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Jasper
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Registrace 3. 02. 2011
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The Glitch that Broke Link's Cel Shading
The first complete explanation of why this truly bizarre glitch occurred in The Legend of Zelda: Breath of the Wild.
🐦 JasperRLZ
💰 patreon.com/JasperRLZ
🤼 discord.gg/bkJmKKv
🌎 noclip.website
Glitch originally discovered by reddit user /u/Rangers_of_the_North:
📰 old.reddit.com/r/Breath_of_the_Wild/comments/6n68gq/odd_graphical_glitch_found_at_lake_hylia/
🎵 Yasuaki Iwata - The Legend of Zelda: Breath of the Wild - Shrine of Trials ( czcams.com/video/4IakZtHzBL8/video.html )
🎵 Yasuaki Iwata - The Legend of Zelda: Breath of the Wild - Hateno Village (Day) ( czcams.com/video/ngXHSqzhRXc/video.html )
🎵 Arvi Teikari - Baba Is You - Tree Is Shift - Deep forest ( czcams.com/video/AgYFUjsu5tU/video.html )
🎵 Barry "Epoch" Topping - Paradise Killer - Leaving ( czcams.com/video/2zb0cIuIJ1Y/video.html )
🎵 Matthew Seiji Burns - ELIZA - Encouragement ( czcams.com/video/vVlnN1VOPdg/video.html )
🎵 Arvi Teikari - Baba Is You - Fruit On Grass - Garden ( czcams.com/video/Sc_QWB2zwi8/video.html )
🎵 猫叉Master - Elebits - Story Mode ( czcams.com/video/sAXS7FbC9Dk/video.html )
🎵 Jasper - Epoch ( czcams.com/video/DDmzbYV0d9M/video.html )
🎥 [Vinesauce] Vinny - Zelda: Breath of the Wild (part 35) ( czcams.com/video/qWb0eScKN0w/video.html )
🎥 Breaking Conventions with The Legend of Zelda: Breath of the Wild ( czcams.com/video/QyMsF31NdNc/video.html )
🎥 Kingdom Hearts HD 1.5 Final Mix 100% Walkthrough | Part 1 - Destiny Island ( czcams.com/video/h42iHQOVxIY/video.html )
🎥 PC Longplay [733] Jet Set Radio ( czcams.com/video/GvaFPANzawY/video.html )
🎥 Okami - 31 - please help me! ( czcams.com/video/fveYxclVa_w/video.html )
🎥 Katamari Damacy REROLL - 12 - missing kettle ( czcams.com/video/6i_pFtB6R54/video.html )
🎥 Team Fortress 2 (2021) - Gameplay (PC UHD) [4K60FPS] ( czcams.com/video/6CCZEGUdnmU/video.html )
🎥 Longplay of Metroid Prime [HD] ( czcams.com/video/PsHbgeNzwi8/video.html )
🎥 Half-Life 2 and Source Engine tech demo - E3 2003 [HQ] ( czcams.com/video/Qb-hYJmAaZE/video.html )
🎥 PSX Longplay [068] Ridge Racer Type 4 ( czcams.com/video/cnjie2G7_gQ/video.html )
🎥 Test Drive 6 (PS1 Gameplay) ( czcams.com/video/sXsuwsXZ90c/video.html )
🎥 Balloons Aloft Above the Grapes - Gaylon L. Yancy ( flickr.com/photos/geewhypics/51025710553/ )
🎥 DRAGON BALL FIGHTERZ Full Game Walkthrough - No Commentary (DragonBallFigherZ Full Game) 2018 ( czcams.com/video/no7LVOKzHF8/video.html )
🎥 Borderlands 2 - Full Game Walkthrough Gameplay Longplay [60fps] - No Commentary ( czcams.com/video/qb1uErOijbY/video.html )
🎥 Killer7 - 7+7+7+7+6+0.5 - origin of k7 ( czcams.com/video/P9SekT2TjjI/video.html )
🎥 Hideo Kojima reveals Metal Gear Solid V at GDC 2013 HD ( czcams.com/video/0qhPoT4coOI/video.html )
🎥 The Rendering Technology of KILLZONE 2 ( www.gdcvault.com/play/1330/The-Rendering-Technology-of-KILLZONE )
🎥 Between Tech and Art: The Vegetation of Horizon Zero Dawn ( czcams.com/video/wavnKZNSYqU/video.html )
🎥 Rendering the World of Far Cry 4 ( czcams.com/video/rD6KcxcCl_8/video.html )
🎥 Mario Kart 8 Deluxe: Mushroom Cup Gameplay ( czcams.com/video/qRNv3FpnvMg/video.html )
🎥 Splatoon 3 - Extended Turf War gameplay ( czcams.com/video/zgaG88e-Wso/video.html )
🎥 Super Mario Odyssey (6/42) - Metro Kingdom ( czcams.com/video/8Bv2h_FH62o/video.html )
🎥 Unity 5 Graphics - Lighting Overview ( czcams.com/video/eGu9_8HS2uI/video.html )
📰 www.vg247.com/2017/08/30/the-legend-of-zelda-breath-of-the-wild-glitch-strips-link-of-cel-shading-effect/
📰 www.ign.com/articles/2017/08/30/zelda-breath-of-the-wild-glitch-removes-cel-shaded-look
📰 kotaku.com/theres-a-tiny-spot-in-zelda-where-cel-shading-doesnt-wo-1798560859
📰 advances.realtimerendering.com/s2006/ ( Chapter 7: Shading in Valve's Source Engine )
📰 gist.github.com/idbrii/e39fe96279aa1670319bfa521d907399 ( Breath of the Wild talks at CEDEC2017 )
📰 jp.ign.com/cedec-2017/16963/news/botw
📰 jp.ign.com/cedec-2017/16984/news/
📰 www.ea.com/frostbite/news/directx-11-rendering-in-battlefield-3
📰 www.gdcvault.com/play/1015312/Light-Probe-Interpolation-Using-Tetrahedral
📰 blog.selfshadow.com/publications/s2020-shading-course/hillaire/s2020_pbs_hillaire_slides.pdf
💜 Jacob, Jasmine, Argle Bargle, 3moon, Will
Special Thanks: Matthew Seiji Burns, Swiffy22
00:00 Intro
03:37 The Glitch that Broke Link's Cel Shading
33:50 Channel Update
🐦 JasperRLZ
💰 patreon.com/JasperRLZ
🤼 discord.gg/bkJmKKv
🌎 noclip.website
Glitch originally discovered by reddit user /u/Rangers_of_the_North:
📰 old.reddit.com/r/Breath_of_the_Wild/comments/6n68gq/odd_graphical_glitch_found_at_lake_hylia/
🎵 Yasuaki Iwata - The Legend of Zelda: Breath of the Wild - Shrine of Trials ( czcams.com/video/4IakZtHzBL8/video.html )
🎵 Yasuaki Iwata - The Legend of Zelda: Breath of the Wild - Hateno Village (Day) ( czcams.com/video/ngXHSqzhRXc/video.html )
🎵 Arvi Teikari - Baba Is You - Tree Is Shift - Deep forest ( czcams.com/video/AgYFUjsu5tU/video.html )
🎵 Barry "Epoch" Topping - Paradise Killer - Leaving ( czcams.com/video/2zb0cIuIJ1Y/video.html )
🎵 Matthew Seiji Burns - ELIZA - Encouragement ( czcams.com/video/vVlnN1VOPdg/video.html )
🎵 Arvi Teikari - Baba Is You - Fruit On Grass - Garden ( czcams.com/video/Sc_QWB2zwi8/video.html )
🎵 猫叉Master - Elebits - Story Mode ( czcams.com/video/sAXS7FbC9Dk/video.html )
🎵 Jasper - Epoch ( czcams.com/video/DDmzbYV0d9M/video.html )
🎥 [Vinesauce] Vinny - Zelda: Breath of the Wild (part 35) ( czcams.com/video/qWb0eScKN0w/video.html )
🎥 Breaking Conventions with The Legend of Zelda: Breath of the Wild ( czcams.com/video/QyMsF31NdNc/video.html )
🎥 Kingdom Hearts HD 1.5 Final Mix 100% Walkthrough | Part 1 - Destiny Island ( czcams.com/video/h42iHQOVxIY/video.html )
🎥 PC Longplay [733] Jet Set Radio ( czcams.com/video/GvaFPANzawY/video.html )
🎥 Okami - 31 - please help me! ( czcams.com/video/fveYxclVa_w/video.html )
🎥 Katamari Damacy REROLL - 12 - missing kettle ( czcams.com/video/6i_pFtB6R54/video.html )
🎥 Team Fortress 2 (2021) - Gameplay (PC UHD) [4K60FPS] ( czcams.com/video/6CCZEGUdnmU/video.html )
🎥 Longplay of Metroid Prime [HD] ( czcams.com/video/PsHbgeNzwi8/video.html )
🎥 Half-Life 2 and Source Engine tech demo - E3 2003 [HQ] ( czcams.com/video/Qb-hYJmAaZE/video.html )
🎥 PSX Longplay [068] Ridge Racer Type 4 ( czcams.com/video/cnjie2G7_gQ/video.html )
🎥 Test Drive 6 (PS1 Gameplay) ( czcams.com/video/sXsuwsXZ90c/video.html )
🎥 Balloons Aloft Above the Grapes - Gaylon L. Yancy ( flickr.com/photos/geewhypics/51025710553/ )
🎥 DRAGON BALL FIGHTERZ Full Game Walkthrough - No Commentary (DragonBallFigherZ Full Game) 2018 ( czcams.com/video/no7LVOKzHF8/video.html )
🎥 Borderlands 2 - Full Game Walkthrough Gameplay Longplay [60fps] - No Commentary ( czcams.com/video/qb1uErOijbY/video.html )
🎥 Killer7 - 7+7+7+7+6+0.5 - origin of k7 ( czcams.com/video/P9SekT2TjjI/video.html )
🎥 Hideo Kojima reveals Metal Gear Solid V at GDC 2013 HD ( czcams.com/video/0qhPoT4coOI/video.html )
🎥 The Rendering Technology of KILLZONE 2 ( www.gdcvault.com/play/1330/The-Rendering-Technology-of-KILLZONE )
🎥 Between Tech and Art: The Vegetation of Horizon Zero Dawn ( czcams.com/video/wavnKZNSYqU/video.html )
🎥 Rendering the World of Far Cry 4 ( czcams.com/video/rD6KcxcCl_8/video.html )
🎥 Mario Kart 8 Deluxe: Mushroom Cup Gameplay ( czcams.com/video/qRNv3FpnvMg/video.html )
🎥 Splatoon 3 - Extended Turf War gameplay ( czcams.com/video/zgaG88e-Wso/video.html )
🎥 Super Mario Odyssey (6/42) - Metro Kingdom ( czcams.com/video/8Bv2h_FH62o/video.html )
🎥 Unity 5 Graphics - Lighting Overview ( czcams.com/video/eGu9_8HS2uI/video.html )
📰 www.vg247.com/2017/08/30/the-legend-of-zelda-breath-of-the-wild-glitch-strips-link-of-cel-shading-effect/
📰 www.ign.com/articles/2017/08/30/zelda-breath-of-the-wild-glitch-removes-cel-shaded-look
📰 kotaku.com/theres-a-tiny-spot-in-zelda-where-cel-shading-doesnt-wo-1798560859
📰 advances.realtimerendering.com/s2006/ ( Chapter 7: Shading in Valve's Source Engine )
📰 gist.github.com/idbrii/e39fe96279aa1670319bfa521d907399 ( Breath of the Wild talks at CEDEC2017 )
📰 jp.ign.com/cedec-2017/16963/news/botw
📰 jp.ign.com/cedec-2017/16984/news/
📰 www.ea.com/frostbite/news/directx-11-rendering-in-battlefield-3
📰 www.gdcvault.com/play/1015312/Light-Probe-Interpolation-Using-Tetrahedral
📰 blog.selfshadow.com/publications/s2020-shading-course/hillaire/s2020_pbs_hillaire_slides.pdf
💜 Jacob, Jasmine, Argle Bargle, 3moon, Will
Special Thanks: Matthew Seiji Burns, Swiffy22
00:00 Intro
03:37 The Glitch that Broke Link's Cel Shading
33:50 Channel Update
zhlédnutí: 546 671
Video
The Charm Behind Super Mario Galaxy 2 - a Conversation with @ScruffyMusic, part 2
zhlédnutí 36KPřed 3 lety
Part 2 of a conversation I had with @ScruffyMusic, answering some of your questions about Super Mario Galaxy's visuals, art style, graphics technology, and music. Part 1: czcams.com/video/f1sUPUGu9iw/video.html 🐦 JasperRLZ 🐦 Scruffy_Tweets 💰 patreon.com/JasperRLZ 🤼 discord.gg/bkJmKKv 🌎 noclip.website 🕹️ noclip.website/#InteractiveExamples/SlimySpringWater 🕹️ noclip.websi...
How Spherical Planets Bent the Rules in Super Mario Galaxy
zhlédnutí 795KPřed 3 lety
Let's find out how Super Mario Galaxy's gravity and physics engine broke all the rules, and changed the Mario series forever. 🐦 JasperRLZ 💰 patreon.com/JasperRLZ 🤼 discord.gg/bkJmKKv 🌎 noclip.website 📰 Thomas Grip - Planning: The Core Reason why Gameplay Feels Good ( frictionalgames.com/2017-05-planning-the-core-reason-why-gameplay-feels-good/ ) 🎵 Mahito Yokota - Super Mario Galaxy ...
A Deeper Dive into Wind Waker's Lighting - a Conversation with @ScruffyMusic, part 1
zhlédnutí 49KPřed 3 lety
Part 1 of a conversation I had with @ScruffyMusic, answering some of your questions about noclip.website and The Legend of Zelda: The Wind Waker. Please go watch their stuff! ◆ czcams.com/users/ScruffyMusicvideos ◆ Scruffy_Tweets ◆ JasperRLZ Extra Links: ◆ noclip.website ( noclip.website ) ◆ bmdview.js, my original "alpha" version of noclip.website! ( magcius.github.io/b...
Freight Car Frenzy (A Hat in Time Remix)
zhlédnutí 8KPřed 4 lety
This was a jazz arrangement I had made back in 2017 for the A Hat in Time B-Side Soundtrack, but had not uploaded to my CZcams channel until now. Also on SoundCloud: soundcloud.com/play-a-mini-game/freight-car-frenzy-train-rush-remix-a-hat-in-time/ Original composition by Pascal Michael Stiefel Remix by Jasper Mixing & Mastering by Pascal Michael Stiefel Visuals from Kirby's Return to Dream Lan...
How The Wind Waker Redefined Cel Shading
zhlédnutí 404KPřed 4 lety
Let's figure out how The Legend of Zelda: The Wind Waker was able to pull off cel shading at a time when nobody else was able to. 🐦 JasperRLZ 💰 patreon.com/JasperRLZ 🤼 discord.gg/bkJmKKv 🌎 noclip.website 🎵 Jasper - Epoch ( czcams.com/video/DDmzbYV0d9M/video.html ) 🎵 Allister Brimble - Fluidity - Tutorial ( czcams.com/video/WsGVUgZ7AUg/video.html ) 🎵 Masakazu Sugimori - Phoenix Wrigh...
How scrolling textures gave Super Mario Galaxy 2 its charm
zhlédnutí 1,3MPřed 4 lety
Let's dive into Super Mario Galaxy 2, and explore how a small team at Nintendo pushed simple developer techniques to their limits to make something that still looks good today. ◆ Twitter: JasperRLZ ◆ noclip.website: noclip.website/ ◆ Visit Slimy Spring Galaxy in your web browser! noclip.website/#smg2/UnderGroundDangeonGalaxy Extra footage used: ◆ Breaking Conventions with The Legend...
Epoch
zhlédnutí 17KPřed 4 lety
Also on SoundCloud: soundcloud.com/play-a-mini-game/epoch Visuals from Kirby's Return to Dream Land. Recorded through noclip.website/#rtdl/seatempleBg Uses sounds from 99sounds. With attribution: 99sounds.org/vinyl-noise-sfx/ 99sounds.org/rain-and-thunder/
Riverbank Café
zhlédnutí 19KPřed 5 lety
Also available on SoundCloud: soundcloud.com/play-a-mini-game/riverside-cafe-20 Artwork recorded from noclip.website, my side project: noclip.website/#sms/dolpic0;ZNCA8bREwOauqLuV}i8{VQV_oNW,XVIfH0k=9mLaL9Sbxi(UAZ3Aq@$r=fD@f96=C3kV4m=
Claustrophobia
zhlédnutí 8KPřed 6 lety
Also available on SoundCloud: soundcloud.com/play-a-mini-game/claustrophobia Artwork recorded from my GameCube model viewer: magcius.github.io/model-viewer/#zww/data/j3d/ww/sea/Room44.arc
Hyakugojyuuichi!!! (HD)
zhlédnutí 16KPřed 6 lety
Obviously, I claim absolutely no credit for this. Originally created by Neil Cicierega in 2001, and passed around on many angelfire and tripod sites. I couldn't find pika.swf in anything but like 240p quality on-line. Rendered out in glorious 1080p for your ultimate viewing experience, and mixed with higher quality audio. wiki.animutationportal.com/Hyakugojyuuichi
Katamari on the Rocks (Beta) - Katamari Damacy
zhlédnutí 8KPřed 6 lety
Found on the game disc for the original Katamari Damacy for PS2. Haven't seen uploaded to CZcams before.
Favorite BGM: Tomorrow Hill (Instrumental) - WarioWare: Smooth Moves
zhlédnutí 11KPřed 7 lety
Favorite BGM: Tomorrow Hill (Instrumental) - WarioWare: Smooth Moves
Favorite BGM: Tomorrow Hill - WarioWare: Smooth Movies
zhlédnutí 4KPřed 7 lety
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Wind Waker Glitch - Getting Unused Content w/ Chest Storage
zhlédnutí 20KPřed 9 lety
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Favorite BGM - Quad City DJs - Space Jam Soundtrack
zhlédnutí 6KPřed 9 lety
Favorite BGM - Quad City DJs - Space Jam Soundtrack
I love bloomin onion 🤤
9/10 sociopaths agree uve gotta see hyakugojyuuichi
Where are you buddy?
Nin devs are truly genius...the best out there.
I miss this, man
wow amazing
So how does one get Links Figurine, if one is required to take a picture of the subject? I never did figure out how that worked.
btw gravity IS what we call the gravitational field, you don't say gravity field
Romanian Animation (redub): czcams.com/video/ih6y3NILQWM/video.htmlsi=mNhNgiZ-Vv9-NSIC
Missing info, Links emojii uses the systems heads up display infopanel sprite for extra fps tropicana smooth. Ie the heart / rupee counters. GENIUS BZ.
Anyone know why Jasper stopped making videos?
probably a lack of topics to cover or something like that
0:31
6:35 I haven't really programmed in a while, and never anything like this, but I'm already conceptualizing the process of figuring out this problem in my head I have a couple of ideas, but I think the best one is to have a variable for the center of the planetoid. Each spherical planet would have one, so you can have multiple of these points in a level, as we see in some "Galaxies" A function would track how close Mario is to these planetoids, so when he's close enough, we can have him be affected by that planetoid's gravity in particular, rather than any other planetoids or the level's default gravity The main variables for X, Y, and Z speed would be kept, but first we'd have to run through separate variables that track what Mario's various speeds should be in relation to the planetoid's center of gravity, and then these variables would run through sort of a function to translate these variables into his X, Y, and Z speeds No way this explanation is perfect, I'm most definitely missing a few steps, or maybe there's a simpler way to do it, but I think I'm on one of a few right tracks 6:58 Oh right i wasn't finished, lol. There's planetoids where you just fall down, block planets where you just fall left or right, and rolling pin planets. That last type is probably the most complicated because the center of gravity is essentially a line. But it can probably be figured out by adapting the above. . . maybe. . . Edit: 12:14 Ah. . I did not think of that.
Kill la Kill was in 2013. And if my memory serves me correctly: Wind Waker was in 2001, iow: it did not inspire the shading method. but I guess the image of it is a nice placeholder.
22:15 "At full 720p." Me watching that moment on my 2k ultrawide monitor: : |
Wait, this was a Neil Cicierega original? I never knew. Although, the last time I saw this was waaay before I discovered Neil.
hmm yes Tetra and Zelda are 2 separate people, of course
Amazing video - any plans to add sections of BoTW to your noclip site?
Indie graphics engine dev here! A really cool thing with this at 16:34 is also that you can give the illusion of complex meshes by using this as a texture on the model itself. For example, you could create a detailed rock with holes and crevasses, and only use a few polygons
moglot
"a throwback" *shows a screencap from an anime that came out after Wind Waker*
I know this video is old, but let me explain why this happens. Its similar to how any game with multiple regions is made, if there are some limitations to their engine. The reason the cell shading dissapears in this one spot, and it might be that there are more but it's probably really hard to find, is that the devs use geometric objects that are invisible that work as triggers inbetween each wall that is made. So basically, if you are inside of that invisible trigger, which should never happen, but because this is manually made, and a person or more have to make geometry around the whole map making cell shaded triggers as close as possible to those walls, so that this doesn't happen. This again exists as an optimization technique. As anything and everything behind this trigger will not draw cell shaded geometry "be it link, or anything that is cell shaded." The reason this hole in particular is bugged"" as you could say. It was overlooked when some dev or devs were putting this trigger around the map. One more example of this if you wan't to see this optimization in person, is as of a CS:GO battle royale map. Before CS2 And with CS:GO, the game engine had to deal with allot of geometry. So because the map was so big and since the Source engine is not so optimized. Valve Devs had to resort to using the same trigger around the whole map, covering it as to make it so objects behind said trigger won't render onto your screen. This is before Oclussion Culling or Real Time Occlusion Culling was a thing in CS:GO, since it has been introduced in CS2. The drawback of that approach as in here too, is that this is completely manual and a person has to do it. Also everybody makes mistakes, and here we can see an example of that. It's a completely normal occurane, and infact CS:GO's Battle Royale maps had the same problem, but since CS:GO doesn't use any Cell Shading, it only uses this trigger so that objects behind don't render. So you can of course see a problem with that if someone misplaces the trigger and an object that should be visible on your screen is now completely invisible. Cool stuff tho, to see the normal render of link, without the extra effects.
Now if only I knew how they coded these zones
When are you gonna make another video?! Yours are just so good at explaining these techniques understandibly! I am especially interested in indirect lightning and how games that have less powerful hardware deals with that. I hope you're okay :)
the trailer is from 2002 not 2005
I love toon link his cute 😊
to be fair in the '90s we all did something like this. In a software 3d engine you were rendering triangles on a scanline basis most of the time, and you interpolated the surface normal for each pixel. You defined an arbitrary sun vector and the dot product of the normal and the sun vector can be used to index the "texture" (well, more like a lookup list) for shading. You were able to do pretty nifty trick with this, not only toon or diffuse shading.
This was not explained well. Waste of time
Wow. Amazing deep dive! But hey, anyone know how the day and night cycle works here? The clouds movement? ...
Its so cute toon link ❤
at around 17 minutes, how is it possible to accurately do point lighting without having position information? you claim that it only takes the color and normal buffer but in that case, the localized point lighting especially on the floor should not be possible. how does that work?
He simplified it, but in games there's also a depth buffer which shows how far away each pixel is on the screen, which is how he did it.
Came in looking for copper, but found the most pure gold. I wasn't expecting the most crystal clear rendering class I've ever seen.
Hope this guys back soon we need him
i literally have dreams about the start and end to slimy springs
This is really good, never knew textures could be so complicated and used in so many different ways! What sort of editor can create displacement maps, and add them to an existing texture? 🙂👍
16:27 as someone who enjoys 3D modeling, this puts a smile on my face.
This is called Level of Detail. Games use it to save on resources by replacing objects and terrain with lower quality versions of that object the further they are from the player. It is usually triggered too far away for you to notice the lack of detail. For example, far away trees in TOTK and BOTW are just 2d images.
this is one of the best expenations of differed rendering I've heard
Is there a way you could look into Zelda Ocarina of Time’s twisting room in the forest temple and how it’s done? I cannot find anything about this :,)
Ridge Racer is probably doing a common trick for the time. When I was writing a battle map viewer for Final Fantasy 7 I figured out the way the game looks "lit" is that they use unlit textures and then apply a greyscale color to the vertices that when blended with the textures gives the appearance of lighting without having to actually do the lighting calculations.
Innovative considering how old this game is
For some reason I keep coming back to this video. It’s been several years since my first watch and it still entertains me. Hopefully soon you will make new videos
I very much enjoy the anti-spoilers. Good short I appreciate you
This also reminds me of Mega Man Legends on PS1
In other words it just a 1999 Jet Set Radio cel shaded style game rip off
They tried to fix this in totk and the funniest thing is there’s a few shards left where you can still do it if you fight the camera
What's the music starting at 5:00? It's really good. Love the video!!
Ace Attorney - Trial that i slowed down by a bunch and added some reverb to
Holy shit