OldManHoOh
It's super effective.
Since: Jul, 2010
Dec 21st 2011 at 4:59:46 PM
•••
- Lampshaded by James Rolfe in his review of Star Trek III The Search For Spock.
"Okay, so they gotta find his soul, so what do they do? They watch the end of Star Trek II The Wrath Of Khan, Yeah, I guess it's supposed to be a security camera but I guess the Enterprise cameras are so good they get the perfect angle just like in the movie. It's like in Spaceballs when they're watching their own film."
- Averted in Star Trek III The Search For Spock. The footage of Spock melding with Bones was all from one angle (just with a zoom in at the end). Either it was reshot that way, or they saved footage from one camera from the last film.
(Deleted other irrelevant natter)
So, what? Is it straight or an inversion? Was the shot reshown really that static?
Edited by OldManHoOh
Reworked these two examples into a general one which also accounts for the development of technology making such shots possible in the Racing Game genre having been developed around 1980.
- In WipEout XL and Wipeout 3, there are giant screens that display the races. Strangely, they use the player's camera view, to the point of showing the HUD superimposed over everything.
- Although given that modern day F1 racing coverage uses extensive shots from the cars themselves, including superimposed rev and speed displays, this is not that far-fetched.
- In Mario Kart 64 the jumbotrons on the race tracks had a live feed of you racing from your perspective. Even after the race was over, the screens would show the fly-over view of the track as you were viewing it. (The jumbotrons used the screen buffer as its texture. Consequently, the jumbotrons were turned off during multiplayer.)
Edited by 68.1.57.131 Ketchum's corollary to Clarke's Third Law: Any sufficiently advanced tactic is indistinguishable from blind luck.