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    Jan 19th, 2007 at 13:25:45     -    Super Mario 64 (N64)

    After another round of Super Mario for N64, I've also come to appreciate the way in which the player has the option to choose which level he or she must play in order to proceed to the next course. In earlier Super Mario video games, the levels were following one after the other with no freedom for the player to decide which course to play next. In the N64 Super Mario, although the player must achieve a certain number of stars before allowed to the next story of the mansion, he or she can go through a variety of levels one story at a time. Also since each level has several stars to obtain, having the option to go back and forth between levels makes the game much more enjoyable.

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    Jan 19th, 2007 at 13:10:41     -    Super Mario 64 (N64)

    Today i picked up an old favorite, Super Mario for N64. Growing up with this game I have come to appreciate the various levels the game progresses for the player. Even the way in which the player must choose each level is almost as intriguing as a level itself. Mario must wander through Princess Peach's castle and jump though different paintings in order to enter each level. The castle itself is an adventure equipped with secret levels, puzzles to open other sections of the castle, and a few stars to win as well. What I liked best is that the castle is also used as a sort of practice course for the player to learn the different moves Mario can perform. Several posted signs are located outside describing how to do jumps, kicks, combo punches, etc. Unlike Super Mario for Super Ninetindo Game System in which each level is immediately followed by the next without any intermission, Super Mario for N64 gives the player a time to perfect his or her moves before attempting another level.

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    Jan 12th, 2007 at 03:10:22     -    Mario Kart (Wii)

    Today I played Mario Kart on Nintendo 64. I played with a friend of mine who was no challenge as usual to destroy. One aspect of Mario Kart is the secret tricks the game has in the tracks. The jumps you can make to cut corners are something only an experienced gamer can perform. The most awesome of all is the first jump to the left hand side of the screen in the final course, Rainbow Road. One must line up the jump carefully and get a good enough head start to make it. If done successfully, the jump can cut off about 1/4 of the track giving the player a more than intimidating lead.

    Another jump one can make is on Wario's track. There are several in fact, some proving more difficult than others. First at the beginning of the track is not too difficult to achieve if one gives themselves enough space to make the jump. What is the most challenging in my opinion with this race course is right after the first jump at the beginning. Once on the other side, there is another jump immediately afterwards which is a lot harder to do. The trick is to get a running start and make a jump right before hitting the wall to get a bounce off the wall to get to the other side, which is right in front of the finish line. If both jumps are done successfully, one can finish the track in less than two minutes. However, sometimes if the second jump isn't done properly, the character can end up on the top of the wall and have the cameraman pick him up and drop him back on the course. This situation intrigues me because depending on the angle on where you hit the top of the wall, the cameraman can put you back behind the wall, on the other side having to do the first jump again, or if lucky can place the character right behind the finish line ready to start the next lap. Although frustrating to do, the reward of finishing one of the longest tracks in the game in less than two minutes feels pretty good to achieve.

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