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  • Why didn't you just put a little watermark in the corner of the screen rather than as previously mentioned, "whoring yourself out"?

  • I like the part where you didn't whore yourself out via watermarks. Watermarks RUIN anything by 20% to 95%.

  • Not to sound nosy, but did you were(are) you a game journalist?

  • E3 seemed so casual back then. LOL

  • Man, I remember going over to a rich friend's house when I was around four or five and seeing them play this game on a giant 90's TV. . Having only ever played my SNES on a rather tiny television, the visuals blew my mind.

  • Oh wow, the crowd's reaction. This blew their mind just as much as it blew mine.

  • man its so weird too see this old videos about the n64 it would be really weird if some one showed up in the video with a 3ds and showed them what it could do n64 4 life

  • it's now weird. 25 years, people will have this in their brainssss!!

  • >ruining a piece of history with a stupid fucking watermark

    Why? Does it make you feel important?

  • @snowseb - I'm not ruining history because I own the VHS tape the

    video was uploaded from. I did the crazy watermark thing to keep people

    from hacking my videos and putting them on other channels without

    proper permission. If people wasn't such thieves I wouldn't add watermarks

    at all ! But unfortunately, that's not the world we live in. Unless you have a

    documentary happening and you need this footage without watermarks. I'd gladly

    provide it as long as I get credit for it.

  • @Grooveraider Lol why do you want credit for a video you didn't create? You don't own the copyright, you just recorded it.

  • @ChineseGadgets - Yes, as a member of the media press at the time.

    I did record the Nintendo presentation. Give credit where credit is due.

    Would you rather not have seen any of this footage at all ?

    Tell me, who else was gonna release this footage ???

    It sure as hell wasn't gonna be Nintendo.

  • @Grooveraider That doesn't make the excessive watermarking less annoying or abnoxious. It's simply overdone and distracts from the video that otherwise would've been better. You're basically kind of ruining an otherwise interesting video and that's too bad. We already see who uploaded the video, so I don't know why you would slap it all across the footage. It would be pretty annoying if everyone on Youtube did that, wouldn't it?

  • Why did you ruin this video with your name? I'm sorry but that's pretty obnoxious, distracting and completely ruined it.

  • @etihw21 - 16,000 views says I didn't ruin the video.

    You can still see what was happening. I'm just tired of my videos ending up on

    other channels without proper credit. So yeah, I obnoxiously scrolled my channel's

    name across the videos to discourage video thieves. 

  • The reactions back then were so special and genuine, it was new and innovative. Nowadays, you won't get this sort of reaction from most of today's games.

  • Hear all the ooooh and ahhhhs? Nintendo went from Super Mario World to THIS. It was revolutionary. We need something revolutionary again because since Mario 64, all Mario games since it has just been an evolution of it. Mario Galaxy and Mario Galaxy 2 were wonderful, but I mean Nintendo needs to really wow the shit out of everyone again. I think that's how they can win back the hardcore audience.

  • was e3 smaller backthen seems like not that many people

  • @christian661199 this was the second year of E3

  • I love how Nintendo chose to introduce the graphics system and quality by using a live game example instead of just a video. It shows that they aren't hiding anything and that they are serious about the content of their system. I want to see more of that and less videos. It would be much more exciting, in my eyes.

  • This game is like crap now compared to the other mario games we have now

  • @Kenny3821 actually some games we have now are crap compared to this game.

  • Love the Nintendo 64. You have some very rare videos.

  • was there another part after this? i wanna see them playing the other games :) good video btw.

  • 3 people bought a Saturn.

  • even these days, this game sounds like a new release! I swear, nothing gets better than Mario... however I must say Link follows a VERY close second

  • I am so happy this game was a success

  • Can't wait for Super Mario 3DS. If it's a blend of Galaxy and 64- I'm sold sold sold!

  • Mario 64 was amazing and still is.

  • @actionist2009 - Seriously doubt you're a gamer.

  • @actionist2009 - Before I was born? I've been gaming for over 30 years, now !

    My first console was the Atari 2600 when I was 5 years old (1980) !

    I appreciate the evolution of video games. There's no such things

    as a video game being limited to 2-D to 3-D. When designed properly

    the transistion can work. Its your problem you can't accept that. You whole

    reasoning behind Super Mario 64 is WARPED. Mario IS a cartoon character

    The mushroom kingdom story scream cartoon. Remember the Smurfs ?

  • @Grooveraider I think it would be an interesting change to have Mario in a graphics setting that was more realistic. I remember playing the side scrolling games (which kicked ass) and i always dreamed of Mario going a graphical settings were you can see every branch on a tree, or every blade of grass. I think the cartoonish graphics are cheap and make the game look more primitive. Mario just wasnt made for the 3d world.

  • @actionist2009 - I see what you're saying about seeing every blade of grass and branch

    on a tree. That would be cool. That's probably more about hardware capabilities. Perhaps

    we'll see something like that with the "Project Cafe" unit being rumored to be a graphics

    powerhouse. But the Mario universe is still a cartoon world. I hope you're not trying to insinuate

    the Mario series should be looking like Super Mario:The Movie . That film was awful.

    Should've been animated at the time.

  • @actionist2009 - I beg to differ about Mario not being made for 3D style

    because guess what. IT DID WORK ! I find it very hard to believe you were

    at odds with Super Mario 64 back in the 1995 / 1996. But maybe you started hating on

    Mario 64 later-on. THAT I do believe. People start to lose their minds overtime - LOL

  • @Grooveraider ok I admit, i liked Mario 64 when it first came out. Mostly because it was all new and i never played anything else like it......THEN i discovered Goldeneye and my whole preception changed. I did wish that Mario had realistic graphics thou, that would be a MAJOR step up form the cartoonish world.

  • @Grooveraider HAHAHHAH Way to tell him who's boss. Hey I bet he don't know what a Commodore is.

  • @actionist2009 There's something wrong with you, this was the Golden Age of gaming, and Mario 64 is one of the greatest games ever created.

  • @khmaster12 oh gosh we got another RPG / ANIME FREAK HERE! Anways, back in 96 it was the golden age of gaming, BUT things have gotten SO FREAKING MUCH BETTER since then. You got the amazing revolution in FIRST PERSON SHOOTERS! more realistic graphics, better gameplay, better sound. etc. Why was back then so good. Mario 64 really sucked! the graphics looked rediculasly cartoonish, and it was kind of quarky. Mario wasnt ment for 3d! it looked and felt ALOT better as a side scrolling platformer.

  • @actionist2009 First of all, I fail to see what Mario has to do with anime, other than being from Japan, and if you see any artistic work coming out of Japan as anime then you're just ignorant. Now, from your comment and your brilliant use of caps lock I can deduce that you are either a mediocre troll or a 14-year-old Call of Duty / Halo fan. Either way I find it difficult to respect any opinion which you may present me with. I for one am happy to have experienced this classic era of gaming.

  • @actionist2009 ANd you expect the games back then to be ahead of their time? dumbass.

  • Hearken M$ PlayBox children, and I will teach you to know that this game was incredibly revolutionary and unprecedently fun. For SM64 to have been a critical success as a roaming 3d game in 1996, all that was required was mere functionality. Yet the game had such brilliant design with mechanics on which all but Nintendo would've choked such as metal mario changing to swimming mario and vice versa,

  • in real time, or the spiral mountains to pack maximum exploration into small memory and to ease us into 3d by falling back to old ground(cont), and a precise use of vertical and horizontal orientation/spacing in the more linear, intense levels as to outshine even 2d mario's

  • precision engineered fun (follow the explicit route for 8 red coins in the Bowser lava level, and notice the bully placements relative to platforms below and how you traverse back to the beaten path after diverging for some of the coins. This is my fave example of what would've been a mundane design becoming the Citizen Kane of interactive media). The open levels were a joy to wallow in thanks to trailblazing programming that allowed mario to interact with levels

  • with real depth, like Ocarina or Metal Gear Solid, but again, back in 1996 and with more flexibility and verisimilitude than its stealth/adventure heirs on the N64/PS1, and with real time virtuosity eg the water rising and falling above a wall-strafing Mario's waistline-just to bake that on as a texture would've been above and beyond for a game in 1996,

  • but it's all real time like some interactive CG wonderland. The controls were so elegant yet so powerful and while the experience was intensely variable, you'd be drawn as a player to certain discoveries by psychological interfacing via visual design which is clearly Nintendo's secret ingredient throughout their masterpieces. With this game one need not be so pedestrian as to list its mere technical accomplishments, however,

  • such as dynamic camera control & presentation of a 3d environment viewable from these multiple angles while maintaining playability. Listing objective advances wouldn't be pedestrian for your generic crap, but for Nintendo's masterpieces it's par for the course to list all the steps forward that can be seen as objective facts, done empirical events, in pushing games forward. With Mario 64 you don't insult it by pretending that games following its mould followed it so in any way but superficially

  • , rather, you show the proper respect and understand that following games have largely been ersatz emulations of the master, which provided them with fine teaching but which the master's followers were too unrefined to fully exploit. Hence the 3d era of games has been a dissapointment, hence we need Nintendo to deliver the goods for gaming to become fun again or else we'll one by one shrink back to the NES in our lapsed gamer timewarps. But I digress. Definitive formativeness can equal tech demo

  • So we'll skip the technical firsts regarding the controls and camera, even though this is objectively the most revolutionary game since Super Mario Bros introduced all the ingredients of the archetypal interactive challenge. You don't complement a god on its mere qualities, you don't remark how a god showed mere mortals how to operate, you don't insult a god by implying that its qualities are only apparent in how it set the mould for lame imitators which dissapoint compared to 2d mario clones,

  • , you don't dare to imply before a god that its qualities were only apparent in its reflections upon those whom it influenced, whose lacking quality should thus not debit the praise to be showered upon the god (and which lack quality indeed hence 3d devs cling to shooting because they can't design true contexts for character abilities i.e. platform games, they can't do what S.M. did in 1981's Donkey Kong, at least not in 3d hence SM64 is the only 3d platformer comparable in quality to 2dgreats)

  • , for of course the god game of Mario 64 showed us how 3d gaming could be good, but you don't imply that a deific entity only excelled in breaking new ground-as if it was bettered! No, with a god you stand in awe of its perfections. So if M$ made a Halo that broke ground like Sm64 did (practically inconceivable even if stereoscopy will provide a similar opportunity for a SM64 style quantum leap), we'd list its revolutions, but you don't do that with Sm64 that transcends usual critical criteria.

  • So you must go deep in providing any criterion to analyse the human triumph of Super Mario 64, and thankfully for analysts of perfection in videogaming, one can, with Mario 64 go as deep as you like in analysing this triumph on its own terms. For a kickoff, look at how the butterfly sprites can be

  • turned into rewards (used again in Ocarina) if you use the stick subtly around them. The overarching point is that. This is the ultimate use of a control hardware for an interactive, player controlled yet somehow perfectly directed, 3d experience. Galaxy may pretend to advance above it but this perfect use of play control which defined all 3d games until the revolutionary but less perfect Super Mario Galaxy, is the central triumph of SM64

  • although one may note how brilliantly this perfect toy satirises some if its forebears and rivals in the medium, by providing a hint in the credits to 'attack' a red-herring secret hole (an obvious use of psychological visual interfacing, as Nintendo kept the secret elements of SM64's/Ocarina's visual prompting relegated to butterflies, on which note, have you found the mask theatre in Ocarina's woods?) at the base of a volcano's lava-waterfall,

  • then leading macho-conquistadore type game 'beaters' to kill themselves in the most hilarious way possible, eliciting Mario to fall up the lavafall with his arse burning, propelling him upwards repeatedly, as if to say, you can try and 'beat' this game as if there is an a-priori proposition to its existence but really

  • , big macho man, you're just experimenting with a pointless toy that led you to discover what would result if you attempted to enter this secret hole presented to you to condescend the player before the master creators, the more so that he attempts to conquer the creation in advancing to this lava-covered hole with a will to dominate

  • a toy that has dominated him without resistance from the faux macho player, (realise this while laughing childishly, as the game almost commands you to laugh, at the yelping voice and arse-burning of your 3d puppet toy,

  • , big game playing macho game 'beater,' laugh at your own juvenile past time-extending the laughter to yourself thus transubstantiating your persona to the Mario avatar-that this game has so utterly mastered as to control your uncontrolled, freeform experimentation, a specific instance of Sm64's general smattering of cues and pavlonian bells and whistles to direct players

  • and to make open worlds feel dense and experimentable and contextually malleable, another triumph of well made analogue controls meshing with fine levels and physics) a pointless toy, one whose only point is to see effects of one's permutations of the game world with the Marionette, to discover a-posteriori, context based knowledge.

  • You aren't philosophising about the existence of the game when playing it. So you aren't discovering truth, merely knowledge based on presumptions outside of the game, that you eschew to pretend that you can 'beat' something where discovery comes only from experience based on contexts you know full well to be variable.

  • Since you vary them. In other words, Super Mario 64 is a toy, a product to allow experimentation, for players to develop propositions based only on experience with the toy, not on existential, a-priori known axioms. You play with it! It's a toy and it makes big man game conquerors, score-whorers, feel ashamed in revelation of the childlike experimentation at the heart of fiddling with the Miniature Garden.

  • Oh yeah, that's a small point to SM64. Where was I? Ah yes, defining platonic use of an analogue control in response to images rendered by an entertainment computer on a screen. That achievement is so lasting,

  • so much so that transcending from the paradigm which defines all 3d action gaming is rendered inconsequential.

  • So Galaxy's great, but Sm64's genre (nay, medium) defining controls where directions pushed equates to viewer-defined rather than avatar defined trajectories (unless you use the Mario shoulder cam for a third person shooter esque compromise) will always beat Nintendo's/Galaxy's modern fixed camera globe-revolving experiments in removing 3d accessibility difficulties (i.e. the goal of Super Mario Galaxy).

  • That's why sometimes holding a direction in Galaxy can on rare occasion, cause Mario to run in circles if Mario shifts a plane until the player ceases holding the same direction, because the Galaxy engine is designed for the movement's trajectories relative to actual stick movements, to be fixed relative to the fixed globe-rotating camera,

  • which is in direct contravention of SM64's medium defining use of movement relative to a shifting camera to allow navigation of the complex worlds which foundational mechanic Galaxy bravely tries to abandon, as some inarticulate reviewers seem to at least sense in properly noting how revolutionary-in that they represent breaking away from SM64 in the most nuts and bolts movement fundamentals, those underrated modern classics are.

  • So its down to Uncharted 2 etc, to compete with SM64, since Galaxy doesn't attempt to do so. But nothing can touch the perfection of Mario 64's combination of player interaction with a marionette, with open 3d exploration. GTA masters the latter, a few games do well on the former factor of 3d action gaming, but SM64 mastered both. Unlock that cannon in the castle grounds and aim high, and feel the vertigo as Mario falls just over the threshold of the ground's edge before the moat.

  • Try it and you might begin to see how the combination of level design, Mario character-platform environment interaction programming (3d platforming=x,y, z axes framing some environment to provide context for a character's abilities, a la the inaugaral platformer Donkey Kong which alone proves that Miyamoto is a real genius and whose mechanical innovation explains why side-viewed jumping and story came into gaming together, as platforms contextualise jumping to make a character, no mere cursor

  • as in pre-Donkey Kong games, thus the side view allowing jumping over relative heights to be mapped as moving or stationary platforms, was a functional advance that made story fit in games, as I've just explained how side view platforming allowed characterisation rather than the player being a cursor moving around a screen that didn't use height or climbing but only moving hence Pacman had to rely on walls to define movement, thus Pacman was a cursor not a character) and visual elements to coax

  • use of the controls that allowed level design to contextualise the controls such as they were (thus less flat games feel more flat in terms of gameplay; only good 3d controls allow games to feel 3d in providing platforms to contextualise the players ability thus to provide some significance to mere movement), provided Super Mario 64 with that inimitable sense of 'just fun to muck around in' thanks to those cardinal 3d design elements being perfectly executed, and to think they first had to

  • be imagined out of the blue by Nintendo's creators!

  • That's proper physics and proper usage of mundane elements in untrumpeted, but intelligently designed placement, vis a vis an overhigh cannon trajectory shooting Mario just vertically enough to fall down just over the moat's edge, to taunt the player for having attempted to scale the castle roof by pulling the cannon's trajectory as far up as possible,

  • as if to mock cannon-users for daring to imagine that Nintendo wouldn't have included proper physics, all the while giving a little rush in seeing Mario fall into that drained moat with a seemingly present, small chance to land in less of an abyss, to give the player a feel of anticipation and enjoyment, all arising from his yanking the cannon back as far as possible

  • which just-so placement of a usable object Nintendo placed just to make doing so with the pull-back make Mario plummet back down to earth just where a cute 'will he fall over this threshold?' moment emerge during the fall. 

  • Perhaps this isn't as impressive as Nintendo's placement of the right side railing of the entrance to the castle so that if you slide down the ramp as if walking away from the castle door (then its the left side rail on that bridge to the door), you will then without any further input, slide to the water, due to the series of inclines that give the slide a downward momentum

  • , and this is how some Japanese incline-placers spent sleepless nights when making this masterpiece, leaving no stone unturned for players to find some apparent significance in their experiments with the interactive software, in such a game where the player has limitless stones to turn as it were! Player freedom with expert direction and perfect control design.

  • and that's just the first sandbox area. Nothing could be such a platonic form of its medium as SM64 is to 3d action gaming.

  • Funny, it's as if 3d action gaming is a genre in which its Doom-equivalent breakthrough game (SM64), was as advanced and perfected as the latest exemplars of the genre e.g. Crysis 2 (as SM64 still is to its genre of 3d platforming), if you will allow me to continue the FPS genre analogy.

  • I shouldn't really use that analogy because no FPS has yet, despite the evolution since Doom, had as many awesome elements as SM64 has, most of which I have had to ignore despite the length of this analysis, and whose unrivalled perfection and existence in the first outing for their genre, make them prime fodder for other commentators to notice in snappier appraisals, such as you may find from Gabe Newell or Warren Spector.

  • Those too-many-to-list elements, such as the superb direction of your entry to the swimming level and its interactive music and feeling of tranquility and perfect control, could have been absent yet Sm64 would nonetheless remain arguably perfect, whereas its predecessors were either not of its genre or not functional as enjoyable entertainment e.g. Jumping Flash.

  • So we isolate SM64's salient achievement; Perfection upon making the genre actually viable. Even Nintendo could only refine rather than significantly evolve 3d gaming (for their Ocarina of Time 3d opus) with fancy lighting and evocative 'breathing' environments, after the first outing and really final evolution of the genre that was SM64,

  • a game whose synchronous initiation and perfection of a genre make it the Half Life 2 and the initiatory Doom of its genre at the same time! And there are some who think Nintendo is comparable to other game developers! XD

  • NB: the significant feeling of e.g. the placement of the slopes leading to the pool from the aforementioned railing in the castle grounds, could only work thanks to programmers implementing sliding physics and movement across slopes that were presumably not provident in some 3d games making package back in 1996! Miyamoto is the greatest director of entertainment since Shakespeare but he couldn't have done Super Mario 64 without those programmers and animators, especially since part of providing

  • significance to 'just moving around however yet still having fun' was using visual design to induce those who toy and fiddle with SM64, to discover these tiny yet appreciable moments and touches. Everything they wanted you to experience in a certain way, they had to coax you towards, or else they'd have had to have used a scripted, linear game to provide density, else suffering the game feeling as empty and not fun 'just to muck around in' as the average sandbox-em-up that Sm64 partly inspired.

  • So don't forget the nitty-gritty visual designers of Sm64 when showering Miyamoto with praise, for without them (and the programmers), the game would have been a character seeming to float with no weight, or swim with no thrust or water-buffering, through insignificant collections of obstacles framed in meaningless imagery. Of course Miyamoto directed the programmers and animators just so, to have them produce just what he wanted, that feeling of weight from movement and visuals and both togethr

  • 2:05 yahooo! UGH

  • Mario = El padre de todas las plataformas ! (juegos genero plataforma, aclaro por las dudas xD)

  • @ThunderChaosStudios

    I disagree. Back then it was really more about impressing gamers instead of impressing shareholders. Now when you see a press conference they talk more about sales then the new games that are supposed to come out. And this was back before the internet and we got all our info from magazines. Gaming back then was MUCH better back then, even if the graphics now are better.

  • @Custom09 Something has been lost through the years. Especially this gen with the 360. They changed the whole dynamic of what consoles could be. whether that is good or not is debatable. But if MS didn't do it Sony would have anyway.

  • What if 3d gaming never existed? COD 2D would suck! Thank you nintendo for being the backbone for every single console invented since the nes.

  • YAY OUTDATED CARTRIDGES!!!

  • Imagine seeing this for the first time, as a massive games fan already. N64 was my first console so I'll never get that feeling... until 3DS maybe!

  • Wow, Ken Lobb works for Microsoft now.

  • I remember when I first played a demo kiosk of Super Mario 64 in 1996. My mind was blown... I doubt it will be possible to surpass or even replicate that feeling I had ever again in future innovations.

  • The guy with the backward hat was in the DKC promo video playing an SNES prototype DKC cartridge.

  • @jevansturner - Actually both Henry and Issac were in the DKC promo. Issac was wearing dreads.

  • @Grooveraider

    yup - i recognized them- i had that video tape as a kid, and watched it over and over, waiting for that game to come out!!

  • I can't wait till this game comes out! looks so amazing!

  • I just shat a solid brick of nostalgia. :)

  • 100 hrs? Bullshit, I got 120 stars in around 19, and keep in mind, that they said in this version (possibly the beta?) there are only 100 stars.

  • Nintendo has been on a roll lately but this is what they are missing a REAL TRUE Mario game galaxy is cool and all but I want MARIO!! In his true form

  • 100 hours of gameplay?

  • Anyone remember shooting Ken Lobb in Goldeneye? His face is one of the enemy AIs.

  • @MrGoldeneye11 I remember shooting the Klobb gun. I think many of the devs had their faces digitized into enemies. They were going to let us do the same, but Nintendo was afraid people would digitize other things and might offend each other. Too bad.

  • has anybody played this thing? I might get one....

  • Wow hearing everybody's reaction is EPIC :D

  • I loved everyone's reaction. It made me laugh. then again in a couple years people are going to be laughing at our reactions to current gaming..

  • EPIC

  • Btw i forgot to mention. There hasnt been any console as ground breaking as nintendo 64. i mean. It was the first time we experienced 3-D graphics. one small step for man. One huge step for gaming :P

  • @nintendoguy360

    3D graphics on that scale anyway- PSX and Saturn could do 3D, but not on the level of Super Mario 64 by any means ;)

  • @DexterBoyGenius33

    Well, i was never really impressed from PS/Saturn. i always thought it looked kinda choppy even back in SNES days. N64 was the first 3-D that really impressed me.

  • The PSone's FMV scenes and audio quality impressed me more than N64's blurry textures.

  • Nintendo tried to make n64s graphics better by like curving the edges of a polygon. Kinda like in mario 64, it looks smooth and great :D

  • look at the people gasping and ooign. they just saw the future. first time they ever saw a 3d game

  • N64 was way better than PS1 because of Mario

  • I agree. because ps1 is only 32-bit.

  • This is why Nintendo make the best videogames in the world :)

  • Power wise yeah N64 was the most powerful compared to PS1 and Saturn, but unfortunatley the PS1 still outsold it, just like now with the Wii outselling the PS3 and 360!

  • Man, this is historical!

  • Those cartridges in this video must be worth a few hundred dollars by now

  • This just makes me appreciate growing up in the 90s. Man, those were the days...

  • To think if Nintendo weren't so arrogant they'd be showing a playstration at that conference.

  • @Darkhunt66

    No, it wasn't Nintendo's arrogance, it was that they overlooked a GREAT detail in the contract. What was the detail? It was that Sony would have rights to Nintendo's characters such as Mario. Had they went with that deal and Sony broke off from Nintendo, they'd be screwed. Anybody up for Super Mario Galaxy on the PSlaystation 3? Anybody? Didn't think so.

  • @MasterLink2255 Sony made out on this deal more than anyone. They learned everything they needed to from Nintendo to break into the video game industry.

    It doesn't matter if they had rights to Nintendo characters it's Myamoto they would never own and that's a big part of what made a great Mario game.. Philips had the rights to Mario, Zelda, and Link and those are 4 of the worst games ever made! Also, you don't hear much about Mario teaches Typing/Mario's Time Machine either...

  • PS1 easily owned N64.

  • Comment removed

  • actually it would have been cool if these carts stayed the same size, of you think back to it it would have been a cool "archaic" way to portray 64bit :)

  • the ooos and aaaas from the crowd, empasise how revolutionary it was

  • @townsjim Thats how I reacted when I saw it for the first time.

  • I was on 120 something stars, never finished

  • 120? That was the maximum you could get. You beat the game, buddy.

  • I was 4 :P

  • sweeet!

  • 100 hour gameplay? lol. you can get all 130 stars in like 20 hours max

  • Greatness!

  • That's so cool!!!

  • that must've been fucking amazing

  • Classic moments.

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