WashiestDrop198 and even their retro re-releases are bloated. Hell, Trials of Mana is a legit SNES ROM, and it’s double the size of the original ROM at 6MB. You can count the number of 6MB SNES games on your hands. There’s no reason other than laziness to bloat an English translation that much.
@@natebit7167 and uncompressed audio and textures just in case you wanted to bloat a 10gb game into a 50gb one I think it's a mixture of lazyness and also "more GB means better game" mentality. Meanwhile my favorite games are between ~250MB and ~15GB
Using "tricks" to let a Game run or look better than the hardware allowed, is the one of the Key feature a programmer showing his skills. And yes, today because of "no limitation", there are alot of data junk in most Games, would save some GB of data space. I still think Nintendo is one of the last bigger company, that care about Game size and let the Games look great. Otherwise, how they managed to make Mario Odyssey with 5.7GB or Zelda BotW with 13.4GB. Other Games like the new Call of Duty with over 150GB and Patches, that are larger than some other big Games, making me sad. Im sure, there was no "polish" or at least trying to reduce the data trash to reduce the GB size. Edit: The Spyro Trilogy is maybe one of the best examples. On first release, there was only the first Game on a Blue Ray (PS4 and Xbox One) but now there was an rerelease (after Nintendo Switch Port) with having all 3 Games on one Blue Ray. So there was for sure alot of data trash removed and polish to make that happen.
Joshua Cain I always liked Sonic 3D Blast. Not for the gameplay, but for the technical achievement. It’s a “3D” game on the Mega Drive! That’s awesome! Even if it’s actually 2.5D, it still is awesome.
Joshua Cain I never understood the hate really. It’s difficult and controls aren’t the absolute best, but I have fond memories and was shocked by the game running on a Genesis!
Absolutely brilliant. These days people seemingly couldn't optimize their way out of a cardboard box by comparison. We have incredible hardware now but it's spoiled us, we constantly see things that run poorly even on extremely overpowered hardware and the stuff seldom looks good enough to justify the performance issues. Reminds me of Crash Bandicoot and how the developers managed to do such incredible things with such limited hardware by being creative and efficient.
Old games : Try to optimize and compress their game as small as possible Nowday games : please download our game launcher, then the game 100gb and day one patch 50gb
Sonic 3D Blast was a spectacular technical achievement. It's just SO much more graphically impressive than other Genesis titles, and without using additional processing hardware in the cartridge (such as with Virtua Racing, for example, whose graphics don't hold up nearly as well as the graphics in Sonic 3D Blast).
This kind of makes me sad that newer games don't have such hard limits or benefits from reducing file size like older games did _this shit is unbelievably creative_
There's a whole "4k demoscene" and "8k demoscene" where people do graphics demos, with the limitation that the code can't take up more than 4k or 8k. On a modern graphics card you can generate whole scenes from algorithm instead of data in very little memory... Search youtube for those. Or to see something similar rendered on your own computer (assuming your computer can handle it) you can go to a site called shadertoy, where you can write demos in opengl's shader language and see demos other people wrote.
There's no shortage of tricks for newer games. Realistic lighting, texturing, shadows, and all sorts of other things are also full of clever shortcuts. Sure, storage space limitations aren't too big of a deal, but memory and processing needs continue to grow just as fast as the underlying hardware is improving.
@@cadekachelmeier7251 Im sure, but just imagine how much better looking, better running, and better size games could be if more clever shortcuts where taken. Theres always a place for doing things properly, but this is a really clever way of adding flare without adding size or processing power. Minecraft would be a prime example of a game that could run amazing if better written, although its mostly limited by java.
What I love about this is, you could have gone with a simpler logo intro, and it would have sufficed. But you worked smart to produce something that instantly impresses.
@@Norsilca if your iq is 140+ you can. google fallout new vegas' dev time. and then you have devs who work on something for 10 years and crank out garbage
@@aegyobot1923 There's a lot of ways to take 10 years to crank out garbage. Bad ideas, rewrites, etc. But you can't expect one indie dev working in their spare time to fill a game with crazy hacks like this. Or, you can, but that time will come from somewhere, like game design, art, or playtime.
@@aegyobot1923 in case you didn't know. The most time consuming section of making a program (i'm not a game developer so i can't say anything for sure about making game) is design. Bad coding could be fixed quite fast, if i can't fix it fast enough a senior will help me out but bad designing is a freaking disaster, you just can't simply fix a bad design. So just don't blame it all on the devs
@@sonicmastersword8080 how so? Seems that devising this workaround was the intellectual thing here. Coding it up having been told how to do it would be the less challenging aspect?
@@kirbsmeister2 Anyone can come up with "hey maybe we can create a video by changing the color settings of a static image" if they think about the problem for long enough. Turning that idea into a fluid animation is the part that requires actual skill.
@@halkon4412 they both require a high level of skill but you're hugely underplaying the domain knowledge and abstract thinking that's needed to come up with a smart solution like this. It's like the difference between me implementing mergesort in my code, versus the person who actually invented it and mathematically proved that it worked.
Man, I saw the raw video with the overlaid frames and knew exactly what was going on thanks to my graphics background, but there's no way I would have thought of something so clever in the first place.
These are my absolute favorite videos on UA-cam right now! This is real creativity. This is absolute genius. This is true art. Thank you so much for explaining this! So so much!
These videos are frikking amazig. Keep doing that! (also, I like the music you use in the background. It makes it feel like we really are looking back at the past, unravelling secrets)
That's so clever! Awesome trick, I realised it when I saw the 16-colour animation. :) I hadn't ever seen this animation before, it's really cool anyway!
Thanks for making this video. I'd heard about this technique being used here, but it's great to get your explanation and details about it. I'd love to see a recolored version of the "Game Over" screen to see exactly how those frames work (like you did at 1:01 for the Sega logo).
This is so brilliant! My face froze in a "Holy shit I get this!" grimace as soon as I saw the 16-color image. And I kept that face throughout the actual explanation. I love this!
Yay, I figured this one out before it was explained for a change (but only after the multi-color logo was revealed)! Once I saw the multi-color logo, I knew exactly what you were gonna pull off to save space and frames.
Absolute giga brain solution. This is the kinda improvisation thats gotten me more and more interested at looking into low level programming, this is real bit by bit engineering.
I love hearing abouts the bypasses, trickery and hacks that developers used back in the day. Things that are taken for granted now that we're unheard of back then. Great video
I remember seeing this in an emulator a long time ago, and after looking at the color palette I was actually able to figure out how it worked. I later implemented the exact same algorithm in a homebrew Game Boy Advance demo to do a full-screen animation. Thanks for giving me the idea!
I figured it out pretty quickly. Of course... that’s how we did animation in Deluxe Paint in the Commodore Amiga (which used the same Motorola 68000 chip as the Sega Genesis).
If there's something I love about videogames it is developers using extremely clever tricks to store more content in old hardware than what should be possible normally
It's amazing the level of talent, artistic vision, and mathematical ingenuity it takes to do things like this. It really takes a special kind of individual.
I had this idea for a challenge I give my kids from time to time, using a 2d animation program to simulate 3d, and this is exactly the way to do it. I'm always intrigued with reaching and getting beyond feasible limits, designing methods which further an idea using existing hardware platforms, it somehow expands our creativity and draws a line between those who can and those who won't evolve, creatively.
This has to be the most genius way to get FMV videos in like that. You might be limited to 16 colors, but with the proper coding techniques like the one shown, you can get up to 4 min and 26 sec of continuous FMV just by very sneaky palette swaps. I hope this technique can be shown in Genesis hacks in the future too!
Mind blowing... I'm replaying pokemon while I listen to stuff on the internet and it blows my mind that the whole game fits in 4 MB. A whole world inside 4 MB. That for me is magic.
There's a story to that logo too. The Gameboy always displays a 'Nintendo' logo on boot - but have you noticed that if you take the cartridge out, the logo can't show? The Nintendo logo is actually an early form of DRM scheme: The logo is stored on the ROM, and in the gameboy's (tiny) firmware - along with a boot program that checks the cartridge, makes sure the first thing on that cartridge is a program to display the Nintendo logo, and locks the processor if the test fails. So if any company wants to make gameboy games, they have to make their game boldly display the Nintendo's logo, which is subject to both copyright and trademark law - thus anyone who makes games without a license from Nintendo will be painting a big legal target on their backs. These days the same thing is achieved through a cryptographic signature, backed up by the legal threat of whatever national law criminalizes circumventing DRM systems (Most countries have one, as it's required under international agreement for for all WIPO members). The gameboy came out before such a law though, so this was a creative way for Nintendo to abuse the legal system into maintaining exclusive control of the platform.
When watching your videos, I wonder if devs today have it easier than in the past with such limitations on hardware. The work around on limited hardware capabilities is amazing.
I always like to find out about the trickery used on older hardware to "bypass" hardware limitations.
But instead, now AAA companies pile on 2GB updates to 65+GB games every 2 weeks
WashiestDrop198 and even their retro re-releases are bloated. Hell, Trials of Mana is a legit SNES ROM, and it’s double the size of the original ROM at 6MB. You can count the number of 6MB SNES games on your hands. There’s no reason other than laziness to bloat an English translation that much.
@@natebit7167 more like 30GB updates if you play R6S
@@natebit7167 and uncompressed audio and textures just in case you wanted to bloat a 10gb game into a 50gb one
I think it's a mixture of lazyness and also "more GB means better game" mentality. Meanwhile my favorite games are between ~250MB and ~15GB
Using "tricks" to let a Game run or look better than the hardware allowed, is the one of the Key feature a programmer showing his skills. And yes, today because of "no limitation", there are alot of data junk in most Games, would save some GB of data space. I still think Nintendo is one of the last bigger company, that care about Game size and let the Games look great. Otherwise, how they managed to make Mario Odyssey with 5.7GB or Zelda BotW with 13.4GB.
Other Games like the new Call of Duty with over 150GB and Patches, that are larger than some other big Games, making me sad. Im sure, there was no "polish" or at least trying to reduce the data trash to reduce the GB size.
Edit: The Spyro Trilogy is maybe one of the best examples. On first release, there was only the first Game on a Blue Ray (PS4 and Xbox One) but now there was an rerelease (after Nintendo Switch Port) with having all 3 Games on one Blue Ray. So there was for sure alot of data trash removed and polish to make that happen.
Sega: "You can't, it's impossible!"
Travellers Tales: "OK but what if I can and already did?"
I think that applies to the FMV intro he made for the game (covered in another video)
@@ClokworkGremlin Nope.
"it's not possible"
"No, it's necessary"
TT went above and beyond. These games would have sold with or without the awesome intro.
Fake News!
(Today, probably :-( )
Fun fact: this video wasn't re-uploaded, it was just colour cycled.
LoganDark *colour
And per the description, it was also plagued by audio issues the first time.
@@pm41224 I'd say this wii menu-like music is the real plague
@@wardrich You're from the UK since you tend to think that the word 'color' is grammatically incorrect, which it is not.
@@iZetto1 Nope, not from the UK.
That's freakin genius
These videos have ignited a newfound appreciation for Sonic 3D Blast.
you are absolute right... waiting for the directors cut edition
Joshua Cain I always liked Sonic 3D Blast. Not for the gameplay, but for the technical achievement. It’s a “3D” game on the Mega Drive! That’s awesome! Even if it’s actually 2.5D, it still is awesome.
Yeah, while it's not really a good game, it's a damn impressive one. No extra hardware, no added special chips. Just a bunch of technical wizardry.
@@THENAMEISQUICKMAN you gotta admit it has some damn fine music.
Joshua Cain I never understood the hate really. It’s difficult and controls aren’t the absolute best, but I have fond memories and was shocked by the game running on a Genesis!
I can't get enough of this. I just want an unlimited number of these videos explaining awesome stuff like this.
Same
Pay him
Yes
@BunnyVidsYT do u know da wae
Hi snoc
I'm still wondering, why that SEGA scream?
Probably some random audio from some crazed fan. The devs liked it and put it in. That's my theory.
*SEGA!*
@@mystari4445 *FAPING!*
It almost reads as SEG-Ice-Cream, and now i want one
I like how people answered you how the scream was encoded and not the question you probably asked. "Why was it in the game?"
what a silky smooth reupload
came here to post the exact same silky smooth comment
digidev same
The video was re-uploaded due to silky smooth audio issues, I guess. Rip
I didn't even realise that until now...
Toasty I love your profile picture in my notifications
Absolutely brilliant. These days people seemingly couldn't optimize their way out of a cardboard box by comparison. We have incredible hardware now but it's spoiled us, we constantly see things that run poorly even on extremely overpowered hardware and the stuff seldom looks good enough to justify the performance issues. Reminds me of Crash Bandicoot and how the developers managed to do such incredible things with such limited hardware by being creative and efficient.
Old games : Try to optimize and compress their game as small as possible
Nowday games : please download our game launcher, then the game 100gb and day one patch 50gb
So true.
Shout outs to Tony Hawk Pro Skater 5
Shouts out to Modern Warfare
shoutouts to fartnut
@Source Dasher And no visual difference? I'm in!
One of my favorite up-and-coming channels, keep up the good work!
Aaron Greenfield same I love learning about how they did all these things they did in the games and how they did it
Sonic 3D Blast was a spectacular technical achievement. It's just SO much more graphically impressive than other Genesis titles, and without using additional processing hardware in the cartridge (such as with Virtua Racing, for example, whose graphics don't hold up nearly as well as the graphics in Sonic 3D Blast).
I'm always baffled by how ingenious people can be when met with limitations! Amazing work!
Genius!
This kind of makes me sad that newer games don't have such hard limits or benefits from reducing file size like older games did
_this shit is unbelievably creative_
www.kickstarter.com/projects/morphcat-games/micro-mages-a-new-game-for-the-nes
That’s actually what this NES Kickstarter did!
There's a whole "4k demoscene" and "8k demoscene" where people do graphics demos, with the limitation that the code can't take up more than 4k or 8k. On a modern graphics card you can generate whole scenes from algorithm instead of data in very little memory... Search youtube for those. Or to see something similar rendered on your own computer (assuming your computer can handle it) you can go to a site called shadertoy, where you can write demos in opengl's shader language and see demos other people wrote.
Yes, most modern developers take storage capacity for granted and make bad games
There's no shortage of tricks for newer games. Realistic lighting, texturing, shadows, and all sorts of other things are also full of clever shortcuts. Sure, storage space limitations aren't too big of a deal, but memory and processing needs continue to grow just as fast as the underlying hardware is improving.
@@cadekachelmeier7251 Im sure, but just imagine how much better looking, better running, and better size games could be if more clever shortcuts where taken. Theres always a place for doing things properly, but this is a really clever way of adding flare without adding size or processing power. Minecraft would be a prime example of a game that could run amazing if better written, although its mostly limited by java.
What I love about this is, you could have gone with a simpler logo intro, and it would have sufficed. But you worked smart to produce something that instantly impresses.
this is SUPER clever, i'm deeply impressed
Christ, you guys are geniuses with the really smart way you go about solving all the problems on these old consoles with very limited capabilities.
"Indies look bad because they lack resources"
Traveller Tales:"If there's will there's a way"
Time is still a resource. You can't bang out this sort of masterpiece in an hour.
@@Norsilca if your iq is 140+ you can. google fallout new vegas' dev time. and then you have devs who work on something for 10 years and crank out garbage
@@aegyobot1923 There's a lot of ways to take 10 years to crank out garbage. Bad ideas, rewrites, etc. But you can't expect one indie dev working in their spare time to fill a game with crazy hacks like this. Or, you can, but that time will come from somewhere, like game design, art, or playtime.
@@aegyobot1923 I almost died of laughing at this comment, don't ask me why, 10 years to crank out garbage just sounded funny
@@aegyobot1923 in case you didn't know. The most time consuming section of making a program (i'm not a game developer so i can't say anything for sure about making game) is design. Bad coding could be fixed quite fast, if i can't fix it fast enough a senior will help me out but bad designing is a freaking disaster, you just can't simply fix a bad design. So just don't blame it all on the devs
You guys are geniuses. I wonder how long it took to come up with some of these incredible workarounds.
Ganondork Devising a workaround is not too difficult. Developing it is an entirely different ordeal.
@@sonicmastersword8080 how so?
Seems that devising this workaround was the intellectual thing here. Coding it up having been told how to do it would be the less challenging aspect?
@@kirbsmeister2 Anyone can come up with "hey maybe we can create a video by changing the color settings of a static image" if they think about the problem for long enough. Turning that idea into a fluid animation is the part that requires actual skill.
@@halkon4412 they both require a high level of skill but you're hugely underplaying the domain knowledge and abstract thinking that's needed to come up with a smart solution like this.
It's like the difference between me implementing mergesort in my code, versus the person who actually invented it and mathematically proved that it worked.
that was a standard thing back then mario just color swap for a lot of ingame objects.
your amazing at this, im excited to see the directors cut again soon
I'm impressed, this is really clever.
Man, I saw the raw video with the overlaid frames and knew exactly what was going on thanks to my graphics background, but there's no way I would have thought of something so clever in the first place.
Every time I watch this video, it confounds me that something that looked so sophisticated for its time was simultaneously so complex and so simple.
Worth a rewatch
Seconded.
That’s right, Jay!
so did I
I tought it was another update on Sonic 3D Blast Director's cut, so much hype
Such well done videos about fascinating aspects of the engineering. Never fails to inspire. Keep them coming!
It was so good it was worth rewatching it :)
These are my absolute favorite videos on UA-cam right now! This is real creativity. This is absolute genius. This is true art. Thank you so much for explaining this! So so much!
Jon Butron, my man, you helped out with my childhood game. Also, thanks for showing me how the sega logo was animated.
That's the name of the guy who made the background song in the video.
Wow what an incredibly smart solution, i bet you were feeling clever after this!
You guys never cease to amaze me with these videos.
This guy could fit Black Ops Cold War on a N64 cartridge
These videos are frikking amazig. Keep doing that! (also, I like the music you use in the background. It makes it feel like we really are looking back at the past, unravelling secrets)
That's so clever!
Awesome trick, I realised it when I saw the 16-colour animation. :)
I hadn't ever seen this animation before, it's really cool anyway!
This is such a clever use of palette swapping! It must have taken some real out of the box thinking to bring these screens to life :3
This is amazing. I love reading about this kind of thing. You guys were geniuses!
And this is definitely pushing the hardware to the max. Thanks for showing us this!
This seriously blows my mind!! So clever!!
Thanks for making this video. I'd heard about this technique being used here, but it's great to get your explanation and details about it.
I'd love to see a recolored version of the "Game Over" screen to see exactly how those frames work (like you did at 1:01 for the Sega logo).
really impressed with how you came up with such a clever way to get the effect you wanted! True creativity
You are a genius. That's such an insane and unique solution to the problem. I am in awe.
Brilliant trick! Thanks for posting a peak behind the curtain. I love these.
This is so brilliant! My face froze in a "Holy shit I get this!" grimace as soon as I saw the 16-color image. And I kept that face throughout the actual explanation. I love this!
Dude...Are you trying to hypnotise me? That calm British accent reading lines with that music and before I know it im all zoned out. In a good way....
Yay, I figured this one out before it was explained for a change (but only after the multi-color logo was revealed)! Once I saw the multi-color logo, I knew exactly what you were gonna pull off to save space and frames.
watching these videos at like 2 am alone gives me the chills
Bloody hell that's cunning! I guessed the trick as soon as you lowered the colour palette but that doesn't detract from the cunning!
Woah, this is rad. I'm loving this channel!
Binging your channel for the last 3 hours, and another video just popped up! Amazingggggg
Speech therapy needed after this because I'm speechless
Absolute giga brain solution. This is the kinda improvisation thats gotten me more and more interested at looking into low level programming, this is real bit by bit engineering.
I just love those insights on how games were made at the time, keep up the good work!
I love hearing abouts the bypasses, trickery and hacks that developers used back in the day. Things that are taken for granted now that we're unheard of back then. Great video
You and your development team are geniuses.
So basically whoever made this is a genius
Great video, I just like learning all these old tricks for no reason!
Interesting and very well explained
I remember seeing this in an emulator a long time ago, and after looking at the color palette I was actually able to figure out how it worked. I later implemented the exact same algorithm in a homebrew Game Boy Advance demo to do a full-screen animation. Thanks for giving me the idea!
Amazing little trick, nicely explained :)
This is a fairly common trick on many different platforms of the time. However, this is very careful use of that trick. Looks great
amazing, this is why I love all these programming limitation hacks - it's ingenious
You continue to amaze with this stuff. It’s so cool. :)
I figured it out pretty quickly.
Of course... that’s how we did animation in Deluxe Paint in the Commodore Amiga (which used the same Motorola 68000 chip as the Sega Genesis).
How did I miss this one? Simply brilliant!!
re-upload or not, I love these videos. It's so cool to see the trickery behind the scenes.
i just love your videos! Its really great with these insights in old school dev tricks.
Awesome stuff! Will recommend!
I forgot you actually worked on 3d blast! So glad I refound you!
I feel smarter just for comprehending such a genius trick. Now that what I call using all the resources available.
That push against hardware limitations brought out so much creativity and innovative game design from developers
Hey guys
If you don't read the description it says re-upload due to audio issues
Now you knoe
Mike4l6 AND KNOWING IS HALF THE BATTLE
Mike4l6 Usually I DO read the description, thought it was just a reupload with no fixes.
every performance and bits squeezed to get that going. really interesting.
If there's something I love about videogames it is developers using extremely clever tricks to store more content in old hardware than what should be possible normally
Game designers 25 years ago where like magicians
Palette cycling is one of my favorite tricks from the 8- and 16-bit era. :D
For sure. Amazing to imagine it all started with the Amiga. That "Boing Ball" demo is one of the very first to utilize palette cycling.
Summary: The intro seems like 30fps, but it's 7.5fps with pallete swapping to get 4 frames out of 1 image.
Im so happy because I had figure this one out before !!! Having a confirmation from the creator feels so great and empowering 💪🏻
Talking about being a smartass.
This is amazing! Really clever use of the MegaDrive's memory limitations.
It's amazing the level of talent, artistic vision, and mathematical ingenuity it takes to do things like this. It really takes a special kind of individual.
Interpolating with the color palette. Quite ingenious!
I had this idea for a challenge I give my kids from time to time, using a 2d animation program to simulate 3d, and this is exactly the way to do it. I'm always intrigued with reaching and getting beyond feasible limits, designing methods which further an idea using existing hardware platforms, it somehow expands our creativity and draws a line between those who can and those who won't evolve, creatively.
The palette changes in the frames?
That's amazing.
Spectacular. Coding back then was a real art.
you have just earned a sub, keep it up i love these vidss
That was pretty awesome great job explaining it
"you couldn't.... and her'es how we did!" love it
Audio issues? I don't remember anything like that in the original...
$$$
pretty sure it was just really loud
The music is different. My guess is that there was a copyright issue or something like that so it had to be changed
No, I think he thought it was too loud.
It was obviously for that ad revenue
Always wondered anout how this logo was made. Nice job explaining it.
This has to be the most genius way to get FMV videos in like that. You might be limited to 16 colors, but with the proper coding techniques like the one shown, you can get up to 4 min and 26 sec of continuous FMV just by very sneaky palette swaps. I hope this technique can be shown in Genesis hacks in the future too!
This is absolutely incredible
Still a great video. So clever, so creative.
Mind blowing... I'm replaying pokemon while I listen to stuff on the internet and it blows my mind that the whole game fits in 4 MB. A whole world inside 4 MB. That for me is magic.
There's a story to that logo too. The Gameboy always displays a 'Nintendo' logo on boot - but have you noticed that if you take the cartridge out, the logo can't show? The Nintendo logo is actually an early form of DRM scheme: The logo is stored on the ROM, and in the gameboy's (tiny) firmware - along with a boot program that checks the cartridge, makes sure the first thing on that cartridge is a program to display the Nintendo logo, and locks the processor if the test fails. So if any company wants to make gameboy games, they have to make their game boldly display the Nintendo's logo, which is subject to both copyright and trademark law - thus anyone who makes games without a license from Nintendo will be painting a big legal target on their backs.
These days the same thing is achieved through a cryptographic signature, backed up by the legal threat of whatever national law criminalizes circumventing DRM systems (Most countries have one, as it's required under international agreement for for all WIPO members). The gameboy came out before such a law though, so this was a creative way for Nintendo to abuse the legal system into maintaining exclusive control of the platform.
I said this on the previous upload, but it really is mind-boggling the kind of stuff you guys got away with on this hardware.
For people wondering, he re uploaded the video due to audio issues. So check the description before you comment!
Making advanced stuff in old consoles and computer is a great exercise for creatitvity! 😎
I wonder if any of the homebrew devs who worked on a Bad Apple demo used this trick to get smooth video?
Nice, a trick we still use today for having multiple textures or masks in one image
Interesting and entertaining videos. Keep going!
When watching your videos, I wonder if devs today have it easier than in the past with such limitations on hardware. The work around on limited hardware capabilities is amazing.
Wow! Is brillant! You was have an fantastic team!