How Did They Do That - Reflections- Mario 64 & Crash Bandicoot

  Рет қаралды 45,104

ClassicGameJunkie

ClassicGameJunkie

9 жыл бұрын

Looking fairly in depth, into one method of in-game mirrors. Using games such as Mario 64, Crash Bandicoot and GTA San Andreas as examples.
As a game developer myself, I hope to bring some unique insight into the minds of the developers who made some of my favourite games.
Follow the development of my game -
/ rawtalenttube
www.CliveGame.co.uk
/ classicgj
Disclaimer:
The information provided in this video is based on circumstantial evidence and experience. In game development there's rarely a right or wrong answer to a problem, and almost always more than one way to make something work. As such the information is accurate to the best of my knowledge!
Please feel free to comment if you spot an error, and I can correct it with an annotation!

Пікірлер: 119
@iFukuyama
@iFukuyama 9 жыл бұрын
You should've touched on modern techniques as well. Cubemaps and screen space reflections.
@Figburn
@Figburn 9 жыл бұрын
These videos are just so amazing! You should do one on Braids time mechanic!
@TheProSerbianGamer
@TheProSerbianGamer 9 жыл бұрын
How do the portals in portal 1/2 work?
@Suppenfischeintopf
@Suppenfischeintopf 8 жыл бұрын
+Michael Green Dragon (MKCoolKid) Mirror mapping with multiple iterations and massive culling and clipping
@minecraftplayer90
@minecraftplayer90 9 жыл бұрын
Very well made videos man, you deserve way more views. Keep it up
@ladypushkin3818
@ladypushkin3818 9 жыл бұрын
I really love your videos! I'm hoping to become a game designer, so seeing all of these effects are very interesting!
@TheBanannaPanda
@TheBanannaPanda 9 жыл бұрын
Do one on Splatoon's ink!
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
TheBanannaPanda I'd love to, but I also need to make sure I'm as accurate as possible. At the moment a definitive answer (avoiding too much guess work) is hard to come by!
@indigoglass
@indigoglass 9 жыл бұрын
+ClassicGameJunkie I've heard they're Decals
@user-qw7hb4du6z
@user-qw7hb4du6z 6 жыл бұрын
They look like normal (or another type of) map
@Jcolinsol
@Jcolinsol 9 жыл бұрын
Great video as always! You should do a follow up explaining how modern real-time rendering of reflections works. I'd love to know more about how its done!
@Thrallking
@Thrallking 8 жыл бұрын
Okami's painting like visuals would be an interesting one. The constantly moving outlines of the characters, and cell shading. I still don't have a solid grasp on how cell shading works. Thank you so much for making these videos!
@TiberiousNeruda
@TiberiousNeruda 7 жыл бұрын
I think an interesting one would be how they did screens like in Orchid's KI1 (arcade) stage, or Pokémon Stadium in later Smash titles, where it shows the action happening on a secondary screen in the game world.
@Booksds
@Booksds 7 жыл бұрын
TiberiousNeruda +
@shortcat
@shortcat 7 жыл бұрын
Basically they are using screen buffer (or part of it in the case of Smash) as texture for a in-game object (large screen)
@111cvb111
@111cvb111 9 жыл бұрын
I kind of remember something like this made into gameplay for one of the final chapters of Paper Mario 64 with the Ice Palace.
@MilkerMurphy
@MilkerMurphy 9 жыл бұрын
I can't really think of anything that is still a riddle to me, but perhaps some people out there would like to know how the landscapes in games like "Outcast" were achieved. (Using voxels instead of polygons.)
@HalfDuck
@HalfDuck 7 жыл бұрын
The low poly mario in the mirror at 1:00 creeps me out
@zeldaddicted1
@zeldaddicted1 9 жыл бұрын
Bless your channel.
@AguFungus
@AguFungus 3 жыл бұрын
Oddly enough, the mirror effect wasn’t present in the Switch port of Crash N. Sane Trilogy, likely because a different technique was used in the PS4 version that is not supported by the Switch’s hardware.
@nidalpalestine7154
@nidalpalestine7154 8 жыл бұрын
I would like to see a video about the musical composition and the dynamic changes in the Zelda franchise. How can it seemlessly change from the overworld theme to a battle theme, etc
@power-max
@power-max 8 жыл бұрын
Came here from Extra Credits! Great videos! I figured that's how reflections work. Been playing MGS1 recently and Psycho Mantis boss room has a glossy floor that reflects the lights above it. I figured they are probably just rendering a flipped view of the room & ceiling underneath, with the floor being a translucent texture. That trick really works well! Ignoring the blank textureless faces, I am really impressed with the graphics quality and all the effects in the game. Can you do a video on the blur effects used? They don't work too well in the PCSX emulator (just looking like double vision) but work well on actual PS1.
@power-max
@power-max 8 жыл бұрын
Came here from Extra Credits! Great videos! I figured that's how they did reflections. Been playing Metal Gear Solid 1 recently and Psycho Mantis boss room has a glossy floor that reflects the lights above it. I figured they are probably just rendering a flipped view of the room and ceiling underneath, with the floor being a translucent texture. That trick really works well for it. If it wasn't for the blank faces in the game, I am really impressed with all the effects in the game. Can you do a video on the blur effects used? They don't work too well in the PCSX emulator (just looking like double vision) but work well on actual PS1.
@KingCalumari
@KingCalumari 9 жыл бұрын
The Mario face on Super Mario 64's title screen!
@filipepatriani9218
@filipepatriani9218 9 жыл бұрын
I'm really loving this series of yours, it's really impressive how those devs managed to put their game ideas an concepts in action with so little resources. Do you know if Banjo-Tooie used the same technique to creat reflections?
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Filipe Patriani Indeed it is! As for Tooie I'm not 100% sure, but I would imagine so.
@cuccamunga
@cuccamunga 9 жыл бұрын
Aku Aku is an anomaly because he has his polar opposite Uka Uka locked away during the timeline of Crash 2. Therefore due to the fabric of the universe teetering unbalanced in order to keep true evil at bay, strange phenomenon like not casting a reflection will occur for Aku Aku.
@AlVivere
@AlVivere 9 жыл бұрын
Wow you answered my question, AWESOME! Thanks, that's been bothering me for years
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Liam Rudge No worries, glad to be of service!
@enkiimuto1041
@enkiimuto1041 7 жыл бұрын
Please keep the good work
@circle2867
@circle2867 7 жыл бұрын
nice channel. glad i found this
@Thinashman222
@Thinashman222 9 жыл бұрын
Could you do one on the different ways they have done elevators in different games? I've herd of some devs moving the levels rather than the elevators and some putting in some extra code to make sure no bounciness happens when in them. Just curious as to whats the most common methods used
@wielku
@wielku 9 жыл бұрын
Who called at 2:02 :P but to be serious this great video but I think a lot of people already knew that
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
wielkus Well whoops! When I watched the rendered video back I got another call, and I assumed the interference in the video was caused by that one! I think I'll turn my phone off next time I edit!
@Lampaluile
@Lampaluile 9 жыл бұрын
+ClassicGameJunkie When is the next video coming out?
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Expand Dong Sorry it's been a while, I've been knuckling down on my own game development over the last couple of weeks. Rest assured though, there is another in production, so watch this space!
@Lampaluile
@Lampaluile 9 жыл бұрын
Oki
@oxycominum
@oxycominum 9 жыл бұрын
I would love to see an Episode on how shadows (specifically on character models) work. The funny thing about them is that they still haven't been perfected. Every once in a while I stumble upon a pixelated shadow in a game that shouldn't have it while games from many years ago have perfectly crisp shadowing. Aslo, are you a Dev yourself? Because you have access to somer really cool stuff like models and software. I enjoy every video and hope that you make it big some time because this series deserves some attention for sure.
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Oxycominum I do plan on doing one in the future, although bear in mind there are a fair few different ways it can be done. Which is kind of the reason some look better than others. Yes I am! An indie working on a 3D platformer called Clive 'n' Wrench!
@rogerfvb
@rogerfvb 9 жыл бұрын
Love the channel. Just a tip: try to speak a bit more clearly and louder, sometimes it can be hard to understand what you say. Keep 'em coming!
@dustinakadustin
@dustinakadustin 3 жыл бұрын
Always wondered how old games can do mirrors and then some modern games like Cyberpunk can't. Resident Evil Remake from 2001 has some really cool mirror stuff.
@ZabaTV
@ZabaTV 9 жыл бұрын
I really enjoy your accent good sir. Keep up the great vids!
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
ZabaTV Hehe, my voice does seem to divide people, but thank you! I am striving to improve on delivery!
@Baldeaglefacts
@Baldeaglefacts 9 жыл бұрын
can you do an episode on Animal crossing's Mr. Ressetti and how he knows when you've reset the game?
@dildism
@dildism 9 жыл бұрын
Would you ever consider doing an episode looking at something that isn't a "good" thing? For example, pointing out a glitch or something and explaining what they should've done so that didn't happen.
@TheLaXandro
@TheLaXandro 8 жыл бұрын
Aku doesn't render in the mirrors? ...He's a vampire!
@DoctorRover
@DoctorRover 9 жыл бұрын
How is cel shading achieved and how does modern tech adapt with cel shading (SSAO in Wind Waker HD)
@hanscuff1333
@hanscuff1333 7 жыл бұрын
Woaaah, i'm s-seein' d-d-double!
@oatmealdome5449
@oatmealdome5449 9 жыл бұрын
I'm noticing some buzzing being picked up on the microphone at some points in the video (2:36 would be one). It sounds like it might be GSM buzz.
@annoyingsabaris8368
@annoyingsabaris8368 9 жыл бұрын
Smash Bros for Nintendo 3DS has a lot of cool technics to save resources. You could cover them!
@Linkums
@Linkums 9 жыл бұрын
How did they do Katamari Damacy (all those objects and very few loading screens)
@crash1998100
@crash1998100 7 жыл бұрын
I think it wouldn't be wise to mirror the controls but instead take the position of the controlled character and mirror that instead because for games that have movements based on physics you'd be doubling the physics calculations and perhaps also sometimes result in slightly different physics results.
@thepuzzlemaster64
@thepuzzlemaster64 9 жыл бұрын
here's a suggestion: how do they do mirrors in Luigi's Mansion, Super Mario Sunshine and in GTA 5
@KyzStudios
@KyzStudios 9 жыл бұрын
how did they do Flowmotion in KH 3D?
@jebadiahjackson
@jebadiahjackson 9 жыл бұрын
I know you've already done a video on Super Mario Sunshine but I want to know how they got the green goo in Bowser's Bathtub to animate, especially 13 or so years ago.
@arterialshadow
@arterialshadow 7 жыл бұрын
In Vampire the Masquerade Bloodlines there's this mirror section whereat these psychotic enemies can be seen in both the reflection and the world. Killing the ones in the world reveals that the enemies on the other side of the mirror are placeholders. Super lazy - or so I thought. Funny enough that's the answer to the puzzle - it's not a mirror it's actually a window through which the next area is. I wonder if that was a purposeful reference to this sort of technique.
@Dandicoot1
@Dandicoot1 9 жыл бұрын
How did they do the fuzzy texture effect in Super Mario Galaxy?
@user-sl7wh6iu4m
@user-sl7wh6iu4m 6 жыл бұрын
I have a question ...How Microsoft and Polyphony digital managed to create these glorious 2D trees in Forza and Gran turismo sport in the year 2017 ?
@monstergelo1072
@monstergelo1072 9 жыл бұрын
How about destructive environment? or adaptive difficulty?
@GodDamnShr00b
@GodDamnShr00b 7 жыл бұрын
Awesome videos dude, but could you turn off the phone while recording please?
@Catonator
@Catonator 8 жыл бұрын
How does the "fight with light" (burn the darkness away using light) work in Alan Wake?
@MrJWTH
@MrJWTH 9 жыл бұрын
Do the more resource hogging methods for emulating a mirror have the same with clipping and if not how did they avoid it?
@sebastianaliandkulche
@sebastianaliandkulche 3 жыл бұрын
Aku Aku doesnt reflect because he is a spirit ;)
@Robzter117
@Robzter117 9 жыл бұрын
How did they do the musical combo attacks in Mother 3?
@DjWindmaster97
@DjWindmaster97 8 жыл бұрын
Aku Aku doesn't have a reflection 'cause he's a vampire, OBVIOUSLY
@brunomocsa6518
@brunomocsa6518 8 жыл бұрын
+DjWindmaster97 plz discuss: www.reddit.com/r/gaming/comments/48frhu/i_was_playing_one_of_my_favorites_games_crash/
@asmallbabby4205
@asmallbabby4205 7 жыл бұрын
thanks for the lesson Froggy McCroakster
@HandlebarOrionX
@HandlebarOrionX 9 жыл бұрын
the best mirror effect was in Bomberman Hero.
@renanrodrigues85
@renanrodrigues85 8 жыл бұрын
good job
@Doroc0
@Doroc0 9 жыл бұрын
¿How they made the backgouds of the stages in Super Mario Galaxy?
@RDNAProductions
@RDNAProductions 9 жыл бұрын
I love having Michael Caine explain these things to me.
@MK-bg3cz
@MK-bg3cz 9 жыл бұрын
You got a call 2:30 whos calling?
@karizake
@karizake 7 жыл бұрын
I remember how reflection Crash would occasionally glitch through a wall.
@kenshokram
@kenshokram 9 жыл бұрын
Fur in the gamecube games!!!
@IamAnthonological
@IamAnthonological 9 жыл бұрын
I think it'd be cool if you did a video on the car reflections in Gran Turismo on PS1.
@monster860
@monster860 9 жыл бұрын
+IamAnthonological Most likely by using cubemapped reflections. There should be articles on the internet about how those work, as it's a technique used in modern games today.
@zorarock
@zorarock 9 жыл бұрын
how did they do giant link in MM?
@halo1vids
@halo1vids 9 жыл бұрын
Here's a more recent one for you, how does "Theater Mode" work in games such as Halo 3 and beyond, a few Call of duty games, War Thunder, and a load of RTS's? How do they create a mode where you can control a free camera whilst watching an exact copy of everything that happened in the game? I always though it was something like creating AI controlled players that mimic the player inputs, but that doesn't account for things like an unpredictable physics engine and other elements that can't be perfectly replicated with user interaction alone. so, how did they do that?
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Vashar This is a great suggestion, I will have to look into it!
@Dragonmaster047
@Dragonmaster047 9 жыл бұрын
Vashar There is no such thing as a unpredictable physics engine. I think what you mean is that if I have a piece of code that adds 2 Floating-Point numbers together I might not get the same result on all computers but on any given computer I will always get the same result. That is the reason why you just need to record player inputs with timestamps to replay a scene. As for multiplayer games where there is a possibility for different math results because not every player has the same hardware, like RTS games, they simply dont use floating point numbers. They use fixed point numbers which are guarantied to give the exact same result for any math operation on any computer.
@halo1vids
@halo1vids 9 жыл бұрын
Dragonmaster047 I believe you when you say fixed point numbers are always the same when using them for mathematics calculations, but is it really impossible to fail to account for every possibility when dealing with a physics engine? let's say, for example, that i create a bot for a game like Halo 3, and the bot basically performs a macro where it will repeatedly start a game, turn to the left an exact amount, toss a grenade at a large crate, let the grenade explode next to the crate, and then end the game. and I let the bot repeat this macro something like 100 times. Assuming Halo 3 uses fixed point numbers to handle the calculations for the physics engine, it's completely reasonable to assume that the box will respond to the explosion the same exact way all 100 times without even slight deviation? (assuming no external factors interfere like a hitch in the framerate or other unpredictable errors that would effect the bot) because that's what I meant when I was talking about an unpredictable physics engine.
@Dragonmaster047
@Dragonmaster047 9 жыл бұрын
If the game is using fixed point math and as you said has no external factors and most importantly the game wants to get the same result every time (I exclude jamming random numbers in the physics engine just to get a "random" behavior with this point, but even here you would get the same result if you start your random number generator in every try with the same start value) you would get the exact same result. Halo3 theater mode is using this to keep replay files small so that a 20 minute match is still just a few kb in size. Most RTS games will use fixed point math because sending 500mb+ in game state data over the network every time a floating point rounding difference occurs to sync the game state for every player would kill the fun of the game just a little bit :D
@ZeldaSuperSonicMario
@ZeldaSuperSonicMario 9 жыл бұрын
how did they pull off the gravity in Super Mario Galaxy
@ToastMaster623
@ToastMaster623 9 жыл бұрын
How about procedural level generation in games such as The Binding of Isaac?
@PandorasLuckbox
@PandorasLuckbox 9 жыл бұрын
Check out voxel quest if you really want something tough to explain
@VarietyGamerChannel
@VarietyGamerChannel 9 жыл бұрын
"Turn off this culling and have the mirror reflect as it does in the real world" What do you mean by this? Why would scene be reflected if camera render distance were increased?
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
VarietyGamer Well not quite, it's moreso that you could program a mirror to work as it does in real life, but that would only work if you were rendering everything behind the camera at the same time as everything in front!
@SolarMoth
@SolarMoth 9 жыл бұрын
I've seen some mirrors in games that look all pixelated. Is that a different reflection technique?
@MilkerMurphy
@MilkerMurphy 9 жыл бұрын
SolarMoth You mean like in Luigi's Mansion? They're using sprites and images instead of 3D models, I believe.
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
FierceRagnar I think you are mostly correct, but it may well me a mixture of the two.
@XAV281
@XAV281 7 жыл бұрын
Woah!
@BanD1t8
@BanD1t8 9 жыл бұрын
Do an episode on Super Mario Galaxy gravity.
@BeaksX
@BeaksX 8 жыл бұрын
Who Would Win Crash Bandicoot Or Mario
@SilverKnightVGM
@SilverKnightVGM 9 жыл бұрын
For a future episode, how did they did the 3D rotating platforms in Yoshi's Island? Even they are 2d they still behave as if they really were 3d, example here: kzfaq.info/get/bejne/bshmlt2dp8_Veo0.htmlm41s
@tasoganedude
@tasoganedude 7 жыл бұрын
Ah hah! I knew it! This video confirms my deduction
@esotericulmanist8331
@esotericulmanist8331 9 жыл бұрын
I've been a long sub to this channel, but you got 4k in one month. pretty shady xD
@esotericulmanist8331
@esotericulmanist8331 9 жыл бұрын
lmao you've also blocked me on Steam xD
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Jacky of Hyperion Not at all, it's a combination of a change (and I think improvement) in content and a popular post in the games subreddit!
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Jacky of Hyperion I don't think I've ever had you on Steam?
@esotericulmanist8331
@esotericulmanist8331 9 жыл бұрын
nevermind. I had a full list. I still re-added you in any case. since I have DinosaurBytes in my friends,I also wanted you. I was a sub back when you had your Medievil vids up and tours and also that second channel with the GTA vid. you should reupload the Medieval vids. (2, I think) had a funny intro and was a good "review".
@Dan_Cattell_Art
@Dan_Cattell_Art 9 жыл бұрын
No Luigi's Mansion?
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Dan Cattell Lugi's Mansions mirrors work slightly differently. Having said that, I love the game and would love to do an episode including it at some point for sure!
@VarietyGamerChannel
@VarietyGamerChannel 9 жыл бұрын
We want MOAR HDTDT videos! MORE! *keeps refeshing channel page*
@bluegiant13
@bluegiant13 8 жыл бұрын
interesting channel, but these techniqeus are a bit outdated, can you also do more newer games ?
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+uchiha clannie Hey, glad you think so. I would love to do newer games too; the problem with that is older games tend to have been stripped back and tinkered with, meaning picking something apart to see how it works is easier. With more modern games that isn't quite so easy!
@bluegiant13
@bluegiant13 8 жыл бұрын
ClassicGameJunkie Yea,i agree, i also thought that in the back of my mind. but maybe you guys had you'r ways of getting shit out :P ill be glad to provide some of my 3d works for next gen games if you wan't to explain a high-poly and advanced material work flow.
@christiangottsacker6932
@christiangottsacker6932 8 жыл бұрын
rayman3 had good mirrors
@deBugReporter
@deBugReporter 8 жыл бұрын
You do nice videos but they are too Short, And there arent a lot of them! Soo.. Yeah!
@LOVER_LINK
@LOVER_LINK 8 жыл бұрын
Are you a game developer? I learn this from my program, but I had to pay $7k a year...
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+Link The Love Yes I am, albeit an independent one!
@PixelatedPope
@PixelatedPope 9 жыл бұрын
Awesome vids! Subscribed and looking forward to more. I have a request: The morphing dragon effect from Panzer Dragoon Saga or Orta (Preferably Saga). Here's a clip so you can see what I'm talking about. kzfaq.info/get/bejne/b9eXd9OBz9uceoU.html
@tetsuoshima2314
@tetsuoshima2314 6 жыл бұрын
somebody forward this to Ubisoft...
@robertplourde2447
@robertplourde2447 4 жыл бұрын
These videos are too short.
@akajiblubb2401
@akajiblubb2401 8 жыл бұрын
too bad i havent understood this explanation.
@akajiblubb2401
@akajiblubb2401 8 жыл бұрын
Aaron Luedemann thank you. i understood the two maps thing. i wasnt clear how they reversed the animations. how is it possible to have the avatar in two rooms simultaneously?
@akajiblubb2401
@akajiblubb2401 8 жыл бұрын
Aaron Luedemann alright. got it :) (but i must admit that game development is somehow gimmicky. full of compromises. its like a puzzle or tinkering. game development feels like a workaround solution, rather than clean code)
@akajiblubb2401
@akajiblubb2401 8 жыл бұрын
Aaron Luedemann yeah thats the thing. your water example. everything is modeled (tinkering) instead of systems that just allow the display of it. it sounds very limiting and people have to find creative solutions. heres a very interesting link, where a game dev explains how chaotic the methods are: www.reddit.com/r/gaming/comments/3cg2hc/repost_as_a_former_developer_theres_a_lot_of/
@RingBoxGmod
@RingBoxGmod 9 жыл бұрын
It would be better if the narrators voice didn't kill my ears :/
@vintendio
@vintendio 9 жыл бұрын
Change your voice plz... I'M sure if your voice was a little bit more enternaining your videos will be better trust me ;)
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GiGaMoN! 5 🗿 #gigachad #sigma
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Summer shower by Secret Vlog
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Откуда эти паучки??? @zackdfilms - автор анимации.
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Время знаний
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