Do you know Dance

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Do you know It is unlikely that any human society (at any rate until the invention of puritanism) has denied itself the excitement and pleasure of dancing. Like cave painting, the first purpose of dance is probably ritual – appeasing a nature spirit or accompanying a rite of passage. But losing oneself in rhythmic movement with other people is an easy form of intoxication. Pleasure can never have been far away.

Rhythm, indispensable in dancing, is also a basic element of music. It is natural to beat out the rhythm of the dance with sticks. It is natural to accompany the movement of the dance with rhythmic chanting. Dance and music begin as partners in the service of ritual.

Dance as ritual

In most ancient civilizations, dancing before the god is an important element in temple ritual. In Egypt the priests and priestesses, accompanied by harps and pipes, perform stately movements which mime significant events in the story of a god, or imitate cosmic patterns such as the rhythm of night and day.

At Egyptian funerals, women dance to express the grief of the mourners.

Sacred occasions in Greek shrines, such as the games at Olympia from the 8th century BC, are inaugurated with dancing by the temple virgins. The choros is originally just such a dance, performed in a circle in honour of a god. In the 6th century it becomes the centrepiece of Greek theatre.

In India the formalized hand movements of the priestesses in Hindu temples are described in documents from as early as the 1st century AD. Each precise gesture is of subtle significance. A form of classical dance based upon them – known as Bharata Nhatyam – is still performed by highly skilled practitioners today.

Dance as ecstasy

Any sufficiently uninhibited society knows that frantic dancing, in a mood heightened by pounding rhythm and flowing alcohol, will set the pulse racing and induce a mood of frenzied exhilaration.

This is exemplified in the Dionysiac dancesof ancient Greece. Villagers, after harvesting the grapes, celebrate the occasion with a drunken orgy in honour of Dionysus, god of wine (whose Roman name is Bacchus). Their stomping makes a favourite scene on Greek vases; and dancing women of this kind, whose frenzy even sweeps them into an act of murder, are immortalized in a tragedy, the Bacchae, by Euripides. Short of this unfortunate extreme, all social dances promise the same desirable mood of release and excitement.

Dance as entertainment, dance as display

Egyptian paintings, from as early as about 1400 BC, depict another eternal appeal of dancing. Scantily clad girls, accompanied by seated musicians, cavort enticingly on the walls of tombs. They will delight the male occupant during his residence in the next world. But dancing girls are for this world too. From princely banquet to back-street strip club, they require no explanation.

Entertainment, and the closely related theme of display, underlies the story of public dance. In the courts of Europe spectacles of this kind lead eventually toballet.

Ballet in France: 16th – 17th century

A favourite entertainment in Renaissance France and Italy involves ladies and gentlemen of the court being wheeled into the banqueting hall on scenic floats from which they descend to perform a dance. Such festivities are much encouraged byCatherine de Médicis after she marries into the French royal family.

In 1581 a significant step forward is taken by Catherine’s director of court festivals, Baltazar de Beaujoyeulx. For a wedding celebration he produces the Balet Comique de la Reine, combining dance (which he describes as being just “geometric patterns of people dancing together”) with the narrative interest of a comedy. It is the first dramatic ballet.

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Do you know youtube

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Do you know YouTube is only five years old. How ever did we procrastinate without videos of babies break-dancing and chumps wiping out on treadmills? Then again, it’s also remarkable that the video-sharing site has lasted this long: five minutes is a more typical Internet life span. But YouTube — the world’s third most visited website after Google and Facebook — shows no signs of slowing down. The site marked the May anniversary of its 2005 beta launch with another milestone: YouTube’s users now clock more than 2 billion views every single day.

(See YouTube’s 50 best videos.)

That kind of reach must have been inconceivable for former PayPal co-workers Chad Hurley, Steve Chen and Jawed Karim, who created YouTube as a Flickr-style sharing site for videos in February 2005. They posted their first clip, a 19-second shot of Karim at the San Diego Zoo, that April. By November, with the aid of neophyte-friendly uploading software, YouTube users were sending 8 terabytes of data flickering across the Internet every day — the equivalent, Hurley noted, of the entire contents of a Blockbuster store. By the time Google paid $1.65 billion in stock for the company in the fall of 2006, the site boasted more than 700 million views a week. Today more video is uploaded to YouTube in 60 days than all three U.S. television networks have created in 60 years.

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Do you know Google

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Do you know Google began in 1996 as a project by Larry Page and Sergey Brin. Larry and Sergey were both studying at Stanford University California. In their research project they came up with a plan to make a search engine that ranked websites according to the number of other websites that linked to that site (and ultimately came up with the Google we have today). Before Google, search engines had ranked sites simply by the number of times the search term searched for appeared on the webpage, and the duo set out to make a more “aware” search engine.

The domain google.com was registered on September 14th 1997 and Google Corporation was formed a year later in September 1998.

Google started selling advertisements with its keyword searches in 2000, and so Google Adwords/Adsense was born. These advertisements used a system based on the pretence that you only paid for your advertising if some clicked on your ad link – hence the term Pay Per Click (PPC) was born.

The term PageRank was patented in September 2001 – this term is actually named after co-founder Larry Page and not, as some think, named because it is the rank of a page (webpage).

Also in 2001 co-founder Larry Page stood down as the CEO of Google and former CEO of Novel. Eric Schmidt. was appointed as the new CEO of Google.

Google moved its offices to its large Google estate (nicknamed GooglePlex) in Mountainview California in 2003, and is still based there today.

In 2004, Google launched its own free web-based email service, known as Gmail. This service was made to rival the free online mail services supplied by Yahoo and Microsoft (hotmail). This new free email service shook up the very foundation of free email with its enormous 1 GB of email storage which dwarfed its rivals’ ten-fold.

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In 2004 Google launched Google Earth. Google Earth is an amazing creation that is a map of the earth based on satellite imagery. This interactive globe of the world allows you to type in a search for any place in the world and you will automatically be taken to that part of the world. The cool part is that with Google Earth you can zoom right in to street level and actually see your own street and even your house!

An interesting fact in the history of Google is that in September 2005, Google made a new partnership with a very interesting company – NASA. This involved building a 1-million square foot research and development centre at NASA’s Ames Research Center. This was interestingly followed a few months later by the launch of Google Mars and Google Moon: two Google maps style applications built on pictures of the moon and the planet Mars.

In 2006 Google launched Google Video. Google Video is a cool new search tool. As its title suggests Google video allows you to search the internet for videos. There are thousands of videos to make your search from; from personal homemade videos to TV shows made by the big television corporations.
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Do you know football

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Do you know Derived from the English game of rugby, American football was started in 1879 with rules instituted by Walter Camp, player and coach at Yale University.

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Walter CampWalter Camp was born April 17, 1859, in New Haven, Connecticut. He attended Yale from 1876 to 1882, where he studied medicine and business. Walter Camp was an author, athletic director, chairman of the board of the New Haven Clock Company, and director of the Peck Brothers Company. He was general athletic director and head advisory football coach at Yale University from 1888-1914, and chairman of the Yale football committee from 1888-1912. Camp played football at Yale and helped evolve the rules of the game away from Rugby and Soccer rules into the rules of American Football as we know them today.

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Do you know final fantasy

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Do you know Final Fantasy is the longest swan song of all time. It was never meant to last, but now, more than two decades later, it remains the most recognizable name in role-playing games. More of an idea than a true series, it has evolved into something that a young Hironobu Sakaguchi would never recognize and almost single-handedly turned a small, struggling company into an international powerhouse. In the twenty years since it first arrived on Japanese Famicom systems, it’s never once relied on nostalgia or conceded to rest on its laurels. Every new game has continued to press forward, and that’s precisely what makes it one of the most interesting stories in game history.

Going Out on a High Note

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Hironubu Sakaguchi joined Square right out of college. At only 21 years old, he started his journey to bring the software company into the world of computer games. You could scarcely pick a more exciting time to be a gamer, as the Nintendo Famicom was giving birth to a new console market, and a generation of 8-bit computers explored new kinds of games never possible in the arcades. Western genres like adventure games and RPGs were creeping onto the Japanese systems, and pretty soon, they’d eclipse the arcade shooters of old.

The watershed moment for RPGs came with the 1986 release of Dragon Quest on the Famicom. Games like Wizardryand Black Onyx introduced Japan to the genre, but Enix’s flagship title distilled it into a simple, playable form that the console crowd could embrace. Along with Super Mario Bros. and The Legend of Zelda, the title went on to become one of the defining games of the Famicom’s early life, and propelled the console to a new level of success.

This was the climate when Squarereleased their earliest games in 1986. Sakaguchi released a pair of graphic adventures, and others at the company put out Cruise Chaser Blassty, Square’s first original RPG. By the following year, they had some novel pseudo-3D games on the NES. Tobidase Daisakusen and Highway Star might sound unfamiliar, but we’d bet you’ve heard of their American names, 3D WoldRunner andRad Racer. Square was picking up a lot of creative steam, but there was one problem: the games weren’t really selling.

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Sakaguchi grew increasingly pessimistic, as the company faced possible bankruptcy, and he realized his next game would likely be his last. Every man wants a legacy, so he committed to take one good crack at a masterpiece before bowing out. He decided to make his final game a fantasy epic, and he named it accordingly. The finality of the title would haunt him in the years to come, but at the time it seemed perfect.

Final Fantasy followed the mold of other RPGs of the day. The genre wasn’t crowded yet, but competition was heating up. Final Fantasy released on the same week as SEGA’s Phantasy Star and just two months ahead ofDragon Quest III — classic games and timeless rivals. Fans will still squabble about which of these was truly the best, but all of them played a role in legitimizing the RPG as a mainstream genre.

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Do you know Mario

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Do you know After just three years, Nintendo’s aggressive move into the North American videogame market proved a complete disaster. Out of three thousand units built, its much-hyped, last-ditch arcade shooter Radar Scope only sold one thousand units. The rest gathered dust in a warehouse.

Minoru Arakawa, the man who placed the bold Hail Mary order, begged his father-in-law (Nintendo CEO Hiroshi Yamauchi) to reprogram the useless Radar Scope machines into a new hit game. Anything less would be the nail in Nintendo of America’s coffin. Yamauchi agreed, handing the job toGunpei Yokoi, creator of the successful Game & Watch series, and his young protege, Shigeru Miyamoto… a graphic artist who’d never designed a game in his life.

For the first time, story came first and gameplay was designed around it. Miyamoto based his plot on the Popeyelove triangle, a license Nintendo pursued and lost. Very quickly, a giant gorilla subbed for Bluto while Popeyethe Sailor-Man became Jumpman, a carpenter leaping barrels and scaling his construction site to rescue “Lady.” Miyamoto wanted a linear progression through different stages. His four-man programming team didn’t want to code the same game four times. It was foolish, like redesigning a chess board every five moves.

Under protest, they delivered a whopping 20k of code while Miyamoto composed the music and designed animated “intermissions” to advance the story. Everything had to stay within Radar Scope’s hardware limitations.

Chips and conversion kits were shipped to America in 1981. Arakawa, his wife and a few others changed two thousand Radar Scopes into Donkey Kongs, but Arakawa knew “Jumpman” wouldn’t cut it with the Americans. The character needed a real name. His breakthrough came when their landlord burst into a board meeting, demanding long-overdue rent.

The man’s name was Segali… Mario Segali.

Might As Well Jump
Twenty-six years later, Mario is the face of videogaming, more recognized around the world than Mickey Mouse. He’s appeared in two hundred games, collectively selling over two hundred million units. He’s launched consoles, salvaged entire industries and led the charge into true 3D gaming. Six out of the top-ten best selling videogames of all time are Mario games. Orchestras perform his theme music. Operas have been written. He’s gotten his owncartoon series and, unfortunately for those that saw it, a live-action film. He propelled his creator from staff artist to legend, honored in America, knighted in France and in control of his own division at the third largest company in Japan.

Well before Mario became the official mascot of Nintendo, Donkey Kong’s runaway success – 60,000 cabinets eventually shipped – was attributed to its star: Donkey Kong. Mario barely registered. For his next appearance in 1983’s Donkey Kong Jr., he took on the whip-wielding villain role.

Miyamoto intended Mario to be his go-to character, a slightly pudgy, silly-looking fellow who could easily fit into any game as needed. Accordingly, he designed his little carpenter mostly by creating elegant solutions to practical, 8-bit problems. Overalls made the arms more visible. A thick mustache showed up better than a mouth and accented the bulbous nose. Bright colors popped against dark backgrounds. He wore a hat so Miyamoto could skip designing a hairstyle – not his favorite task — and to save programmers from animating it during jumps.

…Except Mario’s occupation didn’t sit right. A colleague told Miyamoto that his little sprite looked more like a plumber.

Accordingly, Miyamoto put Mario in a crab/turtle/firefly-infested sewer for his third outing. Further inspiration came from Joust, an early co-op game where players worked together or, alternatively, wiped each other out. For Player two, Miyamoto adapted his catch-all character again, swapping Mario’s color palette to create an identical “brother.”

Stories range on how Luigi got his name, from a play on the Japanese word for “analogous” to a pizza parlor near Arakawa’s office called Mario & Luigi’s. Regardless, the twins went to work clearing underground pipes of vermin in Mario Bros., their first headlining game. Players leapt across platforms, stunned critters by punching the ground underneath them, and booted them off-screen to reap their reward in gold coins.

Mario Bros. was only modestly successful. Arcade titles typically had a quick shelf life anyway, and Yamauchi wanted to move Nintendo into the more lucrative home gaming market… just as it completely imploded in the U.S.

Japan remained unaffected. By 1985, the Nintendo Famicom overcame its rocky, recall-stained launch to dominate Asia. However, after several false starts — including a scrubbed deal with Atari — North America remained elusive. Through it all, Yamauchi held to a simple philosophy: games sold consoles, and the best game designer in the world worked for him. He gave Miyamoto his own division, R&D4, to create Famicom games in time for Nintendo’s next pass at the American market.

Mario and Luigi left both sewers and arcades behind. The Mushroom Kingdom was their home now, and the Famicom their new platform.

A Series of Tubes
Early videogames were largely designed by the programmers coding them. Shigeru Miyamoto, on the other hand, was an artist by training. His approach was an artistic one. The games he designed were so different from everything else simply because he didn’t really know what he wasn’t supposed to do. That left him free to explore, and exploration soon became a part of his games.

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In Donkey Kong and Mario Bros., he created the first true platformers, and now he wanted to expand those concepts. Early on, Miyamoto played with the idea of making Mario and Luigi bigger and smaller as they gained and lost power-ups. Progression would be linear, but a little exploration and experimentation would reveal hidden items, rooms, and shortcuts. If you saw a blocked-off chamber, it was always somehow accessible once the right blocks were smashed.

Careful attention went into creating the Mushroom Kingdom’s challenges. Miyamoto wanted the player’s experience to be consistently good and constantly evolving… always interesting, never overwhelming. Enemies balanced threat with whimsy. “Mushroom traitor” Goombas and pokey turtle Koopa Troopas got their comeuppance when Mario (Luigi for Player two) stomped on them or punted empty Koopa shells in their direction. Power-ups turned him into giant-sized Super Mario, fireball-throwing Fire Mario, or made him temporarily invincible. Finding and collecting coins earned you extra lives and a ticking clock kept you moving. Pipes and warp zones let you skip ahead or skip entire levels. Miyamoto packed bright, colorful levels full of secrets to find, every inch stamped with his genius and set to Koji Kondo’s immediately catchy tunes. Even the springy buzz of Mario’s jumps pleased the ear.

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Miyamoto spent so much time perfecting Mario, he was forced to put R&D4’s other major project – The Legend of Zelda – on hold, and cede much of Wrecking Crew, a Famicom game staring the brothers Mario, to others.

In October 1985, the Famicom, by then redubbed the Nintendo Entertainment System, went to America in several forms — one of which included a R.O.B. the Robot-less Super Mario Bros. bundled in the box. Arakawa found exactly one unenthusiastic distributor willing to gamble a limited stock in their New York stores as a test run. Expectations weren’t high. That fad was over. Everyone expected the NES to sit on the shelves and stay there right through the upcoming holiday season.

Only it didn’t. Word got out about a system that blew Atari away, and the amazing game that came with it.

The plot wasn’t deep, but it became the basis for virtually every Mario game to follow. A highly unpleasant turtle-dragon named Bowser (a.k.a. King Koopa, a play on the turtle-demon kappas of Japanese folklore) kidnappedPrincess Peach (a.k.a. Princess Toadstool) and conquered the Mushroom Kingdom. Tiny Mario leapt chasms, stomped foes, and traversed eight huge worlds rushing to her rescue. You couldn’t help but feel the little guy had a lot of heart.

All paths led to a fight with Bowser over a lava pit and eventually to Peach and a chaste reward… i.e. a nice “Thank You, Mario!” Anyway, heroes expected rewards. Mario was just a working stiff, doing what needed doing.

Super Mario Bros. was a sheer joy to play, and soon bore out Yamauchi’s philosophy. By February, tens of millions of Nintendo systems sold across the U.S., nearly every one representing a gamer playing Mario. Bundled or otherwise, a record forty million Super Mario games sold, ten million more than the nearest competitor even two decades later.

The videogame crash of 1983 was officially done, all thanks to a plucky little Italian plumber. A sequel was obvious, but that’s when things got tricky in every conceivable way.

In Another Castle
Super Mario Bros. became the last time Miyamoto could direct every last element of a game himself. His responsibilities overseeing R&D4 ate up his time, and severely limited his participation in the sequel. Out of necessity, his attention turned to finishing Zelda for the Famicom Disk System.

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The FDS was essentially an external disk drive that plugged into the Famicom. The games were cheaper, the disks held five times the memory cartridges did, and the results impressed. Zelda was the first Famicom Disk game. Super Mario Bros. 2 would be next.

Visually, it looked exactly like its predecessor, but it was harder… much harder. Smooth level designs were replaced by insanely tough obstacle courses, occasionally requiring a split-second bounce off a Koopa to clear extra-wide gaps. Latter stages were cannibalized from “Vs. Super Mario Bros.”, a largely redesigned arcade port of the original. Adding to frustrations, some mushrooms were poisonous, some warps sent you back instead of forward, and inclement weather regularly kicked Mario off-course in mid-chasm jump. Waiting at the end of every boss fight, Mario found a trussed-up Toad — Princess Peach’s mushroom retainers — grateful for rescue, “but our princess is in another castle!”

Nintendo decided Mario 2’s difficulty level exceeded North American skill level. Rather than risk the franchise’s popularity, they canceled its stateside release and looked for an alternative. They found one in Yume Kojo: Doki Doki Panic (Dream Factory: Heart-Pounding Panic), a game Miyamoto actually spent more time on than Mario 2.

It followed a platforming family of four — each with Mario-mirroring abilities — on a quest to rescue kidnapped kids in a strange fantasy land. If that wasn’t close enough, the playable characters corresponded nicely; Mario, Luigi, Peach and Toad were built on Brother, Mama, Sister and Papa’s models. Luigi got his first distinctive character traits in the original Mario 2 (longer jumps, less traction), and now he got his first original character model as well. Building on Mama’s model made him noticeably taller than Mario, too.

Of course, Doki Doki Panic wasn’t a Mario game and it didn’t play like one; no hidden secrets, no Koopas, no Bowser, no Fire Mario, few power-ups of any kind, and strangest of all, no more stomping enemies. They (or various fruits and veggies) were hefted up and hurled into other enemies. Mario defeated final boss Wart by tossing fruit into its mouth, choking the giant frog, and the whole game turned out to be Mario’s dream.

American gamers enthusiastically jumped on the Doki Doki Super Mario Bros. 2, unaware of the switch. In retrospect, it became the series’ big aberration, but both Mario 2s found huge audiences through various ports. The Japanese version became The Lost Levels in later collections with the more problematic elements cleaned up. Doki Doki Mario 2 got a complete overhaul to launch the Game Boy Advance, making it feel more Mario while keeping the unusual gameplay intact.

By an interesting quirk of timing, Doki Doki Mario 2 originally released stateside in October 1988, the same month Japanese gamers were playingSuper Mario Bros. 3. Americans wouldn’t get their first look at the newest Mario until the climactic final battle in a Fred Savage movie – The Wizard – two years later. And then it didn’t hit stores for another two months.

Miyamoto became intensely involved on Mario 3 from conception onward. He wanted new ways to power-up Mario, initially by changing him into a centaur and other mythical creatures, but the first sketch that really stuck showed Mario with a raccoon tail. New gameplay possibilities opened up, and Miyamoto went with them. Mario’s wardrobe further expanded with Frog and Tanooki suits, giving him flight, swimming, and stealth abilities. Miyamoto complemented those powers by creating ingenious levels around them, arguably some of the best levels ever designed for a videogame.

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Dozens of new enemies like Boom Booms, Boos and Chain Chomps impeded a quest to rescue seven kings from Bowser’s seven bratty kids, the Koopalings. Naturally, this was merely a diversion so Bowser (now with a mane of red hair) could once again make off with Peach. Also new to the series, mini-games that bestowed power-ups, a handy map screen to track progress and collectable Warp Whistles (bearing a striking resemblance to the one Linkused in Zelda II) for those wanting to skip to the end. Not that many did, outside of speed-runners. The incredible amounts of secrets to discover in every level encouraged a complete play-through, and then complete replays to see it all.

Super Mario Bros. 3 fast became the second best selling videogame of all time, and the franchise’s NES swan song. Super Mario Bros. 4 would materialize under a new name, on a new console, and with new competition.

Sibling Rivalries
Mario already counted a dozen mobile games to his name at this point, mostly ports under the Game & Watch imprint. But now Miyamoto’s old mentor, Gunpei Yokoi, had invented a new platform: the Game Boy. Yamauchi wanted their star character on it. Yokoi’s R&D1 teamwent to work on the first original mobile Mario game in 1989… And the first Mario without Shigeru Miyamoto.

Super Mario Land gave gamers twelve levels of platforming goodness, including a few shooting sequences with Mario piloting planes and submarines. The story took him away from the Mushroom Kingdom to Sarasaland and another princess – Daisy – who needed rescuing from the evil clutches of mysterious spaceman Tatanga. On his return home in Super Mario Land 2, he learned it had been conquered by a new adversary namedWario.

Yokoi’s take on Mario helped the Game Boy surpass the NES as Nintendo’s best selling platform, and the game itself edged past Mario 3’s sales figures. That same year, a re-org changed R&D4 into Nintendo EAD(Entertainment Analysis and Development), giving Miyamoto responsibility over nearly all game content for Nintendo’s next console, the Super Nintendo Entertainment System. He went right to work on a Mario launch title.

Unfortunately, unlike the NES launch, Nintendo wasn’t the only game in town anymore. The SEGA Genesis had a two-year jump, and a mascot of their own.Sonic the Hedgehog came off as the anti-Mario… faster, hipper, attitude-ready. SEGA wasn’t shy about drawing the distinction, either. Genesis did “what Nintendon’t.” In a personality contest between the two, Mario was just too humble and selfless to be a badass, and that deficiency worried Nintendo execs. It even prompted Miyamoto to publicly admit his game suffered from a rushed production schedule.

Super Mario World arrived in 1991 alongside the SNES, and sold twice as many copies as the first two Sonic games combined.

Miyamoto’s mea culpa aside, Mario in 16-bit looked better, sounded better, played better than any Mario game before and sold better than all but the first. Nothing compared to knocking gigantor Bullet Bills out of the sky with a simple tap, or discovering the secret path to Star Road. Spin attacks combined nicely with Fire Mario firepower. Some blocks spun when hit to create revolving doorways. Bowser returned, as a proper nemesis should, and gamers were introduced to a Mario’s best friend, Yoshi.

The R&D1 design staff wanted Mario to ride a dinosaur ever since Super Mario Bros., but now the technology made it possible. Yoshi came in one size and all colors, with different powers and huge appetites. Players loved the new addition to Mario’s growing roster, so much so that Super Mario World 2: Yoshi’s Island became a Super Mario game were Mario wasn’t playable. The focus was entirely on Yoshi ferrying helpless Baby Mario to safety.

It wasn’t much of a shock. Mario had branched across genres and game types since his first Golf game in 1984, to the point that by the mid-90’s, his name was synonymous with videogames in general more than with the stellar platforming titles where he made his bones. Mario played basketball, tennis, pinball, checkers, Go Fish, raced motocross and caught big air snowboarding down mountains. He was part of the Dance Dance Revolution. Dr. Mario prescribed Tetris-like puzzles, but Mario and Luigi also appeared in Picross and Tetris-branded games. Luigi searched for a missing Mario in riffs on Carmen Sandiego, and Mario himself taught numbers, letters, typing, painting, and sweater knitting.

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Do you know Chritmas

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Do you know Christmas is both a sacred religious holiday and a worldwide cultural and commercial phenomenon. For two millennia, people around the world have been observing it with traditions and practices that are both religious and secular in nature. Christians celebrate Christmas Day as the anniversary of the birth of Jesus of Nazareth, a spiritual leader whose teachings form the basis of their religion. Popular customs include exchanging gifts, decorating Christmas trees, attending church, sharing meals with family and friends and, of course, waiting for Santa Claus to arrive. December 25–Christmas Day–has been a federal holiday in the United States since 1870.

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Do you know Nazi germany

Do you know At the beginning of the 1930s, Adolf Hitler’s Nazi Party exploited widespread and deep-seated discontent in Germany to attract popular and political support. There was resentment at the crippling territorial, military and economic terms of the Versailles Treaty, which Hitler blamed on treacherous politicians and promised to overturn. The democratic post-World War I Weimar Republic was marked by a weak coalition government and political crisis, in answer to which the Nazi party offered strong leadership and national rebirth. From 1929 onwards, the worldwide economic depression provoked hyperinflation, social unrest and mass unemployment, to which Hitler offered scapegoats such as the Jews.

Hitler pledged civil peace, radical economic policies, and the restoration of national pride and unity. Nazi rhetoric was virulently nationalist andanti-Semitic. The ‘subversive’ Jews were portrayed as responsible for all of Germany’s ills.

In the federal elections of 1930 (which followed the Wall Street Crash), the Nazi Party won 107 seats in the Reichstag (the German Parliament), becoming the second-largest party. The following year, it more than doubled its seats. In January 1933, President von Hindenburg appointed Hitler chancellor, believing that the Nazis could be controlled from within the cabinet. Hitler set about consolidating his power, destroying Weimar democracy and establishing a dictatorship. On 27 February, the Reichstag burned; Dutch communist Marianus van der Lubbe was found inside, arrested and charged with arson. With the Communist Party discredited and banned, the Nazis passed the Reichstag Fire Decree, which dramatically curtailed civil liberties.

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