Zelda: Maybe I’ll check in on Link, see how he’s doing. Link: (On a tree like a scared cat as 300 horses stare up at him) Ganon: Y’know, I’m not closing the offer on that cup of tea.
I usually don't like it when people only do text commentary, but the way you presented it in the games text box style and even with the sound effect for the text transition made it really special and entertaining!
Somewhat related: once while I was playing BotW, I saw a lizalfos t-posing instead of being in his normal "camoflauge" position. I don't know why it happened, but it was amazing.
Ok I will just leave my incomplete theory here about the lizalfos curse. I have a background in programming games, but the theory could be completely wrong obviously, since I know nothing about the code for Zelda and you never know what other programmers cook up in their source code. A few basics to build off of: Each object has a Transform in most Engines. This just stores the position, the scale and the rotation in the world. This transform can be relative to a parent Object. In this case, the child Object will always keep its set distance to the parent, moving with the parent effectively. Many things in games, which appear a lot of times (like enemies in Zelda) are being Object pooled. This means that when you dont need an enemy anymore, since it was killed, you dont destroy it, which means the memory is free again, but naturally, you can never use this enemy again. Creating AND destroying enemies is quite expensive on performance. So instead you just disable the enemy for now, reset it and re-enable it, when you need another one. You can think of this stack of enemies ready to go as a sheet of paper. You just take the top of everytime you need one and weirdly put any paper youre done with at the bottom of the stack. So with those basics set, let me try to explain what I think happens or could be at least part of the glitch. When you push off the lizalfos, their body and physics collider are pushed off to where you see its body ending up. But the root of their objects actually stays at the original position! The physics for the object then tries to trigger all kinds of things, since theyre literally flying right now, but the root says its all ok, we still hangin in there. This could cause the weird stuttering. Then when they despawn, They are being reset and prepared for reuse. But when you reset the position on the root object, the relative offset of the child object will remain as I explained earlier. So basically the game thinks the lizalfo is in lets say (0/0/0) for x, y, z. That is true, but the actual mesh (what you see of the enemy) and the collider are in a different position, which looks weird. Now those "cursed" lizalfos are being object pooled and put back into the stack of paper sheets. Everythings fine, until they are reused again (which would explain the delay of despawning and the glitch kicking in). The mesh and animations are exchanged, some attributes tweaked (sometimes there is less difference between different enemies than you think there is) and the new enemy is born. But the offset of the child object, which displays the enemy is still at an offset! This can mean position wise, but also the rotation, as seen in some cases. Now shits about to hit the fan and I am even more unsure of the following than I was of the bit above. We observed that the player was effected too. He is not born from object pooling?! At least not in our case, since he never despawned. This could have many crazy reasons, but what I thought is the following: So each character (enemies, npcs and the player all alike) have to be able to walk on a wide variety of surfaces. You calculate the "up"-vector for that, since you wanna align the upright position of the character with the grounds "up"-vector, which can be at an angle. Now maybe, the game kind of stores a global current "up"-vector that everyone on the screen uses then. Everyone can have his own "up"-vector still, but whats globally up is sort of agreed on. Now when everyones child objects are fine, everyone tells the game a reasonable "up"-vector and everyones happy. But when some enemies just tell the game the most abnormal "up"-vectors (since their transform is so cursed), the game tries to account for those wrong values and makes everyone on the screen tilt. Physics is not prepared for that obviously, which shuttering usw can be observed. So maybe there is some truth to my theory. I am sure that there are at least parts of it, which are completely wrong, but I had fun thinking about the glitch, since finding those bugs is a part of a programmers work in most cases. I hope you enjoyed the insight and I'm sorry I stole you some time of your life. Cheers.!
Since switch minecraft doesn't actually pause, I'll tell you my story. One day I was on one a map of mine, and I spawned a about 10 horse spawners. Later that day, I my father came so I had to go to his house for a week. When I came back, I went to pick up my switch, I noticed it was really laggy. I asked my self why. A bit needless to say, there were horses EVERYWHERE. It was so laggy, I couldn't fly. I had to leave the map.
I discovered a glitch a reeeaaallly long time ago and I can finally share it with someone. Something to note is that I don’t know if this glitch has been discovered yet. I haven’t heard anybody talk about it so let’s just say I discovered it. You know those Korok seed puzzles when you push a Boulder in a hole and then you get a korok seed? If Link tries to ragdoll fall towards the hole, Link will be stopped by an invisible barrier around the hole. It’s weird because Link can go into the hole normally by walking or jumping into it, but it seems that ragdolling into the pit prevents him from going inside. After I found this out, I HAD to try what will happen if Link ragdolled INSIDE the hole. This is where the fun part begins If Link ragdolls inside the hole, glitchy stuff happens. Link’s body does many glitchy things and there is so many possibilities of this glitch, you have to try it yourself. Here are some results I got. Link could have a twisted torso Link could have a weirdly stretched out limb Link could go through the floor for a few seconds Link could be in a very uncomfortable pose Link could spazz out And I was able to get Link to *DAB* I’m not joking. I could send a picture to you of him dabbing if I want to. The most consistent way for Link to have ragdoll physics is to bomb himself. It’s really fun to do so try it out yourself. And also please credit me if you use it in a video.
That glitch is called Spaghetti Link, because it causes his armes and legs to stretch out like noodles. Lots of people do it by igniting a bomb with Link in the hole
The strange jittery behavior and the unusual angles makes me wonder if you're experiencing a floating point error with that lizalfos glitch. Basically, if you can get some element of the world's X,Y,Z coordinate system to become shifted by a MASSIVE amount, you loose precision in how finely positions and angles can be rendered. I don't know the workings of the glitch, but I do wonder if the disappearing lizalfos are somehow still being rendered, but very far off, passed the edge of the world. If that were the case, it could possibly reduce the floating point resolution, due to large numbers needing to be handled. Most games render coordinate 0,0,0 at the player, for highest precision. If this glitch is shifting the coordinate origin away from the player, it might explain things. Look up floating point jitter. Anyway, you earned a sub!
Could be related to it only working on the Switch too, since it was basically ported from the Wii U. Something minor could have been overlooked which allows this glitch to happen between the different hardware.
@@Woogoo336 I'm a game developer while the floating point theory could be a thing. definitely a part of it though, what I \-think\- is the case is that its reusing entity/object slots, so when the lizalfos load, lets say they're put into a new entity slot, so lets say slot 2, there's more of em so 2, 3, 4 and 5. Now you mess with their positions and the game tries to figure out what the hell is going on but can't adjust them back to a correct state, so some values may keep increasing and start to get unstable (your floating point theory), however with some messing around/distance stuff you can get their entities to be removed improperly (not through death or simply unloading through distance) so their data never gets cleaned out (which the game might rely on (though this may be a bit far fetched since usually you'd set clean states at initialisation of new objects, but lets say for some optimisation reason they don't). So now slots 2,3,4 and 5 are unoccupied and contain weird data (especially rotation wise), now when new objects are loaded in or the game decides to re-order data (efficiency stuff) link and other things might start occupying slot 2,3,4 or 5 all of a sudden, thus the glitch "activates". As now Link is suddenly based on the weird data. Though this theory only really works if the game relies on objects being cleaned after removal instead of initialisation and also relies on the behaviour of the game correcting objects to a proper state when spawned/"reset".
Perhaps the shorter reset distance on the western pillar is caused by a cell switch, as well. Maybe it's caused by unloading the cell. Dako Tah has a shrine, so maybe the game loads it from farther away for some reason...
I think the reason the glitched blood moon got rid of the horses was because if the game finds an error it will use a blood moon to reset everything so the game doesn’t crash and/or the data doesn’t get damaged... at least I think. Edit: JEEZ THIS IS MY MOST LIKED COMMENT... LIKE... EVER.
Modders have since combed through the code and found out that Panic Blood Moons (ie the “glitched” ones) happen because the game panics due to running dangerously low on memory. They can also only trigger if Link is on the ground near his last save location. They happened a lot shortly after release because there was a memory leak that was exacerbated by putting the console to sleep. Of course it’s going to try and panic blood moon when there’s 300 horses loaded into memory, lagging out the game.
Ah, yes, even back on the Genesis there was at least one instance of a "yay you reached the secret screen" failsafe so they could pass QA and be published (the lead programmer of Traveler's Tales did a video on gamehut about his, look for "Why does PUNCHING Sonic 3D trigger a Secret Level Select"). It's a common practice to catch crashes before they happen when there's warning signs (like playing too long, RAM filling up too quickly, etc). A sign of good craftsmanship for engines is being able to thematically hide failures and hardware shortcomings in a way that isn't immediately apparent to players, it's like slight-of-hand tricks for programmers. The expansive seas of WW as well as the narrow corridors between areas in TP were meant to cover for the loading time delays of being on a disc format (notice that the WW engine, used by both, has no typical "now loading" message during gameplay, but they gutted it for SS which does).
this is actually very common in games, the entity's need to reset due to excess spawning, gathering too much state etc. The blood moons are a creative mask for what is a common occurrence in games nowadays to prevent out of memory errors or lag due to data lookups in large amounts of state.
Little thing to mention, I think that the "Glitched" Blood Moon you mentioned that removed all the horses is something Zeldapedia refers to as a "Panic" Blood Moon. That's essentially the game's way of cleaning everything up to return to optimal performance. The game was struggling to process all those horses, so it makes sense that it would remove horses even when a normal blood moon doesn't.
The lizalfos curse was really fun to do after watching this! Only downside was I got caught drifting down the whole path once I got close to the stable.. made for some fantastically hilarious screenshots though!
I'm no expert, but it seems to me like the lizalfos Glitch has to do with the game not knowing how to handle them not being on a wall, then applying their physics to everything.
especially because of the lag it could be super strong, if the physics engine works similar to DOOM's and runs off of FPS, you could have it calculating just a bit faster than normal (though my logic is probably off)
Love the expressiveness through link and the text rather than just talking. Brings a similar aesthetic to the videos that the game has with the minimal music.
Wow, this was funny! I normally don't like the whole text box explanation, but you most certainly make it work! Maybe even a little funnier this way! But not gonna lie, this stuff does make me wonder how people find these things... Like, how did someone discover these oddly specific actions to do these oddly specific things? Very strange, yet humorous.
A lot of it is community based. Like "oh I found something weird", "oh I found a similar weird thing", "I wonder if we can make weird thing happen intentionally" etc
"discovered by: me" is so powerfull, ive actualy refered to you as one of the gods of botw bc you have such vast knowledge of the game idk if youre into speedruning but even if you arent you definitely are ridiculously good at the game
TH-cam recommendations really gave me a gem for once, you earned yourself a sub and a like on all of your vids! I look forward to see more of your work
That last glitch was pretty interesting. It could be because when the Lizalfos despawns, the code that tells it to cling to the wall still remains active, but instead of rotating the Lizalfos it rotates Link and other objects in the area. But, I don't really know anything. Very cool glitch!
it'd be cool if in the next Open-World Zelda, they made a feature that'd work like the Lizalfos Curse! imagine you walk through some woods, and you come along a godly or magic figure that can bend reality and mess with the physics. that could be so cool
The horses reminded me of this old story floating around on the internet called, "I like monkeys". It's about a guy that ended up with a ton of monkeys. Ingrates.
Ok, a very minor glitch I found ages ago, but have seen nobody talk about is in gerudo town, if you feed Riju's sand seal to make it tell a fortune, and happen to be using your camera while the cutscene starts, the whole cutscene weirdly zooms in on everything showing only the gerudo's body, and the sand seal's face
There's a lot more than two. Most are in the Gerudo regions, but the Lanayru Tower also has a couple. I've seen fire lizalfos on walls on Death Mountain as well.
"I don't understand. You make a living replaying the same animations over and over?" "If I don't have the footage, they won't watch the whole video." "..."
@@KlericYT So it was YOU PERSONALLY playing the milk bar theme?! I'm impressed how much love you put into your videos! It sounded so beautiful, but sadly you stopped playing right before the intense part starts and _NOW I WANT TO HEAR YOU PLAYING THE THEME _*_FULLY TO AN END_* !! I'm so sad now bc I thought you gave credit to the piano-player so I could check their video, which actually doesn't even exist... Also I'm jealous you figuring out stuff like that great horse-glitch.. The only thing I ever figured out in botw was how to get Epona off the Great Plateau alive xD
WOW the lizalfos glitch is freaky, it really does earn the name for curse, that's incredible??? Thank you for showing us how to do it! I might just give it a shot!
I don't know if I am the only one with that glitch, but for some reason whenever I make a fire camp near Hylia Bridge, the eagle flying near the South Tower of the bridge acts crazy, "crashing" into the Tower and keeping flap its wings on the spot
Horse Factory and the Lizalfos Curse is my favorite Harry Potter book
😂😂😂
Harry Potter and the Horse Factory
Harry Potter and the Lizalfos Curse
JK. Rowling really knew how to write.
oh 499 likes on this comment
lemme just...
**clicks like button**
*TOO HARD TO RESIST DAMMIT*
@@randomnuke4005 i am the 600th c:
666 likes
"Naturally, my desire for more and more horses knew no limits"
naturally
I love your KOS-MOS pic!!
Then the game got tired of his "horseplay" and crashed.
But also, completely relatable
Meanwhile, Zelda is holding back Ganon.
hang in there, gotta horse around some more
Link is building a horse army to battle ganon! :P
I think he already beat Gannon.
Zelda: Maybe I’ll check in on Link, see how he’s doing.
Link: (On a tree like a scared cat as 300 horses stare up at him)
Ganon: Y’know, I’m not closing the offer on that cup of tea.
The game in a nutshell
I usually don't like it when people only do text commentary, but the way you presented it in the games text box style and even with the sound effect for the text transition made it really special and entertaining!
I prefer text commentary on walkthroughs. Less gabby.
It's also sometimes nice to just read though imo lol.
hey nice profile pic Kyon is the best!
@@gyattrizzV check out his videos about the airship & blood moon, those were perfectly fine
Yeah and the name of the font is called calamity sans
In some parts of Faron region, there are Bokoblins riding *bears*.
Do you think... maybe...?
OMG
Horse God:
*-please stop-*
*_bear factory_*
Build-A-Bear
Suprebob Toast delete this right now
Somewhat related: once while I was playing BotW, I saw a lizalfos t-posing instead of being in his normal "camoflauge" position. I don't know why it happened, but it was amazing.
Hebra region t pose glitch. Happened to me too.
me to this is now the snow lezalfos picture for my encyclopendia
Lol
Same it’s happened too but I couldn’t snap a pic of it :(
the same thing happen to me
around the swirly landmark near the akkala tech lab
0:28
*freeze frame *
*record scratch *
"So, you're probably wondering how i got into this situation "
"Well, it's hard to explain, so I'll just show you."
“Yep, that’s me.”
Omg kuzco Izzat U bud
“…I said I had sugar cubes. I didn’t think they’d believe me!”
I have heard that so many times
Where does it come from?
Now we know the secret true power of Majora's Mask! Pulling down moons was nothing compared to this.
Plot twist: TLoZ Majora's Mask was originally going to be centered around the world crashing due to mass production of horses
I laughed at the horse god part "YO WHAT THE FU-" Link: *visible shock*
Same haha
Me too 😂😂😂😂😂😂😂
**surprised pikachu face**
I absolutely love all of Link’s voice lines, especially his screams.
i got the 666th like
"Give up Ganon! I have the high horse!"
Best comment EVER!!
Ganon:you underestimate my power
Underrated comment
ganon doesn't like sand
Lol
I absolutely lost it at the "YO WHAT THE FU-" i love this guy 10/10
(I jest, of course.)
Ok I will just leave my incomplete theory here about the lizalfos curse. I have a background in programming games, but the theory could be completely wrong obviously, since I know nothing about the code for Zelda and you never know what other programmers cook up in their source code.
A few basics to build off of:
Each object has a Transform in most Engines. This just stores the position, the scale and the rotation in the world. This transform can be relative to a parent Object. In this case, the child Object will always keep its set distance to the parent, moving with the parent effectively.
Many things in games, which appear a lot of times (like enemies in Zelda) are being Object pooled. This means that when you dont need an enemy anymore, since it was killed, you dont destroy it, which means the memory is free again, but naturally, you can never use this enemy again. Creating AND destroying enemies is quite expensive on performance. So instead you just disable the enemy for now, reset it and re-enable it, when you need another one. You can think of this stack of enemies ready to go as a sheet of paper. You just take the top of everytime you need one and weirdly put any paper youre done with at the bottom of the stack.
So with those basics set, let me try to explain what I think happens or could be at least part of the glitch.
When you push off the lizalfos, their body and physics collider are pushed off to where you see its body ending up. But the root of their objects actually stays at the original position! The physics for the object then tries to trigger all kinds of things, since theyre literally flying right now, but the root says its all ok, we still hangin in there. This could cause the weird stuttering.
Then when they despawn, They are being reset and prepared for reuse. But when you reset the position on the root object, the relative offset of the child object will remain as I explained earlier. So basically the game thinks the lizalfo is in lets say (0/0/0) for x, y, z. That is true, but the actual mesh (what you see of the enemy) and the collider are in a different position, which looks weird.
Now those "cursed" lizalfos are being object pooled and put back into the stack of paper sheets. Everythings fine, until they are reused again (which would explain the delay of despawning and the glitch kicking in). The mesh and animations are exchanged, some attributes tweaked (sometimes there is less difference between different enemies than you think there is) and the new enemy is born. But the offset of the child object, which displays the enemy is still at an offset! This can mean position wise, but also the rotation, as seen in some cases.
Now shits about to hit the fan and I am even more unsure of the following than I was of the bit above.
We observed that the player was effected too. He is not born from object pooling?! At least not in our case, since he never despawned. This could have many crazy reasons, but what I thought is the following:
So each character (enemies, npcs and the player all alike) have to be able to walk on a wide variety of surfaces. You calculate the "up"-vector for that, since you wanna align the upright position of the character with the grounds "up"-vector, which can be at an angle. Now maybe, the game kind of stores a global current "up"-vector that everyone on the screen uses then. Everyone can have his own "up"-vector still, but whats globally up is sort of agreed on. Now when everyones child objects are fine, everyone tells the game a reasonable "up"-vector and everyones happy. But when some enemies just tell the game the most abnormal "up"-vectors (since their transform is so cursed), the game tries to account for those wrong values and makes everyone on the screen tilt. Physics is not prepared for that obviously, which shuttering usw can be observed.
So maybe there is some truth to my theory. I am sure that there are at least parts of it, which are completely wrong, but I had fun thinking about the glitch, since finding those bugs is a part of a programmers work in most cases. I hope you enjoyed the insight and I'm sorry I stole you some time of your life. Cheers.!
Could be, but im unsure of why the root wouldnt care, i think it only works with lizalfos ,maybe that has something to do
Alright. This is definitely my new favorite BotW channel. Hands down.
Thehumblenoob?
@@ekito9434 nah
@@meriotroid great but silly humour tho 😂😂😂
A guy named RinHara5aki also does professional BoTW stuff
Same
Reminds me of the days of playing Minecraft creative and spawning too many pigs so the game freezes
I did that with chickens.
On survival mode.
On my phone.
I’ve Done all the things you guys said
type "/execute @e[type=sheep] ~ ~ ~ summon sheep" into a repeating command block to destroy your game
I did that with summoned TNT
Since switch minecraft doesn't actually pause, I'll tell you my story.
One day I was on one a map of mine, and I spawned a about 10 horse spawners.
Later that day, I my father came so I had to go to his house for a week. When I came back, I went to pick up my switch, I noticed it was really laggy. I asked my self why.
A bit needless to say, there were horses EVERYWHERE. It was so laggy, I couldn't fly. I had to leave the map.
I discovered a glitch a reeeaaallly long time ago and I can finally share it with someone.
Something to note is that I don’t know if this glitch has been discovered yet. I haven’t heard anybody talk about it so let’s just say I discovered it.
You know those Korok seed puzzles when you push a Boulder in a hole and then you get a korok seed? If Link tries to ragdoll fall towards the hole, Link will be stopped by an invisible barrier around the hole. It’s weird because Link can go into the hole normally by walking or jumping into it, but it seems that ragdolling into the pit prevents him from going inside. After I found this out, I HAD to try what will happen if Link ragdolled INSIDE the hole.
This is where the fun part begins
If Link ragdolls inside the hole, glitchy stuff happens. Link’s body does many glitchy things and there is so many possibilities of this glitch, you have to try it yourself. Here are some results I got.
Link could have a twisted torso
Link could have a weirdly stretched out limb
Link could go through the floor for a few seconds
Link could be in a very uncomfortable pose
Link could spazz out
And I was able to get Link to *DAB*
I’m not joking.
I could send a picture to you of him dabbing if I want to.
The most consistent way for Link to have ragdoll physics is to bomb himself. It’s really fun to do so try it out yourself. And also please credit me if you use it in a video.
Toon Link C i need a pic of link dabbing
This long
Mety333 did this glitch
That glitch is called Spaghetti Link, because it causes his armes and legs to stretch out like noodles. Lots of people do it by igniting a bomb with Link in the hole
Need a pic of link dabbing
*"Do we have time for a bonus glitch?"*
"Yes please--"
*"nope."*
"Fair enough"
Stop commenting on this Video
@@sahastanchandramohan7858 no.
@@sahastanchandramohan7858 why? I just had a lot of things I wanted to comment, it's not like I'm hurting anyone
@@meriotroid im just joking
@@sahastanchandramohan7858 okie dokie whoopsie doopsie
This video deserves more likes than horses
He also deserves more horses than likes
I was Ur hundredth like
this video deserves more likes than the amount of comments from you on this video
@@bodacious9885 hAh
The strange jittery behavior and the unusual angles makes me wonder if you're experiencing a floating point error with that lizalfos glitch. Basically, if you can get some element of the world's X,Y,Z coordinate system to become shifted by a MASSIVE amount, you loose precision in how finely positions and angles can be rendered. I don't know the workings of the glitch, but I do wonder if the disappearing lizalfos are somehow still being rendered, but very far off, passed the edge of the world. If that were the case, it could possibly reduce the floating point resolution, due to large numbers needing to be handled. Most games render coordinate 0,0,0 at the player, for highest precision. If this glitch is shifting the coordinate origin away from the player, it might explain things. Look up floating point jitter.
Anyway, you earned a sub!
That is an amazing theory.
...yeah, that stuttery movement REALLY looks like moving in an area with coarse floating points...
Could be related to it only working on the Switch too, since it was basically ported from the Wii U. Something minor could have been overlooked which allows this glitch to happen between the different hardware.
@@Woogoo336 I'm a game developer while the floating point theory could be a thing. definitely a part of it though, what I \-think\- is the case is that its reusing entity/object slots, so when the lizalfos load, lets say they're put into a new entity slot, so lets say slot 2, there's more of em so 2, 3, 4 and 5. Now you mess with their positions and the game tries to figure out what the hell is going on but can't adjust them back to a correct state, so some values may keep increasing and start to get unstable (your floating point theory), however with some messing around/distance stuff you can get their entities to be removed improperly (not through death or simply unloading through distance) so their data never gets cleaned out (which the game might rely on (though this may be a bit far fetched since usually you'd set clean states at initialisation of new objects, but lets say for some optimisation reason they don't). So now slots 2,3,4 and 5 are unoccupied and contain weird data (especially rotation wise), now when new objects are loaded in or the game decides to re-order data (efficiency stuff) link and other things might start occupying slot 2,3,4 or 5 all of a sudden, thus the glitch "activates". As now Link is suddenly based on the weird data.
Though this theory only really works if the game relies on objects being cleaned after removal instead of initialisation and also relies on the behaviour of the game correcting objects to a proper state when spawned/"reset".
Perhaps the shorter reset distance on the western pillar is caused by a cell switch, as well. Maybe it's caused by unloading the cell. Dako Tah has a shrine, so maybe the game loads it from farther away for some reason...
I think the reason the glitched blood moon got rid of the horses was because if the game finds an error it will use a blood moon to reset everything so the game doesn’t crash and/or the data doesn’t get damaged... at least I think.
Edit: JEEZ THIS IS MY MOST LIKED COMMENT... LIKE... EVER.
Googling glitched blood moons reveals they happen if you have the game on for too long, so it's probably a failsafe.
Thanks
Modders have since combed through the code and found out that Panic Blood Moons (ie the “glitched” ones) happen because the game panics due to running dangerously low on memory. They can also only trigger if Link is on the ground near his last save location. They happened a lot shortly after release because there was a memory leak that was exacerbated by putting the console to sleep. Of course it’s going to try and panic blood moon when there’s 300 horses loaded into memory, lagging out the game.
Ah, yes, even back on the Genesis there was at least one instance of a "yay you reached the secret screen" failsafe so they could pass QA and be published (the lead programmer of Traveler's Tales did a video on gamehut about his, look for "Why does PUNCHING Sonic 3D trigger a Secret Level Select"). It's a common practice to catch crashes before they happen when there's warning signs (like playing too long, RAM filling up too quickly, etc).
A sign of good craftsmanship for engines is being able to thematically hide failures and hardware shortcomings in a way that isn't immediately apparent to players, it's like slight-of-hand tricks for programmers. The expansive seas of WW as well as the narrow corridors between areas in TP were meant to cover for the loading time delays of being on a disc format (notice that the WW engine, used by both, has no typical "now loading" message during gameplay, but they gutted it for SS which does).
this is actually very common in games, the entity's need to reset due to excess spawning, gathering too much state etc. The blood moons are a creative mask for what is a common occurrence in games nowadays to prevent out of memory errors or lag due to data lookups in large amounts of state.
Link and the Horse Factory and Link and the Lizalfos Curse sound like books I would read
19spacecats hmmmmmmmmm... its from my favorite authors! J.K rowlet and James Zelda
@Colin Nguyen Yeah, and don't forget the time a Dumbledore's Lynel cursed and killed Ron Weasley.
*"first, we gotta kill this snorlax"*
Gigalul
That's a severely disfigured and aggressive "Snorlax" there
Imagine how hot his switch would’ve been
Little thing to mention, I think that the "Glitched" Blood Moon you mentioned that removed all the horses is something Zeldapedia refers to as a "Panic" Blood Moon. That's essentially the game's way of cleaning everything up to return to optimal performance. The game was struggling to process all those horses, so it makes sense that it would remove horses even when a normal blood moon doesn't.
15:37 looks like someone's been watching too much michael jackson
Underrated comment lol
I thought the lizalfos one was gonna be the T-posing lizalfos in the Hebra region...
The lizalfos curse was really fun to do after watching this! Only downside was I got caught drifting down the whole path once I got close to the stable.. made for some fantastically hilarious screenshots though!
Top-tier editing. Has the horse factory glitch been attempted with the bear jockeys in Gerudo Highlands?
Oh man. I totally forgot those existed.
Though, are the bears there like any other wild ones that just vanish running away for a short time?
WAIT WHAT THERE ARE BEAR JOCKEYS?!?
@@kipperonis Yep! Check Meadela's Mantle in the Gerudo Highlands.
I've put so much time into this game but BEAR JOCKEYS?
@@MulinaTheAngelWolf lol obviously not enough man
I'm no expert, but it seems to me like the lizalfos Glitch has to do with the game not knowing how to handle them not being on a wall, then applying their physics to everything.
The horse god part was so funny xD
OMG I’m really curious about your playtime lol
Btw super launches might be very consistent when those horses are so many as to cause lags...?lol
especially because of the lag it could be super strong, if the physics engine works similar to DOOM's and runs off of FPS, you could have it calculating just a bit faster than normal (though my logic is probably off)
Love the expressiveness through link and the text rather than just talking. Brings a similar aesthetic to the videos that the game has with the minimal music.
Horse factory: free horses!
Lizalfos curse: drug trip
Horse God:Yo what the Fu-
Link: AAHHHHH!!!
Ok, the lizalfos curse part reminded me earily of the Ben drowned creepy pasta
That's what I was going for, because the glitch reminds me of N64 cartridge tilting.
I turned down the volume when he played the backwards Song of Healing because it reminded me of it. Well played.
He even put on the reverse song of healing lol
Blind Guy: I wasn't always blind
Me: O rly? How did you lose sight?
Blind Guy: 9:32
I love how the Lizalfos curse makes it look like you're playing through some hellish dreamscape version of the game
"Naturally, my desire for more and more horses knew no limits"
*Re-watches intro scene*
Really? You don't say?? XD
Your editing is amazing! Greets from Austria
🙌🏼
If you keep the glitches and botw videos coming, you'll be my new favorite channel. Mety is getting lackluster.
Same I got board of him too
Spoopy...
When the first Lizalfos disappeared, I randomly got a twitch in my arm...
You deserve more subs, keep it up!
Wow, this was funny! I normally don't like the whole text box explanation, but you most certainly make it work! Maybe even a little funnier this way!
But not gonna lie, this stuff does make me wonder how people find these things... Like, how did someone discover these oddly specific actions to do these oddly specific things?
Very strange, yet humorous.
A lot of it is community based. Like "oh I found something weird", "oh I found a similar weird thing", "I wonder if we can make weird thing happen intentionally" etc
now that i mention, why is there no horse mask to see the stats of the horses. that would be so usefull.
This channel is actually so good.
Keep up the good quality! I love the editing!
5:56 the way this song is played makes it the perfect song for such tomfoolery
7:47
* aims at horse butt *
*-This is a glimpse into the ideal world*
Just gotta say you absolutely nailed it with the spooky lizalfos montage theming
I lost it at that birdman just waking upside down like "what am I going to do?"
"discovered by: me" is so powerfull, ive actualy refered to you as one of the gods of botw bc you have such vast knowledge of the game idk if youre into speedruning but even if you arent you definitely are ridiculously good at the game
10:55 I was laughing so fucking hard I had to rewind and watch it a few times more.
I can't remember how I got to your channel, but your content entertains me greatly. Keep it up.
Lizalfos Curse: This is what happens when Link goes out with a zora
I don't get it
@@sock4904 good
So it happens in Ocarina of Time too?
Hmm... waitaminute
I’ll go check dodongos cavern give me a bit
8:56 Horse Factory may be the only consistent way to force Panic Blood Moons in Breath of the Wild, especially on the Switch version.
Yeah I guess so.
I thought for sure there'd be a better way since making this video, but there really hasn't been.
Imagine having the lizalfos curse active during a blood moon... sounds creepy..
The reversed song of healing was a nice touch. I like it
I love how you say “just three hundred”
I love how kleric referred to hinoxes as snorlax, like, that’s what I called them when I saw one for the first time at Totoro lake
Did you know that a single pepper causes an up draft?
He uses them to double the updraft height during the Lizalfos Curse part
i just got to the 13:30 mark...with the upside-down Rito asking "What am I going to do?"
big. mood.
*Spawning 306 horses crushes BoTW*
TH-cam recommendations really gave me a gem for once, you earned yourself a sub and a like on all of your vids!
I look forward to see more of your work
Finally I'm not the only one who plays this in 2019
Breath of the Wild is still a good game, people don’t just stop playing a game because it’s 3 years old
@@blushchuu yeah, I stopped playing now because I did basically everything ya can in the game, i can't wait for breath of the wild 2
8:10
Professor Oak: NOW IS NOT THE TIME TO USE THAT."
that part with all the horses must've been PAINFUL for that switch XP
*soo many horses o.o*
I know it's not your tricks, but your presentation is what makes the videos amazing. Really creative.
Can you solve the mystery of the hebra t posing lizalfos
LMAO
I think it’s when they spawn in camouflage too close or slightly inside a wall (for example a rock) their model doesn’t load properly
That last glitch was pretty interesting. It could be because when the Lizalfos despawns, the code that tells it to cling to the wall still remains active, but instead of rotating the Lizalfos it rotates Link and other objects in the area. But, I don't really know anything. Very cool glitch!
it'd be cool if in the next Open-World Zelda, they made a feature that'd work like the Lizalfos Curse! imagine you walk through some woods, and you come along a godly or magic figure that can bend reality and mess with the physics. that could be so cool
7:13 I give the patented flat stare at the fact that, after probably 100 hours in this game, I never realized you can adjust where you toss stuff.
3:22 * Casually goes past golden bokogoblin *
Enjoy the sub and like my friend, this is some of the best LoZ content i've got to watch in months
The way I see it, the Lizalfos Curse is you giving the poor game vertigo. XD
The horses reminded me of this old story floating around on the internet called, "I like monkeys". It's about a guy that ended up with a ton of monkeys. Ingrates.
Still playing this game 🔥🔥
Ok, a very minor glitch I found ages ago, but have seen nobody talk about is in gerudo town, if you feed Riju's sand seal to make it tell a fortune, and happen to be using your camera while the cutscene starts, the whole cutscene weirdly zooms in on everything showing only the gerudo's body, and the sand seal's face
Wait are wall lizalfo's a thing? ive put 400 hours into BoTW and diddn't know
Edit: could you make a sick shield skew with that lizalfo curse?
FunkyPlayz same about the play time thing
they only live in desert valleys and there are two of them, the aren't hidden but it isn't obvious they exist.
There's a lot more than two. Most are in the Gerudo regions, but the Lanayru Tower also has a couple. I've seen fire lizalfos on walls on Death Mountain as well.
The glitches themselves are fascinating, but your great sense of humour makes the videos ten times more fun and watchable.
Why this only have 7 views? This was amazing!
Sorry for being late. Now it has 200 views
@@mikasa1641 Sorry for being late. Now it has 585 views
Sorry for being late. Now it has 642 views
@@thefoxoftimeandspace794 Sorry for being late. Now it has 659 views
Sorry for being late, now it has over 2000 views
It's like you opened the gates of Hell, but instead of getting hoards of demons, we just got a shitload of horses.
YOU GOT A. NEW SUB
You resonate the same chaotic energy as this game's Link does and I love it so freaking much.
This is really cool!!
Lizalfos curse is how you feel at the tail end of a night of LSD + cocaine simulator
Glitched blood moons are ganon going “WHAT THE HELL ARE YOU DOING?! THESE HORSES ARE HARSHING MY VIBES!!!”
"I don't understand. You make a living replaying the same animations over and over?"
"If I don't have the footage, they won't watch the whole video."
"..."
Is emulation at a point yet where we can get even more horses?
I see that your priorities are the right ones.
Technology is only purposed by how many horses can fit inside it!
@@KlericYT Of course, why do you think we measure engines in terms of horse power?
stable guy: oh NOOOOOOOOOOOOOOO we're really out of rooms for those 300 horses!!!!!!!
What's the purpose of those spicy peppers?
Lighting them on fire will give you another updraft to add onto your pile of wood's updraft. Sunshrooms would work, too.
15:55
To spice things up a bit
I really loved this video! The glitchiness and music really looked like a creepy sci-fi movie.
Try killing all the horses with urbosas fury
it doesn’t target them because they “aren’t enemies”
Amazing BOTW content as usual. : )
one man can never have too many horses
except in this case, where the game dies if you try
I love you I’m so glad there are people still playing botw
What's the song of healing remix?
It's just me playing it on my keyboard, then reversing it. The Milk Bar theme was also me. :0
Ok. Thanks!
@@KlericYT
So it was YOU PERSONALLY playing the milk bar theme?!
I'm impressed how much love you put into your videos!
It sounded so beautiful, but sadly you stopped playing right before the intense part starts and _NOW I WANT TO HEAR YOU PLAYING THE THEME _*_FULLY TO AN END_* !!
I'm so sad now bc I thought you gave credit to the piano-player so I could check their video, which actually doesn't even exist...
Also I'm jealous you figuring out stuff like that great horse-glitch..
The only thing I ever figured out in botw was how to get Epona off the Great Plateau alive xD
WOW the lizalfos glitch is freaky, it really does earn the name for curse, that's incredible??? Thank you for showing us how to do it! I might just give it a shot!
Bonus meme!
I don't know if I am the only one with that glitch, but for some reason whenever I make a fire camp near Hylia Bridge, the eagle flying near the South Tower of the bridge acts crazy, "crashing" into the Tower and keeping flap its wings on the spot
And this is what you do when you don't has anithing else in this game.
you are quickly becoming one of my favorite youtubers! :D