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I fully intended this month to be a slow one with the [[MarioWiki:Anniversary|Awards Ceremony]] being just last week, but we still have quite a packed page!  We also have several bits of exciting news!  {{User|Lord Bowser}} is our new Fun Stuff Director, and I'm hoping the best for him, as I know what it's like suddenly having these new responsibilities--just been over a year for me as CC Director.  But with the new job does come some perks, those being having a hand in how this humble little Mario magazine comes together, its policies, who writes for it, the direction it takes, and whatever other fun new things you can think of bringing or helping with, so good luck and have fun!  We also new banners for Critic Corner, Fun Stuff, and Fake News, as well as for the Main Page, provided by myself as part of the annual Awards Ceremony and conveniently also to replace some designs that needed some updating!  I'm extra proud of these so please be sure to check them out :)
I fully intended this month to be a slow one with the [[MarioWiki:Anniversary|Awards Ceremony]] being just last week, but we still have quite a packed page!  We also have several bits of exciting news!  {{User|Lord Bowser}} is our new Fun Stuff Director, and I'm hoping the best for him, as I know what it's like suddenly having these new responsibilities--just been over a year for me as CC Director.  But with the new job does come some perks, those being having a hand in how this humble little Mario magazine comes together, its policies, who writes for it, the direction it takes, and whatever other fun new things you can think of bringing or helping with, so good luck and have fun!  We also new banners for Critic Corner, Fun Stuff, and Fake News, as well as for the Main Page, provided by myself as part of the annual Awards Ceremony and conveniently also to replace some designs that needed some updating!  I'm extra proud of these so please be sure to check them out :)


Next month we will be accepting feedback, comments, and reflections of this year's Awards Ceremony and everything about it, so if you've got something to say please [[forumuser:1129|send me a PM on the forum]] and I'll be sure to post it or pass it along.  By the time next month's issue is posted, I'll be packing up for my vacation, so, I can't wait, but I have to anyways because time is real in this dimension, so while we wait for that to pass please enjoy some lovely reviews~
Next month we will be accepting feedback, comments, and reflections of this year's Awards Ceremony and everything about it, so if you've got something to say please [[mb:members/1129|send me a PM on the forum]] and I'll be sure to post it or pass it along.  By the time next month's issue is posted, I'll be packing up for my vacation, so, I can't wait, but I have to anyways because time is real in this dimension, so while we wait for that to pass please enjoy some lovely reviews~


<h3> Section of the Month </h3>
<h3> Section of the Month </h3>
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Hello everyone! My name is [[User:Alex95|Alex95]] and welcome to "Could Have Been". In this segment, I talk about features that didn't quite make it into a game's final release and see just how the cut content would've affected the game. With the upcoming release of ''[[Mario & Luigi: Superstar Saga + Bowser's Minions]]'' on our minds, I thought it only makes sense to cover what went into making the [[Mario & Luigi: Superstar Saga|original game]]. So let's dive right in and take a look at what could have been.  
Hello everyone! My name is [[User:Alex95|Alex95]] and welcome to "Could Have Been". In this segment, I talk about features that didn't quite make it into a game's final release and see just how the cut content would've affected the game. With the upcoming release of ''[[Mario & Luigi: Superstar Saga + Bowser's Minions]]'' on our minds, I thought it only makes sense to cover what went into making the [[Mario & Luigi: Superstar Saga|original game]]. So let's dive right in and take a look at what could have been.  
<div class="thumb tleft"><div class="thumbinner" style="max-width: 334px; width: auto;">[[File:SuperstarsagaBetaSprites.png|frameless]]<div class="thumbcaption" style="width: 100%"><div class="magnify">[[:File:SuperstarsagaBetaSprites.png]]</div>Special guests at the [[Starbeans Cafe]].</div></div></div>
<div class="thumb tleft"><div class="thumbinner" style="max-width: 334px; width: auto;">[[File:SuperstarsagaBetaSprites.png|frameless]]<div class="thumbcaption" style="width: 100%"><div class="magnify">[[:File:SuperstarsagaBetaSprites.png]]</div>Special guests at the [[Starbeans Cafe]].</div></div></div>
First of all, let's address the biggest mystery here: cameos. In the final game, whenever you create a new blend at the [[Starbeans Cafe]], [[Professor E. Gadd]] will show up, taste the blend, and reward you with an item. Well, did you know that E. Gadd was only supposed to show up for the first blend? But then, who was supposed to fill the remaining spots? Why, other [[Nintendo]] characters, of course! Hidden in the game's coding are fully functional sprites and dialogue for [[Wario]], [[Fox McCloud]], [[Captain Olimar]], [[Samus Aran]], an [[Excitebike (character)|Excitebiker]], and [[Link]], who were set to appear in that order. …Well, almost fully functional, anyway. Wario through Samus are fully finished, however, the Excitebiker reuses his 8-bit [[Nintendo Entertainment System|NES]] sprite and Link has a Japanese character grouped with him (I believe it reads "test"?). Olimar also speaks in the text boxes that show when you collect an item in the game, and he also tries to attack [[Luigi]]. Like how E. Gadd does so in the final game, these characters were supposed to give the player items. E. Gadd still gave out a [[Game Boy Horror]] (though a standard one, not the [[Game Boy Horror SP]] in the final), Wario was to give a "Wario's Gold" (Greed Wallet), Fox gives a "Gold Ring" (Bonus Ring), Olimar gives a "UV Lamp" (Cobalt Necktie), Samus gives an "Energy Tank" (Power Grip), Excitebiker gives the Excite Spring (unchanged), and Link gives none other than the "Triforce" (Great Force). With these characters nearly completed, why then did they go unused? Just a guess, but it may have to do with the game's developer, [[Alphadream]]. It's possible they were only given the rights to use [[Mario]] and the others, and not the special guests. It is likely Alphadream made the characters and implemented them partway, but once they were brought to the attention of Nintendo, it was rejected. Sad.
First of all, let's address the biggest mystery here: cameos. In the final game, whenever you create a new blend at the [[Starbeans Cafe]], [[Professor E. Gadd]] will show up, taste the blend, and reward you with an item. Well, did you know that E. Gadd was only supposed to show up for the first blend? But then, who was supposed to fill the remaining spots? Why, other [[Nintendo]] characters, of course! Hidden in the game's coding are fully functional sprites and dialogue for [[Wario]], [[Fox|Fox McCloud]], [[Captain Olimar]], [[Samus Aran]], an [[Excitebike (character)|Excitebiker]], and [[Link]], who were set to appear in that order. …Well, almost fully functional, anyway. Wario through Samus are fully finished, however, the Excitebiker reuses his 8-bit [[Nintendo Entertainment System|NES]] sprite and Link has a Japanese character grouped with him (I believe it reads "test"?). Olimar also speaks in the text boxes that show when you collect an item in the game, and he also tries to attack [[Luigi]]. Like how E. Gadd does so in the final game, these characters were supposed to give the player items. E. Gadd still gave out a [[Game Boy Horror]] (though a standard one, not the [[Game Boy Horror SP]] in the final), Wario was to give a "Wario's Gold" (Greed Wallet), Fox gives a "Gold Ring" (Bonus Ring), Olimar gives a "UV Lamp" (Cobalt Necktie), Samus gives an "Energy Tank" (Power Grip), Excitebiker gives the Excite Spring (unchanged), and Link gives none other than the "Triforce" (Great Force). With these characters nearly completed, why then did they go unused? Just a guess, but it may have to do with the game's developer, [[Alphadream]]. It's possible they were only given the rights to use [[Mario]] and the others, and not the special guests. It is likely Alphadream made the characters and implemented them partway, but once they were brought to the attention of Nintendo, it was rejected. Sad.
<div class="thumb tright"><div class="thumbinner" style="max-width: 334px; width: auto;">[[File:Beta_MLSS_Fruit.PNG|frameless]]<div class="thumbcaption" style="width: 100%"><div class="magnify">[[:File:Beta_MLSS_Fruit.PNG]]</div>Unused [[Bean Fruit]] colors.</div></div></div>
<div class="thumb tright"><div class="thumbinner" style="max-width: 334px; width: auto;">[[File:Beta_MLSS_Fruit.png|frameless]]<div class="thumbcaption" style="width: 100%"><div class="magnify">[[:File:Beta_MLSS_Fruit.png]]</div>Unused [[Bean Fruit]] colors.</div></div></div>
<div class="thumb tright"><div class="thumbinner" style="max-width: 334px; width: auto;">[[File:MLSS_Beta_-_Cloaked_Beanish.gif|frameless]]<div class="thumbcaption" style="width: 100%"><div class="magnify">[[:File:MLSS_Beta_-_Cloaked_Beanish.gif]]</div>Mysterious Beanish.</div></div></div>
<div class="thumb tright"><div class="thumbinner" style="max-width: 334px; width: auto;">[[File:MLSS_Beta_-_Cloaked_Beanish.gif|frameless]]<div class="thumbcaption" style="width: 100%"><div class="magnify">[[:File:MLSS_Beta_-_Cloaked_Beanish.gif]]</div>Mysterious Beanish.</div></div></div>
Next are some unused items. The coding in the game lists unused gear, along with their corresponding in-game text.
Next are some unused items. The coding in the game lists unused gear, along with their corresponding in-game text.
<div class="thumb tleft"><div class="thumbinner" style="max-width: 334px; width: auto;">[[File:Beta_MLSS_Coins.PNG|frameless]]<div class="thumbcaption" style="width: 100%"><div class="magnify">[[:File:Beta_MLSS_Coins.PNG]]</div>Unused [[coin]]s.</div></div></div>
<div class="thumb tleft"><div class="thumbinner" style="max-width: 334px; width: auto;">[[File:Beta_MLSS_Coins.png|frameless]]<div class="thumbcaption" style="width: 100%"><div class="magnify">[[:File:Beta_MLSS_Coins.png]]</div>Unused [[coin]]s.</div></div></div>
<div class="thumb tleft"><div class="thumbinner" style="max-width: 334px; width: auto;">[[File:Beta_MLSS_Beanish.PNG|frameless]]<div class="thumbcaption" style="width: 100%"><div class="magnify">[[:File:Beta_MLSS_Beanish.PNG]]</div>Unused [[Lady Lima]].</div></div></div>
<div class="thumb tleft"><div class="thumbinner" style="max-width: 334px; width: auto;">[[File:Beta_MLSS_Beanish.png|frameless]]<div class="thumbcaption" style="width: 100%"><div class="magnify">[[:File:Beta_MLSS_Beanish.png]]</div>Unused [[Lady Lima]].</div></div></div>
:Chuckola Pants - Pants made to look like Chuckola Fruit.
:Chuckola Pants - Pants made to look like Chuckola Fruit.
:Heavy Slacks - Very heavy pants made of Hoohoo Blocks.
:Heavy Slacks - Very heavy pants made of Hoohoo Blocks.
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:Oho Gear - Pants with a raging wave print.
:Oho Gear - Pants with a raging wave print.
The Oho Gear is actually obtainable in the Japanese release of the game, but not in the other regions through legitimate means. The [[Bean Fruit]] also came in an assortment of colors, perhaps signifying which [[Yoshi (species)|Yoshi]] to give them to, but only the purple one made it into the final game and it can be given to any Yoshi to make things easier. There are also unused [[Coin|yellow]], [[Red Coin|red]], and [[Blue Coin|blue]] coin sprites, with flashing animations that signify when they're about to disappear. With that information, it's possible they were dropped by something, possibly enemies, and their value could correspond to their values in ''[[Super Mario 64]]'', if we're just going off of color. What appears to be an earlier version of [[Lady Lima]] is also hidden in the game's coding, but perhaps the most interesting unused character is an enigmatic cloaked [[Beanish]]. Based on the pose, it looks like they are sitting on something, probably a ledge of some sort. Perhaps they would have observed the Bros. as they went on their adventure, but what the actual role of the character would have been is unknown. My guess is they would appear in places with puzzles, and Mario & Luigi have to pay them for advice.  
The Oho Gear is actually obtainable in the Japanese release of the game, but not in the other regions through legitimate means. The [[Bean Fruit]] also came in an assortment of colors, perhaps signifying which [[Yoshi (species)|Yoshi]] to give them to, but only the purple one made it into the final game and it can be given to any Yoshi to make things easier. There are also unused [[Coin|yellow]], [[Red Coin|red]], and [[Blue Coin|blue]] coin sprites, with flashing animations that signify when they're about to disappear. With that information, it's possible they were dropped by something, possibly enemies, and their value could correspond to their values in ''[[Super Mario 64]]'', if we're just going off of color. What appears to be an earlier version of [[Lady Lima]] is also hidden in the game's coding, but perhaps the most interesting unused character is an enigmatic cloaked [[Beanish]]. Based on the pose, it looks like they are sitting on something, probably a ledge of some sort. Perhaps they would have observed the Bros. as they went on their adventure, but what the actual role of the character would have been is unknown. My guess is they would appear in places with puzzles, and Mario & Luigi have to pay them for advice.  
<div class="thumb tright"><div class="thumbinner" style="max-width: 334px; width: auto;">[[File:Beta_MLSS_Sgt_Starshade.PNG|frameless]]<div class="thumbcaption" style="width: 100%"><div class="magnify">[[:File:Beta_MLSS_Sgt_Starshade.PNG]]</div>Sergent Starshade enemy.</div></div></div>
<div class="thumb tright"><div class="thumbinner" style="max-width: 334px; width: auto;">[[File:Beta_MLSS_Sgt_Starshade.png|frameless]]<div class="thumbcaption" style="width: 100%"><div class="magnify">[[:File:Beta_MLSS_Sgt_Starshade.png]]</div>Sergent Starshade enemy.</div></div></div>
<div class="thumb tleft"><div class="thumbinner" style="max-width: 334px; width: auto;">[[File:Beta_SSS_Nice_Guy.png|frameless]]<div class="thumbcaption" style="width: 100%"><div class="magnify">[[:File:Beta_SSS_Nice_Guy.png]]</div>Hoohooligan hooligan.</div></div></div>
<div class="thumb tleft"><div class="thumbinner" style="max-width: 334px; width: auto;">[[File:Beta_SSS_Nice_Guy.png|frameless]]<div class="thumbcaption" style="width: 100%"><div class="magnify">[[:File:Beta_SSS_Nice_Guy.png]]</div>Hoohooligan hooligan.</div></div></div>
There are also some unused enemies! Some of them are dummy [[Goomba]] enemies, though there other variants of the Goomba that appears: a blue "Mossy Goomba", a red "Pop Goomba", and a [[Paragoomba]]. You were also going to be able to fight (an overly happy-looking) Sergeant Starshade of the [[Starshade Bros.]], possibly in a tutorial for the [[Bros. Attacks]]. While they ''do'' appear in the tutorial battle, you don't battle either of them directly. You also battle a [[Hoohooligan]] for some reason. The game's code contains a few more enemies without graphics: "Chompa", likely a [[Mecha-Chomp]], "Sharkbone", possibly the name of the undead version of [[????]] as evident by the ''[[Nintendo Power]]'' guide, and names for [[Hermie III]]'s pincers.  
There are also some unused enemies! Some of them are dummy [[Goomba]] enemies, though there other variants of the Goomba that appears: a blue "Mossy Goomba", a red "Pop Goomba", and a [[Paragoomba]]. You were also going to be able to fight (an overly happy-looking) Sergeant Starshade of the [[Starshade Bros.]], possibly in a tutorial for the [[Bros. Attacks]]. While they ''do'' appear in the tutorial battle, you don't battle either of them directly. You also battle a [[Hoohooligan]] for some reason. The game's code contains a few more enemies without graphics: "Chompa", likely a [[Mecha-Chomp]], "Sharkbone", possibly the name of the undead version of [[????]] as evident by the ''[[Nintendo Power]]'' guide, and names for [[Hermie III]]'s pincers.  
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<div class="thumb tleft"><div class="thumbinner" style="max-width: 334px; width: auto;">[[File:MLSS Peach's Castle.png|frameless]]<div class="thumbcaption" style="width: 100%"><div class="magnify">[[:File:MLSS Peach's Castle.png]]</div>Peach's Castle in English…</div></div></div>
<div class="thumb tleft"><div class="thumbinner" style="max-width: 334px; width: auto;">[[File:MLSS Peach's Castle.png|frameless]]<div class="thumbcaption" style="width: 100%"><div class="magnify">[[:File:MLSS Peach's Castle.png]]</div>Peach's Castle in English…</div></div></div>
<div class="thumb tright"><div class="thumbinner" style="max-width: 334px; width: auto;">[[File:MLSS Peach's Castle (Japan).png|frameless]]<div class="thumbcaption" style="width: 100%"><div class="magnify">[[:File:MLSS Peach's Castle (Japan).png]]</div>…and Peach's Castle in Japanese.</div></div></div>
<div class="thumb tright"><div class="thumbinner" style="max-width: 334px; width: auto;">[[File:MLSS Peach's Castle (Japan).png|frameless]]<div class="thumbcaption" style="width: 100%"><div class="magnify">[[:File:MLSS Peach's Castle (Japan).png]]</div>…and Peach's Castle in Japanese.</div></div></div>
Anything left? Yep: regional differences! Despite versions of the games being released at a maximum of eleven days apart, there are a surprisingly large number of differences between Japanese and non-Japanese releases. The title screen has a different logo and font, which is usual in Japanese versions of games, so that's not surprising. What is surprising (at least to me) is the changed detail on [[Princess Peach's Castle]]. Outside of Japan, the motifs on Peach's Castle look like mushrooms kinda, but in Japan, the images resemble those lovable [[Mushroom]]s more closely, though more akin to the [[Golden Mushroom]] I guess. Also in Japan, during the beginning intermission where you control a Toad, an image of the {{button|GBA|Pad}} shows telling you movement is possible, but the image is absent in other releases. Never fear, though, as the {{button|3ds|Stick}} will show in its place in the remake! All these are exclusive to Japan: Bowser's sprites are touched up to show more detail, [[Heart Block]]s appear in three locations, the Brothers start off with more [[Bros. Point|BP]], [[Lakitu]] shows how to control during the Level Up screen, an icon shows when you made a blend in Starbeans Cafe to better keep track which ones you've already made, enemy stats are different, and most importantly, a barrel had its location changed in an area of [[Chucklehuck Woods]]! Clearly Japan got the better end of this deal!
Anything left? Yep: regional differences! Despite versions of the games being released at a maximum of eleven days apart, there are a surprisingly large number of differences between Japanese and non-Japanese releases. The title screen has a different logo and font, which is usual in Japanese versions of games, so that's not surprising. What is surprising (at least to me) is the changed detail on [[Peach's Castle]]. Outside of Japan, the motifs on Peach's Castle look like mushrooms kinda, but in Japan, the images resemble those lovable [[Mushroom]]s more closely, though more akin to the [[Golden Mushroom]] I guess. Also in Japan, during the beginning intermission where you control a Toad, an image of the {{button|GBA|Pad}} shows telling you movement is possible, but the image is absent in other releases. Never fear, though, as the {{button|3ds|Stick}} will show in its place in the remake! All these are exclusive to Japan: Bowser's sprites are touched up to show more detail, [[Heart Block]]s appear in three locations, the Brothers start off with more [[Bros. Point|BP]], [[Lakitu]] shows how to control during the Level Up screen, an icon shows when you made a blend in Starbeans Cafe to better keep track which ones you've already made, enemy stats are different, and most importantly, a barrel had its location changed in an area of [[Chucklehuck Woods]]! Clearly Japan got the better end of this deal!


Well, I hope you enjoyed this look into ''Mario & Luigi: Superstar Saga'', and I also hope you're looking forward to the remake, because it's looking good so far! If you wish to see for yourself the stuff left out of this game, I recommend going to our page [[list of Mario & Luigi: Superstar Saga pre-release and unused content|here]] or by checking out the pages on [[tcrf:Mario & Luigi: Superstar Saga|The Cutting Room Floor]]! Which game do you want me to cover next? Until next time, see you around!
Well, I hope you enjoyed this look into ''Mario & Luigi: Superstar Saga'', and I also hope you're looking forward to the remake, because it's looking good so far! If you wish to see for yourself the stuff left out of this game, I recommend going to our page [[list of Mario & Luigi: Superstar Saga pre-release and unused content|here]] or by checking out the pages on [[tcrf:Mario & Luigi: Superstar Saga|The Cutting Room Floor]]! Which game do you want me to cover next? Until next time, see you around!
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Tune in next month where I review more fizzy things!  Also, tell me what to review next!  Here’s my [[:File:Steaminventory.png|Steam Inventory]] filled with games I haven’t played for some ideas, but things you can tell me to do can also be movies, shows, physical actions, trying new foods, music, literally anything and I’ll cover it eventually if it’s not too ridiculous.  Just send me a message here on my talk page or [[forumuser:1129|PM it to me on the forum]].  Don't like what I have to say?  That's fine, and probably bound to happen because I've been told about how much people like ''Super Mario 64'' and how they feel about any criticism of it!  We at Critic Corner will welcome your alternate review of it as a new section for the next issue!
Tune in next month where I review more fizzy things!  Also, tell me what to review next!  Here’s my [[:File:Steaminventory.png|Steam Inventory]] filled with games I haven’t played for some ideas, but things you can tell me to do can also be movies, shows, physical actions, trying new foods, music, literally anything and I’ll cover it eventually if it’s not too ridiculous.  Just send me a message here on my talk page or [[mb:members/1129|PM it to me on the forum]].  Don't like what I have to say?  That's fine, and probably bound to happen because I've been told about how much people like ''Super Mario 64'' and how they feel about any criticism of it!  We at Critic Corner will welcome your alternate review of it as a new section for the next issue!


</div><br>
</div><br>
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One of the things that make Nintendo consoles great is that they often try to do something unique, new, and revolutionary. Usually this works out quite well, [[Nintendo DS|garnering massive sales]] and sometimes [[Wii|producing imitators]]. But sometimes, even though the console is doing something revolutionary, it doesn't work out so well. The prime example of this is the [[Virtual Boy]]. In the early nineties, Nintendo gained the license to use 3D stereoscopic head-tracking technology made by Reflection Technology, Inc. to make a game console. They then experimented with the technology to make it affordable and health-conscious. Seeing that the head-tracking feature caused motion sickness and risk of lazy eye, they removed it and focused on the stereoscopic 3D feature. Even then, the system caused symptoms such as dizziness, nausea, and headaches. After several years of development, Nintendo began pushing for the Virtual Boy's release so it could focus development on the [[Nintendo 64]]. However, the console was unfinished and it had been severely downscaled from the original idea. Despite this, the Virtual Boy was released in 1995. It was a commercial failure and was panned by critics. Its failure was attributed to its high price, health problems, and poorly handled marketing. So, I think what went wrong with the Virtual Boy can be described in two words: too early. In the most basic sense, it was too early because it was rushed to market in an unfinished state to focus on the [[N64]]. However, on a wider scale, it was too early because the technology just was not advanced enough to do the revolutionary thing they wanted to do: stereoscopic 3D. It would be over 15 years before they succeeded in implementing 3D properly with the [[3DS]]. So the moral of the story is: be revolutionary and ahead of your time, but not so far ahead of your time that you can't even do it properly.<br>
One of the things that make Nintendo consoles great is that they often try to do something unique, new, and revolutionary. Usually this works out quite well, [[Nintendo DS|garnering massive sales]] and sometimes [[Wii|producing imitators]]. But sometimes, even though the console is doing something revolutionary, it doesn't work out so well. The prime example of this is the [[Virtual Boy]]. In the early nineties, Nintendo gained the license to use 3D stereoscopic head-tracking technology made by Reflection Technology, Inc. to make a game console. They then experimented with the technology to make it affordable and health-conscious. Seeing that the head-tracking feature caused motion sickness and risk of lazy eye, they removed it and focused on the stereoscopic 3D feature. Even then, the system caused symptoms such as dizziness, nausea, and headaches. After several years of development, Nintendo began pushing for the Virtual Boy's release so it could focus development on the [[Nintendo 64]]. However, the console was unfinished and it had been severely downscaled from the original idea. Despite this, the Virtual Boy was released in 1995. It was a commercial failure and was panned by critics. Its failure was attributed to its high price, health problems, and poorly handled marketing. So, I think what went wrong with the Virtual Boy can be described in two words: too early. In the most basic sense, it was too early because it was rushed to market in an unfinished state to focus on the [[N64]]. However, on a wider scale, it was too early because the technology just was not advanced enough to do the revolutionary thing they wanted to do: stereoscopic 3D. It would be over 15 years before they succeeded in implementing 3D properly with the [[3DS]]. So the moral of the story is: be revolutionary and ahead of your time, but not so far ahead of your time that you can't even do it properly.<br>
'''3. Wii U'''<br>
'''3. Wii U'''<br>
[[File:Wiiu.jpg|thumb|Why didn't they call it the Nintendo DualScreen? Wait, that sounds familiar...]]
[[File:Black Wii U Set.jpg|thumb|Why didn't they call it the Nintendo DualScreen? Wait, that sounds familiar...]]
I've been having a lot of fun with my Switch lately. When I'm not playing in handheld mode, it sits in its dock atop my [[Wii U]], a rather symbolic placement for a console triumphant over the console defeated. Speaking of which, why was the Wii U defeated? What caused it to fail? Well, there were many reasons for the Wii U's failure. First of all, it was not marketed well at all. When it was first revealed, no one could tell whether it was a new console or just a tablet peripheral for the Wii. This was due to the trailer's vast focus on the gamepad without showing the console itself, and the fact that used the Wii's name, just with an extra U. Furthermore, the trailers primarily showed children playing it, turning off older consumers. Another reason is that it was difficult to develop for because of the abnormal gameplay style of having two screens, causing third-party developers to shun the console. This and Nintendo's failure to consistently release first-party titles led to a huge lack of games. But what was perhaps the biggest problem was that it tried to ride on the success of the Wii and didn't establish itself as its own entity. It even used Wii Remotes as seemingly the primary multiplayer control option! What they should have done is taken the console's concept farther and drop its connection to the Wii besides simple backwards compatibility. Perhaps we could have seen a system like the Switch, taking the console Off-TV play farther. Or perhaps it could have kept the two-screen feature while truly communicating the revolutionary concept that they were trying to realize.<br>     
I've been having a lot of fun with my Switch lately. When I'm not playing in handheld mode, it sits in its dock atop my [[Wii U]], a rather symbolic placement for a console triumphant over the console defeated. Speaking of which, why was the Wii U defeated? What caused it to fail? Well, there were many reasons for the Wii U's failure. First of all, it was not marketed well at all. When it was first revealed, no one could tell whether it was a new console or just a tablet peripheral for the Wii. This was due to the trailer's vast focus on the gamepad without showing the console itself, and the fact that used the Wii's name, just with an extra U. Furthermore, the trailers primarily showed children playing it, turning off older consumers. Another reason is that it was difficult to develop for because of the abnormal gameplay style of having two screens, causing third-party developers to shun the console. This and Nintendo's failure to consistently release first-party titles led to a huge lack of games. But what was perhaps the biggest problem was that it tried to ride on the success of the Wii and didn't establish itself as its own entity. It even used Wii Remotes as seemingly the primary multiplayer control option! What they should have done is taken the console's concept farther and drop its connection to the Wii besides simple backwards compatibility. Perhaps we could have seen a system like the Switch, taking the console Off-TV play farther. Or perhaps it could have kept the two-screen feature while truly communicating the revolutionary concept that they were trying to realize.<br>     
'''2. N64DD and N64's Specs'''<br>
'''2. N64DD and N64's Specs'''<br>
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<big>Clampy</big>
<big>Clampy</big>
[[File:Clamnsbwii.png|200px|right|thumb|Wouldn't put it past Nintendo to name a character this...]]
[[File:NSMBW Clampy Artwork.png|200px|right|thumb|Wouldn't put it past Nintendo to name a character this...]]
I thought long and hard about how to start this review, especially since I knew that you'd all be '''clam'''ouring to read this. I didn't want to become '''clam'''placent with my audience, and just throw terrible clam puns in as an introduction. But then I realised my only other introduction was praise for the ''Mario'' series for having such a wide and varied enemy pool, and that wouldn't work considering I'm reviewing a clam with eyes. So I figured that seeing as this section isn't well-known as being one of the more '''clam'''ourous sections, the puns would go down a treat.
I thought long and hard about how to start this review, especially since I knew that you'd all be '''clam'''ouring to read this. I didn't want to become '''clam'''placent with my audience, and just throw terrible clam puns in as an introduction. But then I realised my only other introduction was praise for the ''Mario'' series for having such a wide and varied enemy pool, and that wouldn't work considering I'm reviewing a clam with eyes. So I figured that seeing as this section isn't well-known as being one of the more '''clam'''ourous sections, the puns would go down a treat.


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{{moviereview
{{moviereview
|name=The Princess Bride
|name=The Princess Bride
|image=The Princess Bride.jpg
|image=Princess-bride.png
|genre=Romantic, fantasy, adventure, comedy
|genre=Romantic, fantasy, adventure, comedy
|date= September 1987
|date= September 1987
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<small><small><small><small>yes i realize the pun in referring to an ice level as polar ive been spending too much time with icemario<br>...oh godDAMMIT there it is again help me please god</small></small></small></small>
<small><small><small><small>yes i realize the pun in referring to an ice level as polar ive been spending too much time with icemario<br>...oh godDAMMIT there it is again help me please god</small></small></small></small>
   
   
[[File:Levelawsomest3-1-.png|thumb|left|Tag yourself; I'm the block about to get wrecked by the Banzai Bill.]]
[[File:SMW Awesome Screenshot.png|thumb|left|Tag yourself; I'm the block about to get wrecked by the Banzai Bill.]]
Anyway, Awesome is one of the harder levels in the Special Zone for sure. The slippery ground, the multitude of pits, and the loads of Banzai Bills and Paratroopas make it seem like you've done this level a great personal wrong, and it's out to get revenge in a horribly sadistic way. While it's definitely tough, it still pales in comparison to Tubular and other levels still to come.
Anyway, Awesome is one of the harder levels in the Special Zone for sure. The slippery ground, the multitude of pits, and the loads of Banzai Bills and Paratroopas make it seem like you've done this level a great personal wrong, and it's out to get revenge in a horribly sadistic way. While it's definitely tough, it still pales in comparison to Tubular and other levels still to come.