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The Mount Rushmore of the N64
The Nintendo 64. What a beautiful library. Leaving the Super Nintendo and 2D games behind, Nintendo would launch their most ambitious console of all time, the Nintendo 64.
So many of its most recognizable IPs would become the faces of the most popular genres of the time. But if you could only limit yourself to four games, what would be the Mount Rushmore of the N64 library? There’s many ways to interpret that. For my purposes, I’m going with four games that proved Nintendo was cutting edge, the front of video game innovation, and define what it was like to own an Nintendo 64 – not necessarily my four favorite or the four best.
007: Goldeneye

I would be remiss to not mention a multi-player experience. There’s so many! Some of my favorites are Super Smash Brothers, Mario Kart and Mario Party 2. But looking back at the iconic nature of Goldeneye, I’m giving it the selection. Goldeneye was a behemoth on two fronts. It revolutionized both multi-player versus games as well as FPS games. Let’s tackle both points.
First, multiplayer. The Nintendo 64 was beloved for couch co-op and couch versus. It had four controller ports and a fantastic selection of games. Often, Goldeneye was the pick when we had friends or family over. Everyone had their favorite characters, weapons, and maps. I know for me, when I was at my grandmother’s with my brother our cousins would come from down the street. The four of us would play countless rounds of Goldeneye. We would play 2v2 and we would basically play King of the Hill with the Golden Gun. If your team had it, you made sure that person did not die.

To this day, almost 20 years later, the only multiplayer FPS games that come close to recreating that experience were when my brother and I beat Halo 3 together. Or when Xbox Live changed everything and I was able to play Call of Duty: Modern Warfare 2 online with a different cousin of mine even though we lived five states apart! [Man, the future used to be so cool!]

Now on to what it did for First Person Shooters. Goldeneye was my dad’s game. He was a fan of 007 movies. I still remember him bringing home Goldeneye the movie from Movie Gallery and my unhealthy obsession with Goldeneye was born.
As much as my dad and I loved the movie and as much as my dad played the game, oddly enough we never played it together. He only played the campaign. At the time, I didn’t realize how groundbreaking the campaign was. And it’s certainly easy to overlook. But prior to Goldeneye, Doom was the industry standard. It was fast-paced, tight corridor action, and had out of this world set pieces, literally.
Goldeneye was rarely any of that. Mission structures went from ‘find key and rush to the end’ to ‘explore massive levels and complete different objectives around the map’. Gunplay went from ‘guns blazing’ to ‘using a multitude of strategies for each new area’. There was an emphasis on mission variety that scaled with difficulty increases, exploration, elements of stealth and espionage, and strategically picking off enemies to not alert others.
These changes went unappreciated to a little kid like myself. Goldeneye was my first FPS… and I wasn’t very good at it. I would select the easiest difficulty and often end up alerting every enemy. For me, my 007 playthroughs often felt like Doom. Shoot up every enemy, ignore bonus objectives, and rush to the end.

But for skilled players, there’s a lot of depth and strategy that can go into each playthrough. That kind of experience varity just wasn’t present in First Person Shooters before it.
Very rarely do games perfect the blend of single player campaign depth and multiplayer versus depth. In fact, I cannot think of a game that makes both halves feel like the better part simultaneously [Halo is probably the only game series that comes close.] .
With all that said, I think its obvious that Goldeneye had one of the biggest impacts in video game history and is worthy of being on the Mount Rushmore of N64 games.

Star Fox 64

I would say Star Fox is an underrated candidate for Mount Rushmore status, but worthy nonetheless. Star Fox 64 is […was?] the second title in one Nintendo’s most ambitous IPs, Star Fox.
Debuting on Super Nintendo, Star Fox blew people away. It was built with the new Super FX chip in mind. This allowed the Super Nintendo to produce seemingly full 3D graphics years before the release of the Super Mario 64.

Four years later, Star Fox and team took to the skies again to redefine what a video game could be. In 1997, this game truly stood out. The game looked and played great. It featured tight on rail gameplay. The world’s felt lived in. Voice acted team members interacted to what you were doing [how many of you shot your teammates back in the day? Their responses were great]. Epic backdrops that were destoryed or blew up as you played were a visual feast for your eyes. There were giant bosses waiting for you at the end of the stage. And who can forget, dynamic path changes.

That’s right. As you made your way through the galaxy, your path could change depending on factors like how well you played. This allowed the game to have insane replayability, secrets to discover, and allowed the game to naturally handle difficulty scaling. As new or bad players would naturally follow the easier path, while veteran players could aim for different paths for harder experiences or new routes.

I loved this game as a kid. I would have to have the GameFAQ [who remembers that website?] loaded at all times to try to get my preferred route. However, I’m not a big on rail shooter or shoot ’em up fan. Meaning, as the N64 rotated out of the limelight and I moved on to newer things like the PS2, I never really went back to Star Fox. I tried newer space shooters and just never liked them.

But lately, as I reflect back on the N64, Star Fox always stands out to me as an epic, ambitious project. Panzer Dragoon released two years prior and did a lot to move Shoot ’em Ups in a good direction. But Star Fox’s branching paths, voiced characters, 3 vehicle types [did you know there was a submarine in Star Fox 64?], and the rumble feature make this a unique experience on the Nintendo 64!

Super Mario 64

No Nintendo 64 Mount Rushmore would be complete without Super Mario 64. Oddly enough, this is a game I feel a lot of hard core retro players go out of their way to hate. That might sound funny on the surface, but I know a lot of Nintendo 64 gamers who swear Banjo Kazooie is better in every way. Banjo had cooler power ups, bigger levels, a great cast, and Rare’s signature ability to just make an awesome N64 game.

Even I say Donkey Kong 64 is my preferred 3D platformer. I love the epic levels, the five playable characters, the mission diversity, and of course Rare’s signature ability to just make an awesome N64 game.

But Super Mario 64 is just timeless. It’s a classic. Wonky level design and atrocious camera aside, I’d argue this is one of the Godfathers of video games.

Mario 64 was revolutionary in ways that we cannot really fathom today. Other companies tried to create 3D games. Sony wasn’t dumb. They saw what Nintendo was cooking up. They released several games that tried to be first to market as a true 3D game on home consoles. But there’s a reason people often remember Super Mario 64 as that first truly epic home experience 3D game. Because it nailed it.
Nintendo designed the console and the controller around this game [apparently they had a bunch three arm humans playtesting this game.]. Of course it was going to work.
Super Mario 64 worked back then and still captures the hearts of people today for a couple of reasons. A. The controller. People give it a hard time, but it was vital to video games being able to transition to the 3D space. For starters, the joy stick. You may forget the original PS1 controller did not have joysticks. They stuck with the traditional D-Pad. Needless to say, the joystick allowed for more fluid and complete movement. The C-Buttons were also paramount. In Mario 64 the C-Buttons are always active, allowing the player to rotate camera options to find the exact style they need for each situation.

B. The pick up and play nature of the game. Mario 64 isn’t bogged down with an amazing story, just what you need to know for an adventure. Princess Toadstool [who the heck is this Peach character I keep hearing about?] has baked Mario a cake. Mario arrives to learn that Bowser has made himself at home. Its up to Mario to stop him. That’s really the jist of the story. Mario has access to two levels right away. Bom-Omb Battlefield and Princess’s Secret Slide. The player can amass quite a few stars with just these two levels. Once the player has rounded up a handful of stars, the entire first floor becomes available [even more levels than that if you know how to backwards long jump into the wall and shoot yourself through doors, but that’s a different story.].

I think its that degree of ease and unlockability that makes it so easy to get into. It doesn’t feel like you have to grind experience points for hours to get new abilities or face unbeatable bosses to advance. You just need to go around having fun, collecting stars, and occasionally beat Bowser.
C. The perfect first stage. I’ve never played a game before where the opening level is just simply this perfect. It is simple. It is open. It is the perfect level for a sandbox game. Mario drops in, has a nice open area to run around in, and eventually, a mountain to climb. Here, a boss awaits him to test his strengths. This stage also test your ability to find hidden shortcuts, collect red coins, and even fly through the sky. It is great at teaching players simple mechanics and giving them areas to test the basics for harder stunts later.

And that’s the thing, each level will build on what the player has learned. Future levels add wall kicks, other hats, environment hazards like lava, but Bom-Omb Battlefield allows the players to get a grasp on gameplay before sending them out into the bigger world.
D. The music slaps. It just does. Simple as that.
Super Mario 64 was a system seller unlike any system seller I’ve ever seen before. Sony had epic cinematic works of art that were great in their own right, but Super Mario 64 is the pinnacle of what makes gaming fun. [And did I mention you can pull Mario’s face on the home screen to make funny faces? 10 out of 10]

The Legend of Zelda: Ocarina of Time

Where do you even start with arguably the greatest game of all time? For everything I said about Super Mario 64’s simplicity and commitment to nailing the little things, is true of Zelda but with mastering the large scale nature of a video game. The quest is epic, the setting is great, the items are perfect. And honestly, what this game doesn’t get credit enough for is being the perfect size game. Literally, if you asked how big a game should be before it feels bloated, I would point to Ocarina of Time. Breath of a Wild is truly an insane adventure but it is filled with so much empty space and an obnoxious amount of Korok seeds. [I will never complain about the 100 skulltulas every again].
Locations are another strength of the game. There’s plenty of diversity here so no location feels the same as a previous one. Death Mountain, Lake Hylia, The Lost Woods, The Gerudo Desert, and on and on. The game also used a time jump mechanic where you play as kid Link and adult Link. This allows them to essentially double the map as exploring locations as a adult feel different from exploring them as a kid.

Side quest are also done in a healthy amount. There’s the heart pieces and songs to collect. The mask quests, skulltulas to find, poes to kill, a fishing hole, horse racing, and plenty of weapon upgrades that all give Link plenty of stuff to do if you get bored of the main quest. Again, all of this is manageable. Even if I love side quest and gameplay diversity in my games, this feels like a healthy, manageable amount for the average gamer and why I don’t think Ocarina of Time suffers from bloat like many games did around this time. Bloat in video games is an epidemic that has only gotten worse in video games.
Of course, we can’t talk about why Ocarina of Time was cutting edge for the time without mentioning the Z Lock on system. Ever gone back and played a game only for it not to hold up well? Yeah, that isn’t a problem here. Ocarina of Time aged amazingly. Compare it to the OG Resident Evils. They were masterpieces upon release. But tank controls, static camera angles, and a… looser[?] aiming system have many modern gamers saying those games are nearly unplayable today. [Of course a tad bit of exaggeration, but this is the case for a lot of older games.].

The jump to 3D was not kind to every combatant. Many didn’t understand level design, how to make smooth movement, or how to aim in a 3D space. I simply just do not see those flaws in Ocarina of Time and a large part is Link’s ability to lock on. This made sword fighting and ranged weapons easy to use and actually kill enemies.
In my mind, Ocarina of Time is the definitive open world adventure game of its time. Combat is easy, movement is smooth, the world is the perfect size, plenty of great NPCs to make the world feel lived in, great and iconic items and weapons, cool use of magic, great dungeons, and memorable boss fights. Yes I’m biased, but I cannot think of a single complaint for this game that isn’t just nit picking [like how in the original you have pause to equip the iron boots and then pause to unequip them.].

There you have it. My Nintendo 64 Mount Rushmore! I tried to leave bias out where applicable. For example, Star Fox and Goldeneye aren’t in my top 4 N64 games, but I think their impact was too great to ignore.
One game that would be in the running off of contributions to gaming would be the Pokemon Stadium series. Their transfer packs were huge at the time. The rental pokemons were kind of a joke, but with the transfer pack you could migrate your Gameboy team over to your Stadium cart.

Mystical Ninja Starring Goemon I think would be worthy based on just how great of a game it truly was. A lot of people say Perfect Dark deserves to be on the list because it took what Goldeneye established and improved upon it, but Goldeneye was just so instrumental to this era that its hard to leave it off.

Let me know what games make your Mount Rushmore of Nintendo 64! And let me know what console I should do next! Thanks for reading have a great day!
Every Time Luigi is Playable in a Main Line 3D Mario Game!
Mario has gone on many adventures through the decades. More times than not, his brother, Luigi, is there to give a helping hand. Today, we’re looking at every time Luigi is playable in a Main Line 3D Mario Game.

Mario’s first foray into 3D space was back on the Nintendo 64 with Mario 64. Now, despite all the playground rumors about how L was real, Luigi does not appear in the game. However, almost decade later, Mario and crew would return to Peach’s Castle in Super Mario 64 DS. This time around, Luigi would be playable. I guess L was real after all!

Super Mario Sunshine would skip Luigi altogether. Don’t feel bad for him though, as he got his own game in Luigi’s Mansion! That’s moving up in the world. So now we hop over to the Wii, here he is playable in two more titles, Super Mario Galaxy and Super Mario Galaxy 2. He starts out as an NPC Mario must first rescue. Then, as an unlockable, he becomes a fully playable character.

Meanwhile on the Wii U, Luigi would be a playable character on Super Mario 3D World alongside Mario, Peach, and Toad. That’s good company!

Lastly, in Super Mario Odyssey Luigi leads the fun mini game “Luigi’s Balloon World”. Though, he is not playable.

So there you have. A brief look at everytime Luigi is a playable character in a 3D Main Line Mario Game! Thanks for reading everybody. Have a great rest of your day!
Ranking Every Star in Jolly Roger Bay
Oh boy. I’ve been putting this one off for a while because this level is just not fun. Atmospherically speaking, it’s one my favorites. But as far as actually playing the level, big meh.
So, for those of you unaware, I’ve been doing a series of ranking every star in Mario 64 stage by stage. Make sure you read the previous installments after this one. Okay, now let’s get on with the list.

#7 Can the Eel Come Out and Play- When I make my overall ranking, I’ll be interested to see where this one ranks. This star is awful. It’s entirely underwater. You have to lure out an eel and grab the star off its tell. Conceptually, I don’t hate it. It feels somewhat unique compared to the other 120 stars. In practice, I hate it. Yes, there’s a camera angle trick that makes this star easy to grab. But this has got to be one of the 5 stars I die the most on. If you miss initially grabbing the tail, chasing him down can be a pain. If you get hit by his tail, you are almost guaranteed to be a goner. And not to mention, once you grab the star off his tail, it’s not over yet. The star floats away off screen. You better make sure you still have enough air to make it to it.
#6 Blast to the Stone Pillar – This star isn’t much better. There’s just not much to it. The cannon is at the start of the map. Once in, you launch straight to the pillar. Then, you jump from pillar over to the platform. It’s pretty straightforward. However, if you miss with the cannon, you must swim all the way back to the cannon.
#5 Through the Jet Stream– This is another straightforward star. It’s almost too simple. Once you’ve unlocked the metal cap, this one is a gimme. You grab the metal cap and proceed to sink to the bottom of the lake. That’s it.
#4 Jolly Roger Bay 100 Coin Power Star- This is one of the worst 100 coin stars in the game. There’s only 104 coins in this stage. This means that if you fail to grab a single blue coin, it is impossible to get this star. Or you could be stuck trying to find the star rings on the water. Or if you fail to grab the coins from defeated enemies, out of luck. It’s not a super difficult star, but you do have to play nearly perfect.
#3 Plunder in the Sunken Ship- Truthfully, the first part of this level is not my favorite. Traversing the more open part of the lake can be chore. Then there’s the matter of swimming to the bottom of the lake. The worst part, by far, is getting that Eel out of the sunken ship. It is not fun. Once he’s out of the way, the rest of the star is okay. You enter the ship. From here, I lower the water and swim as far up the interior as I can. Now, do some platforming, and you’re at the star. The Eel hurts this one from going any higher. Yet, the slight exploration and platforming help it.
#2 8 Red Coins – Ultimately, I’m okay with this star. I wish the floating ship was a more fleshed out part of the stage. As the ship only hosts about half the red coins. The rest are found littered throughout the course. This one has a nice mix of exploration, platforming, and collecting. On another course, it probably won’t score this high. However, I don’t think super highly of the rest of the stars on this course.
#1 Treasure of the Open Cave – The only star I really like doing on this course. This star is exactly what I’m looking for in a stage. It highly encourages exploration, combat, and collecting. It highlights the unique feature of the stage, the giant lake. It’s not the best star in the game or anything, but I enjoy the cave. It’s the N64, and I’m not expecting a lot. So, for the time period, the cave is sweet. It’s got blue coins, some combat, and a puzzle ending with you snagging a star.
So this is by far one of my 5 least favorite levels in the game. And honestly, has probably my least favorite collection of stars in the game. The atmosphere is a slight redeeming quality, but it doesn’t hold up the subpar selection of stars.
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Ranking Whomp’s Fortress Stars!
Today we will be ranking the 7 stars of Whomp’s Fortress. Remember, we base this off of fun factor with a mix of iconicness. I tend to value things like exploring the level and fun tricks more so than degree of ease or difficulty. With that in mind, let’s rank em.
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#7 Blast Away the Wall- This was an easy one. Some people may rate this higher for its pivotal role in speed runs, but I don’t care for this star. I should take a minute to add that this is one of the most notorious stars in Mario 64 history. It may seem pretty simple at first. Hop into the cannon and, well, blast away that wall. But Speed runners found a way to clip through the wall, obtaining the star cannonless. This became an early barrier to entry into speed running Super Mario 64. Your run often henged on hitting cannonless first try. As a kid, this star was iconic in my mind for being one I had to google. How was a 6 year old suppose to find this star? As a kid, I thought this was such a cool star. As an adult, it is just kind of boring.

#6 Fall Into the Cage– The first star we’ve come across that I actively don’t like. The owl mechanic seemed so cool on paper. But this star would absolutely drain me sometimes. Especially if I haven’t played in awhile. This star has accounted for so many deaths it is not funny. As it doesn’t take missing by much to fall to your death. Once you get the hang of the owl, this is a pretty neat star. And it can be done fairly quickly for what that’s worth.

#5 100 Coin Star- I typically go to bat for the 100 coin stars. And I do think this one is pretty good. However, this is the first level to introduce insta death. Which means as you are ascending the level and inching closer to that 100th coin, death is always a misclick away. I like it, but for that, I got to drop it a bit.

#4 Shoot into the Wild Blue- This star confused me as a kid. As I thought you literally had to shoot off the map. I also was not good with the cannons. After countless misfires, my brother and I tried so many different ways to get this star including trying to drop from above to it. I don’t remember when we discovered wall jumping, but that is exclusively how I get this star now. As I still don’t trust those cannons.

#3 Chip Off of Whomp’s Block- Just as I go to bat for the 100 coin stars, I tend to not like many of the boss fights in Mario 64. They’re fine for the time, but they are easily one of the least favorite parts about the game. Whomp is no different. He’s just a variation of King Bomb Omb. The phasing glitch makes him one of the easiest bosses, too. So why is this #3. It’s because, which is a common theme with boss fights in this game, it encourages you to explore the whole map. The next two stars have even more to explore and aren’t derailed by a boss fight. So Whomp sits here at 3.

#2 Red Coins on the Floating Isle- There’s two things that bug me about this star. First, the floating isles are not unlocked immediately. This means if you are someone who likes to get 100 coins first, thus getting the 8 red coins, you really can’t. But you can still get like 5 before you learn about the isles and have to do it all over again later. Secondly, I think only 3 of the coins are found on the isles. What kind of false advertising is this? Outside of that, this a fun level to explore and the isles were always a neat section to me. Wish they had just embraced the name and made the section bigger with all 8 coins.

#1 To the Top of the Fortress- If you know me, you probably knew this was number 1. I still cannot explain where the tower came from, but this is one of my favorite stars in the game. Koopa the Quick in Stage 1 took a bit of a hit for ultimately feeling like a rehash of the previous star. TtTotF adds on to its former star by adding a small new obstacle, the tower. It too, is not dragged down by the boss fight, meaning this star is more platforming bliss. I could see either this or the 8 red coins being my favorite. But the Tower always stood out to me. As an adult I wish they would have expanded both the Tower and Isles. Either way, The Tower takes my #1 Star.

Whomp’s Fortress was never my favorite, but the level was fun in the way it moved upward. It never felt like it had the same sandbox energy as Bomb-Omb Batflefield, but it does have some neat sections and fun stars. So how would you have ranked all the stars?
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Ranking The Bob-Omb Battlefield Stars!
Welcome to a new series here. I will be ranking each star from each course of Super Mario 64! I will be arriving at my rankings based off how fun, challenging and engaging each star is. Lets start with Bob-Omb Battlefield!
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#7 Shoot to the Island in the Sky- This star is just simply boring. There’s not a lot to it. You get Mario to blast up to the floating island and then you snag the star. It can be fun, but its just underwhelming.

#6 Behind Chain Chomp’s Gate- This star is iconic in my opinion as it will probably be one of, if not the first star most people will get when playing Super Mario 64. However, outside of being iconic, there’s just not a lot going on here. You get the star very early and quickly. It doesn’t really showcase the level or encourage exploration. The neatest thing about it is it being the 6th star in the level, but you can get it first.

#5 The 100 Coin Star- Now, honestly, this is the worst star on this course, but it at least has you moving and playing the game. That is why it scores a bit higher then the previously listed stars. It ranks below Mario Wings to the Sky because you will need to get more coins then just the five special coins.
#4 Mario Wings in the Sky- I really don’t care for this star, however it did earn some bonus points for some cool things it did. For starters, its the first flying star (outside of the wing cap stage). I also believe it’s the first level to have secret, special coins. But the flying is not great and that hurts the fun factor. However, it definitely has the exploration side covered.
#3 Footrace with Koopa the Quick– This star introduces us to one of the few NPCs that isn’t a villain, per se, Koopa the Quick. Of course, there’s big exploration to this star, but it is literally a rehash of the previous star, Big Bom-Omb on the Summit. That stops it from being able to crack the top 2 spots.

#2 Big Bob-Omb on the Summit- This star is awesome! It is epic. Mario must make his trek up the summit to fight King Bob-Omb. Exploration is clearly a focal point of this star. You must do some platforming, kill some enemies, collect some coins and at the very end, a boss fight!

#1 Find the 8 Red Coins- I’m a sucker for these 8 red coin missions. Mainly because they are collect-a-thon in nature. They also heavily encourage you to check every inch of the level looking for the coins. The mission itself may or may not be more fun then the other stars, but I feel like they are always a fun representation of what it means to play Mario 64! For that, I will rank it as number 1!

So, that’s my opinion. I’m curious what you guys would rank the stars. Do leave your rankings below!
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Ranking Super Mario 64 Levels (Top Five Friday) Part 4 Finale The Top Five Levels of Super Mario 64!
Today, we finally wrap up our series of ranking every Super Mario 64 level.
Check out the previous parts here:
Ranking Super Mario 64 Levels (Top Five Friday) Part 1
Ranking Super Mario 64 Levels (Top Five Friday[Saturday]) Part 2
Ranking Super Mario 64 Levels (Top Five Friday) Part 3
Separately the top 5 was pretty difficult. Some of my favorite levels such as Snowman Land and Whomp’s Fortress have already appeared on the list. Meanwhile, a few levels that are not exactly my favorite, still remain at large.
#5 Big Boo’s Haunt- This personally might be my favorite level. I’m not sure where the general consensus is for this stage but I tried to be relatively unbiased here. I like that the mansion has three floors but I wish there some more variety in the rooms. It would have been cool to see a kitchen or master bedroom area. Still this level is fun to explore, has the boos and the coins and stars are pretty easy to run around and claim.

#4 Tall, Tall Mountain- This is a level I didn’t really care for before making this list. The mountain can be a hassle to climb, the falls can be demoralizing and the Monkey is a pain in the butt. However, this level is truly epic. While it lacks some of the complexity of other levels. The ascent up the mountain, while not perfect, is one of the highlights of the game. Theres some variety in the missions and of course, this level has a slide! So bonus points.

#3 Shifting Sand Land- Again, another level I had absolute disdain for growing up. The sand has insta kill sections, climbing the pyramid can be more of a chore than the mountain of Tall Tall Mountain, and the bird can steal your hat. While those can be big detractors, this level was certainly out of their comfort zone. It is one of the first levels to truly challenge you. On top of that, exploration is another huge plus here. The pyramid feels like it’s own level. It is filled with plenty of puzzle-esque sections, challenging platforming parts and some secrets thrown in to keep you on your toes. This certainly wouldn’t be in my top 5 favorites, but I appreciate all the things it did.

#2 Bomb-Omb Battlefield- Another level that is absolutely up in my top favorites. It is just a massive sandbox for platforming. And platforming and exploration are the two biggest strengths of the game. Sure, the level lacks complexity found in later levels which hinders some of the exploration. However, this level is absolutely iconic. It has a surprisingly amount of diversity for the first level. The Wing Cap combined with the cannon is a crazy combo. The floating island in the sky immediately encourages wonder and curiosity. Who will ever forget being greeted by the bombs, having to slip past the Chain Chomp and finally scaling King Bomb-Omb’s mountain? There’s a handful of secrets, enemies, and interesting areas to keep this level feeling fresh and exciting.

#1 Tick Tock Clock- I absolutely hated this level as a kid. The 100 coins in this course was one of the last stars I ever got, putting it off until my adulthood… However, climbing Tick Tock Clock feels like a real achievement. There’s several branching paths, difficult enemies, secret coins and stars and plenty more. It harbors some of the most annoying stars that you can feel proud of yourself for conquering. It’s a level you can complete several times over and have a different experience each time you run through it. That’s because depending on which quarter of the clock you jump in at (12, 3, 6 and 9) will determine the speed of the moving parts. You can double the speed, slow it down, randomize it or even bring it to a dead stop. This provides plenty of different strategies and playthroughs. In this example, you try to get the 8 red coins with the platforms stopped (Generally considered the easiest way to beat it.) Or you could have the platforms speed randomized. I will say Rainbow Ride is equally, if not harder, than Tick Tock Clock. However, Tick Tock Clock seems like a more professional and cohesively designed level whereas Rainbow Ride feels more thrown together. This level combines many of the aspects that make Mario 64 so great, There’s a massive tower to explore, plenty of sections allow and encourage precise platforming, and the difficulty is balanced so that the trek is not easy but not overly ridiculous either. For the fact that this level fuses what makes all other levels great in their own way into one level makes it stand out to me.

So, what did you think of this list? Feel free to leave your own opinions in the comments down below. There will be plenty more list and reviews in the future so make sure you are following the blog!
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Ranking Super Mario 64 Levels (Top Five Friday) Part 3
Part 3 of ranking all the Mario 64 courses. This time we will be examining the secret stages. Check out the previous parts here:
Ranking Super Mario 64 Levels (Top Five Friday) Part 1
Ranking Super Mario 64 Levels (Top Five Friday[Saturday]) Part 2
This list was tough to construct. Most of the levels are tiny, upsetting, or forgettable. Oh well, here we go:
The Wing Cap Stage

Gah, this is easily the worst level in maybe the whole game. If you miss one of the early red coins in the sky it is basically over. In perspective, the structuring of the level highlights the Wing Cap. The problem? The Wing Cap is terrible. The imposed ceiling on the Wing Cap is obvious by design. I might could continue speaking on this course, but I think I will move on from here.
Bowser in the Fire Sea

This might be my favorite of the Bowser stages but I do feel it also the weakest (look, us bloggers don’t have to make sense.) This is an awesome level to watch speed runners run through, but it’s so hit or miss actually playing it. I actually like the level layout fair enough and the three sections of the level flow pretty smooth. In fact, if you tried to tell me this was the best level in the game. I would not even argue with you. The fact of the matter is I simply do not like fire levels a lot.
Winged Mario Over The Rainbow

Simply put, it is another flying level. A lot of these secret levels were designed to highlight some of the harder mechanics. This is put on display with the fact we have 2 Wing Cap secret stages… Ugh. However, this level also highlights why Wing Cap Stage is utter trash. Now, I said Wing Cap Stage is an introduction of the Wing Cap and why it is not great in this game in particular. Over the Rainbow is so much more massive in design, scale, skill, and every other measurable metric that how can you not look back at Wing Cap Stage and see anything but simply a bad level.
Bowser in the Sky

Boy, I want to really like this level. I do enjoy watching people show off all the crazy shortcuts and skips in this stage. The scale is simply massive. But, I just do not enjoy the dark and unforgiving nature of this level. Now, I can not like a stage but still respect it. I sure do respect the heck out of this stage. I can fully appreciate this level without wanting to play it again. Very cool level.
Vanish Cap Stage

I really wanted to squeeze this level in higher, and maybe I could have. Still, when it got to crunch time the turning platforms at the end caused the lower scoring. Remove that ending and this might have got number 2.
Metal Cap Stage

I enjoy a lot about this course. I have been debating on if the small scale nature of the level helped it or hurt it. I guess since it cracks this high on the list, it did not hurt it that bad. I feel like I always connected with the Metal Cap simply because it is green and my favorite color is green. Maybe that is not fair. But that is how it is. Still, the compact nature of this stage helps its design. The red coins are a fun hunt in this stage. If there was a weak point, it would have to be how unforgiving the water mechanic is with new players or even an easy mistake from veterans. If you get lost in the current and end up in the moat, it is a hard time getting back.
Bowser in the Dark Sea

In a lot of these entries, you will read me say “I really liked this stage. I want to rank it higher.”. Not this time. I actually don’t think I like this course very much. In fact, I think I normally get as many stars as you can (which I think comes out to around 32 or so stars?) before tackling this course. However, there is no denying how iconic this course is to me, personally. Making the ascent up the “Dark Sea, was it?” collecting all the red coins, vanquishing the foes, dodging the fire and avoiding all the insta-deaths, was so nerve wracking. I cannot tell you how many times I get to 7 coins and bump my head or miss the jump and you fall right down to your death. Still no denying how much this level gave me nightmares as a kid.
The Secret Aquarium

What a level, right? Yes, this is easily the most simple level in the whole game. But I cannot deny the atmosphere here. The windows revealing a whole new world outside their glass, the fishes swimming in the water, the calming music. Quite frankly, for as simple as this level is, it is darn near perfect. I do not have a lot to say about this level. It is just bliss.
The Princess’s Secret Slide

This is it, boys. This is sliding perfection. Someone answer me this. Was there a slide in a 3D video game prior to this? If so, tell me below. I am not sure why I am so fascinated with sliding levels, but dang it I am. I think it had to do with the mysticism of the timed star. Racing the clock, cutting off precious seconds where we could, riding the edges trying not to fall but go as fast as you could, just trying to beat that time limit. Than, once we discovered the jumping off the side shortcut, this level became an obsession. Since this, I have secretly (or maybe not so secretly at this point) judged every game I play on if it has a slide level or not.
Alright guys, there you have it. That’s my rankings. You probably wont agree. That is okay. Sound down below how you would rank these levels.
Next week is Spooky Week here on Dahubbz. So, start getting ready for all things spoky. I say this now so you guys have a heads up. Also, so you know we will not be concluding this series next Friday. Instead, we are kicking around the idea of “Top Five Creepiest Pokemons”. Hope that sounds cool to everyone.
As always, thanks for reading. Have a great day!
Ranking Super Mario 64 Levels (Top Five Friday[Saturday]) Part 2
Hey guys, since this is part 2 of this series, I decided Ill skip the opening. If you missed part one, check it out here: Ranking Super Mario 64 Levels (Top Five Friday) Part 1
Alright. Let’s jump into it.
#10 Tiny Huge Island

Tiny Huge Island will get all its points for sheer creativity. The double entrance changes Mario size. If Mario runs towards the towering picture, he will be tiny entering the level (is the island huge?). Conversely, if he enters the picture where he is large, the island is tiny. Mario (or the island’s) size changes some dynamics. Some stars can only be obtained depending on if Mario is huge or tiny. However, I just do not enjoy this level. This is kind of surprising considering I love beach levels. Still, this is fun-ish level to run around and is far from terrible.
#9 Lethal Lava Land

Since making a Youtube channel, I have replayed SM64 about 5 or more times. Lethal Lava Land is one of the levels that has benefitted the most in all those replays. I can speed run this level pretty quickly. However, this level shows some of the strengths and weaknesses of the game. For starters, two of the stars are just rehasings. You fight the bullies twice for 2 separate stars. The 8 red coins, while cool, is very simple. The 100 coins are not too hard but they can be unforgiven. Overall, I like it but it falls short of greatness.
#8 Cool, Cool Mountain

Cool, Cool Mountain was probably the first level that blow me away. Perhaps as a six year old every level blew my mind. However, the structure of this level was ginormous. This level helped birth my fascination for slide levels in video games. As a kid, escorting the baby penguin was such a tall task. Now, I love grabbing the baby penguin and saying “Hold on, bucko. Here we go!” and jump off the side of the mountain. The 8 red coins felt like a legitimate scavenger hunt. It hurts to rank this level so low, but seriously, the levels above it are soo good.
#7 Hazy Maze Cave

Or as I call it Hazy Mazy Cavey. Ugh, I do not enjoy this level, honestly. But the scope of this level is great. It is not over enjoyable but it is diverse. You have the switch pad sections, which are not fun but they are a cool concept. You have the actual maze, which also is not fun but is a cool concept. You have the underground lake part which actually is not very fun either but is a cool concept. You have the metal cap switch level which I guess isn’t that much fun either but it is a cool concept. Oh, yeah than there’s the rolling rock part which, now that I think about it, isn’t that much fun either but it is a cool concept. What can I say? I’m mostly joking, but I am serious at the same time. This level is made up of very cool and different sections that are not great on their own, but make for a very interesting level. I mean, Cool, Cool Mountain is certainly more fun than Hazy Maze Cave but there’s two snow levels, like 10 water levels, at least 2 fire levels. I say all that to say Hazy Maze Cave stands out as a unique level with unique ideas. That is why it scores higher despite probably being the least fun level up this high on the list.
#6 Whomp’s Fortress

Seriously, from this point on every level is “Man, it kills me to rank this level so low.” Whomp’s Fortress is an absolute joy to explore but it is really simple compared to the rest of the levels left on the list. The first level involves an epic ascent up Whomp’s Fortress to battle with Whomp himself. What is really cool about this level is everything past the first star. Whomp’s battle ring has been replaced by an even taller tower which changes the dynamic of how to climb the fortress. It even gives access to a new section made of floating platforms that allow you to complete the red coin mission. You also can now more reliably get inside the cage for it’s star. All in all, it is a small level, which hurts it sadly, but is still a bright and fun explorable level.
Okay, that is levels 10-6 and makes up the second part of my list. What will emerge as the top level? I’d love to say find out in the next installment. However, we will be ranking the side levels next. So be sure to follow for more Mario 64 content!
Thanks for reading. Have a great day!
Ranking Super Mario 64 Levels (Top Five Friday) Part 1
Super Mario 64 was one my favorite games as a kid. Now, I still love the game even if it’s super dated (evidenced by the fact two of my last LPs were versions of Super Mario 64 [Green Comet 64 and Odyssey 64]). The graphics are ancient and the movement is either buttery smooth or miserably debilitating. However, the courses in the game are so iconic almost every square inch of that game is ingrained in my memories, burned into my eyelids, and replicated in my dreams. In other words, I like the levels. Some are annoying, some the design doesn’t really make sense. However, most are charming and memorable in their own way.

Now there’s 15 courses so we’re going to break it down into 3 top five posts. Today’s post will cover entries 15-11 and will move on from there. So, lets get on with the list.
15. Dire, Dire Docks

This course scores last place not due to difficulty or being cheap as much as being boring. The stars are either super quick or super tedious. The 8 red coins may be one of the worst missions in the game. The sting ray mission is cool but makes no sense. The level does make use of two hats in at least a neat way. The atmosphere here is still solid. This means that even if this is the worst level in the game, it is still far from terrible.
14. Jolly Roger Bay

To be fair, I think the drop off from Dire, Dire Docks to the next worst level is so extreme I am not sure officially what the 2nd worst level even is. Jolly Roger Bay simply scores this low because the exploration just isn’t that great. The level is mostly underwater. This level is cool yet still relatively boring. I definitely do not hate it. It is a very chill level, but aside from being peaceful I cannot think of too many reasons to go exploring it. I eels are some of the worst things in this game.
13 Wet-Dry World

Let’s just finish off the water levels. This level certainly steps up the exploration but is still pretty annoying to traverse. The missions in this level are all pretty solid (though I know some will mention the secret stars. I don’t hate those.). However, it seems they fall into the “fun in theory, not so great in execution”. The level feels huge while also being pretty empty. The gimmick revolves around adjusting the water (everyone’s favorite mechanic from everyone’s favorite Legend of Zelda dungeon.). In other words, they compromise a lot of this level just to force the water mechanic. It can be seen as a nice change of pace, but means it scores pretty low. Also, the hidden town just leaves so much to be desired I just wish it didn’t exist. There’s no notable NPCs, no interior houses, nothing. Just more water adjusting and red coin collecting. It could have been something cool, but instead its just useless potential.
12 Snowman’s Land

Anyone who knows me knows this might be a top 3 level for me personally, but I have to admit that could be personal bias. The level is relatively squared off and the exploration is very limited. You are mostly climbing a snowman. There’s some cool elements to mention like an awesome cannon that cannot kill you and a koopa shell to cruise around the level. I love this level but I have to score it lower. Sorry, Snowman’s Land.
For the record, this is where the list has gotten really hard to narrow down.
11 Rainbow Ride

There’s no way this would normally score 11 if I wasn’t overthinking every little thing but here we are. It is by far one of the best levels to explore. However, the theme, outside of the carpet ride, is just random. I cannot tell if I love that aspect or hate it. No mission even makes sense. From the shifting triangles to the floating house. Seriously, do any of these have a rhyme or reason? As a kid I hated falling levels, so naturally I was scared of this level. In my teenage years I didn’t like the randomness of this level. As a Lets Player I hate the unforgivable nature of this course. For one reason or another, I’ve always had something to complain about. Regardless, this course is awesome for being so unique. I definitely do not hate it. It is probably just the most frustrating level left to talk about.
Well, that’ll do it for this list so far. It is very hard to rank levels past the worst two. Each level has something charming or redeeming. Despite not being the biggest fan of Rainbow Road, I can definitely appreciate its brilliant randomness and insanity. So, if you’ll excuse me, I’m going to spend the next week torturing myself about the next wave.

Thank you guys so much for reading this. Feel free to rank the levels down below or leave suggestions for future top 5s!
Have a great day.