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    Oct 19th, 2009 at 22:36:18     -    Super Mario Land: 6 Golden Coins (GB)

    GAMEPLAY

    Super Mario Land 2: 6 Golden Coins has an interesting gameplay experience. Especially when fighting bosses. Bosses are killed by jumping on top of them but they move faster each time you hit them. The only boss in the game that takes more than 3 hits to kill is the last boss, and even so, it takes 3 hits to move him up to the next stage. One would think that this creates less of a challenge, but the bosses can move extremely quickly and you must go through an entire level before reaching the boss.

    Gameplay is based mostly on running and jumping. One feature of the gameplay I really enjoyed, was the ability to get a little extra height on the jump by holding up on the D-pad. While jumping. Another factor that gives the player more control is the fact that Mario only jumps as long as the player holds the button down. This makes shallower jumps possible in areas with low ceilings.

    DESIGN

    Levels in Super Mario Land 2: 6 Golden Coins are designed to trick you into hitting spikes or falling through pitfalls. Power-ups are few and far between but coins are everywhere. Mario can only hold 999 coins at a time and if the player finds enough bonus rooms, ends up wasting a lot of coins if they are not spent. However, there is a store that chooses prizes for having a certain amount of coins. The best thing you can really earn though are more lives.

    The levels are also designed with low ceilings. There are many features that the developers added to the game that make it more challenging. For example, goo that Mario has to swim through that is thick and hard to move through, enemies that shoot projectiles, water that is easier to move through than goo (but still difficult), conveyor belts, spinning blades and spikes, bubbles Mario can fly in, etc. The general challenge created by the environment itself makes the game addicting and fun to play.

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    Oct 19th, 2009 at 22:08:19     -    Super Mario Land: 6 Golden Coins (GB)

    SUMMARY

    In Super Mario Land 2: 6 Golden Coins, you play the famous Nintendo character, Mario. The game is a platform in format and you use Mario to interact with enemies of various types. The main method of getting rid of an enemy is by jumping on top of them.

    GAMEPLAY

    Since the method of destroying enemies in mario is mainly just jumping on top of them, the gameplay is difficult. The player is forced to get close to enemies and if the player does not land right on top of them, they loose health and shrink. The game is also difficult because even with the highest level power-up, Mario can only take 3 hits.

    The game overall is hard to understand. There seems to be no storyline but killing bad guys and getting to open a secret door at the center of the island. There is no good reason for Mario to even be on the island in the first place and levels are played as the user chooses. There are different areas with different stages but they do not need to be played in any particular order. One aspect of the game that I really enjoy though, is how the level designers added extra stages to each area that act as shortcuts. Also, each level is full of secrets and some have unique properties like goo, floating in bubbles, or swimming underwater.

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    Sep 28th, 2009 at 22:30:31     -    Super Smash Brothers (N64)

    GAMEPLAY

    As I continued to play Super Smash Brothers I really started to notice the detail that went into the game. Each level has unique environmental obstacles. Also, there are numerous weapons and power-ups used to expedite the winning process that are just fun to mess around with. For example, there is an ordinary fan that you can beat other characters over the head with, as well as, a baseball bat, and a giant hammer. Nothing is more satisfying than clearing the entire stage with a good old swing of the hammer... except, of course, a home run with the baseball bat.

    There are also many different types of levels that result in different types of gameplay. Some challenge you in mastering your character's mobility. These levels often ask the player to "break all the targets" or "land on all of the platforms." Other levels challenge you to defeat swarms of opponents or opponents that are extremely difficult to knock off. Some of the more difficult opponents require the help of friendly AI characters on your side. I am grateful that assists were added to those levels because it really balances the game out, gives you a realistic chance of winning, and keeps the game challenging.

    DESIGN

    Super Smash Brothers is very complex in many different aspects of game design. The levels themselves present unique backgrounds and unique platform styles that are schemed for the level. There are also alternate types of abyss the player or opponents can fall into(resulting in death). Each level is designed to be a challenging platform to fight opponents on. They force a player to watch his or her footing. Some levels even have ways of saving players from falling, such as barrels or clouds, when they are knocked off of the arena. The size of level platforms makes it difficult for players high damage to stay on, and the features that save players from falling make it harder to knock opponents off.

    Damage is another design aspect of the game that was clearly carefully weighted to give each player a fighting chance. With each hit a player or opponent receives, each subsequent hit knocks them back further. The single player gauntlet is designed so that opponents are harder and harder to knock off. For example, Metal Mario, who is extremely hard to knock or throw off of the level because of his enormous weight.

    Super Smash Brothers graphics are clearly two dimensional and rendered into three dimensions. The special effects of each hit are two dimensional, as are beam or particle effects. The effects compliment the game well and do not look out of place until someone pauses and shifts the camera. Also, sounds appropriately compliment players actions and certain game effects. The game is designed well overall, but there are still things that I think they could have improved on.

    Yet another design aspect of the Super Smash Brothers is its bonus system. Each time a player completes a stage, they are awarded with a bonus based on how they achieved victory. I personally like this system because it makes players challenge themselves in order to gain extra points and unlock new characters. However, players must be careful because there also points deducted for cheap shots.

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    Sep 28th, 2009 at 21:46:38     -    Super Smash Brothers (N64)

    SUMMARY

    In Super Smash Brothers, the player is a character of your choice that goes up against various opponents in the game. The player must knock off all of their opponents and expend all of their opponent's lives to progress to the next level. Objects and environmental obstacles are used to make the gameplay more interesting and they randomly spawn in the middle of battles. Multiple players can also be unlocked for completing the single player mode under certain difficult circumstances.

    GAMEPLAY

    Super Smash Brothers is a fun game that almost never gets old. There are so many different ways to play the game and the characters you use to play are all from popular sources. If anyone has played any of the Nintendo classics like, F-Zero X, Donkey Kong 64, The Legend Of Zelda: Ocarina Of Time, Star Fox 64, or Earthbound, they will know at least one character in the game. Putting famous characters against each other in a battle royal is a very interesting concept. However, the victor is mostly decided by a player's skill when using their chosen character.

    Each character may have his or her own moves, but the player must be proficient at using a wide array of characters and moves to become talented at the game itself. I personally found myself wrapped up in the thrill of winning and the frustration of losing. Winning or losing is meaningful to the player because if they are killed by an opponent controlled by artificial intelligence, they begin to question their reflexes and their capability of actually defeating said opponent. It becomes a game of defending your honor so to speak. When you play the game, there is definitely a desire to become unbeatable.

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