different ripping process, through which I've converted the PSS files directly to a standard video format and not just recorded the emulator screen. There are now even more FMVs, which weren't originally included in my previous video. The low-res FMVs have been composited with a checkerboard pattern, so that you can see that they do in fact have a transparent background. Technical information: Video container: Interleaved audio/video streams, PSS file extension Low-res video format: IPU, 256x512 (full frame) or 256x256 (visible display) High-res video format: IPU, 512x448 (NTSC) or 512x512 (PAL) Audio format: Compressed Sony ADPCM, 44100kHz, interleave 0x400 Extraction commands: STR.BIN extraction: FlipnicBinExtractor /e STR.BIN STR TUTO.BIN extraction: FlipnicBinExtractor /e TUTO.BIN TUTO Video container: FlipnicBinExtractor /est [filename].PSS IPU conversion (high-res format, PAL): ffmpeg -r 25 -i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov IPU conversion (high-res format, NTSC): ffmpeg -r 29.97-i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov IPU conversion (low-res format, PAL): ffmpeg -r 50 -i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov IPU conversion (low-res format, NTSC): ffmpeg -r 59.94 -i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov Audio conversion: MFAudio /IF44100 /IC2 /II400 /IH0 /OTWAVU "[input filename].PSS.INT[stream ID, usually 1]" "[output filename].WAV" Extraction tools: FlipnicBinExtractor: https://github.com/MarkusMaal/FlipnicBinExtractor FFmpeg: https://ffmpeg.org/ MFAudio: https://www.zophar.net/utilities/ps2util/mfaudio-1-1.html Chapters: 0:00 SHUKYAKUDEMO.PSS (Audio 1) 1:23 SHUKYAKUDEMO.PSS (Audio 2) 2:48 SHUKYAKUDEMO.PSS (Audio 3) 4:13 SHUKYAKUDEMO.PSS (Audio 4) 5:38 SHUKYAKUDEMO.PSS (Audio 5) 7:03 TITLE_.PSS (NTSC-U) 7:19 TITLE_.PSS (PAL) 7:35 TITLE_.PSS (NTSC-J) 7:51 SILVER_DROP.PSS 8:07 CIRCLE_OF_LIFE.PSS 8:29 FREEZE_OVER.PSS 8:45 TAKIWARI.PSS 8:58 SILVER_DROP2.PSS 9:14 CIRCLE_OF_LIFE2.PSS 9:35 FREEZE_OVER2.PSS 9:51 TAKIWARI2.PSS 10:04 UFO_QUIZ_SHOW.PSS 10:14 LUCKEY_FLAMINGOS.PSS 10:20 POINT_OF_NO_RETURN.PSS 10:29 COLOR_PUZZLE2.PSS 10:36 HUNGLY_MONKEY.PSS 10:45 MULTIBALL.PSS 10:53 MULTIBALL03.PSS 10:59 MULTIBALL04.PSS 11:04 MULTIBALL05.PSS 11:14 SHOWTIME.PSS 11:18 MOVE_ON01.PSS 11:24 WATCH_OUT.PSS 11:29 MISSING.PSS 11:38 TILT2.PSS 11:44 EXTRABALL.PSS 11:49 EXTRABALL2.PSS 11:57 EXTRA_CREDIT.PSS 12:05 EXTRA_CREDIT02.PSS 12:13 NEXT_STAGE.PSS 12:33 CONGRATULATIONS01.PSS 12:40 CONGRATULATIONS02.PSS 12:46 CONGRATULATIONS03.PSS 12:55 CONGRATULATIONS04.PSS 13:04 CONGRATULATIONS05.PSS 13:13 CONGRATULATIONS06.PSS 13:22 CONGRATULATIONS07.PSS 13:31 CONGRATULATIONS08.PSS 13:39 CONGRATULATIONS09.PSS 13:46 CONGRATULATIONS10.PSS 13:58 GAME_OVER2.PSS 14:13 GAME_OVER3.PSS 14:21 GAME_OVER4.PSS 14:32 GAME_OVER5.PSS 14:46 GAME_OVER6.PSS (NTSC-J only) 14:58 STAFF_ROLL1.PSS (NTSC-U) 17:02 STAFF_ROLL1.PSS (NTSC-J) 19:06 STAFF_ROLL1.PSS (PAL) 21:10 STAFF_ROLL2.PSS (NTSC-U) 23:14 STAFF_ROLL2.PSS (NTSC-J) 25:18 STAFF_ROLL2.PSS (PAL) 27:22 UBI.PSS (PAL only) 27:30 BAD_LUCK.PSS (NTSC-U/PAL) 28:03 SMALL_LUCK.PSS (NTSC-U/PAL) 28:46 GOOD_LUCK.PSS (NTSC-U/PAL) 29:24 GREAT_LUCK.PSS (NTSC-U/PAL) 30:02 MIRACULOUS.PSS (NTSC-U/PAL) 30:40 CHAP01.PSS (NTSC-U/PAL) 33:59 CHAP02.PSS (NTSC-U/PAL) 37:52 CHAP03.PSS (NTSC-U/PAL) 41:57 CHAP04.PSS (NTSC-U/PAL) 44:39 CHAP05.PSS (NTSC-U/PAL) 49:50 CHAP06.PSS (NTSC-U/PAL) 53:21 CHAP07.PSS (NTSC-U/PAL) 55:28 CHAP01.PSS (NTSC-J) 58:49 CHAP02.PSS (NTSC-J) 1:02:42 CHAP03.PSS (NTSC-J) 1:06:48 CHAP04.PSS (NTSC-J) 1:09:31 CHAP05.PSS (NTSC-J) 1:14:44 CHAP06.PSS (NTSC-J) 1:18:16 CHAP07.PSS (NTSC-J) 1:20:24 BAD_LUCK.PSS (NTSC-J) 1:21:04 SMALL_LUCK.PSS (NTSC-J) 1:21:44 GOOD_LUCK.PSS (NTSC-J) 1:22:24 GREAT_LUCK.PSS (NTSC-J) 1:23:04 MIRACULOUS.PSS (NTSC-J) |
This video contains every single video clip from the Flipnic video game across various regions (including NTSC-U, NTSC-J and PAL regions). Compared to my previous video, this time I've used a different ripping process, through which I've converted the PSS files directly to a standard video format and not just recorded the emulator screen. There are now even more FMVs, which weren't originally included in my previous video. The low-res FMVs have been composited with a checkerboard pattern, so that you can see that they do in fact have a transparent background. Technical information: Video container: Interleaved audio/video streams, PSS file extension Low-res video format: IPU, 256x512 (full frame) or 256x256 (visible display) High-res video format: IPU, 512x448 (NTSC) or 512x512 (PAL) Audio format: Compressed Sony ADPCM, 44100kHz, interleave 0x400 Extraction commands: STR.BIN extraction: FlipnicBinExtractor /e STR.BIN STR TUTO.BIN extraction: FlipnicBinExtractor /e TUTO.BIN TUTO Video container: FlipnicBinExtractor /est [filename].PSS IPU conversion (high-res format, PAL): ffmpeg -r 25 -i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov IPU conversion (high-res format, NTSC): ffmpeg -r 29.97-i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov IPU conversion (low-res format, PAL): ffmpeg -r 50 -i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov IPU conversion (low-res format, NTSC): ffmpeg -r 59.94 -i [filename].PSS.IPU0 -c:v qtrle -pix_fmt rgb24 [filename].mov Audio conversion: MFAudio /IF44100 /IC2 /II400 /IH0 /OTWAVU "[input filename].PSS.INT[stream ID, usually 1]" "[output filename].WAV" Extraction tools: FlipnicBinExtractor: https://github.com/MarkusMaal/FlipnicBinExtractor FFmpeg: https://ffmpeg.org/ MFAudio: https://www.zophar.net/utilities/ps2util/mfaudio-1-1.html Chapters: 0:00 SHUKYAKUDEMO.PSS (Audio 1) 1:23 SHUKYAKUDEMO.PSS (Audio 2) 2:48 SHUKYAKUDEMO.PSS (Audio 3) 4:13 SHUKYAKUDEMO.PSS (Audio 4) 5:38 SHUKYAKUDEMO.PSS (Audio 5) 7:03 TITLE_.PSS (NTSC-U) 7:19 TITLE_.PSS (PAL) 7:35 TITLE_.PSS (NTSC-J) 7:51 SILVER_DROP.PSS 8:07 CIRCLE_OF_LIFE.PSS 8:29 FREEZE_OVER.PSS 8:45 TAKIWARI.PSS 8:58 SILVER_DROP2.PSS 9:14 CIRCLE_OF_LIFE2.PSS 9:35 FREEZE_OVER2.PSS 9:51 TAKIWARI2.PSS 10:04 UFO_QUIZ_SHOW.PSS 10:14 LUCKEY_FLAMINGOS.PSS 10:20 POINT_OF_NO_RETURN.PSS 10:29 COLOR_PUZZLE2.PSS 10:36 HUNGLY_MONKEY.PSS 10:45 MULTIBALL.PSS 10:53 MULTIBALL03.PSS 10:59 MULTIBALL04.PSS 11:04 MULTIBALL05.PSS 11:14 SHOWTIME.PSS 11:18 MOVE_ON01.PSS 11:24 WATCH_OUT.PSS 11:29 MISSING.PSS 11:38 TILT2.PSS 11:44 EXTRABALL.PSS 11:49 EXTRABALL2.PSS 11:57 EXTRA_CREDIT.PSS 12:05 EXTRA_CREDIT02.PSS 12:13 NEXT_STAGE.PSS 12:33 CONGRATULATIONS01.PSS 12:40 CONGRATULATIONS02.PSS 12:46 CONGRATULATIONS03.PSS 12:55 CONGRATULATIONS04.PSS 13:04 CONGRATULATIONS05.PSS 13:13 CONGRATULATIONS06.PSS 13:22 CONGRATULATIONS07.PSS 13:31 CONGRATULATIONS08.PSS 13:39 CONGRATULATIONS09.PSS 13:46 CONGRATULATIONS10.PSS 13:58 GAME_OVER2.PSS 14:13 GAME_OVER3.PSS 14:21 GAME_OVER4.PSS 14:32 GAME_OVER5.PSS 14:46 GAME_OVER6.PSS (NTSC-J only) 14:58 STAFF_ROLL1.PSS (NTSC-U) 17:02 STAFF_ROLL1.PSS (NTSC-J) 19:06 STAFF_ROLL1.PSS (PAL) 21:10 STAFF_ROLL2.PSS (NTSC-U) 23:14 STAFF_ROLL2.PSS (NTSC-J) 25:18 STAFF_ROLL2.PSS (PAL) 27:22 UBI.PSS (PAL only) 27:30 BAD_LUCK.PSS (NTSC-U/PAL) 28:03 SMALL_LUCK.PSS (NTSC-U/PAL) 28:46 GOOD_LUCK.PSS (NTSC-U/PAL) 29:24 GREAT_LUCK.PSS (NTSC-U/PAL) 30:02 MIRACULOUS.PSS (NTSC-U/PAL) 30:40 CHAP01.PSS (NTSC-U/PAL) 33:59 CHAP02.PSS (NTSC-U/PAL) 37:52 CHAP03.PSS (NTSC-U/PAL) 41:57 CHAP04.PSS (NTSC-U/PAL) 44:39 CHAP05.PSS (NTSC-U/PAL) 49:50 CHAP06.PSS (NTSC-U/PAL) 53:21 CHAP07.PSS (NTSC-U/PAL) 55:28 CHAP01.PSS (NTSC-J) 58:49 CHAP02.PSS (NTSC-J) 1:02:42 CHAP03.PSS (NTSC-J) 1:06:48 CHAP04.PSS (NTSC-J) 1:09:31 CHAP05.PSS (NTSC-J) 1:14:44 CHAP06.PSS (NTSC-J) 1:18:16 CHAP07.PSS (NTSC-J) 1:20:24 BAD_LUCK.PSS (NTSC-J) 1:21:04 SMALL_LUCK.PSS (NTSC-J) 1:21:44 GOOD_LUCK.PSS (NTSC-J) 1:22:24 GREAT_LUCK.PSS (NTSC-J) 1:23:04 MIRACULOUS.PSS (NTSC-J) |
FlipnicFMVfullquality.mp4 | FMV klipid | FMV clips | Flipnic,pinball,PlayStation,PlayStation 2,game over,cutscene,FMV,full motion video,PSS,playstation stream,PAL,congratulations,Lisle Wilkerson,Randy Goins,Lemmy Constantine,no camera,electromechanical game simulator,poisonous,pinball is not dead,new game machine,van gogh,UFO,aliens,flying saucer,flamingo,monkey,freeze over,steel ball,weird,surreal,biology,optics,metallurgy,geometry,theology,evolution,puzzle,multiball,see you again,skeleton,skull,invasion,omg,tilt | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/550.jpg | N/A | /channel_db_lite/web/json/550.json | N/A | N/A |
| 537 | Press any key to continue... | Flipnic - Full soundtrack [BGM] | 0 | 2023-04-23 | There are already some uploads of the soundtrack for this game, but they're incomplete and missing tracks. This one should include every single background music from Flipnic, which has a corresponding .MID, .BD and .HD file. The images are backgrounds used in certain menu screens. I was able to record these soundtracks by muting the sound effects, then replacing a music track that was supposed to play with another one using Cheat Engine. Finally, I recorded all of the background music by setting the record source to loopback in Audacity and then exported each recording into a file. Download: https://drive.google.com/drive/folders/1KFpF4nAqi68JKX4AmXRx5hiu29KSBjcV?usp=sharing Timestamps: ------------ Biology ------------ 0:00 Stage main (Biology) [NATURE_0.MID] 2:17 UFO warning [NATURE_1.MID] 3:44 Multiball [NATURE_2.MID] 4:43 Bonus missions [POSITIVE.MID] --------- Metallurgy ---------- 6:25 Stage main (Metallurgy) [ISEKI_0.MID] 8:55 Spider crab [ISEKI_1.MID] 10:17 Multiball/Shoot down the shafts [ISEKI_2.MID] ------------ Optics -------------- 11:37 Stage main (Optics) [HIKARI_0.MID] 13:36 Non-stop area/Bumper village [HIKARI_1.MID] 15:05 Multiball/Loop the loop [HIKARI_2.MID] ---------- Evolution ------------ 16:31 Stage main (Evolution) [BOSS_1.MID] --------- Geometry ------------ 18:14 Stage main (Geometry) [LOAD_RETRO_3.MID] 18:59 Chu chu multiball [LOAD_RETRO_4.MID] 19:29 Alien hill [LOAD_RETRO_5.MID] 20:08 Area 74 [LOAD_RETRO_6.MID] 20:51 Galaxy Tennis [LOAD_RETRO_7.MID] --------- Incidentals ---------- 21:46 Red mission [LOAD_0.MID] 21:50 Yellow mission [LOAD_1.MID] 21:56 Geometry mission 0 (unused ver.) [LOAD_RETRO_0.MID] 21:59 Geometry mission 1 [LOAD_RETRO_1.MID] 22:03 Geometry mission 2 [LOAD_RETRO_2.MID] ------- Miscellaneous -------- 22:07 Zero gravity [SERIOUS.MID] 23:24 Geometry 2P [RETRO_0.MID] 24:43 Geometry 2P (unused ver.) [RETRO_1.MID] 25:44 Main menu [MENU_1.MID] |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=9Hkis0fJdWc | 0 | Flipnic - Full soundtrack [BGM] | . | There are already some uploads of the soundtrack for this game, but they're incomplete and missing tracks. This one should include every single background music from Flipnic, which has a corresponding .MID, .BD and .HD file. The images are backgrounds used in certain menu screens. I was able to record these soundtracks by muting the sound effects, then replacing a music track that was supposed to play with another one using Cheat Engine. Finally, I recorded all of the background music by setting the record source to loopback in Audacity and then exported each recording into a file. Download: https://drive.google.com/drive/folders/1KFpF4nAqi68JKX4AmXRx5hiu29KSBjcV?usp=sharing Timestamps: ------------ Biology ------------ 0:00 Stage main (Biology) [NATURE_0.MID] 2:17 UFO warning [NATURE_1.MID] 3:44 Multiball [NATURE_2.MID] 4:43 Bonus missions [POSITIVE.MID] --------- Metallurgy ---------- 6:25 Stage main (Metallurgy) [ISEKI_0.MID] 8:55 Spider crab [ISEKI_1.MID] 10:17 Multiball/Shoot down the shafts [ISEKI_2.MID] ------------ Optics -------------- 11:37 Stage main (Optics) [HIKARI_0.MID] 13:36 Non-stop area/Bumper village [HIKARI_1.MID] 15:05 Multiball/Loop the loop [HIKARI_2.MID] ---------- Evolution ------------ 16:31 Stage main (Evolution) [BOSS_1.MID] --------- Geometry ------------ 18:14 Stage main (Geometry) [LOAD_RETRO_3.MID] 18:59 Chu chu multiball [LOAD_RETRO_4.MID] 19:29 Alien hill [LOAD_RETRO_5.MID] 20:08 Area 74 [LOAD_RETRO_6.MID] 20:51 Galaxy Tennis [LOAD_RETRO_7.MID] --------- Incidentals ---------- 21:46 Red mission [LOAD_0.MID] 21:50 Yellow mission [LOAD_1.MID] 21:56 Geometry mission 0 (unused ver.) [LOAD_RETRO_0.MID] 21:59 Geometry mission 1 [LOAD_RETRO_1.MID] 22:03 Geometry mission 2 [LOAD_RETRO_2.MID] ------- Miscellaneous -------- 22:07 Zero gravity [SERIOUS.MID] 23:24 Geometry 2P [RETRO_0.MID] 24:43 Geometry 2P (unused ver.) [RETRO_1.MID] 25:44 Main menu [MENU_1.MID] |
. | flipnic_ost_full.mp4 | Muusika | Music | Flipnic,bgm,background music,Ultimate Pinball,NATURE_0,NATURE_1,NATURE_2,POSITIVE,ISEKI_0,ISEKI_1,ISEKI_2,HIKARI_0,HIKARI_1,HIKARI_2,BOSS_1,LOAD_RETRO_3,LOAD_RETRO_4,LOAD_RETRO_5,LOAD_RETRO_6,LOAD_RETRO_7,LOAD_0,LOAD_1,LOAD_RETRO_0,LOAD_RETRO_1,LOAD_RETRO_2,SERIOUS,RETRO_0,RETRO_1,MENU_1,Menu theme,Biology,Metallurgy,Theology,Evolution,Optics,Geometry,Staff credits,stage music,original soundtrack,OST | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/537.jpg | N/A | /channel_db_lite/web/json/537.json | N/A | N/A |
| 532 | Press any key to continue... | Menu re-ordering in Flipnic (Warning: Cursed!!!) [W.I.P.] | 0 | 2023-03-14 | So, I have decided to mess around with the MAINMENU.MLB file using cheat engine (since it gets loaded into RAM, I can mess with it basically in real time with exceptions). I was successfully able to change the order of the menu options and the menu options, while maintaining the ability to linearly move straight up and down without suddenly jumping to another menu option. I was not able to change the action of each button yet, so the button actions are shifted upwards. And just because I can, I decided to shift the exit button 0x100 units to the left. Technical details, tutorial, and modified MAINMENU.MLB: https://docs.google.com/document/d/1HSP2JH3JfvSXh3FjCa6lXJYfjBHpNOsX6JfqYgwSBC8/edit?usp=sharing |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=f7mQJwsqA-8 | 0 | Menu re-ordering in Flipnic (Warning: Cursed!!!) [W.I.P.] | . | So, I have decided to mess around with the MAINMENU.MLB file using cheat engine (since it gets loaded into RAM, I can mess with it basically in real time with exceptions). I was successfully able to change the order of the menu options and the menu options, while maintaining the ability to linearly move straight up and down without suddenly jumping to another menu option. I was not able to change the action of each button yet, so the button actions are shifted upwards. And just because I can, I decided to shift the exit button 0x100 units to the left. Technical details, tutorial, and modified MAINMENU.MLB: https://docs.google.com/document/d/1HSP2JH3JfvSXh3FjCa6lXJYfjBHpNOsX6JfqYgwSBC8/edit?usp=sharing |
. | cursed1.mp4 | Videomängude analüüs | Video game analysis | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/532.jpg | N/A | /channel_db_lite/web/json/532.json | N/A | N/A | |
| 511 | Press any key to continue... | Flipnic - Geometry 2P gameplay | 0 | 2022-12-06 | Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay! In addition to normal stages, I've also decided to upload some 2 player versions! The 2P modes are completely different in terms of gameplay and they try to imitate sports games in a pinball format. The 2P stages are playable in Free play/2P match gamemode after unlocking the A version of the corresponding 2P stage (e.g. if you unlock Metallurgy A, you'll be able to play Metallurgy 2P). In Geometry 2P, each player has a goal, which the opponent is trying to defend. Each time a ball reaches the goal, a point is awarded. |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=LWL_ziwHlkE | 0 | Flipnic - Geometry 2P gameplay | . | Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay! In addition to normal stages, I've also decided to upload some 2 player versions! The 2P modes are completely different in terms of gameplay and they try to imitate sports games in a pinball format. The 2P stages are playable in Free play/2P match gamemode after unlocking the A version of the corresponding 2P stage (e.g. if you unlock Metallurgy A, you'll be able to play Metallurgy 2P). In Geometry 2P, each player has a goal, which the opponent is trying to defend. Each time a ball reaches the goal, a point is awarded. |
. | 2022-12-06 22-54-25.mkv | Muud mängimise videod | Other gameplay videos | N/A | Press any key to continue... | Press any key to continue... | 0 | /channel_db_lite/web/thumbs/511.jpg | N/A | /channel_db_lite/web/json/511.json | N/A | N/A | |
| 486 | Press any key to continue... | (Almost) All MIDI songs [Microsoft Clip Organizer] | 0 | 2022-08-31 | Microsoft Clip Organizer was a clip art organizing software, which allowed users to find drawings, photographs, sounds, videos, and other media clips to include in presentations, publications, and other Office documents. It cam with a variety of stock media clips and offered more selection on the Microsoft Office Online website. (source: https://en.wikipedia.org/wiki/Microsoft_Office_shared_tools#Clip_Organizer) Among these stock media clips, were several MIDI files, which are being played in this vdieo. I used VLC Media Player and FluidSynth with a Microsoft GS Wavetable Synth soundfont to convert these into wave files, which I am playing with a simple batch script. |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=9XY7dqdFe7A | 0 | . | . | Microsoft Clip Organizer was a clip art organizing software, which allowed users to find drawings, photographs, sounds, videos, and other media clips to include in presentations, publications, and other Office documents. It cam with a variety of stock media clips and offered more selection on the Microsoft Office Online website. (source: https://en.wikipedia.org/wiki/Microsoft_Office_shared_tools#Clip_Organizer) Among these stock media clips, were several MIDI files, which are being played in this vdieo. I used VLC Media Player and FluidSynth with a Microsoft GS Wavetable Synth soundfont to convert these into wave files, which I am playing with a simple batch script. * Thumbnail graphics * Midi icons created by Dimitry Miroliubov - Flaticon (https://www.flaticon.com/free-icons/midi) Clip Organizer window illustration from: https://bettersolutions.com/powerpoint/illustrations/clip-organiser.htm * Other links * Batch file: https://pastebin.com/8cHWTR4b Original MIDI files are available on archive.org, under the Microsoft Clip Art archive: https://archive.org/download/MS_Clipart_Collection (almost all of the songs are from this archive, except for Techno Dance, which I had saved myself) * Timestamps * 0:00 Intro 00:03 Kalimba Open 00:06 Classical Open 00:10 Glitter Open 00:15 Heavy Metal Open 00:21 Music Box Open 00:28 Weather Open 00:35 Techno Open 00:42 Light Rock Open 00:49 Reggae Open 00:56 Happy Open 01:04 Military Open 01:12 Big Glitz Intro 01:21 Pizzicato Open 01:30 Christmas Open 01:39 Samba Open 01:48 New Age Open 01:57 Children Open 02:06 Sad Open 02:16 Timpani Open 02:26 Sports Open 02:36 Nature Open 02:47 Royal Open 02:58 Jazz Open 03:11 A Tisket Song 03:26 Minor Waltz Trad 03:41 Sneaky Music 03:56 Minor Chord Trad 04:12 Pop Goes 04:29 Hallelujah 04:50 Conveyor Music 05:17 Retail Jazz 05:44 Mystery Reveal 06:12 Lounge Music 06:41 Urban Pop Tune 07:10 Hero March Part 07:39 Cool Low Jazz 08:08 Jazz Jingles 08:38 architecture 09:08 Playful Game 09:38 Chime Patterns 10:08 Hipster Jazz 10:38 Be-Bop Underscore 11:08 Village Theme 11:38 Be-Bop Jazz 12:08 Sports Drive 12:38 Marketing Music 13:09 Elegant Rondo 13:40 government 14:11 Banking Theme 14:43 Disco Jingle 15:15 African Rhythm 15:47 Creep Underscore 16:19 Halloween Creep 16:51 Tech Underscore 17:23 steady beat 17:55 Cute Funny Bounce 18:27 Global Adventure 18:59 Weather Music 19:31 Mystery Music 20:03 Soft Groove 20:35 City Build Music 21:07 Global Underscore 21:39 Subdued Joy 22:12 Baroque Birthday 22:45 Teen Rock Ballad 23:18 Funky Kids Music 23:51 Slow Electrobeat 24:24 Communication Underscore 24:58 Bill Bailey Home 25:32 Heavy Underscore 26:06 Japanese Texture 26:41 Latin shakers 27:16 Game Atmosphere 27:51 Roman March 28:26 Simple New Age 29:02 Technobop 29:38 Spin Theme 30:14 Techno Dance 30:51 Country Jingles 31:29 Minor Jingles 32:08 Sexy Thing 32:47 Indian Meditate 33:27 African Pop 34:07 Gentle Nature 34:47 Fun Sparkly Jig 35:28 wholesale 36:12 Rock Of Ages 36:57 Lets Be Friends 37:43 communications 38:30 agriculture 39:18 Walking Bass 40:09 Indian Dance 41:00 Slow Latin March 41:52 Silent Night 42:44 Marine Hymn 43:36 Island Dance 44:28 Caribbean Dance 1 45:21 Jewish Dance 46:15 Caribbean Dance 2 47:09 Transportation 48:04 Sad Japan Song 49:00 China New Year 49:56 Indian Sway (2) 50:53 Antic Spirits 51:50 Halloween Dance 52:47 Sad Church Organ 53:45 Joy To The World 54:43 African Chase 55:41 Kwanzaa March 56:40 Tricky Zone 57:39 Greek Waltz 1 58:39 Jamaica Bounce 2 59:39 Blues 01:00:39 Suspenseful 01:01:39 Japanese study 01:02:39 Low Organ Theme 01:03:39 Mexican Dance 01:04:40 Auld Lang Syne1 01:05:42 Greek Waltz 2 01:06:44 Weather Underscore 01:07:46 Angels Heard Hi 01:08:49 Light Activity 01:09:52 Turkey In Straw 01:10:55 Chanukah Music 01:11:58 Parisian Waltz 01:13:03 China Celebrate 01:14:08 Eight Days 01:15:15 Hark Herald 01:16:23 Jamaican Rhythm 01:17:32 Thankful People 01:18:41 Little Bethlehem 01:19:54 Caissons Rolling 01:21:07 Hanukkah Song |
. | 2022-08-31 17-12-44.mkv | Muusika | Music | Microsoft Office,MIDI sequence,MIDI,.mid,PowerPoint MIDIs,Publisher MIDIs,Clip Organizer,Microsoft Office shared tools,Microsoft Clip Organizer | https://odysee.com/@Press_any_key_to_continue:2/MSClipOrganizerMIDI:9 | Press any key to continue... | Press any key to continue... | 1 | /channel_db_lite/web/thumbs/486.jpg | N/A | /channel_db_lite/web/json/486.json | N/A | N/A |
| 474 | Press any key to continue... | Flipnic - Biology B (Hard difficulty gameplay) | 0 | 2022-07-28 | Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay! As a challenge for myself, I've also cranked up the difficulty to hard, which reduces the number of balls to three with no continues (unless you get extra credits and balls of course), all ball saving bumpers are deactivated by default, and the number of bumper hits required to complete specific missions has also been increased. This time I'm playing the very first B-version of a stage in this game - Biology B. These secondary versions are mirrored and have modified textures and color pallettes. You need to complete these B-versions before unlocking the final stage, which is Geometry A. At the minimum, to complete this stage, you have to do the following: 1. Get to the "Slot chance" area 2. Go to the right lane 3. Once you get to the middle section with the flipper, you need to aim for the lane on the left 4. Hit bumpers, until all of them have butterflies. This will complete the "Freeze Over" mission 5. Go back to the "Slot chance" area. You should now see 2 platforms. Try to make the ball jump over these ramps a certain number of times. If the counter reaches 0, the "Hidden path discovery" will start 6. Go up the mountain and collect all of the shiny coins. Once you reach the very top, the "Zero Gravity" mission will start. 7. (Optional) Try to hit projectiles within the time limit. Second to last particle shape is a stick figure and the final one is a combination of all the previous shapes. If you manage to do this, you'll be awarded with a neat cake cutscene and a bunch of bonus points. If you don't, you'll just recieve no bonus and the cutscene won't play, but you'll still unlock the next stage 8. (Optional) You'll now be teleported back to spawn. You can now complete any leftover yellow missions that you hadn't completed before, which allows you to maximize the score, before playing the next stage (after quitting the stage, the score gets locked, meaning you won't get any more points) |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=cTGeJ3Yr3_c | 0 | . | . | Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay! As a challenge for myself, I've also cranked up the difficulty to hard, which reduces the number of balls to three with no continues (unless you get extra credits and balls of course), all ball saving bumpers are deactivated by default, and the number of bumper hits required to complete specific missions has also been increased. This time I'm playing the B-version of the Metallurgy stage. These secondary versions are mirrored and have modified textures and color pallettes. You need to complete these B-versions before unlocking the final stage, which is Geometry A. At the minimum, to complete this stage, you have to do the following: 1. Go through the first lane after spawning on the stage 2. Take a color coded lane 3. If you chose the magenta lane, you'll end up in an area with a UFO trying to shoot lasers at you. Try to hit the purple circuit board certain number of times, which will complete the first "Move On" mission 4. Take the lane, which you just uncovered after completing this mission 5. You'll now be at another area. Try to hit another purple circuit board certain number of times, which will complete the second "Move On" mission 6. Take the lane, which you just uncovered 7. Go through the non-colorcoded lanes until you find a color-coded lane, which you haven't taken 8. If you chose the green lane, you'll end up in the air spinning around cylinders. If you press circle, you'll move forward in that direction 9. Take a specific path until you get to an area with four shafts. Hit one shaft while it's active to start a "Shut Down the Shafts" mission 10. Shut down all shafts within the time limit 11. Repeat steps 9-10 12. You can go back to the lane selection area if you go through a portal 13. Repeat step 7 14. If you chose the blue lane, you'll end up in another area, where a giant spider crab mini-boss spawns. If you hit the spider crab with the ball, you'll remove some of its health. Try to do this until the spider crab explodes. Then you can take a specific lane to go back 15. Take the non-colorcoded lanes until you get back to the spawn area. 16. Take the white lane, that was previously covered by a pillar before. This will start he "Zero gravity" mission 17. (Optional) Try to hit projectiles within the time limit. Second to last particle shape is a stick figure and the final one is a combination of all the previous shapes. If you manage to do this, you'll be awarded with a neat cake cutscene and a bunch of bonus points. If you don't, you'll just recieve no bonus and the cutscene won't play, but you'll still unlock the next stage 18. (Optional) You'll now be teleported back to spawn. You can now complete any leftover yellow missions that you hadn't completed before, which allows you to maximize the score, before playing the next stage (after quitting the stage, the score gets locked, meaning you won't get any more points) P.S. I already finished the Optics B stage, but due to some garbage with pulseaudio, the recording was missing audio, which is really annoying. This means that it'll take some time before I can upload a finished Optics B run :( |
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| 465 | Press any key to continue... | Flipnic - Evolution B (Hard difficulty gameplay) | 0 | 2022-07-25 | Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay! This is the second boss stage in Flipnic, which you unlock after completing the Metallurgy A stage. For these stages, the difficulty doesn't matter that much, except for the number of balls and credits, but I'm playing on the hard difficulty nevertheless. To complete this stage, you have to do the following: 1. Hit entities with ball and avoid losing balls. You can hit shiny targets to spawn more balls 2. If you manage to destroy a red skull, you'll complete the stage |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=eTFOdl_DLNY | 0 | . | . | Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay! This is the second boss stage in Flipnic, which you unlock after completing the Metallurgy A stage. For these stages, the difficulty doesn't matter that much, except for the number of balls and credits, but I'm playing on the hard difficulty nevertheless. To complete this stage, you have to do the following: 1. Hit entities with ball and avoid losing balls. You can hit shiny targets to spawn more balls 2. If you manage to destroy a red skull, you'll complete the stage |
. | EvolutionB_hard.mp4 | Muud mängimise videod | Other gameplay videos | N/A | Press any key to continue... | Press any key to continue... | 1 | /channel_db_lite/web/thumbs/465.jpg | N/A | /channel_db_lite/web/json/465.json | N/A | N/A | |
| 467 | Press any key to continue... | Flipnic - Metallurgy A (Hard difficulty gameplay) | 0 | 2022-07-25 | Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay! As a challenge for myself, I've also cranked up the difficulty to hard, which reduces the number of balls to three with no continues (unless you get extra credits and balls of course), all ball saving bumpers are deactivated by default, and the number of bumper hits required to complete specific missions has also been increased. This time it's Metallurgy A, which is unlocked after defeating the first boss. At the minimum, to complete this stage, you have to do the following: 1. Go through the first lane after spawning on the stage 2. Take a color coded lane 3. If you chose the magenta lane, you'll end up in an area with a UFO trying to shoot lasers at you. Try to hit the purple circuit board certain number of times, which will complete the first "Move On" mission 4. Take the lane, which you just uncovered after completing this mission 5. You'll now be at another area. Try to hit another purple circuit board certain number of times, which will complete the second "Move On" mission 6. Take the lane, which you just uncovered 7. Go through the non-colorcoded lanes until you find a color-coded lane, which you haven't taken 8. If you chose the green lane, you'll end up in the air spinning around cylinders. If you press circle, you'll move forward in that direction 9. Take a specific path until you get to an area with four shafts. Hit one shaft while it's active to start a "Shut Down the Shafts" mission 10. Shut down all shafts within the time limit 11. Repeat steps 9-10 12. You can go back to the lane selection area if you go through a portal 13. Repeat step 7 14. If you chose the blue lane, you'll end up in another area, where a giant spider crab mini-boss spawns. If you hit the spider crab with the ball, you'll remove some of its health. Try to do this until the spider crab explodes. Then you can take a specific lane to go back 15. Take the non-colorcoded lanes until you get back to the spawn area. 16. Take the white lane, that was previously covered by a pillar before. This will start he "Zero gravity" mission 17. (Optional) Try to hit projectiles within the time limit. Second to last particle shape is a stick figure and the final one is a combination of all the previous shapes. If you manage to do this, you'll be awarded with a neat cake cutscene and a bunch of bonus points. If you don't, you'll just recieve no bonus and the cutscene won't play, but you'll still unlock the next stage 18. (Optional) You'll now be teleported back to spawn. You can now complete any leftover yellow missions that you hadn't completed before, which allows you to maximize the score, before playing the next stage (after quitting the stage, the score gets locked, meaning you won't get any more points) |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=pftgH8DNink | 0 | . | . | Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay! As a challenge for myself, I've also cranked up the difficulty to hard, which reduces the number of balls to three with no continues (unless you get extra credits and balls of course), all ball saving bumpers are deactivated by default, and the number of bumper hits required to complete specific missions has also been increased. This time it's Metallurgy A, which is unlocked after defeating the first boss. At the minimum, to complete this stage, you have to do the following: 1. Go through the first lane after spawning on the stage 2. Take a color coded lane 3. If you chose the magenta lane, you'll end up in an area with a UFO trying to shoot lasers at you. Try to hit the purple circuit board certain number of times, which will complete the first "Move On" mission 4. Take the lane, which you just uncovered after completing this mission 5. You'll now be at another area. Try to hit another purple circuit board certain number of times, which will complete the second "Move On" mission 6. Take the lane, which you just uncovered 7. Go through the non-colorcoded lanes until you find a color-coded lane, which you haven't taken 8. If you chose the green lane, you'll end up in the air spinning around cylinders. If you press circle, you'll move forward in that direction 9. Take a specific path until you get to an area with four shafts. Hit one shaft while it's active to start a "Shut Down the Shafts" mission 10. Shut down all shafts within the time limit 11. Repeat steps 9-10 12. You can go back to the lane selection area if you go through a portal 13. Repeat step 7 14. If you chose the blue lane, you'll end up in another area, where a giant spider crab mini-boss spawns. If you hit the spider crab with the ball, you'll remove some of its health. Try to do this until the spider crab explodes. Then you can take a specific lane to go back 15. Take the non-colorcoded lanes until you get back to the spawn area. 16. Take the white lane, that was previously covered by a pillar before. This will start he "Zero gravity" mission 17. (Optional) Try to hit projectiles within the time limit. Second to last particle shape is a stick figure and the final one is a combination of all the previous shapes. If you manage to do this, you'll be awarded with a neat cake cutscene and a bunch of bonus points. If you don't, you'll just recieve no bonus and the cutscene won't play, but you'll still unlock the next stage 18. (Optional) You'll now be teleported back to spawn. You can now complete any leftover yellow missions that you hadn't completed before, which allows you to maximize the score, before playing the next stage (after quitting the stage, the score gets locked, meaning you won't get any more points) |
. | MetallurgyA_hard.mp4 | Teised skriptimiskeeled | Other gameplay videos | N/A | Press any key to continue... | Press any key to continue... | 1 | /channel_db_lite/web/thumbs/467.jpg | N/A | /channel_db_lite/web/json/467.json | N/A | N/A | |
| 469 | Press any key to continue... | Flipnic - Metallurgy 2P gameplay | 0 | 2022-07-25 | Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay! In addition to normal stages, I've also decided to upload some 2 player versions! The 2P modes are completely different in terms of gameplay and they try to imitate sports games in a pinball format. The 2P stages are playable in Free play/2P match gamemode after unlocking the A version of the corresponding 2P stage (e.g. if you unlock Metallurgy A, you'll be able to play Metallurgy 2P). In Metallurgy 2P, each player has a basket they need to get balls to. Each time you drop a ball through a basket, the corresponding player scores a point. Both players are allowed to shoot balls to each other's baskets without penalty. The first player to reach 10 points or have the most points after the time runs out wins. |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=-Y7b3hBQOB8 | 0 | . | . | Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay! In addition to normal stages, I've also decided to upload some 2 player versions! The 2P modes are completely different in terms of gameplay and they try to imitate sports games in a pinball format. The 2P stages are playable in Free play/2P match gamemode after unlocking the A version of the corresponding 2P stage (e.g. if you unlock Metallurgy A, you'll be able to play Metallurgy 2P). In Biology 2P, each player has a goal they need to defend. Each player can press the circle button to lower/increase the bumper height. The goal is to either reach 5 points first or have more points than the other player before the time's up. |
. | ZZ_Biology2P.mkv | Muud mängimise videod | Other gameplay videos | N/A | Press any key to continue... | Press any key to continue... | 1 | /channel_db_lite/web/thumbs/469.jpg | N/A | /channel_db_lite/web/json/469.json | N/A | N/A | |
| 470 | Press any key to continue... | Flipnic - Optics 2P gameplay | 0 | 2022-07-25 | Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay! In addition to normal stages, I've also decided to upload some 2 player versions! The 2P modes are completely different in terms of gameplay and they try to imitate sports games in a pinball format. The 2P stages are playable in Free play/2P match gamemode after unlocking the A version of the corresponding 2P stage (e.g. if you unlock Metallurgy A, you'll be able to play Metallurgy 2P). In Optics 2P, each player tries to have balls fall off the opponent's side, after which they score a point. First player to score 10 points or the player with most points after the time runs out wins the match. |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=rSNMO5QCGrc | 0 | . | . | Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay! In addition to normal stages, I've also decided to upload some 2 player versions! The 2P modes are completely different in terms of gameplay and they try to imitate sports games in a pinball format. The 2P stages are playable in Free play/2P match gamemode after unlocking the A version of the corresponding 2P stage (e.g. if you unlock Metallurgy A, you'll be able to play Metallurgy 2P). In Optics 2P, each player tries to have balls fall off the opponent's side, after which they score a point. First player to score 10 points or the player with most points after the time runs out wins the match. |
. | ZZ_Optics2P.mkv | Muud mängimise videod | Other gameplay videos | N/A | Press any key to continue... | Press any key to continue... | 1 | /channel_db_lite/web/thumbs/470.jpg | N/A | /channel_db_lite/web/json/470.json | N/A | N/A | |
| 471 | Press any key to continue... | Flipnic - Biology 2P gameplay | 0 | 2022-07-25 | Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay! In addition to normal stages, I've also decided to upload some 2 player versions! The 2P modes are completely different in terms of gameplay and they try to imitate sports games in a pinball format. The 2P stages are playable in Free play/2P match gamemode after unlocking the A version of the corresponding 2P stage (e.g. if you unlock Metallurgy A, you'll be able to play Metallurgy 2P). In Biology 2P, each player has a goal they need to defend. Each player can press the circle button to lower/increase the bumper height. The goal is to either reach 5 points first or have more points than the other player before the time's up. |
0 | 1 | 0 | 1 | https://www.youtube.com/watch?v=gmvZKETSn44 | 0 | . | . | Since I haven't found a lot of good full stage playthrough videos on Flipnic, I've decided to upload some of my own gameplay! In addition to normal stages, I've also decided to upload some 2 player versions! The 2P modes are completely different in terms of gameplay and they try to imitate sports games in a pinball format. The 2P stages are playable in Free play/2P match gamemode after unlocking the A version of the corresponding 2P stage (e.g. if you unlock Metallurgy A, you'll be able to play Metallurgy 2P). In Optics 2P, each player tries to have balls fall off the opponent's side, after which they score a point. First player to score 10 points or the player with most points after the time runs out wins the match. |
. | ZZ_Optics2P.mkv | Muud mängimise videod | Other gameplay videos | N/A | Press any key to continue... | Press any key to continue... | 1 | /channel_db_lite/web/thumbs/471.jpg | N/A | /channel_db_lite/web/json/471.json | N/A | N/A | |
| 402 | Press any key to continue... | Flipnic - All cutscenes (PAL version) | 0 | 2022-01-02 | This video shows all cutscenes in Flipnic, a pinball game for the PlayStation 2 games console. This video does not contain any help FMV-s, as I already made a video with those. I captured all of these cutscenes with a little FMV hack I made - basically I can replace the cutscene that is supposed to play with another one. This game actually has two types of FMVs - the high resone and the low res one. Some cutscenes contain translucency (e.g. Move On), but this video omits that. The hires cutscenes never have translucency, but the lowres ones do. I have found a hacky way to get translucency data, but it will take some time to actually turn into a full video. |
1 | 1 | 0 | 0 | https://www.youtube.com/watch?v=BDhZr5ArKoI | 0 | Flipnic [PAL PS2 Deinterlaced FMV Rip] | Flipnic - All cutscenes (PAL version) | This video shows all cutscenes in Flipnic, a pinball game for the PlayStation 2 games console. This video does not contain any help FMV-s, as I already made a video with those. I captured all of these cutscenes with a little FMV hack I made - basically I can replace the cutscene that is supposed to play with another one. This game actually has two types of FMVs - the high res one and the low res one. Some cutscenes contain translucency (e.g. Move On), but this video omits that. The hires cutscenes never have translucency, but the lowres ones do. I have found a hacky way to get translucency data, but it will take some time to actually turn into a full video. Related links: Help FMVs (TUTO.BIN): https://youtu.be/374kqzSBuOA Game Over 6 (GAME_OVER6.PSS): https://youtu.be/AcqUf014EDQ Exported MOV files with translucency (W.I.P.): https://bit.ly/FlipnicFMV V/O RIP w unused sounds: https://youtu.be/o8TtCp63uuo Timestamps and filenames: 0:00 Intro (SHUKYAKUDEMO.PSS) 1:24 Title screen (TITLE_.PSS) 1:42 Drop of Silver 1 (SILVER_DROOP.PSS) 1:59 Circle of Life 1 (CIRCLE_OF_LIFE.PSS) 2:21 Freeze Over 1 (FREEZE_OVER.PSS) 2:38 Hidden Path Discovery 1 (TAKIWARI.PSS) 2:52 UFO Quiz Show (UFO_QUIZ_SHOW.PSS*) 3:02 Lucky Flamingos (LUCKEY_FLAMINGOS.PSS*) 3:08 Freeze Over 2 (FREEZE_OVER2.PSS) 3:24 Drop of Silver 2 (SILVER_DROP2.PSS) 3:41 Circle of Life 2 (CIRCLE_OF_LIFE2.PSS) 4:02 Hidden Path Discovery 2 (TAKIWARI2.PSS) 4:15 Point of No Return (POINT_OF_NO_RETURN.PSS*) 4:24 Color Puzzle (COLOR_PUZZLE2.PSS*) 4:32 Hungry Monkey (HUNGLY_MONKEY.PSS*) 4:41 Biology Multiball (MULTIBALL.PSS*) 4:49 Metallurgy Multiball (MULTIBALL03.PSS*) 4:55 Optics Multiball (MULTIBALL04.PSS*) 5:01 Geometry Multiball (MULTIBALL05.PSS*) 5:10 Show Time (SHOWTIME.PSS*) 5:15 Move On (MOVE_ON01.PSS*) 5:21 Watch Out! (WATCH_OUT.PSS) 5:26 UFO invasion! (MISSING.PSS) 5:35 Tilt (TILT2.PSS*) 5:42 Extra ball 1 (EXTRABALL.PSS*) 5:48 Extra ball 2 (EXTRABALL2.PSS*) 5:55 Extra credit 1 (EXTRA_CREDIT.PSS*) 6:04 Extra credit 2 (EXTRA_CREDIT02.PSS*) 6:11 You unlocked the next stage (NEXT_STAGE.PSS*) 6:32 Congratulations 1 (CONGRATULATIONS01.PSS*) 6:39 Congratulations 2 (CONGRATULATIONS02.PSS*) 6:46 Congratulations 3 (CONGRATULATIONS03.PSS*) 6:55 Congratulations 4 (CONGRATULATIONS04.PSS*) 7:04 Congratulations 5 (CONGRATULATIONS05.PSS*) 7:14 Congratulations 6 (CONGRATULATIONS06.PSS*) 7:23 Congratulations 7 (CONGRATULATIONS07.PSS*) 7:32 Congratulations 8 (CONGRATULATIONS08.PSS*) 7:39 Congratulations 9 (CONGRATULATIONS09.PSS*) 7:46 Congratulations: cake (CONGRATULATIONS10.PSS*) 7:58 Game Over 2 (GAME_OVER2.PSS*) 8:12 Game Over 3 (GAME_OVER3.PSS*) 8:19 Game Over 4 (GAME_OVER4.PSS*) 8:30 Game Over 5 (GAME_OVER5.PSS*) 8:42 Staff Credits 1 (STAFF_ROLL1.PSS) 10:46 Staff Credits 2 (STAFF_ROLL2.PSS) 12:50 Ubi Soft Logo (UBI.PSS) 13:00 Bad Luck (BAD_LUCK.PSS) 13:39 Small Luck (SMALL_LUCK.PSS) 14:18 Good Luck (GOOD_LUCK.PSS) 14:56 Great Luck (GREAT_LUCK.PSS) 15:34 Miraculous! (MIRACULOUS.PSS) * These FMVs have translucency effects that are not displayed in this video |
This video shows all cutscenes in Flipnic, a pinball game for the PlayStation 2 games console. This video does not contain any help FMV-s, as I already made a video with those. I captured all of these cutscenes with a little FMV hack I made - basically I can replace the cutscene that is supposed to play with another one. This game actually has two types of FMVs - the high resone and the low res one. Some cutscenes contain translucency (e.g. Move On), but this video omits that. The hires cutscenes never have translucency, but the lowres ones do. I have found a hacky way to get translucency data, but it will take some time to actually turn into a full video. |
flipnic_fmv-6000.mp4 | FMV klipid | FMV clips | Flipnic,pinball,PlayStation,PlayStation 2,game over,cutscene,FMV,full motion video,PSS,playstation stream,PAL,congratulations,Lisle Wilkerson,Randy Goins,Lemmy Constantine,no camera,electromechanical game simulator,poisonous,pinball is not dead,new game machine,van gogh,UFO,aliens,flying saucer,flamingo,monkey,freeze over,steel ball,weird,surreal,biology,optics,metallurgy,geometry,theology,evolution,puzzle,multiball,see you again,skeleton,skull,invasion,omg,tilt | https://odysee.com/@Press_any_key_to_continue:2/FlipnicFMV:8 | Press any key to continue... | Press any key to continue... | 1 | /channel_db_lite/web/thumbs/402.jpg | N/A | /channel_db_lite/web/json/402.json | N/A | N/A |
| 312 | Press any key to continue... | Flipnic: In-game help | 0 | 2020-06-15 | These are help videos you can find in Flipnic (PS2), when you go to the Help menu. These explain basic mechnics of the game, as well as some more advanced techniques. I like these more than the actual manual included in the case, because of the nice visuals and more detailed explanations. | 0 | 1 | 0 | 0 | https://www.youtube.com/watch?v=374kqzSBuOA | 0 | . | . | These are help videos you can find in Flipnic (PS2), when you go to the Help menu. These videos are from the PAL version, but the NTSC-U has identical videos. The NTSC-J has similar videos, but they are in Japanese (obviously) and are actually placed in the Explain menu. These videos explain basic mechnics of the game, as well as some more advanced techniques. I like these more than the actual manual included in the case, because of the nice visuals and more detailed explanations. This video was originally uploaded a few months ago, but due to the fact I didn't verify my account using my phone, I wasn't able to upload it (longer than 15 minutes). And yes, I published 5 videos in a single day (altough 3 of them were unlisted already and uploaded a few months ago). Timestamps: 0:00 Basic rules 3:20 Missions 7:14 Recovery 1 11:19 Recovery 2 14:02 Multiball 19:14 Defence & offence 22:46 Holding |
. | flipnic_help.wmv | FMV klipid | FMV clips | Flipnic,pinball,simulator,physics,dynamics,advanced techniques,video game,in-game help,tictactoe,metallic ball,flipper,bumper,gravity,tilting,nudging,algebra,PlayStation,gaming,PS2,Sony Computer Entertainment Europe,coins,arcade,game tutorial,game console,video game console,outhole,bluecoins,red,yellow,mission | https://odysee.com/@Press_any_key_to_continue:2/FlipnicHelp:e | Press any key to continue... | Press any key to continue... | 1 | /channel_db_lite/web/thumbs/312.jpg | N/A | /channel_db_lite/web/json/312.json | N/A | N/A |